Nicholas Shopland

Nicholas Shopland
Nottingham Trent University | NTU · Department of Computer Science

MSc Engineering Multimedia

About

33
Publications
6,222
Reads
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367
Citations
Introduction
Nicholas Shopland currently works at the Department of Computing and Technology , Nottingham Trent University. Nicholas does research in Human-computer Interaction, Computer Graphics and Computing in Social science, Arts and Humanities.
Additional affiliations
January 2000 - February 2021
Nottingham Trent University
Position
  • Research Associate

Publications

Publications (33)
Chapter
Full-text available
National reports indicate access to HE for students with disabilities is limited in India and Bangladesh. These reports highlight the issue of exclusion of people with disabilities, women and economically disadvantaged students. The Supreme Court of India directed all higher education institutions to reserve 5% of places for people with disabilitie...
Chapter
Autism Spectrum Disorder (ASD) is a growing concern worldwide. To date there are no drugs that can treat ASD, hence the treatments that can be administered are mainly supportive in nature and aim to reduce, as much as possible, the symptoms induced by the disorder. However, diagnosis and related treatments in terms of improving communication, socia...
Chapter
The human vision system assiduously looks for exciting regions in the real world, in images and videos, to reduce the search effort for various tasks, such as object detection and recognition. A spatial attention representation can divulge the exciting segments, blocks or regions in such images. The Conners’ continuous performance test is a visual...
Chapter
Adoption of e-learning for those with special needs lags that for mainstream learners. Not much is known about barriers and facilitators that drive this disparity. The present study used focus groups and interviews to collect the views of 21 teachers taking part in preliminary evaluations of an adaptive learning system based on multimodal affect re...
Article
In this paper we use a case study, the co-production of a prostate cancer app with, and for, Black British African-Caribbean communities, to discuss benefits and tensions of inclusive practice and allyship. We view our collaborators as joint partners, and joint allies, for the Black British African-Caribbean community. Here, we document the researc...
Article
Digital game making is becoming an increasingly common means of learning in schools due to the appeal of delivering curriculum-based learning objectives while tapping into the popularity of videogames. Indeed, research suggests that digital game making may improve cognitive and behavioral skills in learners and this may have significant impact on l...
Article
Full-text available
Artificial intelligence tools for education (AIEd) have been used to automate the provision of learning support to mainstream learners. One of the most innovative approaches in this field is the use of data and machine learning for the detection of a student’s affective state, to move them out of negative states that inhibit learning, into positive...
Conference Paper
Full-text available
This paper will present findings from the second phase of an Erasmus+ funded project which addresses at its very core inclusive education, thus affecting and supporting every teacher in the European countries that ratified the UNCRPD, 2008, as well as beyond Europe. Inclusive education is a major concern globally. The project supports teachers and...
Experiment Findings
Full-text available
Legal regulations desk research. A comparative situation analysis of survey questionnaires with teachers, psychologists, educationalists and parents of children at nursery and primary schools. Examples of good practices in the 6 partner countries.
Conference Paper
Full-text available
Computer games as part of education is a well-established topic for research, suggesting that creating games is linked to a range of cognitive and behavioural outcomes. Creating games in all subject disciplines is becoming increasingly possible due to the increasingly higher status of computing in schools across Europe and the prevalence of visual...
Article
Purpose Prostate cancer is the most common cancer diagnosed in men in the UK. Black men are in a higher prostate cancer risk group possibly due to inherent genetic factors. The purpose of this paper is to introduce PROstate Cancer Evaluation and Education (PROCEE), an innovative serious game aimed at providing prostate cancer information and risk...
Conference Paper
Previous research has shown that the humanoid NAO robot can enhance learning as well as improve communication in children with intellectual disabilities. However, most special needs schools cannot afford the humanoid NAO robot due to high costs. Could a cheaper non-humanoid Lego Mindstorm robot be an alternative way of achieving the same learning o...
Article
Objective: African-Caribbean men in the UK have the highest incidence rate of prostate cancer in comparison to other ethnicities. Psycho-social aspects related to screening and presentation impact on men's behaviour, with previous studies indicating a range of barriers. This study explores one such barrier, the digital rectal examination (DRE), du...
Conference Paper
Co-design is a process for creating interventions with representative participants of the target group. The co-design process ensures that the technologies are aligned with people's needs and removes the designer subjectivity. This paper discusses the co-design methodology and evaluation of the Pro-CEE serious game, an innovative intervention which...
Conference Paper
Studies within our research group have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with intellectual disabilities and associated sensory impairments. Of current interest is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development...
Chapter
Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-up-and-play games f...
Conference Paper
RECALL is a European Transversal project developing location based services in assistive technologies to allow people with learning disabili-ties and sensory and physical impairments to plan and independently carry out their route to work and community activities, helping them to overcome physical and psychological barriers to independent travel an...
Article
Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-up-and-play games f...
Article
The research reported here is part of a larger project which seeks to combine serious games (or games-based learning) with location-based services to help people with intellectual disabilities and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learn...
Article
Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-up-and-play games f...
Article
This chapter is concerned with the potential of serious games as effective and engaging learning resources for people with learning and sensory disabilities. This is considered, followed by detailing of a suitable design methodology and its application, description of a range of types of games that have been successfully developed for this target g...
Article
Full-text available
The aim of the Game On project is to adapt and create highly engaging and motivating serious games to teach employment skills to prisoners, ex-offenders and those at risk of offending (termed offenders). The target audience first trialled existing serious games with work-based educational content to identify their limitations and to highlight gaps...
Article
The Interactive Systems Research Group (ISRG) at the Nottingham Trent University (NTU) were commissioned by the National Learning and Skills Council to design, implement and evaluate a serious game to address the development needs of young people at risk of social exclusion; characterised as having low self esteem, poor levels of confidence, aggres...
Article
Full-text available
This article describes the user centred design and development of a virtual environment (VE) to support the training of people with learning disabilities to travel independently. Three separate implementations were built on top of an initial design. Two of these environments implemented intelligent agents to scaffold learners using virtual environm...
Article
Full-text available
This article describes the user centered design and development of a virtual learning environment (VLE) to support the training of persons with learning disabilities to travel independently. Three separate implementations were built on top of an initial design. Two of these environments implemented intelligent agents to scaffold learners using virt...
Article
Full-text available
There is a continuing need for guidelines to aid in the design of Interactive Multimedia Learning Environments (IMLE) to promote effective learning. The project introduced in this paper looks at an important subset of this problem, the design of interactive learning environments to promote social inclusion. A consortium of six partners contributed...
Conference Paper
The UK Government has conducted research into skills gaps within the UK population. It has concluded that there is an alarmingly large proportion of the population with low literacy and numeracy skills.
Conference Paper
Full-text available
The purpose of this project is to develop a Virtual Learning Environment to assist in the travel training of a group of people with learning disabilities to enable them to gain access to training and employment opportunities. To achieve this a realistic Virtual Travel in Sutton Package will be developed to assist people with special needs to learn...
Article
Full-text available
This paper describes the development and evaluation of a virtual travel-training environment for use by people with a learning disability in developing employment related skills. This environment has been designed to work in conjunction with a mobile agent to provide a comprehensive system to prepare and provide real time assistance to people with...

Projects

Projects (13)
Project
AI Tool to Predict Engagement and 'Meltdown' Events in Students with Autism.
Project
Using mobile games to assess pedagogic needs of children with moderate learning disabilities. Improving the paedagogic support for these children and ensuring their inclusion in mainstream classrooms.
Project
The project aims to improve professional entrepreneurial competences in vocational education and training (VET) students. VESVET aims to foster vocational education and training (VET) students’ employability, by enhancing entrepreneurship, competence development and validation. The project will use the LEVEL5 system which is specifically designed to assess personal, social and organisational competence development in non- and informal learning settings.