Studying technology and the role it can play to affect social change
Cassandra J Collins
Creating, accessible, inclusive knowledge toolkits and/or experiences through AI and Game Technology for those, living with learning disabilities
Exploring the relationship between nêhiyawêwin (Cree language) and Gaeilge
(Irish language) sound shapes and the relationship they have to the landscapes and land formations they
engage with through song creation as methods for language learning and custodial land engagement.
Design thinking and Further Education and Training (FET) practitioners: the impact of the design and evaluation of a novel design-thinking framework for FET practitioners in Technology Enhanced Learning (TEL) training
Providing a framework to better support communities seeking to engage in action-based projects in environmental conservation and management to increase the impact of community action towards achieving national goals for biodiversity conservation.
Focusing on TAR (Telepresence Autism Research) focusing on the positive impact telepresence technology can have on people with Autism and other nonverbal and ‘hard to reach’ individuals.
Applying Inclusive Design Practice to Novel Interfaces for Extreme Users with Locked-in Syndrome by using VR Head-mounted Display (HMD)
James Rwampigi Aniyamuzaala
Investigating how the Public Funding and Support System provide equitable public funding and support for Learners in need of Educational HEAT solutions
Exploreing the idea that an archive is haunted by its own histories and that through auto-topographic research strategies these ‘spectres’ can be amplified and placed within a theoretical and site-specific context to examine their potential as a metaphor for social change.
Applied XR in Health and Wellbeing: Assistive, Augmented Reality-based, Digital Helpers for Transition-age Teens and Young Adults with Autism Spectrum Disorder
Studying the effect and perception of light and colour in AR / VR headsets
Lori Ada Kilty
Focused on inclusive design, global readiness, general compliance, business intelligence, release, and secondary channels.
Measuring the impact
of augmented reality (AR) applications on learners’ engagement, motivation, and
performance focusing on undergraduate students in third-level business education.
Moisen (Mohsen) M
Bringing nature to
all abilities through VR-Nature to help reduce depression.
Studying the relationship between AI and ethics
Phil J. Ryan
Bureaucracy Map: An inclusively designed User eXperience template for
Defining Human Capabilities and Vulnerabilities in an Age of Cyberthreat.
Exploring the relationship between perfume, access and power.
Focusing on the affordances of immersive storytelling to stimulate prosocial behaviour; comparing the efficacy of an immersive vs. a non-immersive pro-environmental intervention.
Interested in the collision of technology and society and where conflicts of ethics, trust, and governance emerge
Countermeasures to undermine allostatic load in People of Color in America through Nutrition and Personal Genetics
AI and Worker Displacement
Fascinated by patterns and structures, be it in graphics, photo, video or electronic technology. He seeks to carve out the beauty of disruption, thus subverting the perfect surface that contemporary new media industry is trying to achieve.
Halfway to the Holodeck