The Microsoft SocialNUI Research Centre focuses on the user experience of information communication technology (ICT) where the interactive technologies involve gesture, voice, movement, gaze or other natural user interface (NUI) techniques. Research within the centre explores how these interactive technologies can enable new forms of social and collaborative behaviours, including how people communicate, play, learn and work together in different settings.
Kinecting with Orang-utans
In collaboration with Zoos Victoria, this project is designing and developing an interactive digital system to enrich and empower the lives of orang-utans at Melbourne Zoo.
Augmented Learning Environment for Physiotherapy Education
This project is developing an augmented training environment using mixed reality technologies to support the development of student skills in analysing patient issues and clinical reasoning in physiotherapy education.
Social Play in Immersive Gaming Environments
This project investigates how voice, gaze and gesture affects a gamer’s experience such as immersion, embodiment, identity and control.
Wearable Technology for Arm Monitoring in Health
This project investigates the potential of wearables to support stroke patients and their clinicians in arm monitoring. The team are designing a wearable technology and studying how data can support therapists in assessing and rehabilitating patients.
Ageing Bodies and Embodied Interactions
This project aims to identify how NUI technologies can be designed and used to facilitate active social participation for older people constrained by limited mobility.
Designing Technologies for Indigenous Knowledge
The project seeks to understand the interrelationship of people, place, and practise to nurture indigenous knowledge, and explore how video-mediated technologies can be designed to foster indigenous knowledge among national or international diaspora.
Supporting Social Interactions for Video Calls in the Home
This project analyses how Skype is used in video mediated communication (VMC). The research findings will identify how NUIs can improve the ability of VMC to connect and facilitate social experiences at a distance.
Exploring Natural User Interfaces During Meal Times
This project investigates how families use technology at mealtimes and how space in homes are configured around technology. The team are developing a NUI gesture and voice based mobile application to augment family conversations during mealtimes.
Evaluation of Natural User Interfaces in Search Technology
This project examines multiple design and effectiveness aspects of current and future web search systems, with an emphasis on experiences that support mobility via smartphones, tablets or augmented reality systems.
Tele-Consultation: NUI Interactions between Clinicians and Patients
This project investigates how a tele-consultation between a patient and their clinician can be improved beyond video. The team are designing and evaluating a new technology that will help patients communicate bodily information like movement and pain to clinicians during a physiotherapy tele-consultation.
Augmented Fitness: Computational Intelligence for Weight Lifting
The project explores how technologies can support and motivate gym users. The team are developing a system that integrates wearable and remote sensors to analyse users’ performances to support trainer-trainee communication and gamification strategies for collaborative and competitive exercising.
Insertable Technology for Human Interactions
This project investigates insertables: devices that go under the skin for non-medical purposes. A small but growing group are choosing to augment their senses by voluntarily inserting devices inside their bodies. This research will help us to understand why people are doing this and the implications for human-technology interactions.
HandLog: Tangible Interactions for Game Input and Rehabilitation
The research team developed the ArmLog prototype which senses and communicates bodily information including grip strength and arm movement. This project addresses the question how grip strength can be used as an input to interactive technology.