Ruth Aylett
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Ruth Aylett has a total of 89 co-authors. Here are the top co-authors by number of shared publications:
- Mei Yii Lim
Heriot-Watt University, United Kingdom
7 shared publications - Ana Paiva
INESC-ID Instituto Superior Técnico Lisbon Portugal
6 shared publications - Mario Alfredo Parra
Department of Psychological Sciences and Health, University of Strathclyde, Glasgow, UK
4 shared publications - Sibylle Enz
University of Bamberg
4 shared publications - Bruce W. Wilson
School of Mathematical and Computer Sciences, Heriot-Watt University, Edinburgh, United Kingdom
3 shared publications - Frank Broz
Delft University of Technology, Delft, Netherlands
3 shared publications
Latest Publications
- Open Access
- 18 July 2026
- Published by JMIR Publications Inc. in JMIR Preprints
A novel framework to assess the cognitive underpinnings of activities of daily living in virtual reality environments across age (Preprint)
BACKGROUND Virtual reality (VR) technologies offer opportunities to assess and support activities of daily living in ecologically valid, controllable, and adaptable environments. However, many available systems remain theory-light, insufficiently personalised, and limited in their capacity to map cognitive processes onto everyday functional performance across age. OBJECTIVE This study aimed to develop and evaluate a cognitive-oriented framework for assessing the cognitive underpinnings of everyday kitchen-based activities in real and non-immersive VR environments, and to determine how performance varies by age and environment. METHODS A between-subjects experimental design was used. One hundred healthy participants were randomly assigned by age group and environment to four groups: older real environment (ORE; n=28; mean age 77, SD 4.75), younger real environment (YRE; n=24; mean age 27.61, SD 5.47), older VR environment (OVE; n=24; mean age 74.75, SD 5.33), and younger VR environment (YVE; n=24; mean age 21.29, SD 2.68). Participants completed a kitchen-based Multiple Errands Task comprising 6 errands and 54 activities in either a real kitchen or an equivalent non-immersive VR kitchen along with a brief neuropsychological assessment for older adults. Performance was scored for correct actions, completion time, and error types, including misses, order, executive, semantic, episodic, self-corrected, errand-order, and intrusion errors. General linear models tested effects of age group, environment, and their interaction; Pearson correlations, corrected using false discovery rate procedures, examined associations between neuropsychological measures and task performance. RESULTS Older adults completed fewer correct actions and made more total errors, misses, order errors, intrusions, and errand-order errors than younger adults. VR increased task demands: both age groups took longer in VR than in the real environment, and older adults were particularly slower in VR, yielding a significant Group × Environment interaction. Correctly performed actions were lower in older than younger adults, with older adults performing significantly better in the real environment than in VR, whereas younger adults’ accuracy was not significantly affected by environment. Interference did not significantly affect accuracy. Processing speed was positively associated with correct performance and negatively associated with total errors in the real environment; in older adults in VR, Mini-Mental State Examination scores correlated negatively with self-corrected errors (r=-.808, P<.001, n=24), and study time correlated positively with episodic errors (r=.641, P=.001, n=24). Older adults also made more task-related intrusions than younger adults across environments. CONCLUSIONS The VRAIS framework identified age-sensitive cognitive-functional performance patterns in real and VR contexts. Findings suggest that VR can reveal meaningful cognitive demands of everyday tasks, but ecological validity depends not only on environmental realism, but also on personal familiarity, lifelong behavioural schemas, and preparation. Theory-driven, adaptive, and person-centred VR systems may support more precise assessment and future cognitive rehabilitation for ageing and dementia-related functional decline.
- 18 July 2026
- Published by JMIR Publications Inc. in JMIR Preprints
Open AccessA novel framework to assess the cognitive underpinnings of activities of daily living in virtual reality environments across age (Preprint)
BACKGROUND Virtual reality (VR) technologies offer opportunities to assess and support activities of daily living in ecologically valid, controllable, and adaptable environments. However, many available systems remain theory-light, insufficiently personalised, and limited in their capacity to map cognitive processes onto everyday functional performance across age. OBJECTIVE This study aimed to develop and evaluate a cognitive-oriented framework for assessing the cognitive underpinnings of everyday kitchen-based activities in real and non-immersive VR environments, and to determine how performance varies by age and environment. METHODS A between-subjects experimental design was used. One hundred healthy participants were randomly assigned by age group and environment to four groups: older real environment (ORE; n=28; mean age 77, SD 4.75), younger real environment (YRE; n=24; mean age 27.61, SD 5.47), older VR environment (OVE; n=24; mean age 74.75, SD 5.33), and younger VR environment (YVE; n=24; mean age 21.29, SD 2.68). Participants completed a kitchen-based Multiple Errands Task comprising 6 errands and 54 activities in either a real kitchen or an equivalent non-immersive VR kitchen along with a brief neuropsychological assessment for older adults. Performance was scored for correct actions, completion time, and error types, including misses, order, executive, semantic, episodic, self-corrected, errand-order, and intrusion errors. General linear models tested effects of age group, environment, and their interaction; Pearson correlations, corrected using false discovery rate procedures, examined associations between neuropsychological measures and task performance. RESULTS Older adults completed fewer correct actions and made more total errors, misses, order errors, intrusions, and errand-order errors than younger adults. VR increased task demands: both age groups took longer in VR than in the real environment, and older adults were particularly slower in VR, yielding a significant Group × Environment interaction. Correctly performed actions were lower in older than younger adults, with older adults performing significantly better in the real environment than in VR, whereas younger adults’ accuracy was not significantly affected by environment. Interference did not significantly affect accuracy. Processing speed was positively associated with correct performance and negatively associated with total errors in the real environment; in older adults in VR, Mini-Mental State Examination scores correlated negatively with self-corrected errors (r=-.808, P<.001, n=24), and study time correlated positively with episodic errors (r=.641, P=.001, n=24). Older adults also made more task-related intrusions than younger adults across environments. CONCLUSIONS The VRAIS framework identified age-sensitive cognitive-functional performance patterns in real and VR contexts. Findings suggest that VR can reveal meaningful cognitive demands of everyday tasks, but ecological validity depends not only on environmental realism, but also on personal familiarity, lifelong behavioural schemas, and preparation. Theory-driven, adaptive, and person-centred VR systems may support more precise assessment and future cognitive rehabilitation for ageing and dementia-related functional decline.
- Open Access
- 8 November 2024
- Published by Association for the Advancement of Artificial Intelligence (AAAI) in Proceedings of the AAAI Symposium Series
- Vol. 4 (1) , 115-122
Technology-Supported Reminiscence Therapy for Those Living with Dementia
The AMPER application is designed to support reminiscence therapy in a domestic setting for those living with dementia through the use of an Intelligent Virtual Agent (IVA). Such agents have been shown to increase functionality, accessibility and user satisfaction. We describe the application and summarise the design process used to choose the graphical agent for the project. We briefly discuss the implications of using stereotypes or archetypes in this process.
- 8 November 2024
- Published by Association for the Advancement of Artificial Intelligence (AAAI) in Proceedings of the AAAI Symposium Series
- Vol. 4 (1) , 115-122
Open AccessTechnology-Supported Reminiscence Therapy for Those Living with Dementia
The AMPER application is designed to support reminiscence therapy in a domestic setting for those living with dementia through the use of an Intelligent Virtual Agent (IVA). Such agents have been shown to increase functionality, accessibility and user satisfaction. We describe the application and summarise the design process used to choose the graphical agent for the project. We briefly discuss the implications of using stereotypes or archetypes in this process.
- Open Access
- 30 September 2024
- Published by Digital Games Research Association in DiGRA Digital Library
A Bechdel Test for Computer Games?
This paper reports work addressing the research question "could a Bechdel-like test be an indication of how women are represented in video games?" through developing such a test for video games: the Indicative Representation of Women In Games (IRWiG) test. We describe its development process: a multidisciplinary approach combining a literature review with the development and application of ontologies representing the constructional elements of games that relate to portrayal of women. The IRWiG test was evaluated through a public evaluation survey and an internally-conducted games analysis. The test proposes four criteria for analysing a female character: her character development, appearance, abilities and relevant stereotypes, and the skippability of content in which she is active. An overall agreement rate of 74% was found between users' opinions of how a woman is represented in a game, and the application of the IRWiG test.
- 30 September 2024
- Published by Digital Games Research Association in DiGRA Digital Library
Open AccessA Bechdel Test for Computer Games?
This paper reports work addressing the research question "could a Bechdel-like test be an indication of how women are represented in video games?" through developing such a test for video games: the Indicative Representation of Women In Games (IRWiG) test. We describe its development process: a multidisciplinary approach combining a literature review with the development and application of ontologies representing the constructional elements of games that relate to portrayal of women. The IRWiG test was evaluated through a public evaluation survey and an internally-conducted games analysis. The test proposes four criteria for analysing a female character: her character development, appearance, abilities and relevant stereotypes, and the skippability of content in which she is active. An overall agreement rate of 74% was found between users' opinions of how a woman is represented in a game, and the application of the IRWiG test.
- Open Access
- 16 September 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Demonstration of the AMPER System for Individuals with Alzheimer’s Disease
We present a demonstration of the AMPER system: an Android application that guides individuals with Alzheimer’s disease and their carers through reminiscence therapy with the use of a virtual agent. The application supports a novel method of reminiscence story selection, using material metadata, user data, and a spreading activation algorithm. This aims to present relevant material to the user, in an order that attempts to mimic a human autobiographical memory.
- 16 September 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessDemonstration of the AMPER System for Individuals with Alzheimer’s Disease
We present a demonstration of the AMPER system: an Android application that guides individuals with Alzheimer’s disease and their carers through reminiscence therapy with the use of a virtual agent. The application supports a novel method of reminiscence story selection, using material metadata, user data, and a spreading activation algorithm. This aims to present relevant material to the user, in an order that attempts to mimic a human autobiographical memory.
- Open Access
- 16 September 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Case study in choosing a graphical character to support reminiscence therapy for those living with dementia
The present study describes the process employed to identify a suitable intelligent virtual agent (IVA) for the AMPER App supporting reminiscence therapy for those living with dementia through the use of a facilitating agent. This included three distinct phases: 1) co-creation with project stakeholders and identification of a set of desirable IVA traits; 2) a blind internal team rating process to select a subset from available IVAs; 3) a character survey with healthy older adults to select a final 4 IVAs (2 male, 2 female). We analyse the results, assess inter-subject agreement, and suggest guidelines for IVA selection.
- 16 September 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Open AccessCase study in choosing a graphical character to support reminiscence therapy for those living with dementia
The present study describes the process employed to identify a suitable intelligent virtual agent (IVA) for the AMPER App supporting reminiscence therapy for those living with dementia through the use of a facilitating agent. This included three distinct phases: 1) co-creation with project stakeholders and identification of a set of desirable IVA traits; 2) a blind internal team rating process to select a subset from available IVAs; 3) a character survey with healthy older adults to select a final 4 IVAs (2 male, 2 female). We analyse the results, assess inter-subject agreement, and suggest guidelines for IVA selection.
- Top Cited Papers
Experiential AI: Between Arts and Explainable AI
Experiential artificial intelligence (AI) is an approach to the design, use, and evaluation of AI in cultural or other real-world settings that foregrounds human experience and context. It combines arts and engineering to support rich and intuitive modes of model interpretation and interaction, making AI tangible and explicit. The ambition is to enable significant cultural works and make AI systems more understandable to nonexperts, thereby strengthening the basis for responsible deployment. This paper discusses limitations and promising directions in explainable AI, contributions the arts offer to enhance and go beyond explainability and methodology to support, deepen, and extend those contributions.
Top Cited PapersExperiential AI: Between Arts and Explainable AI
Experiential artificial intelligence (AI) is an approach to the design, use, and evaluation of AI in cultural or other real-world settings that foregrounds human experience and context. It combines arts and engineering to support rich and intuitive modes of model interpretation and interaction, making AI tangible and explicit. The ambition is to enable significant cultural works and make AI systems more understandable to nonexperts, thereby strengthening the basis for responsible deployment. This paper discusses limitations and promising directions in explainable AI, contributions the arts offer to enhance and go beyond explainability and methodology to support, deepen, and extend those contributions.
- Open Access
- 11 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Embodied Conversational Agents: Trust, Deception and the Suspension of Disbelief
- 11 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessEmbodied Conversational Agents: Trust, Deception and the Suspension of Disbelief
- Open Access
Agency and legibility for artists through Experiential AI
Experiential AI is an emerging research field that addresses the challenge of making AI tangible and explicit, both to fuel cultural experiences for audiences, and to make AI systems more accessible to human understanding. The central theme is how artists, scientists and other interdisciplinary actors can come together to understand and communicate the functionality of AI, ML and intelligent robots, their limitations, and consequences, through informative and compelling experiences. It provides an approach and methodology for the arts and tangible experiences to mediate between impenetrable computer code and human understanding, making not just AI systems but also their values and implications more transparent, and therefore accountable. In this paper, we report on an empirical case study of an experiential AI system designed for creative data exploration of a user-defined dimension, to enable creators to gain more creative control over the AI process. We discuss how experiential AI can increase legibility and agency for artists, and how the arts can provide creative strategies and methods which can add to the toolbox for human-centred XAI.
Open AccessAgency and legibility for artists through Experiential AI
Experiential AI is an emerging research field that addresses the challenge of making AI tangible and explicit, both to fuel cultural experiences for audiences, and to make AI systems more accessible to human understanding. The central theme is how artists, scientists and other interdisciplinary actors can come together to understand and communicate the functionality of AI, ML and intelligent robots, their limitations, and consequences, through informative and compelling experiences. It provides an approach and methodology for the arts and tangible experiences to mediate between impenetrable computer code and human understanding, making not just AI systems but also their values and implications more transparent, and therefore accountable. In this paper, we report on an empirical case study of an experiential AI system designed for creative data exploration of a user-defined dimension, to enable creators to gain more creative control over the AI process. We discuss how experiential AI can increase legibility and agency for artists, and how the arts can provide creative strategies and methods which can add to the toolbox for human-centred XAI.
- 19 March 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 12 (2) , 293-305
An Architecture for Emotional Facial Expressions as Social Signals
We focus on affective architecture issues relating to the generation of expressive facial behaviour, critique approaches that treat expressive behaviour as only a mirror of internal state rather than as also a social signal and discuss the advantages of combining the two approaches. Using the FAtiMA architecture, we analyse the requirements for generating expressive behavior as social signals at both reactive and cognitive levels. We discuss how facial expressions can be generated in a dynamic fashion. We propose generic architectural mechanisms to meet these requirements based on an explicit mind-body loop and Theory of Mind (ToM) processing. A illustrative scenario is given.
- 19 March 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Affective Computing
- Vol. 12 (2) , 293-305
An Architecture for Emotional Facial Expressions as Social Signals
We focus on affective architecture issues relating to the generation of expressive facial behaviour, critique approaches that treat expressive behaviour as only a mirror of internal state rather than as also a social signal and discuss the advantages of combining the two approaches. Using the FAtiMA architecture, we analyse the requirements for generating expressive behavior as social signals at both reactive and cognitive levels. We discuss how facial expressions can be generated in a dynamic fashion. We propose generic architectural mechanisms to meet these requirements based on an explicit mind-body loop and Theory of Mind (ToM) processing. A illustrative scenario is given.
- 24 October 2017
- Published by Springer Nature in Lecture Notes in Computer Science
- p. 188-197
Do You Think I Approve of That? Designing Facial Expressions for a Robot
- 24 October 2017
- Published by Springer Nature in Lecture Notes in Computer Science
- p. 188-197
Do You Think I Approve of That? Designing Facial Expressions for a Robot