John Rae
University of Roehampton
45 Papers
416 Citations
John Rae is an academic researcher from University of Roehampton. The author has contributed to research in topics: Eye tracking & Autism. The author has an hindex of 15, co-authored 38 publications.
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Papers
Two Forms Of Spoken Repetition In A Girl With Autism
TL;DR: Although Helen has limited verbal resources she is more interactionally competent than this may initially suggest, it is proposed that these repetition practices may constitute an adaptation to interacting with a limited lexicon.
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Robotic Playmates: Analysing Interactive Competencies of Children with Autism Playing with a Mobile Robot
Kerstin Dautenhahn,I. Werry,John Rae,Paul Dickerson,Penny Stribling,Bernard Ogden +5 more
- 01 Jan 2002
TL;DR: This chapter discusses two analysis techniques used in order to study how children with autism interact with an autonomous, mobile and ‘social’ robot in a social setting that also involves adults, and a quanti tive technique based on micro-behaviours is outlined.
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Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
William Steptoe,Anthony Steed,Aitor Rovira,John Rae +3 more
- 10 Apr 2010
TL;DR: Two experiments investigating eye tracking in AMC demonstrate that observers of AMC can more accurately detect truth and deception when viewing avatars with added oculesic behavior driven by eye tracking, and uncovers systematic differences between truth telling and lying.
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Organizing Participation in Interaction: Doing Participation Framework
TL;DR: In this article, the authors examine a particular work context in which participants in an interaction reorganize their participation such that, although remaining physically copresent, one of them makes or receives telephone calls to or from a non-copresent party.
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Eye gaze in virtual environments: evaluating the need and initial work on implementation
TL;DR: The integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real-world eye movements into calibrated eye gaze in an immersive virtual world are discussed.
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