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Dr Jethro Shell

Job: VC2020 Senior Lecturer

Faculty: Computing, Engineering and Media

School/department: School of Computer Science and Informatics

Research group(s): Centre for Computational Intelligence (CCI)

Address: ºÚÁÏÍø, The Gateway, Leicester, LE1 9BH, UK

T: 44 (0)116 207 8520

E: jethros@dmu.ac.uk

 

Personal profile

Whilst working for Panasonic Computer Products (Europe), Dr Shell completed a part time MSc in Information Technology at ºÚÁÏÍø, finishing his studies in 2008. Following a 10 year career with Panasonic, he left industry to return to academia completing a PhD at ºÚÁÏÍø. The focus of his PhD was on sparse data environments where the ability to gain labelled data is initially either extremely difficult or impossible. Environments such as extremely remote locations, ad-hoc structures or user groups that are very specific. These environments often also produce uncertain and vague data. To address these issues he constructed a framework that combined a fuzzy logic representation of the data with a transductive transfer learning approach.

Dr Shell has been a Principal Investigator (PI) on a number of internal and externally funded (including Horizon2020) projects that involve the application of Computational Intelligence (CI) and gaming applications.

The research interests of Dr Shell are focussed around the application of Computational Intelligence, specifically fuzzy logic and transfer learning across and within three main areas: gaming, healthcare and HCI.

He is currently a senior lecturer and researcher in Games and Information Systems at ºÚÁÏÍø

Research group affiliations

Centre for Computational Intelligence (CCI)

ºÚÁÏÍø Games And interactive MEdia Research (ºÚÁÏÍø:GAMER)

Publications and outputs


  • dc.title: Comparative study of motivational drivers behind players’ selection of Palworld dc.contributor.author: Xing, Yongkang; Shell, Jethro; Fahy, Conor; Harwood, Tracy; Lin, Tingting dc.description.abstract: Palworld, released in January 2024, rapidly sold over 12 million copies on Steam in ten days, prompting comparisons to the Pokémon franchise due to its creature-taming aesthetic. This study investigates whether Palworld’s commercial and critical success stems from superficial homage or from deeper motivational affordances that resonate with an aging fan base. Drawing on Self-Determination Theory (SDT), we conducted a comprehensive analysis comprising a comparative feature review of Palworld versus mainline Pokémon and a survey of 322 Chinese Palworld players (252 of whom also had Pokémon experience). Results show that, while both games satisfy competence needs, players report significantly higher autonomy and relatedness in Palworld, citing its open-ended base-building, combat freedom, and cooperative multiplayer systems as key differentiators. Quantitative analyses confirmed that primary motives for playing Palworld–such as relaxation, achievement, and socialization–were rated higher than for Pokémon, especially in adult groups. We conclude that Palworld’s success is not merely due to its visual style but is rooted in its reinterpretation of the creature-taming genre through mature gameplay systems that address an aging fan base’s desire for creative freedom and deeper social engagement. The study provides a valuable data survey to support the field of game psychology. dc.description: open access article

  • dc.title: Capturing the past, shaping the future: A scope review of photogrammetry in cultural building heritage dc.contributor.author: Xing, Yongkang; Yang, Shengxiang; Fahy, Conor; Harwood, Tracy; Shell, Jethro dc.description.abstract: Historic buildings and urban streetscapes face increasing threats from climate change, development, and aging infrastructure, creating a pressing need for accurate and scalable documentation methods. This review assesses the combined use of photogrammetry and unmanned aerial vehicle (UAV) technologies in preserving built cultural heritage. We systematically analyze the end-to-end workflow, from the sophisticated processing of imagery into highly detailed and accurate 3D models in photogrammetry software via data acquisition using diverse UAV platforms and sensor payloads. Through case studies, including the mapping of ancient Maya sites in the Yucatán Peninsula and the conservation of the Notre Dame Cathedral, the review highlights the accuracy, efficiency, and accessibility offered by this technological synergy, underscoring its significance for heritage conservation, research, and the development of digital twins. Furthermore, it explores how these advancements foster public engagement and virtual accessibility, enabling immersive experiences and enriched educational opportunities. The paper also critically assesses the inherent technical, ethical, and legal challenges associated with this methodology, offering a balanced perspective on its application. By synthesizing the current knowledge, this review proposes future research trajectories and advocates for best practices, aiming to guide heritage professionals in leveraging photogrammetry and UAVs for the effective documentation and safeguarding of global cultural heritage. dc.description: open access article

  • dc.title: Integrating Large Language Models into Medication Management in Remote Healthcare: Current Applications, Challenges, and Future Prospects dc.contributor.author: Kwan, Ho Yan; Shell, Jethro; Fahy, Conor; Yang, Shengxiang; Xing, Yongkang dc.description.abstract: The integration of large language models (LLMs) into remote healthcare has the potential to revolutionize medication management by enhancing communication, improving medication adherence, and supporting clinical decision-making. This study aims to explore the role of LLMs in remote medication management, focusing on their impact. This paper comprehensively reviews the existing literature, medical LLM cases, and the commercial applications of LLMs in remote healthcare. It also addresses technical, ethical, and regulatory challenges related to the use of artificial intelligence (AI) in this context. The review methodology includes analyzing studies on LLM applications, comparing their impact, and identifying gaps for future research and development. The review reveals that LLMs have shown significant potential in remote medication management by improving communication between patients and providers, enhancing medication adherence monitoring, and supporting clinical decision-making in medication management. Compared to traditional reminder systems, AI reminder systems have a 14% higher rate in improving adherence rates in pilot studies. However, there are notable challenges, including data privacy concerns, system integration issues, and the ethical dilemmas of AI-driven decisions such as bias and transparency. Overall, this review offers a comprehensive analysis of LLMs in remote medication management, identifying both their transformative potential and the key challenges to be addressed. It provides insights for healthcare providers, policymakers, and researchers on optimizing the use of AI in medication management. dc.description: open access article

  • dc.title: Assessing web 2D user interface experiences in mixed reality. dc.contributor.author: Xing, Yongkang; Fahy, Conor; Shell, Jethro dc.description.abstract: Mixed Reality (MR) technologies have the potential to revolutionize how we interact with various fields, such as medicine, education, and communication. However, existing studies have not comprehensively investigated the overall performance of 2D user interfaces (UIs) in 3D spaces. There are gaps and questions that have not been properly addressed in the transition from 2D to 3D UIs. To investigate this, we design an experiment with 80 participants to evaluate the 2D UI user experience on MR platforms. Our study reveals that compared with desktop devices, the website user experience on MR platforms leads to poorer learning performance. One-to-one interviews with participants reveal issues with both the hardware field of view and color definition, as well as the UI. Based on these findings, we propose that a generalized and optimized 3D UI would reduce control difficulties and improve the learning experience provided by MR platforms. Our study provides critical data that can be used to enhance 3D UIs on MR platforms. dc.description: open access article

  • dc.title: Digital Storytelling in Virtual Reality: Bridging the Virtual and Reality in Cultural Tourism at the Great Bay Area dc.contributor.author: Xing, Yongkang; Fahy, Conor; Feng, Guokai; Liang, Yi; Huang, Haiqi; Shell, Jethro dc.description.abstract: The Chinese tourism economy requires recovery following the impact of COVID-19 and seeks to attract international tourists to visit China. This study leverages Virtual Reality (VR) technology to create a virtual tour that entices international users to engage in immersive virtual exploration. The primary objective is to use this virtual project as a bridge between the virtual and real worlds, motivating tourists to consider visiting Chinese sightseeing. Our analysis suggests that creating an appealing first impression is crucial, which involves utilizing beautiful scenery to captivate tourists. The study meticulously designs the virtual environment based on floor plans and relevant documents. To enhance the participation of tourists, we implement a variety of interactive elements, categorized into three primary aspects: Collections' Interaction, Navigation and Storytelling, and Connecting Modules. By combining these elements, this study aspires to contribute significantly to cultural heritage tourism by enticing international users into virtual exploration and inspiring them to embark on real-world journeys to experience the rich cultural heritage of China firsthand.

  • dc.title: Developing and delivering in block: Reflections one year in dc.contributor.author: Allman, Zoe; Coupland, Simon; Attwood, Luke; Fahy, Conor; Hasshu, Salim; Khuman, A. S.; Shell, Jethro

  • dc.title: Designing VR training systems for children with attention deficit hyperactivity disorder (ADHD) dc.contributor.author: Shell, Jethro; Kwan, H. Y.; Lin, L.; Fahy, Conor; Pang, S.; Xing, Y.

  • dc.title: Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public dc.contributor.author: xing, Yongkang; Liang, Zhanti; Fahy, Conor; Shell, Jethro; Guan, Kexin; Liu, Yuxi; Zhang, Qian dc.description.abstract: Advances in information and communication technologies have created a range of new products and services for the well-being of society. Virtual Reality (VR) technology has shown enormous potential in educational, commercial, and medical fields. The recent COVID-19 outbreak highlights a poor global performance in communicating epidemic knowledge to the public. Considering the potential of VR, the research starts from analyzing how to use VR technology to improve public education in COVID-19. The research uses Virtual Storytelling Technology (VST) to promote enthusiasm in user participation. A Plot-based VR education system is proposed in order to provide an immersive, explorative, educational experiences. The system includes three primary modules: the Tutorial Module, the Preparation Module, and the Investigation Module. To remove any potential confusion in the user, the research aims to avoid extremely complicated medical professional content and uses interactive, entertainment methods to improve user participation. In order to evaluate the performance efficiency of the system, we conducted performance evaluations and a user study with 80 participants. Compared with traditional education, the experimental results show that the VR education system can used as an effective educational tool for epidemic (COVID-19) fundamental knowledge. The VR technology can assist government agencies and public organizations to increase public understanding of the spread the epidemic (COVID-19) dc.description: open access article

  • dc.title: Historical Data Trend Analysis in Extended Reality Education Field dc.contributor.author: Shell, Jethro; Xing, Yongkang; Liang, Zhanti; Fahy, Conor; Guan, Kexin; Liu, Guan dc.description.abstract: The arrival of the digital age brings Virtual Reality, Augmented Reality, and Mixed Reality technologies into our daily life. It provides a brand-new user experience to composite with real environments. Due to the development of related devices in recent years, the highly interactive connections between users and devices have gradually evolved. The paper starts from a literature review to discuss Virtual Reality, Augmented Reality, and Mixed Reality's history and social impact. The review reveals not only the traditional historical review but also contains a data research study. The research focuses on the case study paper, which proposed a bright, interactive future with technology in educational field. We compared the proposed future view and the current development. This paper collected 269 citations from 2005 to 2020 and analyzed them, assessing whether they belonged to technical or theoretical paper. The paper uses the collected data to discuss industrial developing trends and indicates the possible future view based on the data study result.

  • dc.title: What Do We See: An Investigation Into the Representation of Disability in Video Games dc.contributor.author: Shell, Jethro dc.description.abstract: There has been a large body of research focused on the representation of gender in video games. Disproportionately, there has been very little research in respect to the representation of disability. This research was aimed at examining the representation of disabled characters through a method of content analysis of trailers combined with a survey of video gamers. The overall results showed that disabled characters were under-represented in videogames trailers, and respondents to the survey viewed disabled characters as the least represented group. Both methods of research concluded that the representation of disabled characters was low. Additionally, the characters represented were predominantly secondary, non-playable characters not primary. However, the research found that the defined character type was a mixture of protagonists and antagonists, bucking the standard view of disabled characters in video games.

Research interests/expertise

  • Computational intelligence
  • Computer game AI
  • Fuzzy logic
  • Transfer learning
  • Dynamic content generation
  • Medical applications of CI
  • Human computer interface
  • Sensors
  • Virtual reality

Areas of teaching

  • Game design
  • Mobile games
  • Fuzzy logic
  • Games projects
  • UML
  • Game AI
  • Physics

Qualifications

  • MSc
  • PhD

Courses taught

  • IMAT1606: Game Architecture, Design and Development
  • IMAT2608: Mobile Games
  • IMAT2800: Mechanics and Artificial Intelligence For Simulation
  • IMAT3406: Fuzzy Logic and Knowledge Based Systems
  • IMAT3451: Computing Project

Externally funded research grants information

3D-TuneIn: H2020 project to produce digital games applied to hearing aids to address social inclusion, 01 June 2015 to 31 May 2018, Principal Investigator (Imperial College, University of Nottingham, Vianet, Reactify, University of Malaga)

Internally funded research project information

INNATE: HEIF Project to detect and predict nocturnal seizures using non-invasive techniques, 6 Jan - 01 June 2016, Principal Investigator.

Professional esteem indicators

  • IEEE Transactions on Neural Networks and Learning Systems, Jan 2014, current, reviewer
  • Sensors, March 2014, current, reviewer
  • IEEE Transactions on Computational Intelligence and AI in Games, Oct 2016, current, reviewer