Regan L. Mandryk
Orcid: 0000-0003-0772-6616Affiliations:
- University of Victoria, Canada
- University of Saskatchewan, Canada (former)
According to our database1,
Regan L. Mandryk
authored at least 228 papers
between 1999 and 2024.
Collaborative distances:
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Bibliography
2024
How To Tame a Toxic Player? A Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games.
Proc. ACM Hum. Comput. Interact., 2024
Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences.
Proc. ACM Hum. Comput. Interact., 2024
Hexed by Pressure: How Action-State Orientation Explains Propensity to Choke in Super Hexagon.
Proc. ACM Hum. Comput. Interact., 2024
Proc. ACM Hum. Comput. Interact., 2024
Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball.
Proc. ACM Hum. Comput. Interact., 2024
Playing with Prejudice: Do Colour Scheme and Hypersexualization of Women In Games Influence Player Decisions, Perceptions, and Avatar Appeal?
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024
Intimidating or Friendly? How Players Represent Themselves With Character Appearances That Reflect Their Social Motivations.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024
Proceedings of the Companion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing, 2024
Understanding and Mitigating New Harms in Immersive and Embodied Virtual Spaces: A Speculative Dystopian Design Fiction Approach.
Proceedings of the Companion Publication of the 2024 Conference on Computer-Supported Cooperative Work and Social Computing, 2024
Proceedings of the 3rd Annual Meeting of the Symposium on Human-Computer Interaction for Work, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Flame and Fortune: The Connection Between Toxic Behavior and In-game Purchasing in Multiplayer Online Games.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Cheat Codes as External Support for Players Navigating Fear of Failure and Self-Regulation Challenges In Digital Games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Unpacking Norms, Narratives, and Nourishment: A Feminist HCI Critique on Food Tracking Technologies.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Novel Approaches for Understanding and Mitigating Emerging New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2024.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Games Res. Pract., December, 2023
Trails, rails, and over-reliance: How navigation assistance affects route-finding and spatial learning in virtual environments.
Int. J. Hum. Comput. Stud., October, 2023
IEEE Trans. Games, March, 2023
Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments.
Proc. ACM Hum. Comput. Interact., 2023
If at First You Don't Succeed: Helping Players Make Progress in Games with Breaks and Checkpoints.
Proc. ACM Hum. Comput. Interact., 2023
Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance.
Proc. ACM Hum. Comput. Interact., 2023
Proc. ACM Hum. Comput. Interact., 2023
Proceedings of the Companion Proceedings of the 28th International Conference on Intelligent User Interfaces, 2023
Not Tekken Seriously? How Observers Respond to Masculine and Feminine Voices in Videogame Streamers.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Playing a Flawless Character? Exploring Differences Between Experts and Novices in Tabletop Role-Playing Games and Potential Benefits for Well-Being.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023
Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Combating Toxicity, Harassment, and Abuse in Online Social Spaces: A Workshop at CHI 2023.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
2022
IEEE Trans. Games, 2022
Proc. ACM Hum. Comput. Interact., 2022
Proc. ACM Hum. Comput. Interact., 2022
miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022
Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games.
Proc. ACM Hum. Comput. Interact., 2022
Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming.
Proc. ACM Hum. Comput. Interact., 2022
Proc. ACM Hum. Comput. Interact., 2022
Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic.
Comput. Hum. Behav., 2022
Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022
Effective Toxicity Prediction in Online Multiplayer Gaming: Four Obstacles to Making Approaches Usable.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022
Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Demonstrating Commons Sense: A Novel Physiological Interaction For Engaging Live Streaming Audiences.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
"Chat Has No Chill": A Novel Physiological Interaction For Engaging Live Streaming Audiences.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
(Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends.
Proc. ACM Hum. Comput. Interact., 2021
Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews.
Proc. ACM Hum. Comput. Interact., 2021
Meeting with Media: Comparing Synchronous Media Sharing and Icebreaker Questions in Initial Interactions via Video Chat.
Proc. ACM Hum. Comput. Interact., 2021
Proc. ACM Hum. Comput. Interact., 2021
Proc. ACM Hum. Comput. Interact., 2021
Proc. ACM Hum. Comput. Interact., 2021
How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety.
Proc. ACM Hum. Comput. Interact., 2021
Proc. ACM Hum. Comput. Interact., 2021
Shocking advantage! Improving digital game performance using non-invasive brain stimulation.
Int. J. Hum. Comput. Stud., 2021
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021
Consequences, Schmonsequences! Considering the Future as Part of Publication and Peer Review in Computing Research.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Prepare for Trouble and Make It Double: The Power Motive Predicts Pokémon Choices Based on Apparent Strength.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Meeting You, Seeing Me: The Role of Social Anxiety, Visual Feedback, and Interface Layout in a Get-to-Know-You Task via Video Chat.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
Frontiers Comput. Sci., 2020
Eye Caramba: Gaze-based Assistance for Virtual Reality Aiming and Throwing Tasks in Games.
Proceedings of the ETRA '20: 2020 Symposium on Eye Tracking Research and Applications, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
Is a Change as Good as a Rest? Comparing BreakTypes for Spaced Practice in a Platformer Game.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
A Cheating Mood: The Emotional and Psychological Benefits of Cheating in Single-Player Games.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Power Play: How the Need to Empower or Overpower Other Players Predicts Preferences in League of Legends.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
2019
Red or blue pill: fostering identification and transportation through dialogue choices in RPGs.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019
Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
FTVR in VR: Evaluation of 3D Perception With a Simulated Volumetric Fish-Tank Virtual Reality Display.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
2018
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018
Designing for Friendship: Modeling Properties of Play, In-Game Social Capital, and Psychological Well-being.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018
Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018
Let Me Be Implicit: Using Motive Disposition Theory to Predict and Explain Behaviour in Digital Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
2017
ACM Trans. Comput. Hum. Interact., 2017
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017
The Effects of Navigation Assistance on Spatial Learning and Performance in a 3D Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Those are not the Stories you are Looking For: Using Text Prototypes to Evaluate Game Narratives Early.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Why is This Happening to Me?: How Player Attribution can Broaden our Understanding of Player Experience.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
2016
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016
Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-Regulation.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Does Helping Hurt?: Aiming Assistance and Skill Development in a First-Person Shooter Game.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
The Effects of Social Exclusion on Play Experience and Hostile Cognitions in Digital Games.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
2015
Modeling Motivation in a Social Network Game Using Player-Centric Traits and Personality Traits.
Proceedings of the User Modeling, Adaptation and Personalization, 2015
Proceedings of the Persuasive Technology - 10th International Conference, 2015
A metric for automatically flagging problem levels in games from prototype walkthrough data.
Proceedings of the 19th International Academic Mindtrek Conference, 2015
Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks.
Proceedings of the 41st Graphics Interface Conference, Halifax, NS, Canada, June 3-5, 2015, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015
Mobile Gamification for Crowdsourcing Data Collection: Leveraging the Freemium Model.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015
2014
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health.
User Model. User Adapt. Interact., 2014
Developing culturally relevant design guidelines for encouraging healthy eating behavior.
Int. J. Hum. Comput. Stud., 2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
Iterative design of an augmented reality game and level-editing tool for use in the classroom.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
Proceedings of the Computer Supported Cooperative Work, 2014
Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
The effects of embodied persuasive games on player attitudes toward people using wheelchairs.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Proceedings of the Advances in Artificial Intelligence, 2014
2013
Pers. Ubiquitous Comput., 2013
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2013
Modeling Gender Differences in Healthy Eating Determinants for Persuasive Intervention Design.
Proceedings of the Persuasive Technology - 8th International Conference, 2013
Proceedings of the International Conference on Making Sense of Converging Media, 2013
Is movement better?: comparing sedentary and motion-based game controls for older adults.
Proceedings of the Graphics Interface 2013, 2013
Proceedings of the First International Conference on Gameful Design, 2013
Proceedings of the First International Conference on Gameful Design, 2013
Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables.
Proceedings of the Computer Supported Cooperative Work, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility, 2013
Proceedings of the Interaction Design and Children 2013, 2013
2012
Analysis and comparison of target assistance techniques for relative ray-cast pointing.
Int. J. Hum. Comput. Stud., 2012
Comput. Graph., 2012
Towards a Data-Driven Approach to Intervention Design: A Predictive Path Model of Healthy Eating Determinants.
Proceedings of the Persuasive Technology. Design for Health and Safety, 2012
iEpi: an end to end solution for collecting, conditioning and utilizing epidemiologically relevant data.
Proceedings of the 2nd ACM international workshop on Pervasive Wireless Healthcare, 2012
Modeling Musical Mood From Audio Features and Listening Context on an In-Situ Data Set.
Proceedings of the 13th International Society for Music Information Retrieval Conference, 2012
Proceedings of the Graphics Interface 2012 Conference, 2012
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility, 2012
2011
Calibration games: making calibration tasks enjoyable by adding motivating game elements.
Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, 2011
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011
Proceedings of the 9th International Symposium on Non-Photorealistic Animation and Rendering, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments.
Proceedings of the Graphics Interface 2011 Conference, 2011
Proceedings of the Graphics Interface 2011 Conference, 2011
Biofeedback game design: using direct and indirect physiological control to enhance game interaction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011
2010
Proceedings of the Tabletops - Horizontal Interactive Displays, 2010
Proceedings of the Graphics Interface 2010 Conference, May 31, 2010
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010
Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010
Useful junk?: the effects of visual embellishment on comprehension and memorability of charts.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010
2009
Looking Ahead: A Comparison of Page Preview Techniques for Goal-Directed Web Navigation.
Proceedings of the Human-Computer Interaction, 2009
Proceedings of the Eleventh European Conference on Computer Supported Cooperative Work, 2009
An evaluation of coordination techniques for protecting objects and territories in tabletop groupware.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009
2008
Pers. Ubiquitous Comput., 2008
Proceedings of the Graphics Interface 2008 Conference, 2008
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008
Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, 2008
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008
Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008
2007
A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies.
Int. J. Hum. Comput. Stud., 2007
2006
IEEE Computer Graphics and Applications, 2006
Using psychophysiological techniques to measure user experience with entertainment technologies.
Behav. Inf. Technol., 2006
Direct Intentions: The Effects of Input Devices on Collaboration around a Tabletop Display.
Proceedings of the First IEEE International Workshop on Horizontal Interactive Human-Computer Systems (Tabletop 2006), 2006
Proceedings of the Smart Graphics, 6th International Symposium, 2006
A continuous and objective evaluation of emotional experience with interactive play environments.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006
2005
Comput. Entertain., 2005
TractorBeam Selection Aids: Improving Target Acquisition for Pointing Input on Tabletop Displays.
Proceedings of the Human-Computer Interaction, 2005
TractorBeam: seamless integration of local and remote pointing for tabletop displays.
Proceedings of the Graphics Interface 2005 Conference, 2005
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005
2004
Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, 2004
Proceedings of the Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, 2004
2003
J. Comput. Assist. Learn., 2003
Proceedings of the Eighth European Conference on Computer Supported Cooperative Work, 2003
2002
Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community, 2002
Proceedings of the Extended abstracts of the 2002 Conference on Human Factors in Computing Systems, 2002
2001
Proceedings of the CHI 2001 Extended Abstracts on Human Factors in Computing Systems, 2001
1999
Proceedings of the CHI '99 Extended Abstracts on Human Factors in Computing Systems, 1999