Victoria McArthur

Orcid: 0000-0002-6650-6886

According to our database1, Victoria McArthur authored at least 26 papers between 2008 and 2025.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2025
User Experience of Visualizations in Motion: A Case Study and Design Considerations.
IEEE Trans. Vis. Comput. Graph., January, 2025

2024
Why the HCI Community Should Care About AR Journalism.
Interactions, 2024

2023
Designing immersive stories with novice VR creators: a study of autobiographical VR storytelling during the COVID-19 pandemic.
Frontiers Virtual Real., March, 2023

2022
The Impact of Tutorial Design on the Novice Gaming Experience.
Proceedings of the HCI International 2022 Posters, 2022

Massively Multiplayer Online Role-Playing Games on Promoting Social Well-Being in the COVID-19 Pandemic.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

2021
FLCARA: Frog Life Cycle Augmented Reality Game-Based Learning Application.
Proceedings of the Learning and Collaboration Technologies: Games and Virtual Environments for Learning, 2021

2020
Automatic Page-Turner for Pianists with Wearable Motion Detector.
Proceedings of the HCI International 2020 - Late Breaking Papers: Multimodality and Intelligence, 2020

Camera-Based Selection with Cardboard Head-Mounted Displays.
Proceedings of the HCI International 2020 - Late Breaking Papers: Virtual and Augmented Reality, 2020

2019
HCI in praxis: teaching augmented-reality storytelling in a journalism classroom.
Interactions, 2019

Making Mii: studying the effects of methodological approaches and gaming contexts on avatar customization.
Behav. Inf. Technol., 2019

2018
An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations.
Entertain. Comput., 2018

2017
The UX of Avatar Customization.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2015
Digital economies and trading in counter strike global offensive: How virtual items are valued to real world currencies in an online barter-free market.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Workshop proposal: Game UI design, evaluation, and user research.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Serious mods: A case for modding in serious games pedagogy.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
E is for Everyone? Best Practices for the Socially Inclusive Design of Avatar Creation Interfaces.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

2012
Virtual postcards: multimodal stories of online play.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Knowing, not doing: modalities of gameplay expertise in world of warcraft addons.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
All in a day's work: a study of World of Warcraft NPCs comparing gender to professions.
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011

2010
Virtual world professionals and avatar appearance codes.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

2009
Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?
J. Inf. Commun. Ethics Soc., 2009

An empirical comparison of "wiimote" gun attachments for pointing tasks.
Proceedings of the 1st ACM SIGCHI symposium on Engineering Interactive Computing System , 2009

2008
Construction of cybertypes in Lineage II: an analysis of game interfaces and support documentation.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

World of Warcraft as a ludic cyborg.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

Real ethics in a virtual world.
Proceedings of the Extended Abstracts Proceedings of the 2008 Conference on Human Factors in Computing Systems, 2008


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