Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionBanani RoyYudi XueDavid FlatlaRTChess: Real-Time ChessImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationDavid PinelleGaming for FitnessRoger BlumEvaluating Groupware UsabilityJared CechanowiczEvaluation of Emotional Response to Non-Photorealistic ImagesLearning The Land: Improving map-based interactionsIan LivingstonElectroencephalographic Assessment of Player Experience: A Pilot Study in Affective LudologyDeveloping a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual characterKathrin GerlingStephen DammCross-display object movement in multi-display environmentsInfluencing Experience: The Effects of Reading Game Reviews on Player ExperienceTargeting Assistance for Distant Pointing at Interactive SurfacesTowards a Framework of Player Experience ResearchImproving Network QoS in GroupwareBrett TaylorSPRWeb: Preserving Subjective Responses to Website Colour Schemes through Automatic RecolouringMore Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter GameScott BatemanMangalagouri (Gouri) MasarakalShane DielschneiderRegan MandrykRobert KapiszkaKinectArmsBrain and Body Interfaces: Designing for Meaningful InteractionPlayer-game Interaction Through Affective SoundTarget Assistance for Subtly Balancing Competitive PlaySriram SubramanianTad StachThe Neurobiology of PlayASSETS 2011 Doctoral Consortium: Accessibility for Individuals with Color Vision DeficiencyDylan KnowlesSocial Navigation for Loosely-Coupled Information Seeking in Tightly-Knit Groups using WebWearClayton EppSpencer ClarkRagu KattinakereCorrelation between heart rate, electrodermal activity and player experience in First-Person Shooter gamesProcedural Audio Awareness through GTBlackboardMike LippoldSaul Greenberg

The Human-Computer Interaction Lab is a research facility in the Department of Computer Science at the University of Saskatchewan. We carry out research in computer-supported cooperation, next-generation interfaces, computer games, affective computing, surface computing, and information visualization.

Faculty

Regan Mandryk
University of Saskatchewan
Carl Gutwin
University of Saskatchewan

Current Research

KINECTWheels: Wheelchair Input for Motion-Based Video Games
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research.
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.
Affective Computing
Evaluation of a user's emotional experience with technology is not well understood, especially when the primary goal of a technology is to entertain (e.g., computer game) or to invoke an emotional experience (e.g., animated film).
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Recent Publications

Modeling the efficacy of persuasive strategies for different gamer types in serious games for health
Orji, R., Vassileva, J., Mandryk, R. (2014), User Model User-Adaptive Interaction, 1573-1391. <doi:DOI 10.1007/s11257-014-9149-8>
Faster Command Selection on Tablets with FastTap
Gutwin, C., Cockburn, A., Scarr, J., Malacria, S., Olson, S. (2014), ACM Conference on Human Factors in Computing Systems (CHI 2014), 2617-2626. <doi:http://dx.doi.org/10.1145/2556288.2557136>
Gender and Persuasive Technology: Examining the Persuasiveness of Persuasive Strategies by Gender Groups
Orji, R., Mandryk, R., Vassileva, J. (2014), The 9th International Conference on Persuasive Technology (PERSUASIVE 2014, 48-52.
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