Improving Assistive Software for Color Vision Deficiency through Multiple Model AggregationTarget Assistance for Subtly Balancing Competitive PlayTargeting Assistance for Distant Pointing at Interactive SurfacesTowards a Framework of Player Experience ResearchDylan KnowlesOliver SchneiderColour Blindness and Information VisualizationUbiquitous Cursor: A Comparison of Direct and Indirect Pointing Feedback in Multi-Display EnvironmentsJeff DyckImproving Network QoS in GroupwareMichael KalynAmin TavassolianBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionBrain and Body Interfaces: Designing for Meaningful InteractionEmotional response and visual attention to non-photorealistic imagesKINECTWheels: Wheelchair Input for Motion-Based Video GamesSpencer ClarkInvestigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray CastingSonia ChiassonJoey EremondiPosture Training With Real-time Visual FeedbackRobert KapiszkaGameplay experience testing with playability and usability surveys - An experimental pilot study3D Attentional Maps - Aggregated Gaze Visualizations in Three-Dimensional Virtual EnvironmentsUseful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of ChartsAndy CockburnRegan MandrykDiane WatsonSteve LevyJustin GowenMike LippoldCraig YellowleesMultiperson control in real-time groupwareAdvanced gaze visualizations for three-dimensional virtual environmentsLiu JunCross-display object movement in multi-display environmentsIndividual Models of Color Differentiation to Improve Interpretability of Information VisualizationAccessible Games SIGClayton EppDisconnection Handling in Real-time GroupwareAdvanced Interaction for Multi-display EnvironmentsAffective ComputingEvaluation of Emotional Response to Non-Photorealistic ImagesStephen DammPersonalized Simulations of Colour Vision DeficiencyKinectArmsSILVERVIZ: Extending SILVER for coordination in distributed collaborative modelingThe Haptic Tabletop Puck: Tactile Feedback for Interactive Tabletops

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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