Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual characterErik WidingAnke Reinschl├╝sselInfluencing Experience: The Effects of Reading Game Reviews on Player ExperienceSpencer ClarkBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionLearning The Land: Improving map-based interactionsAryan ZohoorianAmy SkopikGranular SynthesisMichael BzowyClayton EppTarget Assistance for Subtly Balancing Competitive PlayDavid PinelleJesse RolheiserSPRWeb: Preserving Subjective Responses to Website Colour Schemes through Automatic RecolouringThe Haptic Tabletop Puck: Tactile Feedback for Interactive TabletopsProcedural Audio Awareness through GTBlackboardMatthew MillerDavid FlatlaMiguel NacentaCraig YellowleesDirections in Physiological Game Evaluation and InteractionImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationImproving Network QoS in GroupwareKINECTWheels: Wheelchair Input for Motion-Based Video GamesGameplay experience testing with playability and usability surveys - An experimental pilot studyEvaluating Groupware UsabilitySocial Navigation for Loosely-Coupled Information Seeking in Tightly-Knit Groups using WebWearEmotional response and visual attention to non-photorealistic imagesWeston CarlsonCross-display object movement in multi-display environmentsAccessibility for Individuals with Color Vision DeficiencyGame HeuristicsInteraction Techniques for Digital TablesCreating and Interpreting Abstract Visualizations of EmotionPlayer-game Interaction Through Affective SoundVarun GaurScott DavisCorrelation between heart rate, electrodermal activity and player experience in First-Person Shooter gamesCarrie GatesPointing in Collaborative Virtual EnvironmentsRasam Bin HossainLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsMax BirkJory CooperEffects of View, Input Device, and Track Width on Video Game DrivingBrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey

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.


Regan Mandryk
University of Saskatchewan
Carl Gutwin
University of Saskatchewan
Ian Stavness
University of Saskatchewan

Current Research

Jelly Polo: a sports game using small-scale exertion
Sports video games should be inherently competitive, but they fall short in providing true competition for the players.
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.
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Recent Publications

On the Comprehension of Code Clone Visualizations: A Controlled Study using Eye Tracking
Uddin, M., Gaur, V., Gutwin, C., Roy, C. (2015), 15th IEEE International Working Conference on Source Code Analysis and Manipulation (SCAM 15), Bremen, Germany. 161-170. To appear.
Manipulating Leaderboards to Induce Player Experience
Bowey, J., Birk, M., Mandryk, R. (2015), The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), London, UK. 115-120. Best Paper (1%).
How Self-Esteem Shapes our Interactions with Play Technologies
Birk, M., Mandryk, R., Miller, M., Gerling, K. (2015), The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), London, UK. 35-45. Honourable Mentions (top 5%).
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