LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsRegan MandrykCreating and Interpreting Abstract Visualizations of EmotionBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveyWiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay InteractionImproving Network QoS in GroupwareJeff DyckJoey EremondiScott BatemanProcedural Audio Awareness through GTBlackboardSaul GreenbergAffective ComputingPersonalized Simulations of Colour Vision DeficiencyThe Neurobiology of PlayRobert XiaoBrain, body and bytes: psychophysiological user interactionImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationPlayer-game Interaction Through Affective SoundMore Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter GameCarl GutwinUIST 2011 Doctoral Symposium: Accessibility for Individuals with Color Vision DeficiencyMangalagouri (Gouri) MasarakalPosture Training With Real-time Visual FeedbackCross-display object movement in multi-display environmentsStephanie SmaleGranular SynthesisCritic-Proofing: Robust Validation Through Data-MiningYue GaoHow Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model PropositionThe Impact of Negative Game Reviews and User Comments on Player ExperienceJustin GowenElectroencephalographic Assessment of Player Experience: A Pilot Study in Affective LudologyGeneral Compression Techniques for Small, Frequent MessagesAttention DetectionYichen DangClayton EppLiu JunScott DavisCraig YellowleesEvaluating Groupware UsabilityKathrin GerlingBrett TaylorScott OlsonLennart NackeRTChess: Real-Time ChessAdvanced Interaction for Multi-display EnvironmentsRoger BlumGamification: Using Game Design Elements in Non-Gaming Contexts

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

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

Support for Deictic Pointing in CVEs: Still Fragmented after All These Years?
Wong, N., Gutwin, C. (2014), CSCW '14 Proceedings of the 2014 conference on Computer-Supported Cooperative Work and Social Computing, Baltimore, MD. 1377-1387. <doi:10.1145/2531602.2531691>
Learning to Measure Influence in a Scientific Social Network
Bergsma, S., Mandryk, R., McCalla, G. (2014), Artificial Intelligence (AI 2014).
Designing Games to Discourage Sedentary Behaviour
Mandryk, R., Gerling, K., Stanley, K. (2014), Playful User Interfaces (A. Nijholt, Ed.), Gaming Media and Social Effects. 253-274. Springer. <doi:10.1007/978-981-4560-96-2_12>
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