Kevin Stanley


Improving Early Navigation in Time-Lapse Video with Spread-Frame Loading
Gutwin, C., van der Kamp, M., Uddin, M., Stanley, K., Stavness, I., Vail, S. (2019), Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI 2019), Glasgow, Scotland UK. 12 pages. <doi:10.1145/3290605.3300785>
All Across the Circle: Using Auto-Ordering to Improve Object Transfer between Mobile Devices
Li, C., Gutwin, C., Stanley, K., Nacenta, M. (2016), Graphics Interface (GI'2016), Victoria, BC, Canada. 49-56.
The Effect of Temporal Adaptation Granularity and Game Genre on the Time-Balancing Abilities of Adaptive Time-Varying Minigames
Tavassolian, A., Stanley, K., Gutwin, C. (2014), Entertainment Computing, vol. 5 no. 1, 43-54. <doi:10.1016/j.entcom.2013.06.003>
Iterative Design of an Augmented Reality Game and Level-Editing Tool for Use in the Classroom
Farjana, E., Stanley, K., Mandryk, R. (2014), IEEE Games, Entertainment, and Media 2014, Toronto, Canada. To appear.
Gemini Redux: Understanding Player Perception of Accumulated Context
Stanley, K., Farjana, E., Anderson, E., Mandryk, R. (2014), IEEE Games, Entertainment, and Media 2014, Toronto, Canada. 152-159.
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SWaGUR: Saskatchewan-Waterloo Games User Research
The Canadian computer game industry is the third largest in the world, behind the USA and Japan. The sector contributes $2.3 billion annually to Canada's GDP, it employs 16,500 people, and the demand for skilled talent in creative and technical roles is increasing: 40% of Canadian game companies expect over 25% growth in the next 2 years.
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.