Carl Gutwin University of Saskatchewan

Dr. Carl Gutwin is a professor in the Department of Computer Science and the director of the HCI lab. His main research areas are computer-supported cooperative work, interaction techniques, and surface computing.

Contact

Carl Gutwin, Professor
Department of Computer Science
University of Saskatchewan
110 Science Place, Saskatoon, SK, S7N 5C9
Tel: +1 306 966 8646
Fax: +1 306 966 4884
CS homepage

Publications

Peak-End Effects on Player Experience in Casual Games
Gutwin, C., Rooke, C., Cockburn, A., Mandryk, R., Lafreniere, B. (2016), Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2016), San Jose, USA. 5608-5619. Honourable Mention Award (top 5%).
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.
How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game
Depping, A., Mandryk, R., Li, C., Gutwin, C., Vicencio-Moreira, R. (2016), CHI 2016, San Jose, CA. 3462-3472. Honourable Mention Award (top 5%).
HandMark Menus: Rapid Command Selection and Large Command Sets on Multi-Touch Displays
Uddin, M., Gutwin, C., Lafreniere, B. (2016), In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '2016), San Jose, CA, USA. 5836-5848. <doi:10.1145/2858036.2858211>
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. <doi:10.1109/SCAM.2015.7335412>
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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.
Attention Detection
A project that tracks user attention and looks at what to do in certain application depending on the data received. The goal of the project is to look at different types of applications to see what types of actions occur in them and then figure out what effects could happen depending on the user attention input data. Download Project Demos .
KinectArms
Gestures are a ubiquitous part of human communication over tables, but when tables are distributed, gestures become difficult to capture and represent.
Forward Error Correction for Groupware
Real-time distributed groupware sends several kinds of messages with varying quality-of-service requirements.
Disconnection Handling in Real-time Groupware
Real-time Groupware A real-time or synchronous groupware is a software application that allows communication and collaboration among geographically-distributed work group members in order to perform some common tasks.
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