Regan Mandryk University of Saskatchewan

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Projects

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.
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.
LaVizKit: A visualization toolkit
Visualizations are an effective and visually pleasing way of conveying information to a computer user, but can be difficult for people without skills in design or programming to create.
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).
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.
Targeting Assistance for Distant Pointing at Interactive Surfaces
Pointing at displays from a distance is becoming a common scenario for controlling computers, entertainment systems, and video games.
Improving Expertise-Sensitive Help Systems
Given the complexity and functionality of today's software, task-specific, system-suggested help could be beneficial for users.
Interaction Techniques for Digital Tables
Digital tables allow people to interact with computer workspaces that are projected onto tabletops.
Advanced Interaction for Multi-display Environments
Multi-display environments (interfaces composed by several display surfaces) have the potential to dramatically change the way that we work with digital information: for example, they provide a variety of work surfaces to fit different kinds of tasks, they provide a very large visual bandwidth, they enable the use of peripheral attention space, and they naturally support co-located collaboration.
Game Heuristics
Video gaming is a common and popular entertainment. The primary goal of video games is to entertain and engage users.