Now showing items 1-16 of 16

    • Analysis and comparison of target assistance techniques for relative ray-cast pointing 

      Bateman, Scott; Mandryk, Regan L.; Gutwin, Carl; Xiao, Robert (Elsevier, http://dx.doi.org/10.1016/j.ijhcs.2012.12.006, 2013)
      Pointing at displays from a distance is becoming a common method of interacting with computer applications and entertainment systems, using devices such as the Wii Remote, the PlayStation Move controller, or the Microsoft ...
    • A Comparison of Techniques for In-place Toolbars 

      Doucette, Andre; Gutwin, Carl; Mandryk, Regan L. (ACM, http://dl.acm.org/citation.cfm?id=1839214.1839221, 2010)
      Selections are often carried out using toolbars that are located far away from the location of the cursor. To reduce the time to make these selections, researchers have proposed in-place toolbars such as Toolglasses or ...
    • Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations 

      Livingston, Ian J.; Mandryk, Regan L.; Stanley, Kevin G. (ACM, http://dx.doi.org/10.1145/1920778.1920786, 2010)
      Heuristic evaluation -- a technique where experts inspect software and determine where the application violates predetermined policies for good usability - is an effective technique for evaluating productivity software. ...
    • The design and evaluation of a classroom exergame 

      Watson, Diane; Mandryk, Regan L.; Stanley, Kevin G. (ACM, http://dx.doi.org/10.1145/2583008.2583013, 2013)
      Balancing academic, physical and emotional needs of students while maintaining student interest is increasingly challenging in the resource constrained environments of the modern classroom. To answer this need we created ...
    • The Effects of Graphical Fidelity on Player Experience 

      Gerling, Kathrin M.; Birk, Max; Mandryk, Regan L.; Doucette, Andre (ACM, http://dx.doi.org/10.1145/2523429.2523473, 2013)
      Graphical assets in video games have become increasingly complex over the years, but little is known about their effect on player experience (PX). In this paper, we present results of a controlled study with 48 participants ...
    • The effects of tactile feedback and movement alteration on interaction and awareness with digital embodiments 

      Doucette, Andre; Mandryk, Regan L.; Gutwin, Carl; Nacenta, Miguel; Pavlovych, Andriy (ACM, http://doi.acm.org/10.1145/2470654.2466250, 2013)
      Collaborative tabletop systems can employ direct touch, where people's real arms and hands manipulate objects, or indirect input, where people are represented on the table with digital embodiments. The input type and the ...
    • Effects of view, input device, and track width on video game driving 

      Bateman, Scott; Doucette, Andre; Xiao, Robert; Gutwin, Carl; Mandryk, Regan L.; Cockburn, Andy (Canadian Human-Computer Communications Society, http://dl.acm.org/citation.cfm?id=1992917.1992952, 2011)
      Steering and driving tasks -- where the user controls a vehicle or other object along a path -- are common in many simulations and games. Racing video games have provided users with different views of the visual environment ...
    • Games as neurofeedback training for children with FASD 

      Mandryk, Regan L.; Dielschneider, Shane; Kalyn, Michael R.; Bertram, Christopher P.; Gaetz, Michael; Doucette, Andre; Taylor, Brett A.; Orr, Alison Pritchard; Keiver, Kathy (ACM, http://dx.doi.org/10.1145/2485760.2485762, 2013)
      Biofeedback games help people maintain specific mental or physical states and are useful to help children with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and ...
    • Gamifying behaviour that leads to learning 

      Watson, Diane; Hancock, Mark; Mandryk, Regan L. (ACM, http://dx.doi.org/10.1145/2583008.2583021, 2013)
      Many courses require self-study to succeed. This is especially true of online courses. However, self-study activities, such as reading the textbook and completing the associated workbook, are not motivating and do not ...
    • GrabApple: The Design of a Casual Exergame 

      Gao, Yue; Mandryk, Regan L. (Springer, http://dx.doi.org/10.1007/978-3-642-24500-8_5, 2011)
      Many people do not get the recommended 30 minutes of exercise per day, which can result in health problems such as obesity, muscle atrophy and chronic disease. Based on the principles of casual games and exergames, we ...
    • Influencing Experience: The Effects of Reading Game Reviews on Player Experience 

      Livingston, Ian J.; Nacke, Lennart E.; Mandryk, Regan L. (Springer, http://dx.doi.org/10.1007/978-3-642-24500-8_10, 2011)
      Game reviews are used by game developers for making business decisions and measuring the success of a title, and have been shown to affect player perception of game quality. We conducted a study where players read positive ...
    • Is movement better?: comparing sedentary and motion-based game controls for older adults 

      Gerling, Kathrin M.; Dergousoff, Kristen K.; Mandryk, Regan L. (Canadian Information Processing Society, http://dl.acm.org/citation.cfm?id=2532129.2532153, 2013)
      Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based ...
    • PiNiZoRo: a GPS-based exercise game for families 

      Stanley, Kevin G.; Livingston, Ian; Bandurka, Alan; Kapiszka, Robert; Mandryk, Regan L. (ACM, http://dx.doi.org/10.1145/1920778.1920817, 2010)
      Obesity is a growing problem among children, due in part to their sedentary lifestyles. Time spent engaged in physical activity is decreasing, while time spent playing computer and video games is on the rise. We leverage ...
    • Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables 

      Doucette, Andre; Gutwin, Carl; Mandryk, Regan L.; Nacenta, Miguel; Sharma, Sunny (ACM, http://doi.acm.org/10.1145/2441776.2441799, 2013)
      In tabletop work with direct input, people avoid crossing each others' arms. This natural touch avoidance has important consequences for coordination: for example, people rarely grab the same item simultaneously, and ...
    • Ubiquitous cursor: a comparison of direct and indirect pointing feedback in multi-display environments 

      Xiao, Robert; Nacenta, Miguel A.; Mandryk, Regan L.; Cockburn, Andy; Gutwin, Carl (Canadian Human-Computer Communications Society, http://dl.acm.org/citation.cfm?id=1992917.1992939, 2011)
      Multi-display environments (MDEs) connect several displays into a single digital workspace. One of the main problems to be solved in an MDE's design is how to enable movement of objects from one display to another. When ...
    • Wheelchair-based game design for older adults 

      Gerling, Kathrin M.; Mandryk, Regan L.; Kalyn, Michael R. (ACM, http://dx.doi.org/10.1145/2513383.2513436, 2013)
      Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an ...