Brain and Body Interfaces: Designing for Meaningful InteractionUbiquitous Cursor: A Comparison of Direct and Indirect Pointing Feedback in Multi-Display EnvironmentsLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsProcedural Audio Awareness through GTBlackboardAryan ZohoorianDeveloping a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual characterModelling Steering within Above-the-Surface Interaction LayersTargeting Assistance for Distant Pointing at Interactive SurfacesImproving Network QoS in GroupwareASSETS 2011 Doctoral Consortium: Accessibility for Individuals with Color Vision DeficiencyGamification: Using Game Design Elements in Non-Gaming ContextsSaul GreenbergRita Oluchi OrjiCarrie GatesJade AndersonAmin TavassolianScott DavisBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionLaVizKit: A visualization toolkitLennart NackeGroupware Toolkit for C#yichen dangCraig YellowleesChristopher BrooksMike SheininImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationMiguel NacentaInvestigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray CastingOliver SchneiderThe Effects of Intended Use on Target AcquisitionDirections in Physiological Game Evaluation and InteractionAmy SkopikMangalagouri (Gouri) MasarakalMax BirkRTChess: Real-Time ChessTowards a Framework of Player Experience ResearchMore Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter GameAdrian ReetzPointing in Collaborative Virtual EnvironmentsThe Neurobiology of PlayGranular SynthesisAndy CockburnMichael KalynCross-display object movement in multi-display environmentsKathrin GerlingAffective ComputingCalibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game ElementsUIST 2011 Doctoral Symposium: Accessibility for Individuals with Color Vision Deficiency

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.

Faculty

Regan Mandryk
University of Saskatchewan
Carl Gutwin
University of Saskatchewan

Current 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).
Granular Synthesis
Summary Granular synthesis is a library that allows dynamic real time sampling of multiple sound sources within a sound space based on customized input directives.
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Recent Publications

Software for visualization and coordination of the distributed simulation modeling process
Xue, Y. (2012) M.Sc. Thesis, University of Saskatchewan. http://code.google.com/p/uofs-silver-hg/.
Why Expressiveness Matters in Command & Control Visualizations
Genest, A., Bateman, S., Tang, A., Scott, S., Gutwin, C. (2012), ACM CSCW Workshop on Crisis Informatics, Workshop organized by Volkmar Pipek, Jonas Landgren, and Leysia Palen..
The Search Dashboard: How Reflection and Comparison Impact Search Behavior
Bateman, S., Teevan, J., White, R. (2012), CHI 2012, Austin, Texas.
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