Michael Kalyn University of Saskatchewan

Michael Kalyn is a graduate student in Electrical and Computer Engineering. He worked for the Interaction Lab creating signal processing applications for Dr. Mandryk. His interests include pattern recognition and computer vision.


Designing wheelchair-based movement games
Gerling, K., Mandryk, R., Miller, M., Kalyn, M., Birk, M., Smeddinck, J. (2015), ACM Transactions on Accessible Computing (TACCESS), vol. 6 no. 2, 6. <doi:10.1145/2724729>
Wheelchair-Based Game Design for Older Adults
Gerling, K., Mandryk, R., Kalyn, M. (2013), The 15th ACM SIGACCESS International Conference on Computers and Accessibility (ASSETS 2013), Bellevue, WA, USA. Article 27, 8 pages. Best Student Paper Award. <doi:10.1145/2513383.2513436>
Games as Neurofeedback Training for Children with FASD
Mandryk, R., Dielschneider, S., Kalyn, M., Bertram, C., Gaetz, M., Doucette, A., Taylor, B., Pritchard Orr, A., Keiver, K. (2013), Interaction Design for Children, New York City, USA. 165-172. <doi:10.1145/2485760.2485762>
KINECTWheels: Wheelchair-Accessible Motion-Based Game Interaction
Gerling, K., Kalyn, M., Mandryk, R. (2013), CHI 2013 Extended Abstracts, Paris, France. 3055-3058.
KinectArms: a Toolkit for Capturing and Displaying Arm Embodiments in Distributed Tabletop Groupware
Genest, A., Gutwin, C., Tang, A., Kalyn, M., Ivkovic, Z. (2013), CSCW 2013, To appear.
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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.
Gestures are a ubiquitous part of human communication over tables, but when tables are distributed, gestures become difficult to capture and represent.
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).