Raquel Robinson

Raquel Robinson
Ontario Tech University | UOIT · Faculty of Business and Information Technology

About

16
Publications
3,648
Reads
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91
Citations
Citations since 2016
16 Research Items
91 Citations
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2016201720182019202020212022051015202530
Additional affiliations
April 2018 - January 2022
University of Saskatchewan
Position
  • Graduate Student Researcher
September 2015 - March 2018
University of California, Santa Cruz
Position
  • Graduate Student Researcher
Education
March 2018 - January 2022
University of Saskatchewan
Field of study
  • Computer Science, Human Computer Interaction
September 2015 - March 2018
University of California, Santa Cruz
Field of study
  • Computational Media
September 2011 - August 2015
University of California, Santa Cruz
Field of study
  • Networks & Digital Technology

Publications

Publications (16)
Article
Full-text available
Background Serious games are now widely used in many contexts, including psychological research and clinical use. One area of growing interest is that of cognitive assessment, which seeks to measure different cognitive functions such as memory, attention, and perception. Measuring these functions at both the population and individual levels can inf...
Preprint
BACKGROUND Serious games are now widely used in many contexts, including for psychological research and clinical use. One area of growing interest is that of cognitive assessment, which seeks to measure different cognitive functions like memory, attention and perception. Measuring these functions on both a population and individual level can inform...
Conference Paper
Full-text available
Social closeness is important for an individual's health and well-being, and this is especially difficult to maintain over a distance. Games can help with this, to connect and strengthen relationships or create new ones by enabling shared playful experiences. The demo proposed is a game we designed called 'In the Same Boat', a two-player game inten...
Conference Paper
Full-text available
With the rise of live streaming and esports in recent years, it becomes increasingly important for the HCI community to understand this phenomenon. The organizers encourage people to submit papers with novel interfaces they wish to explore in a live streaming context. In this workshop, participants will discuss different facets of the live streamin...
Conference Paper
My doctoral research examines the use of biometrics as a design intervention in games to increase social closeness. I have built an overlay for Twitch that reveals streamer biometrics to spectators (All the Feels [16]). Using this tool, along with additional design interventions, I plan to explore and expand communication possibilities between play...
Conference Paper
Full-text available
In this paper, we describe a comparative analysis of several emotional reporting techniques for assessing gameplay experience. We compared newer feedback methods, such as the Sensual Evaluation Instrument (SEI) and recent tools for capturing physiological data, with more traditional techniques such as think-aloud, the Immersive Experience Questionn...
Conference Paper
Full-text available
In this paper, we present All the Feels, a tool that provides an overlay of biometric and webcam-derived data onto the interface of the popular video game streaming service, Twitch. This overlay provides visualization of heart rate, skin conductance, and facial emotion recognition. It is intended to enhance the spectator experience and improve stre...
Conference Paper
Full-text available
All the Feels is a tool developed to incorporate biometric data into online gameplay streams. The tool displays heart rate and GSR (galvanic skin response) information to stream spectators, taken from the player in real-time, through the use of a commercially available wearable device. The tool also provides emotion labeling information input from...

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Projects

Project (1)