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Citations since 2016
16 Research Items
April 2018 - January 2022
University of Saskatchewan
- Graduate Student Researcher
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...
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...
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...
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...
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 ). Using this tool, along with additional design interventions, I plan to explore and expand communication possibilities between play...
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...
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...
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...