March 2025
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8 Reads
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March 2025
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8 Reads
February 2025
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12 Reads
interactions
In this section, we feature reports from conferences, symposia, workshops, and similar events, focusing on discussions where the boundaries of HCI and UX are being challenged and where debate is lively and ongoing.
December 2024
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9 Reads
October 2024
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12 Reads
August 2024
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20 Reads
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1 Citation
Entertainment Computing
July 2024
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9 Reads
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2 Citations
June 2024
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11 Reads
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2 Citations
June 2024
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35 Reads
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1 Citation
Computers & Graphics
May 2024
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13 Reads
interactions
January 2024
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2 Reads
... A potential contrast to some of the educational applications for specific forms of training and experiential learning is the way that VR is already being used in many industries, for example, as a tool for sketching [18], design [28,39,68], and prototyping [56]. As such, VR HMDs will increasingly be an integral part of work, also necessitating bringing VR into classrooms. ...
July 2024
... There were 15 participants, mostly early-career researchers from universities in Austria, the Czech Republic, Germany, and the U.K., and from various disciplines. We organized a variety of exchange formats (for details on the workshop format, see [3]) to promote interdisciplinary exchange on practical challenges, opportunities, and best practices encountered in pro-social and cooperative interaction design. Topics included relationships between students, family members, friends, and intimate partners, as well as sensory connections for people with autism (for the full papers, see [4]). ...
December 2023
... The need for 3D figures has been an important topic for both scientific communications as-well-as education. [6] There are already several options to publish or present 3D structures like FirstGlance in Jmol, enhanced figures in Acta Crystallographica, or the more recent 3DMol.js, Mol*, 3dRS and MoleculARweb. ...
November 2023
... To support this use, it seems worthwhile to promote embracing weirdness and divergence instead of mastering the visual conventions. Consequently, HCI researchers have begun asking: how can we design creative AI systems for playfulness [43]? Stressing democracy, empathy and collaboration, we suggest to frame these collective e orts as research on human-machine cocreativity [33] with the values of participatory AI [3], ideally moving beyond a human-centric to a more-than-human perspective on AI [31] to embrace sustainability beyond social factors. ...
April 2023
... These include sociology, media studies, and HCI [3]. HCI research can influence the foundations of how people engage with them in eSport contexts, promote open platforms and integrations without eliminating financial incentives for innovation [4]. Fig. 1 Shows of the evidences of eSport as an HCI mechanism. ...
May 2022
interactions
... There is a growing desire among researchers to create academic venues that are more accessible and safe spaces for increased equity, diversity and inclusion [2] (c.f. the SIGCHI Equity talks series [14]). Despite this, much knowledge building and sharing, both in academia more broadly and in HCI in particular, is dominated by Western research [34]. ...
April 2022
... The rapid evolution of esports and gaming technology is creating new and engaging interactive experiences for players and spectators alike [27,44]. Given the competitive nature of esports, players have developed a growing interest in support tools that allow them to review their performance and help them to continuously enhance their skills [25,28,62]. As part of this, companion tools for esports and competitive games have gained significant attention as reflected in the wealth of commercial tools available by now (e.g., [4,48]). ...
May 2021
... In the past two decades, online games have become one of the most important online activities and social platforms among college students [1][2][3]. Their popularity can be demonstrated through many examples. For example, in Taiwan 65% of all online users have played online games (or mobile games) at least once a month [4]. ...
August 2019
... En otro estadio relacional, el uso del big data se extiende a la fase de preproducción de los títulos, concretamente a su conceptualización y su diseño narrativo, el cual es el encargado de conectar emocionalmente con los jugadores (Freire, 2024) o, como afirma Jenkins (2004), es un elemento que va más allá de diálogos y textos, pues está profundamente integrado en la interacción y el mundo del juego. El big data, por tanto, permite a los desarrolladores identificar qué elementos de la historia resuenan más con los jugadores, lo que les ayuda a ajustar dicha narrativa y los personajes en función de estas preferencias, aumentando así el nivel de inmersión o usando los datos para conocer el mercado y las preferencias del público objetivo (Wallner & Krieglstein, 2015;Yi et al., 2020). Una de las primeras compañías en utilizarlo fue Ubisoft, gracias a una innovadora función que bautizó como Project Legacy, que venía incluida en el título Assassin's Creed: Brotherhood (Ubisoft, 2010). ...
March 2015