Embodiment in SVR
In Social Virtual Reality (SVR), mediated social communication blends with simulated virtual environments and bodies.
In Social Virtual Reality (SVR), mediated social communication blends with simulated virtual environments and bodies.
Our study reveals nine deceptive design patterns in Overwatch's transition to free-to-play, emphasizing the need for balanced player investment, fairness, and transparent communication in the evolving games industry.
Tired of boring online meetings? We're testing video, audio, & avatars to find the perfect mix. Early results show avatars boost engagement. Stay tuned for our findings on how to make meetings awesome.
Dr. Eugene Kukshinov gave a talk at the Newhouse Impact Summit 2024 on Immersive Storytelling Technologies (Syracuse, NY)
We developed a VR Deceptive Game Design Assessment Guide as our deductive codebook method for comparing deceptive design in computer and VR games. We adopted Gray et al. [1]’s ontology of deceptive designs as our starting point as it
Evaluating user experience with affective measures is a field of growing importance in the human factors domain, because the emotional effects of engaging technology, such as movies, mobile networked devices, games and new media, are not well understood. Within this
PhD Student Jalaja Shanmugalingam Receives Mitacs Funding for Innovative VR Project
Research Presentation at ACM DIS '24
Exciting News: Lennart Nacke Named University Research Chair
We are excited to welcome Dr. Geneva Smith, who joined our HCI Games Group on July 1st, 2024, as a postdoctoral scholar. Dr. Smith completed her PhD in Software Engineering from McMaster University in 2023, where her research in the
Early-career researchers often feel like small fish in a big pond, surrounded by towering giants of knowledge. However, considering this apparent drawback overlooks a potential opportunity for networking and collaboration.
CHI 2024: Our team members present at the premier HCI conference