- Virtual Reality Applications and Impacts
- Team Dynamics and Performance
- Explainable Artificial Intelligence (XAI)
- Tactile and Sensory Interactions
- Ethics and Social Impacts of AI
- Artificial Intelligence in Healthcare and Education
- Scientific Computing and Data Management
- Interactive and Immersive Displays
- Digital Games and Media
- Social Robot Interaction and HRI
- Child Development and Digital Technology
- Media Influence and Health
- Teleoperation and Haptic Systems
- Augmented Reality Applications
- Conferences and Exhibitions Management
- Evacuation and Crowd Dynamics
- Research Data Management Practices
- Expert finding and Q&A systems
- Psychological and Educational Research Studies
- Multimedia Communication and Technology
- Human-Automation Interaction and Safety
- Innovative Human-Technology Interaction
- Wikis in Education and Collaboration
- Educational Games and Gamification
University of Waterloo
2019-2025
Abstract Presence, as a psychological state, is typically assessed using questionnaires. While many researchers in this field assume that these self-report instruments are standardized, the reliability of such questionnaires remains uncertain. This knowledge gap challenges accuracy and validity data derived from studies assessing presence. Ensuring reliable precise collection reporting essential for credibility findings presence research, because inaccuracies may cause errors conclusions,...
Abstract Formalized literature reviews are crucial in human–computer interaction (HCI) because they synthesize research and identify unsolved problems. However, current practices lack transparency when reporting details of a search. This restricts replicability. paper introduces the INSPIRE framework for HCI research. It focuses on search stage to support that prioritizes quality-of-fit question. was developed based guiding principles successful searches precautions advised by librarian...
The rapid advancement of Generative AI (Gen-AI) is transforming Human-Computer Interaction (HCI), with significant implications across various sectors. This study investigates the public's perception Sora OpenAI, a pioneering Gen-AI video generation tool, via social media discussions on Reddit before its release. It centers two main questions: envisioned applications and concerns related to Sora's integration. analysis forecasts positive shifts in content creation, predicting that will...
Generative AI (GenAI) use in research writing is growing fast. However, it unclear how peer reviewers recognize or misjudge AI-augmented manuscripts. To investigate the impact of on reviews, we conducted a snippet-based online survey with 17 from top-tier HCI conferences. Our findings indicate that while improves readability, language diversity, and informativeness, often lacks details reflective insights authors. Reviewers consistently struggled to distinguish between human but their...
Early-career researchers often feel like small fish in a big pond, surrounded by towering giants of knowledge. However, considering this apparent drawback overlooks potential opportunity for networking and collaboration. To facilitate engagement way where ideas can swim freely, I present FISH which is "fun interactions through sketches humour". Drawing inspiration from the metaphor fishing, form interaction allows attendees (at conferences) to cast their intellectual nets, hook meaningful...
This workshop paper presents a critical examination of the integration Generative AI (Gen AI) into academic writing process, focusing on use as collaborative tool. It contrasts performance and interaction two models, Gemini ChatGPT, through inquiry approach where researchers engage in facilitated sessions to design prompts that elicit specific responses for crafting research outlines. case study highlights importance prompt design, output analysis, recognizing AI's limitations ensure...
Presence is a psychological state that usually measured via questionnaires. Many presence researchers assume self-report questionnaires are standardized. However, we do not know how reliable they are. This knowledge gap impacts the accuracy and validity of data collected through these Reliable accurate collection crucial to trust findings in research. Inaccurate or unreliable could lead incorrect conclusions. theoretical understanding practical applications. To address this, conducted...
The tabletop games industry has experienced remarkable growth in recent years. A deeper exploration of the factors motivating players to invest time and money these would help game companies better cater their target audience increase profits. We conducted a reflexive thematic analysis 20 semi-structured interviews with players. Our revealed five themes concerning purchasing decision influences: (1) childhood past experiences cultural norms, (2) representation inclusivity, (3) social...
Are you frustrated when a board game has too many rules? Do want to jump straight into the and just play? We created Curioscape, an escape room that focuses on idea of whether eliminating rule book is possible in context. This means players can start without having learn rules or understand how works. paper describes Curioscape's conception release, along with exploration replicating rooms smaller space investigates if we use curiosity create meaningful design choices.
Visual impairment can create accessibility barriers for players in board games because information about the gameplay is often communicated through visuals. We present LEVI, a standalone adaptive game system (ABGs) using RFID technology to adapt experience with or without visual impairment. As many hybrid systems require costly resources (digital elements) which may not be accessible user, we considered low-cost alternatives our solution. Given various styles games, mainly focus on audio...
Our new work culture relies heavily on online meetings and computer mediated communication (CMC). However, making an meeting engaging while keeping productive is a major challenge. We collected quantitative data from the user engagement scale (UES) qualitative semi-structured interviews to investigate how differed. Using gamified web-conferencing platform Gather, we compared four channels: (1) audio-only, (2) audio video (no avatar), (3) avatar video), (4) avatar. began analysis using...
We introduceCrushed It!, an interactive game on a sensor floor. This floor is combined with multiple projector system to reduce occlusions from players' interactions the Individual displays, HTC Vive track player position, and smart watches were added provide extra layer of interactivity. created this experience explore collaboration between people when interacting large displays. contribute novel combination different technologies for our studies showed both entertaining provides players...