Katherine Isbister

ORCID: 0000-0003-2459-4045
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Digital Games and Media
  • Educational Games and Gamification
  • Interactive and Immersive Displays
  • Virtual Reality Applications and Impacts
  • Persona Design and Applications
  • Usability and User Interface Design
  • Artificial Intelligence in Games
  • Child Development and Digital Technology
  • Social Robot Interaction and HRI
  • Impact of Technology on Adolescents
  • Color perception and design
  • Technology Use by Older Adults
  • Innovative Approaches in Technology and Social Development
  • Emotion and Mood Recognition
  • Smart Cities and Technologies
  • Augmented Reality Applications
  • Digital Mental Health Interventions
  • Creativity in Education and Neuroscience
  • Human Motion and Animation
  • AI in Service Interactions
  • Teaching and Learning Programming
  • Design Education and Practice
  • Media Influence and Health
  • User Authentication and Security Systems

University of California, Santa Cruz
2016-2025

New York University
2009-2023

Tisch Hospital
2023

University of California System
2017-2019

International Game Technology (Canada)
2014-2018

Uppsala University
2016

Stockholm University
2016

University of Jyväskylä
2016

Agora
2016

New York Proton Center
2016

In this paper, we present a novel multi-touch gesture-based authentication technique. We take advantage of the surface to combine biometric techniques with gestural input. defined comprehensive set five-finger touch gestures, based upon classifying movement characteristics center palm and fingertips, tested them in user study combining data collection usability questions. Using pattern recognition techniques, built classifier recognize unique gesture an individual. achieved 90% accuracy rate...

10.1145/2207676.2208543 article EN 2012-05-05

Commercial social VR applications represent a diverse and evolving ecology with competing models of what it means to be in VR. Drawing from expert interviews, this paper examines how the creators different think about their platforms frame, support, shape, or constrain interaction. The study covers range including: Rec Room, High Fidelity, VRChat, Mozilla Hubs, Altspace VR, AnyLand, Facebook Spaces. We contextualize design choices underlying these applications, particular attention paid ways...

10.1145/3290605.3300794 article EN 2019-04-29

A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one the design sensitivities unique our practice: strong first person perspective—where movements, somatics and aesthetic sensibilities designer, researcher user are at forefront. We present an annotated portfolio exemplars brief introduction some methods theory use, together substantiating explaining first-person perspective. At same time, show how this felt dimension,...

10.3390/informatics5010008 article EN cc-by Informatics 2018-02-01

Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. We present a set of guidelines for movement-based game that has emerged from our research-based development practice. These have been examined and refined by 14 experts with experience in the academic, independent commercial domains. contextualize using current findings about interaction design, taken both published research papers venues. Our primary...

10.1145/2556288.2557163 article EN 2014-04-26

Activity in Human-Food Interaction (HFI) research is skyrocketing across a broad range of disciplinary interests and concerns. The dynamic heterogeneous nature this emerging field presents challenge to scholars wishing critically engage with prior work, identify gaps ensure impact. It also challenges the formation community. We present Systematic Mapping Study HFI an online data visualisation tool developed respond these issues. allows researchers new ways literature, propose modifications...

10.1145/3290605.3300908 article EN 2019-04-29

This paper investigates multitouch gestures for user authentication on touch sensitive devices. A canonical set of 22 was defined using characteristics hand and finger movement. Then, a gesture matching algorithm robust to orientation translation developed. Two different studies were performed evaluate the concept. First, single session experiment in order explore feasibility authentication. Testing showed that system could achieve good performance terms distinguishing between by users. In...

10.1109/tifs.2014.2302582 article EN IEEE Transactions on Information Forensics and Security 2014-01-31

The emerging ecology of commercial social VR currently includes a diverse set applications and competing models what it means to be in VR. This study maps slice this ecology, comparing contrasting ways different frame, support, shape, or constrain interaction. We deploy method design-oriented autobiographical landscape research examine five platforms: Facebook Spaces, Rec Room, High Fidelity, VRChat, AltspaceVR. analyze design choices underlying these environments draw attention issues space...

10.1145/3197391.3205451 article EN 2018-05-30

In the emerging ecology of commercial social VR, avatars that serve to represent individuals within these multi-user virtual worlds are at heart embodied experience. Current industry approaches in VR applications vary widely, and (sometimes tacit) design knowledge acquired by those who created platforms has much offer research HCI. this paper, we describe current practices, reflect on characterize avatar systems sector. To investigate their impact communication interaction with people...

10.1145/3322276.3322352 article EN 2019-06-18

There is a growing interest in human-computer interaction (HCI) to envision, design, and evaluate technology-enabled interventions that support users’ emotion regulation. This stems part from increased recognition the ability regulate emotions critical mental health, lack of effective regulation transdiagnostic factor for illness. However, potential combine innovative HCI designs with theoretical grounding state-of-the-art psychology has yet be fully realised. In this article, we synthesise...

10.1145/3569898 article EN ACM Transactions on Computer-Human Interaction 2022-11-05

This paper introduces a new application area for agents in the computer interface: support of human-human interaction. We discuss an interface agent prototype that is designed to communication virtual environments. The interacts with users strategically during conversation, spending most its time listening. mimics party host, trying find safe common topic guests whose conversation has lagged. performed experimental evaluation prototype's ability assist cross-cultural conversations. introduce...

10.1145/332040.332407 article EN 2000-04-01

In this paper we describe the development and initial testing of a tool for self-assessment affect while interacting with computer systems: Sensual Evaluation Instrument. We discuss our research approach within context existing affective HCI theory, stages evolution tool, its effectiveness.

10.1145/1124772.1124946 article EN 2006-04-22

Movement-based digital games are becoming increasingly popular, yet there is limited comprehensive guidance on how to design these games. In this article we discuss a set of guidelines for movement-based game that were initially presented at CHI 2014 (Mueller & Isbister, 2014). These developed through reflection upon our research-based development practice and then validated refined interviews with 14 experts experience in the academic, independent, commercial domains. article, provide an...

10.1080/07370024.2014.996647 article EN Human-Computer Interaction 2014-12-22

Wearables are integrated into many aspects of our lives, yet, we still need further guidance to develop devices that truly enhance in-person interactions, rather than detract from them by taking people's attention away the moment and one another. The value this paper is twofold: first, present an annotated portfolio 'social wearables', namely technology designs worn on body augment co-located interaction. design work described can serve as inspiration for others. Then propose a framework...

10.1145/3322276.3322291 article EN 2019-06-18
Coming Soon ...