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Dive into the research topics where Michael Kalyn is active.

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Featured researches published by Michael Kalyn.


human factors in computing systems | 2011

Biofeedback game design: using direct and indirect physiological control to enhance game interaction

Lennart E. Nacke; Michael Kalyn; Calvin Lough; Regan L. Mandryk

Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.


conference on computer supported cooperative work | 2013

KinectArms: a toolkit for capturing and displaying arm embodiments in distributed tabletop groupware

Aaron Genest; Carl Gutwin; Anthony Tang; Michael Kalyn; Zenja Ivkovic

Gestures are a ubiquitous part of human communication over tables, but when tables are distributed, gestures become difficult to capture and represent. There are several problems: extracting arm images from video, representing the height of the gesture, and making the arm embodiment visible and understandable at the remote table. Current solutions to these problems are often expensive, complex to use, and difficult to set up. We have developed a new toolkit - KinectArms - that quickly and easily captures and displays arm embodiments. KinectArms uses a depth camera to segment the video and determine gesture height, and provides several visual effects for representing arms, showing gesture height, and enhancing visibility. KinectArms lets designers add rich arm embodiments to their systems without undue cost or development effort, greatly improving the expressiveness and usability of distributed tabletop groupware.


interaction design and children | 2013

Games as neurofeedback training for children with FASD

Regan L. Mandryk; Shane Dielschneider; Michael Kalyn; Christopher P. Bertram; Michael Gaetz; Andre Doucette; Brett Taylor; Alison Pritchard Orr; Kathy Keiver

Biofeedback games help people maintain specific mental or physical states and are useful to help children with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a childs interest over the long term needed for effective biofeedback training. We present a system that turns off-the-shelf computer games into biofeedback games. Our approach uses texture-based graphical overlays that vary in their obfuscation of underlying screen elements based on the sensed physiological state of the child. The textures can be visually customized so that they appear to be integrated with the underlying game. Through a 12-week deployment, with 16 children with Fetal Alcohol Spectrum Disorder, we show that our solution can hold a childs interest over a long term, and balances the competing needs of maintaining the fun of playing, while providing effective biofeedback training.


human factors in computing systems | 2013

KINECT wheels : wheelchair-accessible motion-based game interaction

Kathrin Maria Gerling; Michael Kalyn; Regan L. Mandryk

The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECTWheels, a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible.


conference on computers and accessibility | 2013

Wheelchair-based game design for older adults

Kathrin Maria Gerling; Regan L. Mandryk; Michael Kalyn

Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair.


human factors in computing systems | 2016

Designing Movement-based Play With Young People Using Powered Wheelchairs

Kathrin Maria Gerling; Kieran Hicks; Michael Kalyn; Adam Evans; Conor Linehan

Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2016

Creating wheelchair-controlled video games

Kathrin Maria Gerling; Conor Linehan; Ben Kirman; Michael Kalyn; Adam Evans; Kieran Hicks

Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers. First participatory study designing games for young people using wheelchairs.Reflection on relative contribution of game design expertise and experience.Explores representation of mobility disability by participants in design process.Reflection on how vulnerability of participants exposed through design process.


ACM Transactions on Accessible Computing | 2015

Designing Wheelchair-Based Movement Games

Kathrin Maria Gerling; Regan L. Mandryk; Matthew K. Miller; Michael Kalyn; Max Valentin Birk; Jan D. Smeddinck

People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion-based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair.


conference on computers and accessibility | 2012

Turning off-the-shelf games into biofeedback games

Regan L. Mandryk; Michael Kalyn; Yichen Dang; Andre Doucette; Brett Taylor; Shane Dielschneider

Biofeedback games help users maintain specific mental or physical states and are useful to help people with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a users interest over the long term. We present two systems that turn off-the-shelf games into biofeedback games. Our desktop approach uses visual feedback via texture-based graphical overlays that vary in their obfuscation of an underlying game based on the users physiological state. Our mobile approach presents multi-modal feedback (audio or vibration) of a users physiological state on an iPhone.


international conference and workshop on computing and communication | 2015

A curvature-based edge detector for x-ray radiographs

Michael Kalyn; Francis Minhthang Bui

Radiographs have been a great asset for radiologists in detecting diseases and bone fractures, however they are especially difficult for computer vision systems to analyze. One major difficulty is the lack of ability to use low-level features such as edges. Current edge detectors are unable to give continuous edges around object boundaries without any gaps. In this paper, we propose a method for detecting edges in x-ray radiographs which gives more continuous edges around object boundaries than the most commonly used edge detector while still eliminating many false edges.

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Regan L. Mandryk

University of Saskatchewan

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Andre Doucette

University of Saskatchewan

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Adam Evans

University of Copenhagen

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Brett Taylor

University of Saskatchewan

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Aaron Genest

University of Saskatchewan

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Alison Pritchard Orr

University of the Fraser Valley

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