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Dive into the research topics where Regan L. Mandryk is active.

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Featured researches published by Regan L. Mandryk.


european conference on computer supported cooperative work | 2003

System guidelines for co-located, collaborative work on a tabletop display

Stacey D. Scott; Karen D. Grant; Regan L. Mandryk

Collaborative interactions with many existing digital tabletop systems lack the fluidity of collaborating around a table using traditional media. This paper presents a critical analysis of the current state-of-the-art in digital tabletop systems research, targeted at discovering how user requirements for collaboration are currently being met and uncovering areas requiring further development. By considering research on tabletop displays, collaboration, and communication, several design guidelines for effective co-located collaboration around a tabletop display emerged. These guidelines suggest that technology must support: (1) natural interpersonal interaction, (2) transitions between activities, (3) transitions between personal and group work, (4) transitions between tabletop collaboration and external work, (5) the use of physical objects, (6) accessing shared physical and digital objects, (7) flexible user arrangements, and (8) simultaneous user interactions. The critical analysis also revealed several important directions for future research, including: standardization of methods to evaluate co-located collaboration; comparative studies to determine the impact of existing system configurations on collaboration; and creation of a taxonomy of collaborative tasks to help determine which tasks and activities are suitable for tabletop collaboration.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2007

A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies

Regan L. Mandryk; M. Stella Atkins

The popularity of computer games has exploded in recent years, yet methods of evaluating user emotional state during play experiences lag far behind. There are few methods of assessing emotional state, and even fewer methods of quantifying emotion during play. This paper presents a novel method for continuously modeling emotion using physiological data. A fuzzy logic model transformed four physiological signals into arousal and valence. A second fuzzy logic model transformed arousal and valence into five emotional states relevant to computer game play: boredom, challenge, excitement, frustration, and fun. Modeled emotions compared favorably with a manual approach, and the means were also evaluated with subjective self-reports, exhibiting the same trends as reported emotions for fun, boredom, and excitement. This approach provides a method for quantifying emotional states continuously during a play experience.


human factors in computing systems | 2006

A continuous and objective evaluation of emotional experience with interactive play environments

Regan L. Mandryk; M. Stella Atkins; Kori Inkpen

Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a users physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.


human factors in computing systems | 2012

Full-body motion-based game interaction for older adults

Kathrin Maria Gerling; Ian J. Livingston; Lennart E. Nacke; Regan L. Mandryk

Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.


conference on computer supported cooperative work | 2004

Physiological indicators for the evaluation of co-located collaborative play

Regan L. Mandryk; Kori Inkpen

Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating collaborative entertainment technology is challenging because success is not defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods are not sufficiently robust in this context. This paper describes an experiment designed to test the efficacy of physiological measures as evaluators of collaborative entertainment technologies. We found evidence that there is a different physiological response in the body when playing against a computer versus playing against a friend. These physiological results are mirrored in the subjective reports provided by the participants. We provide an initial step towards using physiological responses to objectively evaluate a users experience with collaborative entertainment technology.


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.


user interface software and technology | 2011

Calibration games: making calibration tasks enjoyable by adding motivating game elements

David R. Flatla; Carl Gutwin; Lennart E. Nacke; Scott Bateman; Regan L. Mandryk

Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the users abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.


Journal of Computer Assisted Learning | 2003

Understanding children's collaborative interactions in shared environments

Stacey D. Scott; Regan L. Mandryk; Kori M. Inkpen

Traditional computer technology offers limited support for face-to-face, synchronous collaboration. Consequently, children who wish to collaborate while using computers must adapt their interactions to the single-user paradigm of most personal computers. Recent technological advances have enabled the development of co-located groupware systems offering support for concurrent, multi-user interactions around a shared display. These systems provide a unique collaboration environment in which users share both the physical and the virtual workspace. This paper examines how such technology impacts childrens collaboration. Findings from this research show that when concurrent, multi-user interaction is supported on a shared display, children exhibit collaborative behaviour similar to their interactions during paper-based activities. The findings also suggest strengths and weaknesses of various mechanisms for supporting synchronous interactions that have implications for the design of computer systems to support childrens face-to-face collaboration.


human factors in computing systems | 2002

False prophets: exploring hybrid board/video games

Regan L. Mandryk; Diego S. Maranan

In order to develop technology that promotes social interaction rather than isolation, we are exploring the space between board games and video games. We created a hybrid game that leverages the advantages of both physical and digital media. A custom sensor interface promotes physical interaction around the shared public display while the un-oriented tabletop display encourages players to focus on each other rather than on the interface to the game. The ensuing social interactions define the course that the game takes, while the computer enhances the gaming experience by completing the menial tasks and providing dynamic, exciting environments. Our hybrid board/video game has the potential to enhance natural and enjoyable recreational interaction between friends.


User Modeling and User-adapted Interaction | 2014

Modeling the efficacy of persuasive strategies for different gamer types in serious games for health

Rita Orji; Julita Vassileva; Regan L. Mandryk

Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies.

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Carl Gutwin

University of Saskatchewan

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Max Valentin Birk

University of Saskatchewan

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Julita Vassileva

University of Saskatchewan

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Kevin G. Stanley

University of Saskatchewan

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Andre Doucette

University of Saskatchewan

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Ian J. Livingston

University of Saskatchewan

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