Doom as an interface for process management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Eye tracking system model with easy calibration
Proceedings of the 2004 symposium on Eye tracking research & applications
Designing for fun: how can we design user interfaces to be more fun?
interactions - Funology
WiPS: Location and Motion Sensing Technique of IEEE 802.11 Devices
ICITA '05 Proceedings of the Third International Conference on Information Technology and Applications (ICITA'05) Volume 2 - Volume 02
PlayAnywhere: a compact interactive tabletop projection-vision system
Proceedings of the 18th annual ACM symposium on User interface software and technology
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
User boresight calibration precision for large-format head-up displays
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Fitts' law as a research and design tool in human-computer interaction
Human-Computer Interaction
Challenges for Game Designers
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
Headphone calibration for 3D-audio listening
Proceedings of the 3rd International Universal Communication Symposium
Individual models of color differentiation to improve interpretability of information visualization
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Individual emotional profiles in Wizard-of-Oz-experiments
Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments
Interactive calibration of a multi-projector system in a video-wall multi-touch environment
UIST '10 Adjunct proceedings of the 23nd annual ACM symposium on User interface software and technology
Biofeedback game design: using direct and indirect physiological control to enhance game interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Accessibility for individuals with color vision deficiency
Proceedings of the 24th annual ACM symposium adjunct on User interface software and technology
Accessibility for individuals with color vision deficiency
ACM SIGACCESS Accessibility and Computing
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
GamiCAD: a gamified tutorial system for first time autocad users
Proceedings of the 25th annual ACM symposium on User interface software and technology
Giving a hand to the eyes: leveraging input accuracy for subpixel interaction
Proceedings of the 25th annual ACM symposium on User interface software and technology
A user-specific machine learning approach for improving touch accuracy on mobile devices
Proceedings of the 25th annual ACM symposium on User interface software and technology
Prototyping in PLACE: a scalable approach to developing location-based apps and games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User-specific touch models in a cross-device context
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
Embracing calibration in body sensing: using self-tweaking to enhance ownership and performance
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
Pursuit calibration: making gaze calibration less tedious and more flexible
Proceedings of the 26th annual ACM symposium on User interface software and technology
RuleML'13 Proceedings of the 7th international conference on Theory, Practice, and Applications of Rules on the Web
An experience report on using gamification in technical higher education
Proceedings of the 45th ACM technical symposium on Computer science education
Gamification Framework for Personalized Surveys on Relationships in Online Social Networks
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
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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 user's 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.