Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measuring emotional valence to understand the user's experience of software
International Journal of Human-Computer Studies
Fusion of children's speech and 2D gestures when conversing with 3D characters
Signal Processing - Special section: Multimodal human-computer interfaces
Measuring temporal variation in presence during game playing
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
A climate of fear: considerations for designing a virtual acoustic ecology of fear
Proceedings of the 6th Audio Mostly Conference: A Conference on Interaction with Sound
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Due to fierce industry competition and demand for novelty, games are a fertile research setting for studying interface design, input devices, graphics, social communication and development processes. This SIG proposes to bring together researchers with a wide set of interests, to showcase and discuss their common research platform: video and computer games. We hope to educate both games researchers and interested attendees from the general CHI community. Small group discussions around game play stations will expose participants to the breadth of game genres that are being used by CHI researchers as a research platform as well as popular game genres that are currently untapped.