Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
What HCI designers can learn from video game designers
CHI '94 Conference Companion on Human Factors in Computing Systems
Doom as an interface for process management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Medium of the Video Game
Genres as a tool for understanding and analyzing user experience in games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Human-robot interaction: a survey
Foundations and Trends in Human-Computer Interaction
Exploring the use of tangible user interfaces for human-robot interaction: a comparative study
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Touch and toys: new techniques for interaction with a remote group of robots
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Feedback Fidelities in Three Different Types of Crisis Management Training Environments
International Journal of Sociotechnology and Knowledge Development
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There is growing interest in mining the world of video games to find inspiration for human-robot interaction (HRI) design. This paper segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial Vehicle (UAV) domains (treating UAVs as airborne robots). Beyond characterization, the framework can be used to inspire new HRI designs and compare different designs; we provide an example comparison of two UAV ground station applications.