Miria: A mixed reality toolkit for the in-situ visualization and analysis of spatio-temporal interaction data

W Büschel, A Lehmann, R Dachselt - … of the 2021 CHI conference on …, 2021 - dl.acm.org
In this paper, we present MIRIA, a Mixed Reality Interaction Analysis toolkit designed to
support the in-situ visual analysis of user interaction in mixed reality and multi-display …

To be or not to be stuck, or is it a continuum? a systematic literature review on the concept of being stuck in games

T Drey, F Fischbach, P Jansen, J Frommel… - Proceedings of the …, 2021 - dl.acm.org
Players can get stuck in video games, which impedes their process to their goal and results
in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for …

Avatar: An immersive analysis environment for human motion data combining interactive 3d avatars and trajectories

P Reipschläger, F Brudy, R Dachselt… - Proceedings of the …, 2022 - dl.acm.org
Analysis of human motion data can reveal valuable insights about the utilization of space
and interaction of humans with their environment. To support this, we present AvatAR, an …

Eyesthetics: Making sense of the aesthetics of playing with gaze

A Ramirez Gomez, M Lankes - Proceedings of the ACM on Human …, 2021 - dl.acm.org
Gaze interaction has been growing fast as a compelling tool for control and immersion for
gameplay. Here, we present a conceptual framework focusing on the aesthetic player …

Physiological measures for game evaluation

R Mandryk, M Klarkowski - Game usability, 2022 - taylorfrancis.com
This chapter introduces the use of psychophysiology as behavioural measures for
evaluating games. We first describe what the various physiological measures are, which …

RealityEffects: Augmenting 3D Volumetric Videos with Object-Centric Annotation and Dynamic Visual Effects

J Liao, K Van, Z Xia, R Suzuki - Proceedings of the 2024 ACM Designing …, 2024 - dl.acm.org
This paper introduces RealityEffects, a desktop authoring interface designed for editing and
augmenting 3D volumetric videos with object-centric annotations and visual effects …

Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player Experiences

JE MacKenzie, M Klarkowski, EM Horton… - Proceedings of the …, 2024 - dl.acm.org
Given the ubiquity of videogame play by children, concerns about the impacts of
videogames, and increasing evidence of the benefits associated with digital play, it is …

Through Space and Time: Spatio-Temporal Visualization of MOBA Matches

A Šufliarsky, G Walllner, S Kriglstein - IFIP Conference on Human …, 2023 - Springer
With data about in-game behavior becoming more easily accessible, data-driven tools and
websites that allow players to review their performance have emerged. Among the many …

Visualization of user's behavior in indoor virtual environments through interactive heatmaps

L Chittaro, M Serafini - … -Computer Interaction–INTERACT 2021: 18th IFIP …, 2021 - Springer
Three-dimensional virtual environments (VEs), such as those used in video games and
virtual reality experiences, pose new challenges to the study of user's behavior. This paper …

Exposing Movement Correlates of Presence Experience in Virtual Reality Using Parametric Maps

L Gehrke, K Gramann - … IEEE Conference on Virtual Reality and …, 2024 - ieeexplore.ieee.org
Genuine experiences where users feel a deep level of connection are the key quality of
room-scale virtual reality (VR). The freedom to move promises natural sensory experiences …