Regan L. Mandryk
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Publications by Regan L. Mandryk (bibliography)
» 2009 «
Pinelle, David, Barjawi, Mutasem, Nacenta, Miguel A. and Mandryk, Regan L. (2009): An Evaluation of Coordination Techniques for Protecting Objects and Territories in Tabletop Groupware. In: Proceedings of the ACM Conference on Human Factors in Computing Systems CHI 2009 2009, Boston, MA, USA. pp. 2129-2138. Available online
» 2008 «
Nacenta, Miguel A., Mandryk, Regan L. and Gutwin, Carl (2008): Targeting across displayless space. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 777-786. Available online
Multi-monitor displays and multi-display environments are now common. Cross-display cursor movement, in which a user moves the pointer from one display to another, occurs frequently in these settings. There are several techniques for supporting this kind of movement, and these differ in the way that they deal with displayless space (the physical space between displays). Stitching is the method used by most operating systems; in this technique, the cursor jumps from the edge of one display directly into the next display. In contrast, Mouse Ether maps the motor space of the mouse exactly to the physical space of the displays, meaning that the cursor has to travel across displayless space until it reaches the next display. To determine which of these approaches is best for cross-display movement, we carried out a study comparing Stitching, Mouse Ether, and a variant of Mouse Ether with Halo for off-screen feedback. We found that Stitching is equivalent to or faster than any variant of Mouse Ether, and that Halo improves Ether's performance (but not enough to outperform Stitching). Results also indicate that the larger the gap between displays, the longer the targeting takes -- even for Stitching. These findings provide valuable guidance for practitioners and raise new interesting questions for research.
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Mandryk, Regan L. and Gutwin, Carl (2008): Perceptibility and Utility of Sticky Targets. In: Proceedings of the 2008 Conference on Graphics Interface May 28-30, 2008, Windsor, Ontario, Canada. pp. 65-72.
Researchers have suggested that dynamically increasing control-to-display (CD) gain can assist in targeting, by increasing the effective width of targets in motor space, which makes targets feel sticky. Although this method has been shown to be effective, there are several unexplored issues that could affect its use in real-world interfaces. One of these is perceptibility: in particular, the difference between the perceptibility and the utility of the technique. If CD gain changes are highly noticeable even at levels that are not helpful, the technique could be seen as overly intrusive. If CD gain changes are more useful than noticeable, however, the technique could be applied more widely. To explore this issue, we carried out a study that tested both the utility and the perceptibility of CD gain in single-target selection tasks. We found that although even small amounts of gain reduction significantly improved targeting times, participants did not consistently notice the effect until the gain difference was much higher. Our results provide new understanding of how changes in CD gain are experienced by users, and provide initial evidence to suggest that sticky targets can benefit users without a high perceptual cost.
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Wallace, James R., Mandryk, Regan L. and Inkpen, Kori M. (2008): Comparing content and input redirection in MDEs. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 157-166. Available online
Designers of Multi-Display Environments (MDEs) often use input redirection to allow users to manipulate content on multiple displays with a single interaction device, but users seated at sub-optimal positions (i.e., not facing the display) may find interaction difficult or frustrating. In collaborative MDEs, users should be able to choose their preferred collaborative arrangement, rather than adjusting to the limitations of the technology. We compare content and input redirection from a variety of seating positions in an MDE. Results from our studies show that content redirection does not suffer from performance loss in sub-optimal seating positions, as opposed to input redirection, which does. Content redirection provides a method for all members of a group to interact with shared content regardless of their position relative to a shared display.
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Tan, Desney S., Gergle, Darren, Mandryk, Regan L., Inkpen, Kori, Kellar, Melanie, Hawkey, Kirstie and Czerwinski, Mary (2008): Using job-shop scheduling tasks for evaluating collocated collaboration. In Personal and Ubiquitous Computing, 12 (3) pp. 255-267
Stanley, Kevin G., Pinelle, David, Bandurka, Alan, McDine, David and Mandryk, Regan L. (2008): Integrating cumulative context into computer games. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 248-251. Available online
In this paper, we describe a cumulative context computer game, where accumulated contextual information of the players' activity levels, obtained through mobile sensors, is used to modify game state. Our implementation used a statistic-based, real-time version of the classic game of chess, where the statistics of the pieces depended on the activity of the users and the environment in which they performed the activity. Users found the game engaging and fun, and almost all of the participants altered their behaviors to enhance their performance in the game. This work provides a platform for further research into meaningful integration of cumulative context in games.
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» 2007 «
Mandryk, Regan L. and Atkins, M. Stella (2007): A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies. In International Journal of Human-Computer Studies, 65 (4) pp. 329-347
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.
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» 2006 «
Mandryk, Regan L., Atkins, M. Stella and Inkpen, Kori (2006): A continuous and objective evaluation of emotional experience with interactive play environments. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1027-1036. Available online
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 user's 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.
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Mandryk, Regan L., Inkpen, Kori and Calvert, Tom W. (2006): Using psychophysiological techniques to measure user experience with entertainment technologies. In Behaviour and Information Technology, 25 (2) pp. 141-158
Emerging technologies offer exciting new ways of using entertainment technology to create fantastic play experiences and foster interactions between players. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't sufficiently robust. This paper describes two experiments designed to test the efficacy of physiological measures as evaluators of user experience with 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. In addition, we provide guidelines for collecting physiological data for user experience analysis, which were informed by our empirical investigations. This research provides an initial step towards using physiological responses to objectively evaluate a user's experience with entertainment technology.
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Ha, Vicki, Inkpen, Kori M., Whalen, Tara and Mandryk, Regan L. (2006): Direct Intentions: The Effects of Input Devices on Collaboration around a Tabletop Display. In: First IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2006 5-7 January, 2006, Adelaide, Australia. pp. 177-184. Available online
» 2005 «
Parker, J. Karen, Mandryk, Regan L. and Inkpen, Kori (2005): TractorBeam: seamless integration of local and remote pointing for tabletop displays. In: Graphics Interface 2005 May 9-11, 2005, Victoria, British Columbia, Canada. pp. 33-40. Available online
This paper presents a novel interaction technique for tabletop computer displays. When using a direct input device such as a stylus, reaching objects on the far side of a table is difficult. While remote pointing has been investigated for large wall displays, there has been no similar research into reaching distant objects on tabletop displays. Augmenting a stylus to allow remote pointing may facilitate this process. We conducted two user studies to evaluate remote pointing on tabletop displays. Results from our work demonstrate that remote pointing is faster than stylus touch input for large targets, slower for small distant targets, and comparable in all other cases. In addition, when given a choice, people utilized the pointing interaction technique more often than stylus touch. Based on these results we developed the TractorBeam, a hybrid point-touch input technique that allows users to seamlessly reach distant objects on tabletop displays.
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Mandryk, Regan L., Rodgers, Malcolm E. and Inkpen, Kori (2005): Sticky widgets: pseudo-haptic widget enhancements for multi-monitor displays. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1621-1624. Available online
People use multiple monitors to increase their display surface and to facilitate multitasking. However, if windows are maximized to fill one screen, users may have difficulties accessing widgets and tools on the borders of the displays, accidentally crossing over to the other display. To assist users of multi monitor displays, we developed a pseudo-haptic approach to enhance boundary widgets. We compared our sticky widget to a standard widget for two multi monitor display configurations: two identical side-by-side monitors, and two separated monitors of different sizes. Our enhancement improved performance by significantly reducing errors for accessing a boundary widget, reducing the number of accidental crossovers to the wrong display and consequently decreasing selection time.
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Magerkurth, Carsten, Cheok, Adrian David, Mandryk, Regan L. and Nilsen, Trond (2005): Pervasive games: bringing computer entertainment back to the real world. In Computers in Entertainment, 3 (3) p. 4
» 2004 «
Mandryk, Regan L. and Inkpen, Kori (2004): Physiological indicators for the evaluation of co-located collaborative play. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 102-111. Available online
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 user's experience with collaborative entertainment technology.
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» 2002 «
Björk, Staffan, Holopainen, Jussi, Ljungstrand, Peter and Mandryk, Regan L. (2002): Editorial: Special Issue on Ubiquitous Games. In Personal and Ubiquitous Computing, 6 (5) pp. 358-361
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Mar 13th, 2010
Changes to this page (author)
24 Feb 2010: Enabled abstracts to be shown on Regan L. Mandryk's author page.18 Jan 2010: Author was added to the bibliography (approved by an editor)20 Jul 2009: Author was edited
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