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William Hamilton


Publications by William Hamilton (bibliography)

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Hamilton, William, Kerne, Andruid and Robbins, Tom (2012): High-performance pen + touch modality interactions: a real-time strategy game eSports context. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 309-318. http://dx.doi.org/10.1145/2380116.2380156

We used the situated context of real-time strategy (RTS) games to address the design and evaluation of new pen + touch interaction techniques. RTS play is a popular genre of Electronic Sports (eSports), games played and spectated at an extremely high level. Interaction techniques are critical for eSports players, because they so directly impact performance. Through this process, new techniques and implications for pen + touch and bi-manual interaction emerged. We enhance non-dominant hand (NDH) interaction with edge-constrained affordances, anchored to physical features of interactive surfaces, effectively increasing target width. We develop bi-manual overloading, an approach to reduce the total number of occurrences of NDH retargeting. The novel isosceles lasso select technique facilitates selection of complex object subsets. Pen-in-hand interaction, dominant hand touch interaction performed with the pen stowed in the palm, also emerged as an efficient and expressive interaction paradigm.

© All rights reserved Hamilton et al. and/or ACM Press

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Toups, Zachary O., Kerne, Andruid, Hamilton, William and Blevins, Alan (2009): Emergent team coordination: from fire emergency response practice to a non-mimetic simulation game. In: GROUP09 - International Conference on Supporting Group Work 2009. pp. 341-350. http://doi.acm.org/10.1145/1531674.1531725

We take the work practices of fire emergency responders as the basis for developing simulations to teach team coordination. We introduce non-mimetic simulation: economic operational environments that represent human-centered components of practice, such as team structures and information flows, without mimicking concrete aspects of an environment. Emergent team coordination phenomena validate the non-mimetic simulation of fire emergency response. We develop non-mimetic simulation principles through a game, focusing engagement on information distribution, roles, and the need for decisive real time action, while omitting concrete aspects. We describe the game design in detail, including rationale for design iterations. We take the non-mimetic simulation game design to participants for a series of play sessions, investigating how forms of information distribution affect game play. Participants coordinate as a team and, although they are not firefighters, begin to work together in ways that substantively reflect firefighting team coordination practice.

© All rights reserved Toups et al. and/or their publisher

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