Literature reviews in HCI: A review of reviews

E Stefanidi, M Bentvelzen, PW Woźniak… - Proceedings of the …, 2023 - dl.acm.org
This paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear
conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various …

Biofeedback methods in entertainment video games: A review of physiological interaction techniques

D Navarro, V Sundstedt, V Garro - Proceedings of the ACM on Human …, 2021 - dl.acm.org
The area of biofeedback interaction has grown over recent years, thanks to the release of
more affordable and reliable sensor technology, and the accessibility offered by modern …

[HTML][HTML] Combining gaze and AI planning for online human intention recognition

R Singh, T Miller, J Newn, E Velloso, F Vetere… - Artificial Intelligence, 2020 - Elsevier
Intention recognition is the process of using behavioural cues, such as deliberative actions,
eye gaze, and gestures, to infer an agent's goals or future behaviour. In artificial intelligence …

A comparative study of eye tracking and hand controller for aiming tasks in virtual reality

FL Luro, V Sundstedt - Proceedings of the 11th ACM Symposium on eye …, 2019 - dl.acm.org
Aiming is key for virtual reality (VR) interaction, and it is often done using VR controllers.
Recent eye-tracking integrations in commercial VR head-mounted displays (HMDs) call for …

Mise-unseen: Using eye tracking to hide virtual reality scene changes in plain sight

S Marwecki, AD Wilson, E Ofek… - Proceedings of the …, 2019 - dl.acm.org
Creating or arranging objects at runtime is needed in many virtual reality applications, but
such changes are noticed when they occur inside the user's field of view. We present Mise …

Directions for 3D user interface research from consumer VR games

A Steed, TM Takala, D Archer, W Lages… - … on Visualization and …, 2021 - ieeexplore.ieee.org
With the continuing development of affordable immersive virtual reality (VR) systems, there
is now a growing market for consumer content. The current form of consumer systems is not …

Evaluating real-time gaze representations to infer intentions in competitive turn-based strategy games

J Newn, E Velloso, F Allison, Y Abdelrahman… - Proceedings of the …, 2017 - dl.acm.org
In this paper, we investigate nine different visual representations of gaze in a competitive
digital game setting. We evaluate the ability of spectators to infer a player's intentions in the …

Lost in style: Gaze-driven adaptive aid for vr navigation

R Alghofaili, Y Sawahata, H Huang, HC Wang… - Proceedings of the …, 2019 - dl.acm.org
A key challenge for virtual reality level designers is striking a balance between maintaining
the immersiveness of VR and providing users with on-screen aids after designing a virtual …

Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain

M Colley, B Wanner, M Rädler, M Rötzer… - Proceedings of the CHI …, 2024 - dl.acm.org
Gaze interaction is a promising interaction method to increase variety, challenge, and fun in
games. We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze …

Design patterns for voice interaction in games

F Allison, M Carter, M Gibbs, W Smith - Proceedings of the 2018 Annual …, 2018 - dl.acm.org
Voice interaction is increasingly common in digital games, but it remains a notoriously
difficult modality to design a satisfying experience for. This is partly due to limitations of …