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[1] How Disclosing Skill Assistance Affects Play Experience in a Multiplayer First-Person Shooter Game Supporting Player Performance / Depping, Ansgar E. / Mandryk, Regan L. / Li, Chengzhao / Gutwin, Carl / Vicencio-Moreira, Rodrigo Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3462-3472
ACM Digital Library Link
Summary: In social play settings, it can be difficult for people with different skill levels to play a game together. Player balancing that provides skill assistance for the weaker player can allow for enjoyable play experiences; however, previous research (and conventional wisdom) has suggested that skill assistance should be kept hidden to avoid perceptions of unfairness. We carried out a study to test how disclosing skill assistance affects player experience. We found -- surprisingly -- that disclosing assistance did not harm play experience; players were more influenced by the benefits of equalized performance resulting from assistance than by their knowledge of the assist. We introduce the idea of attribution biases to help explain why awareness was not harmful -- people tend to take credit for their successes, but attribute failures externally. We discuss how game designers can incorporate skill assistance to build multiplayer games that improve experiences for a wide range of players.

[2] Faster Command Selection on Touchscreen Watches Interaction with Small Displays / Lafreniere, Benjamin / Gutwin, Carl / Cockburn, Andy / Grossman, Tovi Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4663-4674
ACM Digital Library Link
Summary: Small touchscreens worn on the wrist are becoming increasingly common, but standard interaction techniques for these devices can be slow, requiring a series of coarse swipes and taps to perform an action. To support faster command selection on watches, we investigate two related interaction techniques that exploit spatial memory. WristTap uses multitouch to allow selection in a single action, and TwoTap uses a rapid combination of two sequential taps. In three quantitative studies, we investigate the design and performance of these techniques in comparison to standard methods. Results indicate that both techniques are feasible, able to accommodate large numbers of commands, and fast users are able to quickly learn the techniques and reach performance of 1.0 seconds per selection, which is approximately one-third of the time of standard commercial techniques. We also provide insights into the types of applications for which these techniques are well-suited, and discuss how the techniques could be extended.

[3] Supporting Transitions to Expertise in Hidden Toolbars Interaction with Small Displays / Schramm, Katherine / Gutwin, Carl / Cockburn, Andy Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4687-4698
ACM Digital Library Link
Summary: Hidden toolbars are becoming common on mobile devices. These techniques maximize the space available for application content by keeping tools off-screen until needed. However, current designs require several actions to make a selection, and they do not provide shortcuts for users who have become familiar with the toolbar. To better understand the performance capabilities and tradeoffs involved in hidden toolbars, we outline a design space that captures the key elements of these controls, and report on an empirical evaluation of four designs. Two of our designs provide shortcuts that are based on the user's spatial memory of item locations. The study found that toolbars with spatial-memory shortcuts had significantly better performance (700ms faster) than standard designs currently in use. Participants quickly learned the shortcut selection method (although switching to a memory-based method led to higher error rates than the visually-guided techniques). Participants strongly preferred one of the shortcut methods that allowed selections by swiping across the screen bezel at the location of the desired item. This work shows that shortcut techniques are feasible and desirable on touch devices, and shows that spatial memory can provide a foundation for designing shortcuts.

[4] Peak-End Effects on Player Experience in Casual Games Engaging Players in Games / Gutwin, Carl / Rooke, Christianne / Cockburn, Andy / Mandryk, Regan L. / Lafreniere, Benjamin Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5608-5619
ACM Digital Library Link
Summary: The peak-end rule is a psychological heuristic observing that people's retrospective assessment of an experience is strongly influenced by the intensity of the peak and final moments of that experience. We examine how aspects of game player experience are influenced by peak-end manipulations to the sequence of events in games that are otherwise objectively identical. A first experiment examines players' retrospective assessments of two games (a pattern matching game based on Bejeweled and a point-and-click reaction game) when the sequence of difficulty is manipulated to induce positive, negative and neutral peak-end effects. A second experiment examines assessments of a shootout game in which the balance between challenge and skill is similarly manipulated. Results across the games show that recollection of challenge was strongly influenced by peak-end effects; however, results for fun, enjoyment, and preference to repeat were varied -- sometimes significantly in favour of the hypothesized effects, sometimes insignificant, but never against the hypothesis.

[5] HandMark Menus: Rapid Command Selection and Large Command Sets on Multi-Touch Displays Large Display Interaction / Uddin, Md. Sami / Gutwin, Carl / Lafreniere, Benjamin Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5836-5848
ACM Digital Library Link
Summary: Command selection on large multi-touch surfaces can be difficult, because the large surface means that there are few landmarks to help users build up familiarity with controls. However, people's hands and fingers are landmarks that are always present when interacting with a touch display. To explore the use of hands as landmarks, we designed two hand-centric techniques for multi-touch displays -- one allowing 42 commands, and one allowing 160 -- and tested them in an empirical comparison against standard tab widgets. We found that the small version (HandMark-Fingers) was significantly faster at all stages of use, and that the large version (HandMark-Multi) was slower at the start but equivalent to tabs after people gained experience with the technique. There was no difference in error rates, and participants strongly preferred both of the HandMark menus over tabs. We demonstrate that people's intimate knowledge of their hands can be the basis for fast and feasible interaction techniques that can improve the performance and usability of interactive tables and other multi-touch systems.

[6] Quantifying Individual Differences, Skill Development, and Fatigue Effects in Small-Scale Exertion Interfaces Exert Yourself / Sheinin, Mike / Gutwin, Carl Proceedings of the 2015 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2015-10-05 p.57-66
ACM Digital Library Link
Summary: Game mechanics in sports video games for skills like running and throwing are nothing like those skills in real sports. Adding small-scale exertion to the control scheme -- using small muscle groups such as hands and fingers -- can re-introduce some degree of physicality into sports video games. However, there is little quantitative knowledge about how small-scale exertion affects individual variability, skill development, or fatigue -- and how it compares to traditional game mechanics. We carried out two studies to provide this quantitative information. Our studies showed that controlling movement with small-scale exertion was significantly and substantially different from rate-based control, and that both movement and passing skills showed significant increases with practice. Our work provides valuable information that can help designers decide when and how to use small-scale exertion, and provides an empirical basis for the design of new game interaction techniques.

[7] Effects of arm embodiment on implicit coordination, co-presence, and awareness in mixed-focus distributed tabletop tasks Working with others / Doucette, Andre / Gutwin, Carl / Mandryk, Regan Proceedings of the 2015 Conference on Graphics Interface 2015-06-03 p.131-138
ACM Digital Library Link
Summary: Mixed-focus collaboration occurs when people work on individual tasks in a shared space -- and although their tasks may not be directly linked, they still need to maintain awareness and manage access to shared resources. This kind of collaboration is common on tables, where people often use the same space to carry out work that is only loosely coupled. At physical tables, people easily manage to coordinate access to the table surface and the artifacts on it, because people have years of experience interacting around other physical bodies. At distributed digital tabletops, however, where there is no physical body for the remote person, many of the natural cues used to manage mixed-focus collaboration are missing. To compensate, distributed groupware often uses digital embodiments. On digital touch tables, however, we know little about how these embodiments affect coordination and awareness. We carried out an empirical study of how four factors in an arm embodiment (transparency, input technique, visual fidelity, and tactile feedback) affected implicit coordination, awareness, and co-presence. We found that although some embodiments affected subjective feelings of co-presence or awareness, there were no changes in table behavior -- people acted as if the other person did not exist. These findings show the possibilities and limitations of digital arm embodiments, and suggest that the natural advantages of tables for collaboration may not extend to distributed tables.

[8] Testing the rehearsal hypothesis with two FastTap interfaces Interaction techniques / Gutwin, Carl / Cockburn, Andy / Lafreniere, Benjamin Proceedings of the 2015 Conference on Graphics Interface 2015-06-03 p.223-231
ACM Digital Library Link
Summary: Rehearsal-based interfaces such as Marking Menus or FastTap are designed to enable smooth transitions from novice to expert performance by making the novice's visually-guided actions a physical rehearsal of the expert's feedback-free actions. However, these interfaces have not been extensively tested in real use. We carried out studies of the adoption of rehearsal-based expert methods in two dissimilar applications -- a game that directly rewards rapid selections, and a drawing program that has no particular need for urgency. Results showed very different patterns of use for the guidance-free expert method. In the game, participants quickly switched to sustained use of expert selections, whereas few users regularly used the expert method in the drawing program, even after ten weeks and more than 1800 selections. These studies show that rehearsal alone does not guarantee that users will switch to expert methods, and that additional factors affect users' decisions about what methods to use. Our studies also revealed several issues that should be considered by designers of rehearsal-based techniques -- such as perceived risk in making selections without visual guidance, the value of guidance that shows possible options in the UI, and training that reminds users of an expert method and motivates its use.

[9] Quantifying and Mitigating the Negative Effects of Local Latencies on Aiming in 3D Shooter Games Improving Game Experiences / Ivkovic, Zenja / Stavness, Ian / Gutwin, Carl / Sutcliffe, Steven Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.135-144
ACM Digital Library Link
Summary: Real-time games such as first-person shooters (FPS) are sensitive to even small amounts of lag. The effects of net-work latency have been studied, but less is known about local latency, the lag caused by input devices and displays. While local latency is important to gamers, we do not know how it affects aiming performance and whether we can reduce its negative effects. To explore these issues, we tested local latency in a variety of real-world gaming scenarios and carried out a controlled study focusing on targeting and tracking activities in an FPS game with varying degrees of local latency. In addition, we tested the ability of a lag compensation technique (based on aim assistance) to mitigate the negative effects. Our study found local latencies in the real-world range from 23 to 243 ms which cause significant and substantial degradation in performance (even for latencies as low as 41 ms). The study also showed that our compensation technique worked extremely well, reducing the problems caused by lag in the case of targeting, and removing the problem altogether in the case of tracking. Our work shows that local latency is a real and substantial problem -- but games can mitigate the problem with appropriate compensation methods.

[10] Examining the Peak-End Effects of Subjective Experience Understanding & Evaluating Performance / Cockburn, Andy / Quinn, Philip / Gutwin, Carl Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.357-366
ACM Digital Library Link
Summary: Psychological research has shown that 'peak-end' effects influence people's retrospective evaluation of hedonic and affective experience. Rather than objectively reviewing the total amount of pleasure or pain during an experience, people's evaluation is shaped by the most intense moment (the peak) and the final moment (end). We describe an experiment demonstrating that peak-end effects can influence a user's preference for interaction sequences that are objectively identical in their overall requirements. Participants were asked to choose which of two interactive sequences of five pages they preferred. Both sequences required setting a total of 25 sliders to target values, and differed only in the distribution of the sliders across the five pages -- with one sequence intended to induce positive peak-end effects, the other negative. The study found that manipulating only the peak or the end of the series did not significantly change preference, but that a combined manipulation of both peak and end did lead to significant differences in preference, even though all series had the same overall effort.

[11] Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game Player Performance & Experience in Games / Vicencio-Moreira, Rodrigo / Mandryk, Regan L. / Gutwin, Carl Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2255-2264
ACM Digital Library Link
Summary: When player skill levels differ widely in a competitive First-Person Shooter (FPS) game, enjoyment suffers: weaker players become frustrated and stronger players become less engaged. Player balancing techniques attempt to assist the weaker player and make games more competitive, but these techniques have limitations for deployment when skill levels vary substantially. We developed new player balancing schemes to deal with a range of FPS skill difference, and tested these techniques in one-on-one deathmatches using a commercial-quality FPS game developed with the UDK engine. Our results showed that the new balancing schemes are extremely effective at balancing, even for players with large skill differences. Surprisingly, the techniques that were most effective at balancing were also rated as most enjoyable by both players -- even though these schemes were the most noticeable. Our study is the first to show that player balancing can work well in realistic FPS games, providing developers with a way to increase the audience for this popular genre. In addition, our results demonstrate the idea that successful balancing is as much about the way the technique is applied as it is about the specific manipulation.

[12] Jelly Polo: True Sport-Like Competition Using Small-Scale Exertion Student Games Competition / Sheinin, Mike / Gutwin, Carl Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.85-88
ACM Digital Library Link
Summary: Sports video games attempt to be the best possible simulation of their real-world sport counterpart; the graphics are near perfect, the physics are highly realistic, and the in-game statistics of each character closely represent the real-world person they are mimicking. Overall, this has led to sports video games being heavily based on statistical simulations (e.g., how high a shot statistic is determines the success of a shot, not player skill). This takes away from the sport-like aspect of true competition between the players of the game. Jelly Polo is a team-based sports video game which uses small-scale exertion. By providing small-scale exertion, in terms of movement, players can gain expertise development, have individual differences in how they play, and get tired during the course of a game. This makes the game more sport-like and competitive because players have to work to strategize as a team, counter-balance fatigue, and increase their physical and mental skills to win against opponents.

[13] The Effects of View Portals on Performance and Awareness in Co-Located Tabletop Groupware Framing Collaboration: Systems and Analysis / Pinelle, David / Gutwin, Carl Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.195-206
ACM Digital Library Link
Summary: Tabletop work surfaces have natural advantages for co-located collaboration, but also have physical constraints that can make group work difficult. View portals have been proposed as a way to provide access to other parts of a table surface, and as a way to re-orient content for group members in different locations; however, there is little research on whether portals really do improve group performance, how much they help, and whether they change other aspects of collaboration. We report on two studies that evaluate the effects of portals on group performance and behavior. Our first study showed significant performance advantages for portals: people were able to complete tasks more quickly and with more equal division of labor. Our second study, with a realistic design task, showed that people used portals extensively and saw them as valuable, but that they affected people's ability to maintain awareness, coordinate access to objects, and understand the organization of the workspace. Our work demonstrates benefits and potential drawbacks of portals for tables, and suggests that designers should carefully consider both individual and group needs before implementing these and other tabletop view augmentations.

[14] The Effect of View Techniques on Collaboration and Awareness in Tabletop Map-Based Tasks Session 3: Surfaces for Geo-Applications / Bortolaso, Christophe / Oskamp, Matthew / Phillips, Greg / Gutwin, Carl / Graham, T. C. Nicholas Proceedings of the 2014 ACM International Conference on Interactive Tabletops and Surfaces 2014-11-16 p.79-88
ACM Digital Library Link
Summary: Digital tabletops have become a natural medium for collaborative planning activities involving maps. Such activities are typically mixed-focus, where users switch between high-level and detailed views of the map and between individual and collaborative work. A wide range of view-sharing techniques such as lenses, zooming and radar views provide both shared and individual access to the same workspace. However, it is not yet sufficiently clear how the choice of view techniques affects collaboration in mixed-focus scenarios. In this paper, we explore the effect of different view techniques on collaborative map-based tasks around tables. We report on two studies in the context of military planning, one in a controlled environment and one in an open-ended scenario carried out by domain experts. Our findings show how the success of different techniques is sensitive to the form of collaboration and to the proximity of work on the table.

[15] Improving player balancing in racing games Research paper presentations / Cechanowicz, Jared E. / Gutwin, Carl / Bateman, Scott / Mandryk, Regan / Stavness, Ian Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.47-56
ACM Digital Library Link
Summary: In competitive games where players' skill levels are mismatched, the play experience can be unsatisfying for both stronger and weaker players. Player balancing provides assistance for less-skilled players in order to make games more competitive and engaging. Although player balancing can be seen in many real-world games, there is little work on the design and effectiveness of these techniques outside of shooting games. In this paper we provide new knowledge about player balancing in the popular and competitive racing genre. We studied issues of noticeability and balancing effectiveness in a prototype racing game, and tested the effects of several balancing techniques on performance and play experience. The techniques significantly improved the balance of player performance, were preferred by both experts and novices, increased novices' feelings of competitiveness, and did not detract from experts' experience. Our results provide new understanding of the design and use of player balancing for racing games, and provide novel techniques that can also be applied to other genres.

[16] Jelly polo: increasing richness and competition in sports games using small-scale exertion Student games competitions / Sheinin, Mike / Gutwin, Carl Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.367-370
ACM Digital Library Link
Summary: Sports video games should be inherently competitive, but they fall short in providing true competition for the players. The emphasis on statistical simulations in traditional sports video games has taken away the ability for players to gain expertise development, differentiate how they play from other players, and change the way they play throughout the course of the game. Jelly Polo, a 2D 3-on-3 sports video game uses small-scale exertion to counter the drawbacks stated above. By providing impulse-based movement and precision passing, players can gain expertise in running and passing, differentiating how they play. The small-scale exertion aspect also makes players fatigued, forcing them to strategize how they play throughout the course of a game. Jelly Polo is the first game to show that small-scale exertion can increase the richness and competitiveness in sports video games.

[17] The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games Understanding and designing games / Vicencio-Moreira, Rodrigo / Mandryk, Regan L. / Gutwin, Carl / Bateman, Scott Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.937-946
ACM Digital Library Link
Summary: Aim-assistance techniques have been shown to work for player balancing in 2D environments, but little information exists about how well these techniques will work in a 3D FPS game. We carried out three studies of the performance of five different aim assists in an Unreal-based game world. The assists worked well in a target-range scenario (study 1), but their performance was reduced when game elements were introduced in a walkthrough map (study 2). We systematically examined the relationships between realistic game elements and assist performance (study 3). These studies show that two techniques -- bullet magnetism and area cursor -- worked well in a wide variety of situations. Other techniques that worked well were too perceptible, and some previously-successful techniques did not work well in any game-like scenario. Our studies are the first to provide empirical evidence of the performance of aim assist techniques in 3D environments, and the first to identify the complexities in using these techniques in real FPS games.

[18] Exertion in the small: improving differentiation and expressiveness in sports games with physical controls Exploring exergames / Sheinin, Mike / Gutwin, Carl Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1845-1854
ACM Digital Library Link
Summary: Many sports video games contain elements such as running or throwing that are based on real-world physical activities, but the translation of these activities to game controllers means that the original physicality is lost. This results in games where players have limited opportunity to improve their physical skills, where there is little differentiation in people's physical abilities, and where skills do not change over the course of a game. To explore ways of adding these elements back into sports games, we developed two games with small-scale physical controls for running and throwing -- one game was a simple running race, and one was a team-based handball-style game called Jelly Polo. In two studies (three track-and-field tournaments for the running game, and a four-week league for Jelly Polo), we observed the effects of physical controls on gameplay. Our studies showed that the physical controls enabled substantial individual differences in running and passing skill, allowed people to increase their expertise over time, and led to fatigue-based changes in performance during a game. Physical controls increased the games' challenge, complexity, and unpredictability, and dramatically improved player interest, expressiveness, and enjoyment. Our work shows that game designers should consider the idea of "exertion in the small" as a way to improve play experience in games based on physical activities.

[19] The usability of CommandMaps in realistic tasks Designing and modeling GUIs / Scarr, Joey / Cockburn, Andy / Gutwin, Carl / Bunt, Andrea / Cechanowicz, Jared E. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2241-2250
ACM Digital Library Link
Summary: CommandMaps are a promising interface technique that flattens command hierarchies and exploits human spatial memory to provide rapid access to commands. CommandMaps have performed favorably in constrained cued-selection studies, but have not yet been tested in the context of real tasks. In this paper we present two real-world implementations of CommandMaps: one for Microsoft Word and one for an image editing program called Pinta. We use these as our experimental platforms in two experiments. In the first, we show that CommandMaps demonstrate performance and subjective advantages in a realistic task. In the second, we observe naturalistic use of CommandMaps over the course of a week, and gather qualitative data from interviews, questionnaires, and conversations. Our results provide substantial insight into users' reactions to CommandMaps, showing that they are positively received by users and allowing us to provide concrete recommendations to designers regarding when and how they should be implemented in real applications.

[20] Faster command selection on tablets with FastTap Touch input / Gutwin, Carl / Cockburn, Andy / Scarr, Joey / Malacria, Sylvain / Olson, Scott C. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2617-2626
ACM Digital Library Link
Summary: Touch-based tablet UIs provide few shortcut mechanisms for rapid command selection; as a result, command selection on tablets often requires slow traversal of menus. We developed a new selection technique for multi-touch tablets, called FastTap, that uses thumb-and-finger touches to show and choose from a spatially-stable grid-based overlay interface. FastTap allows novices to view and inspect the full interface, but once item locations are known, FastTap allows people to select commands with a single quick thumb-and-finger tap. The interface helps users develop expertise, since the motor actions carried out as a novice rehearse the expert behavior. A controlled study showed that FastTap was significantly faster (by 33% per selection overall) than marking menus, both for novices and experts, and without reduction in accuracy or subjective preference. Our work introduces a new and efficient selection mechanism that supports rapid command execution on touch tablets, for both novices and experts.

[21] Finder highlights: field evaluation and design of an augmented file browser Desktop search and history / Fitchett, Stephen / Cockburn, Andy / Gutwin, Carl Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3685-3694
ACM Digital Library Link
Summary: Navigating to files through a hierarchy is often a slow, laborious, and repetitive task. Recent lab studies showed that file browser interface augmentations, such as Icon Highlights and Search Directed Navigation, have the potential to reduce file retrieval times. However, for this potential to be realised in actual systems, further study is necessary to address two important issues. First, there are important design and implementation challenges in advancing the research prototypes previously evaluated into complete interactive systems that can be used for real work. Second, it is unknown how real users would employ these systems while engaged in actual work; would the potential performance improvements suggested by the earlier lab studies be realised? We therefore describe the design, implementation, and longitudinal field study evaluation of Finder Highlights, a file browser plugin for the OS X 'Finder' that adds support for Icon Highlights and Search Directed Navigation. Study results confirm that the augmentations are effective in reducing real-world file retrieval times, with retrieval times 13% faster when using Finder Highlights compared to the standard tool (10.6 s versus 12.2 s), while also emphasising important differences between lab and field studies. In summary, the paper strongly suggests that large-scale deployment of interface augmentations to file browsers, particularly Icon Highlights, will have a marked effect in improving users' real-world file retrieval.

[22] Making big gestures: effects of gesture size on observability and identification for co-located group awareness Gesture-based interaction / Reetz, Adrian / Gutwin, Carl Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.4087-4096
ACM Digital Library Link
Summary: Co-located work environments allow people to maintain awareness by observing others' actions (called consequential communication), but the computerization of many tasks has dramatically reduced the observability of work actions. The recent interest in gestural interaction techniques offers the possibility of recreating some of the noticeability of previous work actions, but little is known about the observability and identifiability of command gestures. To investigate these basic issues, we carried out a study that asked people to observe and identify different sizes and morphologies of gestures from different locations, while carrying out an attention-demanding primary task. We studied small (tablet sized), medium (monitor-sized), and large (full-arm) gestures. Our study showed that although size did have significant effects, as expected, even small gestures were highly noticeable (rates above 75%) and identifiable (rates above 69%). Our results provide empirical guidance about the ways that gesture size, morphology, and location affect observation, and show that gestural interaction has potential for improving group awareness in co-located environments.

[23] How players value their characters in world of warcraft Gaming / Livingston, Ian J. / Gutwin, Carl / Mandryk, Regan L. / Birk, Max Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.1333-1343
ACM Digital Library Link
Summary: Characters in games such as World of Warcraft allow players to act in the game world and to interact with others. Game characters and avatars are a mediated form of self-representation for the player, but some research suggests that players also view characters in other ways that have to do with the kinds of value that the characters provide. To better understand the ways that players value their characters in an online environment, we carried out a semi-structured interview study of twenty World of Warcraft players. From our data we identify ten kinds of value that characters can provide -- including utility, investment, communication, memory, enjoyment, and representations of relationships, as well as value as an opportunity for experience, creativity, sociability, and self-expression. The analytical lens of value provides a new understanding of the ways that players appreciate characters in online multi-user worlds. Our results can help developers understand and enhance an element of multi-player games that contributes greatly to player experience and satisfaction.

[24] The effects of consistency maintenance methods on player experience and performance in networked games Gaming / Savery, Cheryl / Graham, Nicholas / Gutwin, Carl / Brown, Michelle Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.1344-1355
ACM Digital Library Link
Summary: Network lag is a fact of life for networked games. Lag can cause game states to diverge at different nodes in the network, making it difficult to maintain the illusion of a single shared space. Traditional lag compensation techniques help reduce inconsistency in networked games; however, these techniques do not address what to do when states actually have diverged. Traditional consistency maintenance (CM) does not specify how to make game-critical decisions when players' views of the shared state are different, nor does it indicate how to repair inconsistencies. These two issues -- decision-making and error repair -- can have substantial effects on players' gaming experience. To address this shortcoming, we have characterized a range of algorithmic choices for decision-making and error repair. We report on a study confirming that these algorithms can have significant effects on player experience and performance, and showing that they are often more important than degree of consistency itself.

[25] Support for deictic pointing in CVEs: still fragmented after all these years' Multiple dimensions and displays / Wong, Nelson / Gutwin, Carl Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.1377-1387
ACM Digital Library Link
Summary: Pointing gestures -- particularly deictic references -- are ubiquitous in face-to-face communication. However, deictic pointing can be much more difficult in collaborative virtual environments (CVEs) than in everyday life -- early studies found that the 'fragmentation' caused by the environment greatly complicated object-based communication. In the fifteen years since these studies appeared, the technologies used in CVEs have improved substantially, and several techniques for improving pointing have been proposed or implemented. What these advances mean for the problems of fragmentation and deictic gesture, however, is not clear. To find out, we conducted a new observational study of deictic pointing in a CVE with several techniques that may reduce fragmentation: extra-wide and third-person views, precise control over an avatar's pointing arm, and visual enhancements such as object highlighting and laser pointing. Our study shows that although pointing has come a long way, problems of fragmentation still occur, and that visual and view enhancements can cause new problems for collaboration, even as they solve others. In addition, the visibility of a gesture's preparatory actions remained important to study participants, even when pointing was augmented. These results provide a richer understanding of the subtlety in avatar-based deictic communication, and of the ways that this critical communication mechanism can be better supported in CVEs.
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