- Dr. Ali Mazalek
- Katta Spiel
- Dr. Adrian Reetz
- Pierson Browne
- Nicholas Hobin
- Jonathan Semple
- Bill Kapralos
- Melanie Buset
- Dr. Ashley Rose Kelly
- Dr. Alvaro Uribe
- Dr. Ben Thompson
- Umair Rehman
- Dr. Jen Whitson
- Dr. Emma Vossen
Dr. Ali Mazalek joined us October 9 from Ryerson University to give a Brown Bag talk on human cognition and computational media. Coupled together, large data sets and computational techniques are transforming our interactions with each other and with information sources across society, gradually reinventing our decision-making and knowledge building processes. Yet as physical beings, we still rely heavily on material and sensory ways of constructing knowledge in the world. A gradual shift in the cognitive sciences toward embodied paradigms of human cognition can inspire us to think about why and how computational media should engage our bodies and minds together. By supporting a close connection between our motor, perceptual and cognitive systems, emerging human-computer interaction techniques can offer powerful opportunities to re-think the way we engage with and construct knowledge in a cyberphysical world. This talk presented ongoing research and prototype systems from the Synaesthetic Media Lab that explore how tangible and embodied interactions can support and enhance creativity, discovery and learning across the physical and digital worlds.
Katta Spiel provides an overview of the dominant questionnaires in the field and discuss their conceptualisations of player experiences. While researchers using them are usually aware of their limitations and report them, they are often neglected when it comes to citations and knowledge creations within the field. Hence, Katta will further show how we applied the Game Experience Questionnaire on a Games Research project involving Tetris and where it limited their research. They argue that through critically analysing our tools, we can understand them better, use them more sophistically in the future and move our focus to less researched experiences.
Dr. Adrian Reetz explores that while most current systems rely on emblem-type gestures, Dr. Reetz's implementation is built upon deictic illustrators instead. In addition, he discusses some of the theoretical background that supports his findings, such as the differences between human memory systems and how they influence people's learning capabilities.
Pierson Browne borrows from Deci and Ryan's (2000) Self-Determination Theory, as well as Carter, Gibbs and Harrop's (2012) typology of 'metagaming,' to will explore how players act as interfaces between 'game' and 'metagame,' and what this can tell us about the communicative practices around which game communities cohere.
Nicholas Hobin looks at the representation of animals in action-adventure video games, first broadly, and then in the specific case of Red Dead Redemption.
Jonathan Semple provides an explanation of the mechanics, design, and setting, within Crows of Autumn, and Jonathan also highlights some of the interesting situations, narratives, and decisions the game presents.
Bill Kapralos is an insightful talk where he discusses the application of serious games for medical and surgical education and training and also provides an overview of several existing serious games for a number of medical-based education training.
Melanie Buset is a talk where she considers how virtual reality will progress in terms of socializing within a virtual space.
Dr. Ashley Rose Kelly explores how non-experts are helping to solve some of science’s most complex problems.
Dr. Alvaro Uribe presents two examination scenarios where stereoscopic 3D, haptics and sound combined with VR and game elements play an important role in diagnosing the human eye and the human heart.
Dr. Ben Thompson provides insight into the development of a modified video game approach to the treatment of amblyopia that is currently the subject of two randomized clinical trials and has the potential to change the treatment of amblyopia internationally.
Umair Rehman explains his research, including the design, implementation and evaluation of a novel markerless environment tracking technology for an augmented reality based indoor navigation application, adapted to efficiently operate on a proprietary head-mounted display.
Dr. Jen Whitson considers the effectiveness of gamification to the quantification of everyday life. Her Brown Bag also explains how the quantification in gamification is different from the quantification in both analog spaces and digital non-game spaces.
Dr. Emma Vossen, University of Waterloo alumnus and GI member.