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Brown Bags

Speaker directory

Engaging bodies in computation media

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.

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Eluding Experiences — The Broken Promises of Player Experience Questionnaires 

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.

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Full-Arm Input for Smart Environments, Mixed Realities, and Video Game Systems

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. 

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Tales from the Front Lines: The Co-Evolution of Digital Play and Networked Storytelling

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.

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Adventures in Animalia - Exploring the Roles of Animals in Video Games

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.

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Roleplaying as Terrible People in the Crows of Autumn

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.

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Serious Games for Medical Education and Training

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.

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Deciphering Reality in a Virtual World 

Melanie Buset is a talk where she considers how virtual reality will progress in terms of socializing within a virtual space. 

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Citizen Science Games and Player Agency

Dr. Ashley Rose Kelly explores how non-experts are helping to solve some of science’s most complex problems.

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Serious Games in Medical Training - taking advantage of stereoscopic 3D, haptics and sound 

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.

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Improving vision in patients with amblyopia ('lazy eye') using modified videogames 

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.

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Google Glass and Augmented Reality: A Study 

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. 

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The Limits of Play

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.

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Escape Rooms: Genre, Immersion, and Play 

Dr. Emma Vossen, University of Waterloo alumnus and GI member.