Speaker directory

 
Bri Wiens is a doctoral student in Communication and Culture at York University. She holds an MA in Communication focusing on Rhetoric and Culture (2016) from the University of Colorado Boulder and a BA in Speech Communication and Women’s Studies (2014) from the University of Waterloo. Her research interests sit at the intersection of critical cultural studies, continental philosophy, intersectional feminist politics, affect, and new materialist theories. Her dissertation work takes up these bodies of research to explore and apply feminist practice as a form of techne to ask about the potential of feminist technologies. As first an activist and second a scholar, Brianna is committed to research that challenges relations of power and systems of domination in the pursuit of social justice.
 
Shana MacDonald is an Assistant Professor in the Department of Communication Arts at the University of Waterloo. Her interdisciplinary scholarship, situated between film, media and performance studies, examines intersectional feminist social and digital media, popular culture, cinema, performance, and public art. She is an internationally curated artist who explores the community-building potential of practice-based, site-specific art interventions in public space. She is founder of the Mobile Art Studio (MAS), a transitory creative lab space that brings art out of the gallery and into public participatory spaces. Her creative and scholarly work is committed to finding new platforms to publicly circulate women’s intersectional lived experiences and histories. She has published in leading journals within the fields of feminist and media studies including most recently Feminist Media Histories, Performance Research, Media Theory Journal, and Ada: Journal of New Media, Gender, and Technology (forthcoming).
 
Abstract
This research talk draws on new materialist and intersectional, trans, and queer feminist modes of social inquiry to situate all bodies, human and nonhuman, and affects in relations of matter and mattering. Through a discussion of three of our projects–-Reconstruction (2016), Feminists Do Media (2019–present), and Let Us Speak (2020)––we will explore how our existing research creation methodologies developed through our work with public participatory art and have shifted for digital and online spaces. We will outline how these methods help in articulating our goal to engage in work that actively intervenes into racist cisheteropatriarchal dominant structures both online and offline. Our projects are designed with the intent of co-opting the functions of the “master’s tools” (Audre Lorde 1984) via decidedly aesthetic modes of exploratory knowledge production that do not have predetermined, tangible deliverables––what we call a feminist hack. Ultimately, we argue that creative "intra-actions" (Karen Barad 2003) in (non)mediated spaces produce knowledges that need to be more carefully and critically taken up in both the academy and industry. We demonstrate how we do this through deploying social media networks as spaces of critical intervention and resistance.

Video Games and Classical Studies

Prof. Craig Hardiman is an Associate Professor of Classical studies. "My work primarily focuses on the domestic art of the Hellenistic period (323-31 BCE) – the kinds of sculptures, paintings and mosaics people would have had in their homes. I am also interested in how these people understood their art and so have an interest in ancient aesthetic theory and the possible ways modern neuroscience can help in this understanding. More broadly I work on the art, especially the sculpture, and the culture of the Hellenistic period."
 
Abstract
While both “Reception Studies” and computer games have been around for over half a century, the study of video games, especially home video games, as a vehicle for reception studies is still in its early years. This especially true when looking at the reception of Classical Antiquity (Ancient Greece and Rome, and the Ancient Mediterranean more broadly) in video games as a vehicle for reception studies. While several individual scholarly articles have appeared over the years, it was only in 2018 that the first monograph dealing with this issue was published and only in 2020 when the first collection of essays on this topic came out. And yet, ancient Greece and Rome have been at the core of video games since their inception as either a direct component of the game, or in using broad themes, narrative techniques or characters from the past. In this talk, Craig Hardiman (Dept of Classical Studies) will use some select case studies to illustrate the ways in in which Classical Antiquity has had a massive effect on the gaming industry and how these games may, in turn, have an effect on the ways in which Classical Antiquity is “taught” to the gaming communities.
Jenn Rickert is an interdisciplinary-trained academic, currently in the English PhD program, who specializes in the study of people, technology, and culture. Currently, her research focuses on gender, power structures, and social dynamics surrounding competitive gaming communities, particularly within World of Warcraft. She is also interested in gaming cultures (more broadly), identity, embodiment, gamification, gaming narratives, world building, storytelling, cultural reciprocity, and human-technology interactions.
 
Abstract

Gamers are well aware of cheating. Whether through build-in cheat codes, script editors, or even console commands,they know what it means to cheat; or at least they think they do. Despite the programmed affordances for cheating in the code of many video games, the concept itself remains socially constructed and abstract, resisting precise definitions as to which practices constitute cheating, and which can be understood as “modification”. My paper bridges understandings and performances of cheating acts in video games with concepts of game modification. Drawing from Ian Bogost, Katherine Isbister, and Jesper Juul, I explore the practice of cheating in video games, from the Game Genie through to the emergence of popular video game modification (e.g. The Sims). This practice exists in a liminal state, where some mods are not only socially accepted, but also a developer-encouraged aspect of the gaming experience (e.g. World of Warcraft, Fallout 4), while others are shunned as undesirable, non-immersive, or outright cheating. I explore the boundary at which the alteration of game design or interactivity evolves from a modification to a cheating act, arguing for a reconceptualization of game modification as a socially sanctioned version of cheating. If cheating is defined as any action which goes against the intended design, difficulty, or socially perceived ethos, how far can cheating or modification go before the player is no longer playing the same game? No one plays the same version of Monopoly, yet we continue to call it by the same name.


Animals in Videogames

Nicholas Hobin, BA (King’s University College), MA (University of Waterloo), is a PhD candidate in the English Language Literature program at the University of Waterloo. He is interested in posthumanism in game studies, and the ways in which digital environments work to confront what it means to be human. Nicholas’ dissertation focuses on the representations, uses and depictions of lifelike animals in video games and their cultural implications; his research presently focuses on the configuration of animal bodies in digital spaces. He is the associate editor of book reviews and interviews for First Person Scholar, the Game Institute’s student-run middle-state publication. Nicholas has presented his research at conferences including “Living Timelines: The Transformation of the Mechanomorphic Animal” at Arizona State University. and “Meeting the Animal ‘I’” at the Canadian Game Studies Association, University of Regina. He has also been awarded the "TA Award for Teaching" for 2016.
 
Abstract
This talk explores the rhetoric of animal remains in the video game Red Dead Redemption 2. In his book, Surface Encounters, Ron Broglio notes the harvesting of meat as a kind of alchemical creation. The change from animal into meat exposes the animal to human knowledge; the unknowable insides of the animal become visible, quantifiable and documentable outsides. The animal, we imagine, becomes knowable through its flesh and skin. Red Dead Redemption 2 takes these conceptual relationships and literalizes them, building them into mechanical dynamics which mediate the player’s interactions with the animal life of the game they play.
In the game the player’s engagement with the animal world is primarily violent: players hunt animals to kill them and collect their pelts and meat, to feed themselves and their gang, to sell, or to craft into items and clothing. Additionally, the game provides more information to the player about animals they have successfully hunted; skinning animals is the primary way by which a player learns about them. The transformation of the animal from living creature into consumable object does not stop there, however; throughout the game, the player encounters animal bodies and body parts which have been used to conceive of fantastical narratives, arranged into eccentric dioramas, and worked into bizarre taxidermic experiments.
The transformation of the animal into meat and skin begins as a way to develop animal knowledge, but becomes a medium for animal fantasy – the parts are transformed, reconfigured, and reimagined until the authenticity of any meaning attached to them becomes suspect. Within the gameworld, animal remains are ultimately another surface on which people project their ideas of what animals are or might be, rather than an objective window into their unknowable interiors.

Transformational Interdisciplinary Research

Stan Ruecker is the Anthony J. Petullo Professor in Design at the University of Illinois. He is currently exploring how design research helps us to understand our preferred futures, how it may necessitate a change to prototyping, and how it can lead us to create physical interfaces for tasks such as analyzing text, modeling time, and designing experience. More at publish.illinois.edu/designconceptslab.

Abstract

For some time now, the academy has recognized the value of interdisciplinary research. For a certain class of topics, often called after Latour “matters of concern,” a single disciplinary perspective is not sufficient to the task. These topics include many that are of pressing urgency: the global supply of food and potable water; energy; health; education; peace; access to valid and usable information; democracy itself. However, given the need to address these kinds of issues, although interdisciplinary approaches are arguably best, it is also true that not all kinds of interdisciplinary are equally effective. In this presentation, I draw on recent projects in post-conflict zones in Colombia and other work to propose that we should aim, not to have six experts around a table, each contributing their own disciplinary perspective, but instead to reach the point of achieving a form of integrated generative knowledge.


The intersection of feminism and HCI

Dr. Milena Radzikowska is a Professor in Information Design at Mount Royal University. Since 2005, she’s collaborated on over 25 interdisciplinary design research projects, several with budgets in the millions, extending over longer periods (anywhere from two to seven years). She’s the co-author of Visual Interface Design for Digital Cultural Heritage (Routledge Publishing, 2011), and two upcoming books, Design + DH, and Prototyping Across the Disciplines (Intellect Books, 2019). Milena lives and works in Alberta, Canada.
 
Abstract
Product and technology designers—often white, cis-gendered, male, and of a higher socioeconomic status—design objects based on implicit or explicit assumptions about what is needed and how it will be used. This singular and filtered perspective has resulted in much design innovation, but it does not address, reflect, or affect society as a whole, nor the majority of its members In a slowly-growing recognition of the narrowness of this lens, the field of Human-Computer Interaction is witnessing a call towards an integration of a feminist agenda into its research and practice. In this talk, I share my attempt to further these efforts through the integration, testing, and refinement of a Speculative Feminist Approach to Design, using a series of research projects. I will also propose a set of questions to move us beyond the limitations of user-centred design.

AR, VR, and Extended Realities

Morgan McGuire is a distinguished scientist at NVIDIA researching technology for creating new experiences in visual computing. He is currently investigating hardware acceleration and new displays for augmented reality, streaming 3D graphics, eSports, and ray tracing. He previously contributed to the Skylanders®, Call of Duty®, Marvel Ultimate Alliance®, and Titan Quest® series of video games series, the Unity game engine, the E Ink display used in the Amazon Kindle®, and the PeakStream GPU computing architecture acquired by Google. He chaired the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering, and the ACM SIGGRAPH / EuroGraphics High Performance Rendering conference, and was the founding Editor-in-Chief of the Journal of Computer Graphics Techniques. Morgan is the author or coauthor of “the bible” of 3D, Computer Graphics: Principles & Practice 3rd Edition, The Graphics Codex, Creating Games, the G3D Innovation Engine, the Markdeep document system, and chapters of several GPU Gems, ShaderX, and GPU Pro volumes. Morgan currently holds adjunct faculty positions at the University of Waterloo and McGill University and was a professor at Williams College for twelve years.

Abstract

Augmented and virtual reality are new media, extending the space of experiences beyond games, film, and physical interaction. This talk covers the displays, rendering technology, sensors, and interaction designs that make these extended realities possible. I'll identify promising new directions in each and offer personal observations on exemplary current experiences and technology.


Superheroes and Sexuality

Anna F. Peppard is a SSHRC postdoctoral fellow at Brock University. She has studied representations of race, gender, and sexuality within a variety of popular media genres and forms, including action-adventure television, superhero comics, professional wrestling, and sports culture. Her writing has appeared in Canadian Review of American Studies, International Journal of Comic Art, Journal of the Fantastic in the Arts, Journal of Fashion Studies, Feminist Media Histories, Journal of Graphic Novels and Comics, Studies in Comics, Literary Hub, The Walrus, the anthology Make Ours Marvel: Media Convergence and a Comics Universe, and the forthcoming anthology WWE: Professional Wrestling in the Digital Age. She is a regular contributor to the podcast Three Panel Contrast.

Abstract:

Anna Peppard, Postdoctoral Fellow from Brock University, joins us to discuss the historical controversy and contemporary relevance of superhero sexuality. Dr. Peppard will demonstrate how the simultaneous presence and absence of sexuality within superhero comics, movies, television shows, and video games is central to the superhero genre’s longevity, adaptability, and current popularity, and argue that superheroes possess a special—albeit underutilized—ability to represent diverse and potentially subversive sexual fantasies.


Preparing & Conducting Studies in HCI Research  

Gustavo Tondello is a Ph.D. candidate at the University of Waterloo under supervision of Dr. Lennart Nacke and Dr. Daniel Vogel, graduate researcher at the HCI Games Group, research lead of the International Gamification Federation, and co-founder of MotiviUX. His research interests include gamification and games for health, wellbeing, and learning, user experience in gamification, and gameful design methods. His work focuses on the design and personalization of gameful applications.

Abstract:

Based on his experiences, Gustavo will discuss how to prepare and conduct graduate studies in Human-Computer Interaction (HCI), presenting tips about how to choose topics and plan studies and publications. He will share suggestions on how to plan and carry out experimental studies in HCI, such as how to choose and define research questions, how to select a type of study, and how to document the results and prepare them for publication.

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Physiological sensing in games and VR: From user research to biocybernetic adaptation

Abstract:

Overall, physiological sensing has been extensively used as a passive technique to record human responses while interacting with videogames and VR applications. However, those signals have been also utilized either to extend the communication pathways for interfacing the nervous system with the virtual environments or to augment the interaction by means of modulating game variables in response to any detected human state (biocybernetic adaptation). For instance, cardio-adaptive exercise games (Exergames) can use real-time heart rate measurements to persuade older players to exert in recommended levels, thus avoiding risks and maximizing exercise benefits. In this talk, we will discuss the use of physiological sensing from a game-user research perspective, moving towards a more active use of it as input into games and VR applications and showing biocybernetic systems that augment exercise, rehab and neuro-rehab activities based on serious games for health.

Bio:

John Muñoz obtained his PhD in Human-Computer Interaction at NeuroRehabLab in the Madeira Interactive Technologies Institute, Portugal. He has been studying the use of physiological signals to foster health benefits while interacting with serious games. He has designed and co-developed a dozen videogames ced with physiological sensors such as brain-computer interfaces (BCI), heart rate monitors, depth cams, and wearable electromyography armbands as well as a set of software tools that to promote the synergy between physiological computing and gaming. His research interests cover physiological computing, biocybernetic adaptation, game user research, serious games for health and virtual reality applications. He will join the Intelligent Technologies for Wellness and Independent Living Lab at the University of Waterloo as a postdoctoral researcher at the end of 2018.

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Design and evaluation of CityQuest, a video game aimed at older adults with fear of falling

Eugenie Roudaia joined us November 30 to share her research on gameful applications to study and reduce older adults' fear of falling. 

Abstract:

Older adults face an increased risk of falls, which often have significant negative consequences, including developing a fear of falling. Older adults with fear of falling often restrict their activities, which leads to social isolation and accelerated cognitive decline. This talk presents our work in designing, creating, and evaluating a video game, CityQuest, aimed at improving balance confidence, spatial cognition, and multisensory processing of older adults at risk of falling. First, I will describe the design and conceptualization of the game, including consultations with end users, survey of the literature, and pilot testing. Next, I will present the design and results of the intervention study we conducted in a group of healthy and fall-prone older adults. The study evaluated the effects of the game on balance confidence, spatial cognition, and perception, as well as subjective aspects of game experience and acceptability of the game as a falls-related intervention. Our results indicate that video games that challenge balance, spatial cognition, and perception are rated as enjoyable and beneficial by older adults and present a powerful tool to improve   balance confidence, perception, and cognition in older adults.

Bio:

Eugenie Roudaia received her PhD in Psychology at McMaster University, where she examined the effects of healthy aging on visual perception with Patrick Bennett and Allison Sekuler. During her postdoctoral fellowship at Trinity College Dublin with Fiona Newell, she worked as part of an FP7-ICT project in which academic and industry partners designed, created, and tested virtual reality and serious games aimed at vulnerable populations. She then held a postdoctoral fellowship at the Université de Montréal with Jocelyn Faubert, examining attention and multisensory processing. Dr. Roudaia is currently a Scientific Associate at the Rotman Research Institute at Baycrest. She is interested in understanding the effects of healthy and pathological aging on perception and cognition and in developing training tools that can improve brain function in older age.

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Towards an open architecture

Jonathan Enns joined us November 20, 2018 to share his talk entitled "Towards an open architecture". Learn more about Jonathan here.

Abstract:

Jonathan presents his work on participatory design in Architecture, focusing on new exciting possibilities for tangible user interfaces in the age of modular prefabricated building design. He introduces the historical importance of physical models for design in architecture, then discusses his recent projects that attempt to develop scaled tangible design controls that integrate physical and digital design environments.

Bio:

Jonathan is a hybrid designer, strategist, inventor and entrepreneur. With consulting experience in the technology and IOT industries, and a background in Architecture and interdisciplinary practice, his work looks to find new data driven, human centered foundations for architecture & spatial innovation. Jonathan runs the Humanics Lab, a think tank dedicated to human centred approaches to design research, experiential prototyping, and human impact quantification methods in the AEC industry. The Humanics Lab looks for innovation opportunities that improve wellness and happiness for people.

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Multimodal Semiotics and Teaching in a Dedicated Game Studies Program

Jason Hawreliak joined us from Brock University on November 13 to talk about his recently published book, "Multimodal Semiotics and Rhetoric in Videogames", and to share his experiences of teaching in a dedicated Game Studies program.

Abstract:

Videogames rely on complex signification systems to communicate information to players, including image, sound, text, haptic feedback, and procedurality. This complexity poses challenges for both theorists and developers. Drawing on a diverse range of game genres, the first half of this talk outlines an analytical framework for tackling the problem of complexity in videogames by way of multimodal semiotics. The second half of the talk looks at some of the challenges and opportunities that come with teaching in a dedicated games program. 

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Virtual Reality (VR) in Second Language Learning

Amy Liang is a recent graduate of the Bachelor of Arts degree, Psychology major and Human Resource Management minor. She is passionate about second language acquisition and learning about new ideas that could help people with their language learning experiences.

Abstract:

Learning a new language can always be exciting but at times frustrating. But how come we never felt learning our first language so hard when we were a little kid? And as grownups having the better executive functioning, why would this advantage we have in return acted as a barrier in our new language learning experience? This short presentation will be looking at the three basic linguistic levels, discuss how and why was it harder for adults to learn a new language, and how can we use modern technologies like AI and VR to help with the language learning experience. 

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Trauma and Demogorgons: Analyzing Dungeons & Dragons in Stranger Things

Toben Racicot is a PhD student in English at the University of Waterloo. Listen to the full recording of his Brown Bag talk.

Abstract:

Dungeons & Dragons is more than a motif in Stranger Things. It acts as a therapeutic tool to forestall trauma. Much like Freud’s analysis of the “Fort-Da” game his grandson played, Dungeon & Dragons is not simply a game, but a practice that establishes mental armatures in anticipation of future trauma. This paper combines game theory concepts like uncertainty, objectives, role-play, and failure with Freud’s theories about trauma, repetition compulsion, and the “Fort-Da” to analyze Dungeon & Dragons’ importance in Stranger Things. This analysis shows that games, specifically Dungeons & Dragons, are an effective tool to anticipate trauma; they provide a safe place to become a hero, and empower players to develop psychic protections in anticipation of future traumatic moments.

This paper focuses on the trauma of a person missing or leaving, as this is the inciting incident of season one and relevant trauma in most characters’ lives, being children of divorced, dead, or emotionally absent parents. Incorporating psychoanalytic theories from Sigmund Freud, Deborah Britzman, E. Ann Kaplan, Cathy Caruth, and Ruth Lays, shows how the game works for the Stranger Things cast as they encounter trauma events through the first season and also how these principles can be applied in readers’ lives. Therefore, this paper functions as both psychoanalysis of Dungeons & Dragons in Stranger Things and displaying its potential for real world applications. The understanding brought to light by Dungeons & Dragons’ role in Stranger Things allows readers to better grasp the need for imagination, role-play, and collaboration as part of trauma foresight.

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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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Evaluating human-machine interactions for cognitive load without interrupting behaviour

September 27, 2018, Dr. Lewis Chuang visited the GI to share his research on cybernetics and human-machine interactions. Dr. Chuang is a researcher at the Ludwig-Maximilians University in Munich, Germany.

In this talk, Chuang presented his findings from several studies on how inattentional blindness and inattentional deafness while driving impair our ability to shift attention toward other perceptory cues. In other words, when we're too focused on a task such as driving, we don't notice other stimuli around us.

A lot of the gamers in the audience could relate to being so absorbed in a task that they don't notice what's happening around them. It's a common experience for anyone who has played games that require deep focus and attention - have you ever been so engrossed in a game that you don't hear someone calling your name?

Chuang's research investigates the potential dangers of inattentional blindness and deafness. When you're operating a vehicle, you have to be aware of all of your surroundings and you can't afford to miss important changes in the periphery.

With the final half of his talk, Chuang shifted gears toward self-driving cars. Automated, self-driving cars are a significant concern for Chuang because the new technology allows people to play games, watch movies, or do other work while driving. He posed this question to the audience:

How can we make sure people are paying attention to their surroundings when driving is the distraction?

This question is a work in progress. Perhaps there is a way to gamify the driving experience so that people are engaged with their surroundings. Gamification offers an interesting approach to making sure people can shift attention to the road even when they are engrossed in another task.

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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.

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