Kavous Salehzadeh Niksirat, Xiangshi Ren, Chaklam Silpasuwanchai, Zhenxin Wang, Wang Xue, Katsuta Akihiro, Sanda Hiromu, Tanigawa Tomoya, Guanghui Chen, Kaechang Park
Games have become part of our daily lives. This project seeks to (1) improve gaming experiences and interaction techniques and (2) to apply games for the purposes of education, health, and social causes.
Games; Motion Games; Gamification; Habit Formation; Behavioral Change; fMRI; EEG; machine learning; dynamic difficulty adjustment; flow; rewards; motivation; engagement; immersion; behavioral analytics; physiological measures. Games have become part of our daily lives. Games have also been increasingly influential in the area of education and health. This project seeks to (1) improve gaming experiences and interaction techniques and (2) to apply games for the purposes of education, health, and social causes through traditional methods (e.g., interviews and questionnaires), combining with more advanced methods such as physiological methods, behavioural analytics, machine learning and neuroimaging methods.
- Towards Cognitive Enhancement of the Elderly: A UX Study of a Multitasking Motion Video Game [CHI 2017]
- Age-Related Differences in Gross Motor Skills [IxAP 2016]
- Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning [DIS 2016]
- How skill balancing impact the elderly player experience?
- Designing concurrent full-body gestures for intense gameplay [IJHCS 2015]
- Only for casual players? Investigating player differences in full-body game interaction [Chinese CHI 2014]
- Jump and Shoot! -Prioritizing Primary and Alternative Body Gestures for Intense Gameplay [CHI 2014]