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Query: Silpasuwanchai_C* Results: 4 Sorted by: Date  Comments?
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Rethinking Mobile Interfaces for Older Adults SIG Meetings / Charness, Neil / Dunlop, Mark / Munteanu, Cosmin / Nicol, Emma / Oulasvirta, Antti / Ren, Xiangshi / Sarcar, Sayan / Silpasuwanchai, Chaklam Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1131-1134
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Summary: This SIG advances the study of mobile user interfaces for the aging population. The topic is timely, as the mobile device has become the most widely used computer terminal and at the same time the number of older people will soon exceed the number of children worldwide. However, most HCI research addresses younger adults and has had little impact on older adults. Some design trends, like the mantra "smaller is smarter", contradict the needs of older users. Developments like this may diminish their ability to access information and participate in society. This can lead to further isolation (social and physical) of older adults and increased widening of the digital divide. This SIG aims to discuss mobile interfaces for older adults. The SIG has three goals: (i) to map the state-of-art, (ii) to build a community gathering experts from related areas, and (iii) to raise awareness within the SIGCHI community. The SIG will be open to all at CHI.

Leveraging and Integrating Eastern and Western Insights for Human Engagement Studies in HCI Workshop Summaries / Law, Effie Lai-Chong / Silpasuwanchai, Chaklam / Ren, Xiangshi / Bardzell, Jeffrey / Clemmensen, Torkil / Liu, Yan Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.2433-2436
ACM Digital Library Link
Summary: Human engagement is at the heart of every interactive technology. However, a concrete framework for synergizing the capabilities of humans and technologies to allow fully engaging interactions to happen is yet to be developed. We posit that such a framework should be grounded in a deeper understanding of human nature (e.g., mind-body relations), which in the field of HCI has primarily been built upon the Western philosophies. There are scattered, underexplored Eastern philosophies (e.g., Yijing, Zen) that may provide new lens and tools to analyze how humans interact with resources in their environments, including technological artefacts. Discussions of leveraging and possibly integrating Eastern and Western insights for human engagement studies will be an exciting and a radical forum for the HCI community.

Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay Understanding and designing games / Silpasuwanchai, Chaklam / Ren, Xiangshi Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.951-954
ACM Digital Library Link
Summary: Motion gestures enable natural and intuitive input in video games. However, game gestures designed by developers may not always be the optimal gestures for players. A key challenge in designing appropriate game gestures lies in the interaction-intensive nature of video games, i.e., several actions/commands may need to be executed concurrently using different body parts. This study analyzes user preferences in game gestures, with the aim of accommodating high interactivity during gameplay. Two user-elicitation studies were conducted: first, to determine user preferences, participants were asked to define gestures for common game actions/commands; second, to develop effective combined-gestures, participants were asked to define possible game gestures using each body part (one and two hands, one and two legs, head, eyes, and torso). Our study presents a set of suitable and alternative body parts for common game actions/commands. We also present some simultaneously applied game gestures that assist interaction in highly interactive game situations (e.g., selecting a weapon with the feet while shooting with the hand). Interesting design implications are further discussed, e.g., transferability between hand and leg gestures.

Only for casual players?: investigating player differences in full-body game interaction / Mizobata, Ryo / Silpasuwanchai, Chaklam / Ren, Xiangshi Proceedings of the 2014 International Symposium on Chinese CHI 2014-04-26 p.57-65
ACM Digital Library Link
Summary: Full-body motion gestures enable realistic and intuitive input in video games. However, little is known regarding how different kinds of players engage/disengage with full-body game interaction. In this paper, adopting a user-typing approach, we explore player differences and their preferences in full-body gesture interaction (i.e., Kinect). Specifically, we hypothesize three human factors that influence player engagement in full-body game interaction, i.e., the player's motivation to succeed (achiever vs. casual player), motivation to move (mover vs. non-mover), and game expertise (gamer vs. non-gamer). To explore the hypotheses, we conducted an experiment where participants were tasked with playing three different video games supporting full-body game gestures. The results suggest a significant correlation and main effect of the three factors on players' engagement. The results also suggest three important game properties that affect players' preferences: level of cognitive challenge, level of physical challenge and level of realistic interaction.