Zachary O. Toups, Ph.D.

Asst. Prof., Computer Science, Games & Interaction @ New Mexico State University
Director, Play & Interactive Experiences for Learning Lab

z@cs.nmsu.edu | 575-646-1605 | calendar
google scholar@toupsz | fb | yt | linked in

zGlassv2

Digital game play is the human-computer interface in its purest form: people play games in order to experience interfaces. This runs counter to traditional HCI, in which interfaces are a means to an ends. My research investigates computer-supported cooperative play and the physical-world contexts that it can support.

I aim to develop gameplay through which participants practice real-life skills; my prior research and continued interest focuses on disaster-response contexts. My research approach generally works from ethnography-inspired fieldwork to understand existing practice; designing and developing systems from this data; and user studies with built systems in the lab and in the field. The systems I build include zero-fidelity simulations that capture abstract, human-centered aspects of practice; mixed reality computing that engages players in human-human, human-environment, and human-computer interaction; and mobile, collaborative technologies that support sensemaking in disaster.

I have had the pleasure of working with a number of awesome people. My Ph.D. advisor was Andruid Kerne in the Interface Ecology Lab at Texas A&M University. My research there involved observing and working with firefighters at Brayton Fire Training Field and later with urban search and rescue specialists from Texas Task Force 1 situated at the Disaster City training facility. During my Ph.D. work, I undertook an internship at Yahoo! Research with Elizabeth Churchill and David Ayman Shamma.

Publications

[1] Zachary O. Toups, Nicolas LaLone, Oğuz Turan Buruk, Joshua Tanenbaum, Aaron Trammell, Jessica Hammer, and Ansgar Depping. 2017. Augmented Tabletop Games Workshop. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’17 Extended Abstracts). 661–666. [ bib | doi | full text via authorizer ]
[2] Sultan A. Alharthi, Ruth Torres, Ahmed Khalaf, and Zachary O. Toups. 2017. The Maze: Enabling Collaborative Planning in Games Through Annotation Interfaces. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’17 Extended Abstracts). 615–620. [ bib | doi | full text via authorizer ]
[3] Amirreza Barin, Igor Dolgov, and Zachary O. Toups. 2017. Understanding Dangerous Play: A Grounded Theory Analysis of High-Performance Drone Racing Crashes. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’17). 485–496. [ bib | doi | full text via authorizer ]
[4] Hitesh Nidhi Sharma, Sultan A. Alharthi, Igor Dolgov, and Zachary O. Toups. 2017. A Framework Supporting Selecting Space to Make Place in Spatial Mixed Reality Play. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’17). 83–100. [ bib | doi | full text via authorizer ]
[5] Lennart E. Nacke, Zachary O. Toups, and Daniel Johnson. 2017. From Joysticks to Pokémon Go: Games and Play Research in SIGCHI. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA ’17). 1330–1333. [ bib | doi | full text via authorizer ]
[6] Zachary O. Toups, Nicole K. Crenshaw, Rina R. Wehbe, Gustavo F. Tondello, and Lennart E. Nacke. 2016. “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’16). 276–290. [ bib | doi | full text via authorizer ]
[7] Zachary O. Toups, William A. Hamilton, and Sultan A. Alharthi. 2016. Playing at Planning: Game Design Patterns from Disaster Response Practice. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’16). 362–375. [ bib | doi | full text via authorizer ]
[8] Ruth Torres, Zachary O. Toups, Karin Wiburg, Barbara Chamberlin, Cynthia Gomez, and Mehmet Ali Ozer. 2016. Initial Design Implications for Early Algebra Games. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion ’16). 325–333. [ bib | doi | full text via authorizer ]
[9] Hitesh Nidhi Sharma, Zachary O. Toups, Igor Dolgov, Andruid Kerne, and Ajit Jain. 2016. Evaluating Display Modalities Using a Mixed Reality Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’16). 65–77. [ bib | doi | full text via authorizer ]
[10] Olaa Alsaedi, Zachary Toups, and Jonathan Cook. 2016. Can a Team Coordination Game Help Student Software Project Teams?. In Proceedings of the 9th International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE ’16). 33–39. [ bib | doi | full text via authorizer ]
[11] Deepika Vaddi, Zachary O. Toups, Igor Dolgov, Rina R. Wehbe, and Lennart E. Nacke. 2016. Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2. In Proceedings of the 42nd Graphics Interface Conference (GI 2016). 41–48. [ bib | doi | full text ]
[12] Zachary O. Toups, William A. Hamilton, Christian Keyes-Garcia, Stepheny Perez, and Richard Stanton. 2015. Collaborative Planning Gameplay from Disaster Response Practice. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15). 715–720. [ bib | doi | poster | full text via authorizer ]
[13] Hitesh Nidhi Sharma, Zachary O. Toups, Ajit Jain, and Andruid Kerne. 2015. Designing to Split Attention in a Mixed Reality Game. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15). 691–696. [ bib | doi | poster | full text via authorizer ]
[14] Adam Sosa, Richard Stanton, Stepheny Perez, Christian Keyes-Garcia, Sara Gonzalez, and Zachary O. Toups. 2015. Imperfect Robot Control in a Mixed Reality Game to Teach Hybrid Human-Robot Team Coordination. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15). 697–702. [ bib | doi | poster | full text via authorizer ]
[15] Gustavo F. Tondello, Rina R. Wehbe, Zachary O. Toups, Lennart E. Nacke, and Nicole K. Crenshaw. 2015. Understanding Player Attitudes Towards Digital Game Objects. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15). 709–714. [ bib | doi | poster | full text via authorizer ]
[16] Deepika Vaddi, Rina R. Wehbe, Zachary O. Toups, Samantha N. Stahlke, Rylan Koroluk, and Lennart E. Nacke. 2015. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’15). 721–726. [ bib | doi | poster | full text via authorizer ]
[17] Zachary O. Toups, Jessica Hammer, William A. Hamilton, Ahmad Jarrah, William Graves, and Oliver Garretson. 2014. A Framework for Cooperative Communication Game Mechanics from Grounded Theory. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play (CHI PLAY ’14). 257–266. [ bib | doi | full text via authorizer ]
[18] Zachary O. Toups, Igor Dolgov, and Elizabeth M. Bonsignore. 2014. A Theory of Game Mechanic Signaling for Interface Design. In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play (CHI PLAY ’14). 445–446. [ bib | doi | poster | full text via authorizer ]
[19] Elizabeth M. Bonsignore, Derek L. Hansen, Zachary O. Toups, Lennart E. Nacke, Anastasia Salter, and Wayne Lutters. 2012. Mixed Reality Games. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work Companion (CSCW ’12). 7–8. [ bib | doi | full text via authorizer ]
[20] Andruid Kerne, William A. Hamilton, and Zachary O. Toups. 2012. Culturally Based Design: Embodying Trans-surface Interaction in Rummy. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (CSCW ’12). 509–518. [ bib | doi | full text via authorizer ]
[21] Zachary O. Toups, Andruid Kerne, and William A. Hamilton. 2011. The Team Coordination Game: Zero-fidelity Simulation Abstracted from Fire Emergency Response Practice. ACM Trans. Comput.-Hum. Interact. 18, 4, Article 23 (Dec. 2011), 37 pages. [ bib | doi | full text via authorizer ]
[22] Zachary O. Toups, Andruid Kerne, William A. Hamilton, and Nabeel Shahzad. 2011. Zero-fidelity Simulation of Fire Emergency Response: Improving Team Coordination Learning. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’11). 1959–1968. [ bib | doi | full text via authorizer ]
[23] Zachary O. Toups, William A. Hamilton, and Andruid Kerne. 2011. Zero-fidelity simulation: Engaging team coordination without physical, functional, or psychological re-creation. In Proceedings of MODSIM World. 435–443. [ bib | full text ]
[24] Zachary Oliver Toups. 2010. Non-mimetic Simulation Games: Teaching Team Coordination from a Grounding in Practice. Ph.D. Dissertation. Texas A&M University. [ bib | full text ]
[25] Zachary O. Toups, Andruid Kerne, William Hamilton, and Alan Blevins. 2009. Emergent Team Coordination: From Fire Emergency Response Practice to a Non-mimetic Simulation Game. In Proceedings of the ACM 2009 International Conference on Supporting Group Work (GROUP ’09). 341–350. [ bib | doi | full text via authorizer ]
[26] Zachary O. Toups, Andruid Kerne, and William Hamilton. 2009. Game Design Principles for Engaging Cooperative Play: Core Mechanics and Interfaces for Non-mimetic Simulation of Fire Emergency Response. In Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games (Sandbox ’09). 71–78. [ bib | doi | full text via authorizer ]
[27] William A. Hamilton, Zachary O. Toups, and Andruid Kerne. 2009. Synchronized Communication and Coordinated Views: Qualitative Data Discovery for Team Game User Studies. In CHI ’09 Extended Abstracts on Human Factors in Computing Systems (CHI EA ’09). 4573–4578. [ bib | doi | full text via authorizer ]
[28] Andruid Kerne, Zachary O. Toups, Blake Dworaczyk, and Madhur Khandelwal. 2008. A Concise XML Binding Framework Facilitates Practical Object-oriented Document Engineering. In Proceedings of the Eighth ACM Symposium on Document Engineering (DocEng ’08). 62–65. [ bib | doi | full text via authorizer ]
[29] Zachary O. Toups and Andruid Kerne. 2007. Implicit Coordination in Firefighting Practice: Design Implications for Teaching Fire Emergency Responders. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’07). 707–716. [ bib | doi | full text via authorizer ]
[30] Zachary O. Toups, Ross Graeber, Andruid Kerne, Louis Tassinary, Kyle Overby, Sarah Berry, and Maritza Johnson. 2006. A Design for Using Physiological Signals to Affect Team Game Play. Foundations of Augmented Cognition (2006), 134–139. [ bib | full text ]
[31] Eric Aley, Trina Cooper, Ross Graeber, Andruid Kerne, Kyle Overby, and Zachary O. Toups. 2005. Censor Chair: Exploring Censorship and Social Presence Through Psychophysiological Sensing. In Proceedings of the 13th Annual ACM International Conference on Multimedia (MULTIMEDIA ’05). 922–929. [ bib | doi | full text via authorizer ]
[32] Zachary O. Toups, Andruid Kerne, Daniel Caruso, Erin Devoy, Ross Graeber, and Kyle Overby. 2005. Rogue Signals: A location aware game for studying the social effects of information bottlenecks. In Proceedings of Ubicomp 2005: Ubicomp Extended Abstracts. [ bib | poster | full text ]