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The PIxL Lab works at the intersection of games, human-computer interaction, and mixed reality, developing game experiences that educate and function as scientific experiments in HCI. Beyond development workstations, it includes a custom wearable computing platform that connects sensors, a head-mounted display, and a hand-held display to enable players to enjoy mixed reality experiences away from the desktop.

PIxL Lab at CHI 2017

The ACM SIGCHI Annual Conference on Human Factors in Computing Systems 2017 in Denver showcased a number of interesting and inspiring work. The research presented at the conference shows that the field of human-computer interaction has evolved drastically. 


Prof. Zachary O. Toups from the PIxL Lab, along with Ph.D. students Sultan Alharthi, Ruth Torres, Ahmed Khalaf, Olaa Alsaedi, and graduate student Richard Stanton attended the conference. Also Prof. Jing Chen from the Psychology department at NMSU, along with graduate students Scott Mishler and Edin Sabic attended the conference.

The Student Game Competition Exhibit at CHI 2017 showcased a number of great and inspiring games. A number of VR games were presented that aims to enhance immersive gaming experience for physically co-present of VR and Non-VR Players. Other games presented that explore edible interactions in a virtual reality game.

Posted by Sultan Alharthi on Monday, May 8, 2017

 

A video overview of the highlights is here: CHI 2017 Overview Video

A number of recorded research talks may be found here: https://www.youtube.com/user/acmsigchi/videos

PIxL Lab at CHI PLAY 2016

Prof. Zachary O. Toups from the PIxL Lab, along with Ph.D. students Sultan Alharthi, Ruth Torres, and Olaa Alsaedi attended the CHI PLAY 2016 conference in Austin, TX.

Ph.D. student Sultan Alharthi presented a research paper titled “Playing at Planning: Game Design Patterns from Disaster Response Practice”.

Ph.D. student Ruth Torres presented a poster titled “Initial Design Implications for Early Algebra Games”.

Prof. Zachary O. Toups presented two research papers titled: “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects, and “Evaluating Display Modalities Using a Mixed Reality Game”.

Ph.D. students Sultan Alharthi, Ruth Torres, and Olaa Alsaedi attended a workshop titled “How to write a CHI paper”, given by Professor Lennard Nacke of HCI Games Group, University of Waterloo.

PIxL Lab hosts a farewell luncheon

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The PIxL Lab hosts a farewell luncheon in the honor of Hitesh Nidhi Sharma. Hitesh is leaving the PIxL Lab after he successfully earned his Masters Degree. He is heading to Siemens Corporate Research, NJ. We wish him all success in his future endeavor.

CHI PLAY ’16 accepted submissions

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The PIxL Lab is excited to announce a number of accepted submissions to CHI PLAY ’16 in Austin, Texas! Accepted materials include three full papers and a works-in-progress paper. Details follow:

Playing at Planning: Game Design Patterns from Disaster Response Practice

Zachary O. Toups Department of Computer Science, New Mexico State University, Las Cruces, New Mexico, United States
William A. Hamilton Interface Ecology Lab, Texas A&M University,
College Station, Texas, United States
Sultan A. Alharthi Department of Computer Science, New Mexico State University, Las Cruces, New Mexico, United States

Evaluating Display Modalities Using a Mixed Reality Game

Hitesh Nidhi Sharma Play & Interactive Experiences for Learning Lab, Dept. Computer Science, New Mexico State University, Las Cruces, New Mexico, USA
Zachary O. Toups Department of Computer Science, New Mexico State University, Las Cruces, New Mexico, United States
Igor Dolgov Department of Psychology, New Mexico State University, Las Cruces, NM, USA
Andruid Kerne Interface Ecology Lab / Department of Computer Science and Engineering, Texas A&M University, College Station, Texas, United States
Ajit Jain Interface Ecology Lab, Texas A&M University, College Station, TX, United States

 

“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects

Zachary O. Toups Department of Computer Science, New Mexico State University, Las Cruces, New Mexico, United States
Nicole K. Crenshaw Donald Bren School of Information and Computer Sciences, UC Irvine, Irvine, California, United States
Rina R. Wehbe HCI Games Group, University of Waterloo, Waterloo, Ontario, Canada
Gustavo F. Tondello HCI Games Group, University of Waterloo, Waterloo, Ontario, Canada
Lennart E. Nacke HCI Games Group, University of Waterloo, Waterloo, Ontario, Canada

Initial Design Implications for Early Algebra Games

 

Ruth Torres Department of Computer Science, New Mexico State University, Las Cruces, New Mexico, United States
Zachary O. Toups Department of Computer Science, New Mexico State University, Las Cruces, New Mexico, United States
 Karin Wiburg Department of Curriculum & Instruction, New Mexico State University, Las Cruces, New Mexico, United States
Barbara Chamberlin Learning Games Lab Media Productions,  New Mexico State University, Las Cruces, New Mexico, United States
Cynthia Gomez Department of Curriculum & Instruction, New Mexico State University, Las Cruces, New Mexico, United States
Mehmet Ali Ozer Department of Curriculum & Instruction, New Mexico State University, Las Cruces, New Mexico, United States

Students from PIxL Lab and EE Dept. win competition to help emergency responders

NMSUIcehouseTeamNMSU Icehouse Challenge team members, from left, Cayden Wilson, Hitesh Nidhi Sharma (PIxL lab), Sultan Alharthi (PIxL lab), computer science professor Zach Toups (PIxL lab), and Sachin Sunka (PIxL lab). (Photo: Courtesy photo)

LAS CRUCES – In an effort to improve the safety and efficiency of the country’s more than 23 million emergency responders, a team from New Mexico State University recently tied for first place for its development of tactical communication software as part of an international competition sponsored by the Massachusetts Institute of Technology’s Lincoln Laboratory.

Dubbed the “Icehouse Challenge,” the goal of the competition was to enhance a responder’s situation awareness during emergencies by using wearable communication devices, such as smart phones, smart bands and smart eyeglasses. After two rounds of elimination based on proposals and prototypes, the final round of the competition was in June during the 2016 IEEE Body Sensor Networks Conference in San Francisco.

“We have millions of first responders who risk their lives every day, so any kind of technological support that we can provide is potentially beneficial,” said Zach Toups, project adviser and assistant professor of computer science in the College of Arts and Sciences. “I’ve always seen it as a space where people are kind of underserved as far as technology goes, so it’s a good opportunity to design things that are helpful.”

Icehouse is a six-room, virtual training environment where real first responders and special operators “play” the roles of workers entering a dangerous situation. The NMSU team and other developers were tasked with creating technologies to help the workers perform their duties while also minimizing exposure to various threats.

“The main idea of the challenge was to look at technology and see if it’s ready for disaster responders or not,” said Hitesh Nidhi Sharma, a computer science masters student who helped design the software. “They were trying to see if these kinds of new, wearable technology are actually useable in real contexts or not – that’s why they set up this virtual game to simulate a real environment, and then see if the technology can be used in this semi-simulated environment, and maybe in real life as well.”

Using mixed reality, threats are electronically simulated and range from chemical hazards and explosions, to fires or injuries to team members.

At the conference, members of the U.S. Coast Guard – equipped with an Android cellphone, a Sony Smart Band and Sony Smart Eyeglasses – tested out the final software designs by going to separate “rooms” in the Icehouse and checking in at computer stations to see what threat was in that location. To alleviate the problem, first responders had to conduct different activities that simulated the physical exertion needed in real-life rescue scenarios.

For example, “the way you would put a fire out is by getting your heart rate up, so they’re jogging in place with fitness bands on,” Toups said. “It’s supposed to require this physical exertion, but also simulate the need to make choices about which room to tackle first – what order do you deal with things in.”

The equipment and software helped the emergency responders better communicate by providing decision support among team members, while also monitoring team members’ physiology and relaying data through displays in the smart glasses.

“The most important part of all of this is to find some way to help the disaster responders maintain situation awareness between the workers,” said Sultan Alharthi, a team member and interdisciplinary doctoral student. “So four workers have to keep track of all of their teammates through their heart rates, through the vital data that we collect.”

Icehouse 1.jpg

NMSU computer science graduate students Sultan Alharthi, left, and Hitesh Nidhi Sharma, right, along with computer science professor Zach Toups, demonstrate a wearable disaster response simulation game they developed.
(Photo: Darren Phillips/NMSU)

Programs were judged based on quality, user experience and quantitative metrics, including mission completion time, level of effort, length of exposure to hazards and threats neutralized.

At the conference, NMSU competed against two other schools, ultimately tying for first place with a team from Friedrich-Alexander University Erlangen-Nuremberg in Bavaria, Germany. The teams plan to collaborate on a publication comparing their Icehouse programs for next May’s ACM Conference on Human Factors in Computing Systems in Denver.

Other NMSU students involved in the project were Cayden Wilson, an undergraduate in the Department of Engineering Technology and Surveying Engineering, and Sachin Sunka, a computer science graduate student who plans to use the Icehouse project as his master’s thesis.

Supporting faculty members include Rolfe Sassenfeld, assistant professor of electronics and computer engineering technology; Wei Tang, assistant professor in the Klipsch School of Electrical and Computer Engineering; and Igor Dolgov, associate professor of engineering psychology.

Information: http://bsn.embs.org/2016/icehouse/.

Dana Beasley writes for University Communications and can be reached at danab@nmsu.edu.

The original article came out in Las cruces sun news website, you can take a look at it here.

 

Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2

Our paper, Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2, was presented at Graphics Interface 2016 in Victoria, British Columbia! The paper is based on former-student Vaddi’s thesis, and was presented by Rina Wehbe, co-author. The paper addresses how players make use of game mechanics to communicate; while they find voice most effective, the ability to reference the gameworld is key to solving puzzles.

We expect the manuscript to be posted in the ACM Digital Library soon.

PIxL lab at CHI 2016

CHI2016

The ACM SIGCHI Annual Conference on Human Factors in Computing Systems 2016 in San Jose was the biggest CHI conference ever with more than 3,500 participants. The research presented at the conference shows that the field of human-computer interaction has evolved drastically. The keynote sessions were exemplary as Marissa Mayer, Alan Kay, Salman Khan, Kimberly Bryant, Dayo Olopade, and Vishal Sikka shared their personal experiences making technologies to improve life. Alan Kay offered inspiring words: “Big companies just want to earn millions & billions. Great researchers create new industries worth trillions.”

There were many interesting research projects showcased at the conference. The Carolan Guitar by Steve Benford et al. focussed on artcodes and a guitar that told it own story through a mobile app. Microsoft Research showcased interaction of real and virtual objects using Oculus, Kinect, and Unity. A demonstration by Prof. Åsa Unander-Scharin showed how webcams can help generate relevant music by analyzing performer movement during a live performance event. Infosys showcased flight information simulation using samsung gear and VR, Google showcased its mobile User testing lab while HP demonstrated its projector and depth camera based scanner and alternate input device and Samsung demoed interaction of pictures in smart TVs using Android phones as remote controls.

A number of projects were relevant to research conducted at the PIxL Lab: the social impact of head-mounted devices, transparent interfaces, movement games, how gamers make breakthroughs, mapping in disaster, non-verbal communication and team performance in online gamescomparing different sensemaking approaches, and supporting sensemaking with spatially-aware mobile interactions.

Prof. Zachary O. Toups from the PIxL Lab, along with Ph.D. student Sultan Alharthi and graduate student Hitesh Nidhi Sharma attended the conference.

A video overview of the highlights is here: CHI 2016 Overview Video

A number of recorded research talks may be found here: https://www.youtube.com/user/acmsigchi/videos