Demo Data from VLDB 2026 / reviewers in the wild / expert
Jayden Garner
dblp:128/9537
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Games and playful interaction · 57% Haptics and multimodal interaction · 26% Interaction techniques and input · 9% |
Topics — the 3 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › physical play
movement-based games |
0.2 | 1 | 2014 | i-dentity: innominate movement representation as engaging game element · CHI 2014 |
Interaction techniques and input › post-WIMP interaction › embodied interaction
movement-based interaction |
0.1 | 1 | 2014 | i-dentity: innominate movement representation as engaging game element · CHI 2014 |
Collaborative and social computing
social interaction |
0.0 | 1 | 2013 | Musical embrace: exploring social awkwardness in digital games · UbiComp 2013 |
Methods — techniques the papers use, named apart from their topics
game design · 0.2design research · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Proxemics play: understanding proxemics for designing digital play experiencesabstractDigital games are increasingly profiting from sensing technologies. However, their focus is mostly on sensing limb movements. We propose that sensing capabilities could also be used to engage players with proxemics: the interpersonal distance between players. We further add that wireless networks offer complementary distance zones for designers, offering novel design resources for digital play. We use our own as well as other games to articulate a set of strategies on how designers can utilize both proxemics and the new wireless proxemics to facilitate novel play experiences. Ultimately, with our work, we aim to expand the range of digital play. Florian 'Floyd' Mueller, Sophie Stellmach, Saul Greenberg, Andreas Dippon, Susanne Boll, Jayden Garner, Rohit Ashok Khot, Amani Naseem, David Altimira |
Conference on Designing Interactive Systems | 6 |
| 2014 | i-dentity: innominate movement representation as engaging game elementabstractMovement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing whose movement controls which representation can facilitate engaging play experiences. We call this "innominate movement representation" and explore this opportunity through our game "i-dentity", where players have to guess who makes everyone's controller light up based on his/her movements. Our work reveals five dimensions for the design of innominate movement representation: concealing the association between movement and representation; number of represented movements; number of players with representations; location of representation in relation to the body and technical attributes of representation. We also present five strategies for how innominate representation can be embedded into a play experience. With our work we hope to expand the range of digital movement games. Jayden Garner, Gavin Wood, Sebastiaan Pijnappel, Martin Murer, Florian 'Floyd' Mueller |
CHI | 1 |
| 2013 | Understanding a Socially Awkward Digital Play Journey
Amy Huggard, Anushka De Mel, Jayden Garner, Cagdas Toprak, Alan D. Chatham, Florian 'Floyd' Mueller |
DiGRA Conference | 3 |
| 2013 | Musical embrace: exploring social awkwardness in digital gamesabstractSocially awkward experiences are often looked upon as something to be avoided. However, examples from the non-digital entertainment domain suggest that social awkwardness can also facilitate engaging experiences. Yet there has been little research into exploring social awkwardness in digital games. In response, we present Musical Embrace, a digital game that promotes close physical proximity through the use of a novel pillow-like controller to facilitate socially awkward play between strangers. Through our observations from demonstrating Musical Embrace at a number of events, we have derived a set of strategies to engage players by "facilitating social awkwardness", allowing players to "transform social awkwardness" while also letting players "take control of social awkwardness". With our work we hope to inspire game designers to consider the potential of social awkwardness in digital games and guide them when using it to facilitate engaging play experiences. Amy Huggard, Anushka De Mel, Jayden Garner, Cagdas Toprak, Alan D. Chatham, Florian 'Floyd' Mueller |
UbiComp | 3 |