Alessandra Luz

dblp:319/4069 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0001-5720-2496ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2025 MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality
Johann Wentzel, Alessandra Luz, Martez E. Mott, Daniel Vogel 0001
CHI2
2024 Not All Those Who (Mind-)Wander Are Lost: Exploring Game-Unrelated Thoughts
abstract
Task-unrelated thoughts (TUTs), colloquially referred to as mind-wandering or daydreaming, are phenomena that can interfere with attention and focus, but are also associated with mental health, creativity, and learning. In digital games, it is unclear how players experience game-unrelated thoughts (GUTs), whether GUTs should be encouraged by game designers, or how it may impact player experience. We ran an initial study to confirm whether GUTs are common (50 of 100 participants reported experiencing them). We then collected 840 minutes of gameplay data from 12 participants playing games they: (1) found relaxing, (2) lost track of time in, and (3) spent most hours playing. Eye-tracking data and experience sampling were used to contextualize a phenomenological analysis of gameplay data. We identified four themes encompassing gameplay, GUTs, and gaze behaviour: these provide a foundation for future research and game design incorporating GUTs.
Cayley MacArthur, Kateryna Morayko, Alessandra Luz, Mark S. Hancock
Conference on Designing Interactive Systems3
2024 Encouraging Disengagement: Using Eye Tracking to Examine Attention with Different Levels of Juicy Design
abstract
Juicy design, typically used in games, involves adding non-functional visual embellishments to increase engagement. We investigate if too much or too little juicy design can lower attention. A controlled experiment examines the application of four levels of juicy elements to a target stimulus for saccade and smooth pursuit eye tracking tasks. Pupil size, blink rate, and questionnaires are used to estimate levels of attention. The results suggest that highly stimulating juicy elements paired with an engaging task, followed by a non-task rest break employing less stimulation, indicated decreased levels of attention and engagement. We discuss the implications of these findings and provide use cases for health, games, and ethics.
Alessandra Luz, Florian Marcher, Lennart E. Nacke, Daniel Vogel 0001
AVI1
2022 "I Don't Want To Shoot The Android": Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human
abstract
In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the game world and real life. Using mixed-methods consisting of semi-structured interviews and the Moral Foundations Questionnaire (MFQ30), we collected data from 19 participants who played the game Detroit: Become Human. We analyzed how participants applied their real-life morals toward in-game decisions using thematic analysis and statistical analysis of the MFQ30 results. Qualitative findings indicate that participants mobilize their moral intuitions to make in-game decisions and how much participants cared about their game characters influenced their choices. We contribute a better understanding of how players react to moral dilemmas in interactive story games for game designers to help them improve player experience.
Karina Arrambide, John Yoon, Cayley MacArthur, Katja Rogers, Alessandra Luz, Lennart E. Nacke
CHI5