Mike Sheinin

dblp:144/5321 · DBLP profile ↗
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1ranked-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 · 1 · 1 first-author

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
1 paper
Interaction techniques and input · 44% Haptics and multimodal interaction · 44% Health and well-being technologies · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
exertion interaction
0.212014
Exertion in the small: improving differentiation and expressiveness in sports games with physical controls · CHI 2014
Interaction techniques and input › input device
physical controls
0.212014
Exertion in the small: improving differentiation and expressiveness in sports games with physical controls · CHI 2014

Methods — techniques the papers use, named apart from their topics

user study · 0.2longitudinal study · 0.2game design · 0.2
YearPublicationVenuePosition
2014 Exertion in the small: improving differentiation and expressiveness in sports games with physical controls
abstract
Many sports video games contain elements such as running or throwing that are based on real-world physical activities, but the translation of these activities to game controllers means that the original physicality is lost. This results in games where players have limited opportunity to improve their physical skills, where there is little differentiation in people's physical abilities, and where skills do not change over the course of a game. To explore ways of adding these elements back into sports games, we developed two games with small-scale physical controls for running and throwing -- one game was a simple running race, and one was a team-based handball-style game called Jelly Polo. In two studies (three track-and-field tournaments for the running game, and a four-week league for Jelly Polo), we observed the effects of physical controls on gameplay. Our studies showed that the physical controls enabled substantial individual differences in running and passing skill, allowed people to increase their expertise over time, and led to fatigue-based changes in performance during a game. Physical controls increased the games' challenge, complexity, and unpredictability, and dramatically improved player interest, expressiveness, and enjoyment. Our work shows that game designers should consider the idea of "exertion in the small" as a way to improve play experience in games based on physical activities.
Mike Sheinin, Carl Gutwin
CHI1