Demo Data from EDBT 2026 / reviewers in the wild / expert
Michael Kalyn
dblp:71/9545
· DBLP profile ↗
7ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7
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
4 papers |
Games and playful interaction · 24% Interaction techniques and input · 15% Human-robot interaction · 13% |
Topics — the 8 heaviest of 12, 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 | 2016 | Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016 |
Design research and methods
participatory design |
0.2 | 1 | 2016 | Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016 |
Human-robot interaction › assistive robotics
powered wheelchair |
0.2 | 1 | 2016 | Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016 |
Wearable and physiological sensing › optical sensing
depth camera sensing |
0.2 | 1 | 2013 | KinectArms: a toolkit for capturing and displaying arm embodiments in distributed tabletop groupware · CSCW 2013 |
Interaction techniques and input › input sensing
gesture sensing |
0.2 | 1 | 2013 | KinectArms: a toolkit for capturing and displaying arm embodiments in distributed tabletop groupware · CSCW 2013 |
Collaborative and social computing › co-located collaboration
tabletop collaboration |
0.2 | 1 | 2013 | KinectArms: a toolkit for capturing and displaying arm embodiments in distributed tabletop groupware · CSCW 2013 |
Interaction techniques and input › sensor-based interaction
physiological input |
0.1 | 1 | 2011 | Biofeedback game design: using direct and indirect physiological control to enhance game interaction · CHI 2011 |
Health and well-being technologies › quality of life
leisure activities |
0.1 | 1 | 2016 | Designing Movement-based Play With Young People Using Powered Wheelchairs · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
participatory design · 0.5case study · 0.2video segmentation · 0.2depth camera · 0.2mixed-methods study · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Designing Movement-based Play With Young People Using Powered WheelchairsabstractYoung people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play. Kathrin Maria Gerling, Kieran Hicks, Michael Kalyn, Adam Evans, Conor Linehan |
CHI | 3 |
| 2016 | Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts
Kathrin Maria Gerling, Conor Linehan, Ben Kirman, Michael Kalyn, Adam Evans, Kieran Hicks |
Int. J. Hum. Comput. Stud. | 4 |
| 2013 | Games as neurofeedback training for children with FASDabstractBiofeedback games help people maintain specific mental or physical states and are useful to help children with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a child's interest over the long term needed for effective biofeedback training. We present a system that turns off-the-shelf computer games into biofeedback games. Our approach uses texture-based graphical overlays that vary in their obfuscation of underlying screen elements based on the sensed physiological state of the child. The textures can be visually customized so that they appear to be integrated with the underlying game. Through a 12-week deployment, with 16 children with Fetal Alcohol Spectrum Disorder, we show that our solution can hold a child's interest over a long term, and balances the competing needs of maintaining the fun of playing, while providing effective biofeedback training. Regan L. Mandryk, Shane Dielschneider, Michael Kalyn, Christopher P. Bertram, Michael Gaetz, Andre Doucette, Brett Taylor, Alison Pritchard Orr, Kathy Keiver |
IDC | 3 |
| 2013 | Wheelchair-based game design for older adultsabstractFew leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Kathrin Maria Gerling, Regan L. Mandryk, Michael Kalyn |
ASSETS | 3 |
| 2013 | KinectArms: a toolkit for capturing and displaying arm embodiments in distributed tabletop groupwareabstractGestures are a ubiquitous part of human communication over tables, but when tables are distributed, gestures become difficult to capture and represent. There are several problems: extracting arm images from video, representing the height of the gesture, and making the arm embodiment visible and understandable at the remote table. Current solutions to these problems are often expensive, complex to use, and difficult to set up. We have developed a new toolkit - KinectArms - that quickly and easily captures and displays arm embodiments. KinectArms uses a depth camera to segment the video and determine gesture height, and provides several visual effects for representing arms, showing gesture height, and enhancing visibility. KinectArms lets designers add rich arm embodiments to their systems without undue cost or development effort, greatly improving the expressiveness and usability of distributed tabletop groupware. Aaron Genest, Carl Gutwin, Anthony Tang 0001, Michael Kalyn, Zenja Ivkovic |
CSCW | 4 |
| 2012 | Turning off-the-shelf games into biofeedback gamesabstractBiofeedback games help users maintain specific mental or physical states and are useful to help people with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a user's interest over the long term. We present two systems that turn off-the-shelf games into biofeedback games. Our desktop approach uses visual feedback via texture-based graphical overlays that vary in their obfuscation of an underlying game based on the user's physiological state. Our mobile approach presents multi-modal feedback (audio or vibration) of a user's physiological state on an iPhone. Regan L. Mandryk, Michael Kalyn, Yichen Dang, Andre Doucette, Brett Taylor, Shane Dielschneider |
ASSETS | 2 |
| 2011 | Biofeedback game design: using direct and indirect physiological control to enhance game interactionabstractPrior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world. Lennart E. Nacke, Michael Kalyn, Calvin Lough, Regan L. Mandryk |
CHI | 2 |