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Alan D. Chatham

dblp:128/9274 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 3 · 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
Ubiquitous computing and smart environments · 28% Games and playful interaction · 28% Haptics and multimodal interaction · 28%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › public displays
public interactive display
0.212013
Adding an interactive display to a public basketball hoop can motivate players and foster community · UbiComp 2013
Collaborative and social computing › civic engagement
community engagement
0.012013
Adding an interactive display to a public basketball hoop can motivate players and foster community · UbiComp 2013
Collaborative and social computing
social interaction
0.012013
Musical embrace: exploring social awkwardness in digital games · UbiComp 2013

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

interview study · 0.2field study · 0.2
YearPublicationVenuePosition
2013 Understanding a Socially Awkward Digital Play Journey
Amy Huggard, Anushka De Mel, Jayden Garner, Cagdas Toprak, Alan D. Chatham, Florian 'Floyd' Mueller
DiGRA Conference5
2013 Adding an interactive display to a public basketball hoop can motivate players and foster community
abstract
Interactive displays that aim to engage people through play have been successfully deployed in urban environments. However, there has been little work bringing interactive displays into existing public game spaces like outdoor basketball courts. To explore this, we designed an interactive display for a public half-court basketball hoop. We studied the impact of 3 different display modes over a 10-week period through interviews with players, spectators, and passers-by. Our findings suggest 3 dimensions for the design space of such interactive displays: balancing noticeability across different user groups, support for different play action, and support for connecting user groups. We also present 6 design tactics along these dimensions to help designers create engaging interactive displays for public game spaces. using it to facilitate engaging playful experiences.
Alan D. Chatham, Florian 'Floyd' Mueller
UbiComp1
2013 Musical embrace: exploring social awkwardness in digital games
abstract
Socially 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
UbiComp5