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Christine Szentgyorgyi

dblp:21/1641 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 2 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
Games and playful interaction · 77% Collaborative and social computing · 23%

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

TopicWeightPapersLastEvidence papers
Games and playful interaction › social play
co-located social play
0.112008
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system · CHI 2008
Collaborative and social computing › social media
social gaming
0.012008
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system · CHI 2008

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

qualitative study · 0.1observation · 0.1interviews · 0.1
YearPublicationVenuePosition
2008 Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system
abstract
Today's handheld gaming systems allow players to engage in multiplayer games via ad-hoc, wireless networking. They are also now sufficiently commonplace that it is possible to study how portability and ad-hoc wireless networking have affected the social gaming practices of owners of these systems. In this paper, we report findings from a qualitative study investigating the collocated multiplayer gaming practices of Nintendo DS owners. Based on interviews of nine DS owners and observations of three organized gaming events, we identified three major themes surrounding the social, multiplayer gaming practices of Nintendo DS users: renegade gaming, or the notion that users reappropriate contexts traditionally hostile to game play; pragmatic and social barriers to the formation of ad-hoc pick-up games, despite a clear desire for multiplayer, collocated gaming; and private gaming spheres, or the observation that the handheld device's form factor creates individual, privatized gaming contexts within larger social contexts. These findings lead to a set of implications for the design of future handheld gaming systems.
Christine Szentgyorgyi, Michael A. Terry, Edward Lank
CHI1
2007 Five-key text input using rhythmic mappings
abstract
Novel key mappings, including chording, character prediction, and multi-tap, allow the use of fewer keys than those on a conventional keyboard to enter text. In this paper, we explore a text input method that makes use of rhythmic mappings of five keys. The keying technique averages 1.5 keystrokes per character for typical English text. In initial testing, the technique shows performance similar to chording and other multi-tap techniques, and our subjects had few problems with basic text entry. Five-key entry techniques may have benefits for text entry in multi-point touch devices, as they eliminate targeting by providing a unique mapping for each finger.
Christine Szentgyorgyi, Edward Lank
ICMI1