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Terence Dickson

dblp:264/7527 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021

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
Collaborative and social computing · 44% Games and playful interaction · 44% Interaction techniques and input · 13%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › groupware › shared workspace
territoriality
0.412020
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games · CHI 2020
Interaction techniques and input › touch interaction
multi-touch interaction
0.112020
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games · CHI 2020

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

observational study · 0.4interviews · 0.4
YearPublicationVenuePosition
2021 HybridPointing for Touch: Switching Between Absolute and Relative Pointing on Large Touch Screens
abstract
We propose CursorTap, an extension of Forlines et al.'s mixed, absolute and relative "HybridPointing" to large wall-sized multitouch displays. Our technique uses a relative pointing quasimode activated with one hand, while the other hand controls a distant cursor similar to a large touchpad. A controlled experiment compares the technique to standard absolute touch input as a baseline and a whole-display "Drag" technique representing a common alternate approach. Results show CursorTap is fastest for the common usage scenario of reaching distant targets and then returning to nearby targets. Overall, median selection times across distances are similar with CursorTap, but linearly increase with the other techniques. As further validation, a second study explore show people use CursorTap in a two-person game. The results found just over half of the participants choose to use CursorTap for half of the primary interactions where "enemies" are eliminated using a tap, drag, or lasso "tool".
Terence Dickson, Rina R. Wehbe, Fabrice Matulic, Daniel Vogel 0001
Proc. ACM Hum. Comput. Interact.1
2020 Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games
abstract
As multi-touch displays grow in size and shrink in price, they are more commonly used as gaming devices. When co-located users play games on a single, large display, establishing and maintaining their physical and digital territories poses a social challenge to their interaction. To gain insight into the mechanisms of establishing and maintaining users' physical and digital territories, we analyze territorial interactions in cooperative and competitive multiplayer gameplay. Participants reported weighing each game interaction based on perceived intent to determine how socially acceptable they deemed each behaviour. In light of our observations, we contribute and discuss implications for the design of multi-user, large display, co-located, touchscreen games that consider display properties, digital and physical space, permeability of boundaries, and asymmetry of play to create interactions between players.
Rina R. Wehbe, Terence Dickson, Anastasia Kuzminykh, Lennart E. Nacke, Edward Lank
CHI2