intLab publications
2024
2023
2022
2021
2020
2019
2018
2024
Journal Article
Conference Proceedings
2023
Journal Article
Conference Proceedings
Wood, G., Dickinson, P. (2023). Together Porting: Multi-user Locomotion in Social Virtual Reality. In: Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. (eds) Human-Computer Interaction – INTERACT 2023. INTERACT 2023. Lecture Notes in Computer Science, vol 14145. Springer, Cham. https://doi.org/10.1007/978-3-031-42293-5_28
Renata Elizampetta Ntelia. 2023. Merits of Gamification: Transmediality and Spatiality of Walden, a Game. In Proceedings of the 18th International Conference on the Foundations of Digital Games (FDG '23). Association for Computing Machinery, New York, NY, USA, Article 30, 1–6. https://doi.org/10.1145/3582437.3582464
Katharina Margareta Theresa Pöhlmann, Horia A. Maior, Julia Föcker, Louise O'Hare, Adrian Parke, Aleksandra Ladowska, and Patrick Dickinson. 2023. I think I don’t feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRS. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI '23). Association for Computing Machinery, New York, NY, USA, Article 20, 1–16. https://doi.org/10.1145/3544548.3581063
2022
Journal Article
K. Pöhlmann, J. Föcker, P. Dickinson, A. Parke, L. O'Hare, The relationship between vection, cybersickness and head movements elicited by illusory motion in virtual reality,
Displays (Volume 71) 2022. https://doi.org/10.1016/j.displa.2021.102111.
Pöhlmann, K.M.T., O’Hare, L., Dickinson, P. et al. Action Video Game Players Do Not Differ in the Perception of Contrast-Based Motion Illusions but Experience More Vection and Less Discomfort in a Virtual Environment Compared to Non-Action Video Game Players. J Cogn Enhanc 6, 3–19 (2022). https://doi.org/10.1007/s41465-021-00215-6
Renata E. Ntelia, Fortnite as Bildungsspiel? Battle Royale Games and Sacrificial Rites, Acta Ludologica, 2022, pp 80-100.
Conference Proceedings
Renata Elizampetta Ntelia. 2022. Manifesting Desire via Playful Mechanics in Tarot Readings. In Proceedings of the 17th International Conference on the Foundations of Digital Games (FDG '22). Association for Computing Machinery, New York, NY, USA, Article 6, 1–8. https://doi.org/10.1145/3555858.3555884
L. Mason, K. Gerling, P. Dickinson, J. Holopainen, K. Hicks, L. Jacobs, Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games, Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI), 2022. (BEST PAPER AWARD)
Gerling, Kathrin; Dickinson, Patrick; Spiel, Katta (2022): Social VR Beyond the Corporeal Standard: Reflections on Access for Disabled Persons. Mensch und Computer 2022 - Workshopband. DOI: 10.18420/muc2022-mci-ws11-219. Bonn: Gesellschaft für Informatik e.V.. MCI-WS11: Virtuelle und Augmentierte Realität für Partizipation und Teilhabe. Darmstadt. 4.-7. September 2022
2021
Journal Article
Pohlmann, Katharina, O'Hare, Louise, Dickinson, Patrick et al (2021) Action Video game players do not differ in the perception of contrast-based motion illusions but experience more vection and less discomfort in a virtual environment compared to Non-Action Video game players. Journal of Cognitive Enhancement (April 2021), doi.org/10.1007/s41465-021-00215-6.
Pöhlmann, K., Föcker, J., Dickinson, P., Parke, A. and O'Hare, L. 2021. The effect of motion direction and eccentricity on vection, VR sickness and head movements in Virtual Reality. Multisensory Research, 34(6), 623-662. doi: https://doi.org/10.1163/22134808-bja10049
Fanta Camara, Patrick Dickinson, and Charles Fox, “Evaluating Pedestrian Interaction Preferences with a Game Theoretic Autonomous Vehicle in Virtual Reality”, Transportation Research Part F: Traffic Psychology and Behaviour 78, 410-423
C. Chen, C. Qing, X. Xu and P. Dickinson, "Cross Parallax Attention Network for Stereo Image Super-Resolution," in IEEE Transactions on Multimedia, online January 2021, doi: 10.1109/TMM.2021.3050092.
Conference Proceedings
Patrick Dickinson, Arthur Jones, Wayne Christian, Andrew Westerside, Franky Mulloy, Kathrin Gerling, Kieran Hicks, Liam Wilson, Adrian Parke. Experiencing Simulated Confrontations in Virtual Reality, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA.
Patrick Dickinson, Andrew Cardwell, Adrian Parke, Kathrin Gerling, John Murray. Diegetic Tool Management in a Virtual Reality Training Simulation, 2021 IEEE Conference on Virtual Reality and 3D User Interfaces (VR).
Katharina Margareta Theresa Pöhlmann, Louise O'Hare, Julia Föcker, Adrian Parke, Patrick Dickinson, “Is Virtual Reality sickness elicited by illusory motion affected by gender and prior video gaming experience?”, 2021 IEEE Conference on Virtual Reality and 3D User Interfaces (VR).
2020
Journal Article
Budde, M., Rohe, J.F., Hirschoff, L., Schlosser, P., Beigl, M., Holopainen, J. and Schankin, A. (2020) SpaceMaze: incentivizing correct mobile crowdsourced sensing behaviour with a sensified minigame. Behaviour & Information Technology, 0(0) 1–16.
Dickinson, P., Gerling, K., Wilson, L., & Parke, A. (2020). Virtual reality as a platform for research in gambling behaviour. Computers in Human Behavior 107, [106293]. https://doi.org/10.1016/j.chb.2020.106293
Conference Proceedings
Liam Mason, Kathrin Gerling, Patrick Dickinson, and Jussi Holopainen. 2020. Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks. Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, New York, NY, USA, 311–315. DOI:https://doi.org/10.1145/3383668.3419869
Liam Mason, Kathrin Gerling, Patrick Dickinson, and Jussi Holopainen. 2020. Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs. In Companion Publication of the 2020 ACM Designing Interactive Systems Conference (DIS' 20 Companion). Association for Computing Machinery, New York, NY, USA, 321–324. DOI:https://doi.org/10.1145/3393914.3395823
Gerling, K., Dickinson, P., Hicks, K., Mason, L., Simeone, A., & Spiel, K. (2020). Virtual reality games for people using wheelchairs. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI ‘20).
2019
Journal Article
Dickinson, P., Gerling, K., Hicks, K., Murray, J., Shearer, J., & Greenwood, J. (2019). Virtual reality crowd simulation: Effects of agent density on user experience and behaviour. Virtual Reality 23, 19–32. https://doi.org/10.1007/s10055-018-0365-0
Linehan, C., Gillian, M., Hicks, K., Gerling, K., & Morrissey, K. (2019). Handing over the keys: A qualitative study of the experience of automation in driving. International Journal of Human-Computer Interaction. 35(18), 1681-1692. https://doi.org/10.1080/10447318.2019.1565482
Parke, A., Dickinson, P., O'Hare, L., Wilson, L., Westerman-Hughes, G., & Gerling, K. (2019). Effect of within-session breaks in play on responsible gambling behaviour during sustained monetary losses. Current Psychology: A Journal for Diverse Perspectives on Diverse Psychological Issues. [Advance online publication.] https://doi.org/10.1007/s12144-019-00567-5
Conference Proceedings
Benerradi, J., A. Maior, H., Marinescu, A., Clos, J., & L. Wilson, M. (2019). Exploring machine learning approaches for classifying mental workload using fNIRS data from HCI tasks. Proceedings of the Halfway to the Future Symposium 2019, 1-11.
Camara, F., Dickinson, P., Merat, N., & Fox, C. (2019) Towards game theoretic AV controllers: Measuring pedestrian behaviour in virtual reality. Proceedings of TCV2019: Towards Cognitive Vehicles. 2019 IEEE/RSJ International Conference on Intelligent Robots and Systems, 7-10.
Gerling, K., Hicks, K., Szymanezyk, O., & Linehan, C. (2019). Designing interactive manual wheelchair skills training for children. Proceedings of the 2019 Designing Interactive Systems Conference, 725-736.
Hicks, K., Gerling, K., Dickinson, P., & Vanden Abeele, V. (2019). Juicy game design: Understanding the impact of visual embellishments on player experience. Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 185-197.
Hicks, K., Gerling, K., Richardson, G., & Pike, T. (2019). Understanding the effects of gamification and juiciness on players. Proceedings of the IEEE Conference on Games, 1-8.
Maior, H. A., Ramchurn, R., Martindale, S., Cai, M., Wilson, M. L., & Benford, S. (2019). fNIRS and neurocinematics. Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 1-6.
Mason, L., Gerling, K., Dickinson, P., & De Angeli, A. (2019). Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 1-12.
Westerside, A., & Holopainen, J. (2019). Sites of play: Locating gameplace in red dead redemption 2. Proceedings of DiGRA 2019 International Conference: Game, Play and the Emerging Ludo-Mix.
Reports
Sjöblom, M., Hamari, J., Jylhä, H., Bujić, M., Buruk, O., Hassan, L., Holopainen, J., Nummenmaa, T. & Salminen, M. (2019). Immersive: Final Report. Retrieved from: https://www.tut.fi/Gamification/wp-content/uploads/2019/01/immersive_digital_version.pdf
2018
Journal Article
Kultima, A., Nummenmaa, T., Tyni, H., Alha, K., Stenros, J., Kankainen, V., Holopainen, J. and Mäyrä, F. (2018). Playful furniture: breaching a serious setting with interactive seats. Games and Culture, 13(3), 301-321.
Maior, H. A., Wilson, M. L., & Sharples, S. (2018). Workload alerts—using physiological measures of mental workload to provide feedback during tasks. ACM Transactions on Computer-Human Interaction (TOCHI), 25(2), 9.
O'Hare, L., Sharp, A., Dickinson, P., Richardson, G., & Shearer, J. (2018). Investigating head movements induced by "riloid" patterns in migraine and control groups using a virtual reality display. Multisensory Research, 31(8), 753-777.
Conference Proceedings
Gerling, K., Hicks, K., Buttrick, L., Headleand, C., Williams, B., Hall, J., Tang, K., Geurts, L., & Chen., W. (2018). Potential and limitations of playful technology to support infant feeding. Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 431-437.
Hicks, K., Dickinson, P., Holopainen, J., & Gerling, K. (2018). Good game feel: An emperically grounded framework for juicy design. Proceedings of the Digital Games Research Association Conference 2018, 17.
Maior, H., Wilson, M., Locke, C., & Swann, D. (2018). Brain activity and mental workload associated with artistic practice. Conference of Human Factors in Computing Systems 2018 Artistic BCI Workshop.
Richardson, G., Dickinson, P., Burman OHP., & Pike, TW. (2018). Unpredictable movement as an anti-predator strategy. Proceedings of the Royal Society B: Biological Sciences, 285, https://doi.org/10.1098/rspb.2018.1112
Wilson, M., Sharon, N., Maior, H., Midha, S., Craven, M., & Sharples, S. (2018). Mental workload as personal data: Designing a cognitive activity tracker. In CHI EA '18 Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, doi:10.1145/3170427.3170665
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