The Autotelic Interaction Research (AIR) group seeks to understand, model and support self-directed behaviour in AI, in people, and in their interaction. The research basis, interests, and ...
The 53rd annual conference presents peer-reviewed breakthroughs in simulation, vectorization, and physics modeling across ...
It's one thing to design a pharmaceutical drug. It's another to know if and why it actually works; not on paper or in a computer model, but inside the chaotic world of living systems, where proteins ...
Paradromics, a competitor of Elon Musk's Neuralink, recently completed its first brain implant in a human patient, marking a major milestone in the startup's decadelong effort to use brain-computer ...
Abstract: This essay examines the state of the history of human–computer interaction (HCI) from multiple fields of study. In many ways, there is a lack of consensus about what we mean by not only HCI ...
Microsoft Research is thrilled to announce that Jacki O’Neill is being honored by The Special Interest Group on Computer-Human Interaction of the Association for Computing Machinery (ACM). They will ...
After UConn‘s Braylon Mullins made a 35-foot 3-pointer to complete the Huskies’ 19-point comeback against Duke in the Elite Eight, Dan Hurley inexplicably pressed his forehead against an official’s.
Methods: In this case study, we designed, developed, and evaluated HU, a physical digital mindfulness prototype designed for stress reduction. In the first phase, we used vapor and light to support ...
This research article presents an intelligent digital human-based teaching system designed to address limitations of traditional pre-recorded courses—such as lack of real-time interaction, ...
Abstract: The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for ...
We employed an observational and a retrospective think-aloud protocol to collect data within the framework of an interview. Data from three streams (think-aloud, human-computer interaction, and screen ...