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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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xxii About the Authors<br />

a post-doctoral researcher at a Department of Media Technology, Aalto University <strong>in</strong><br />

Espoo, F<strong>in</strong>l<strong>and</strong>. His research has focused on the ergonomics <strong>and</strong> experiential aspects<br />

of emerg<strong>in</strong>g display technologies, like head-mounted, stereoscopic, <strong>and</strong> paper-like<br />

displays. He has also <strong>in</strong>vestigated image quality with mobile video <strong>and</strong> mobile<br />

camera technologies. Currently, he is <strong>in</strong>vestigat<strong>in</strong>g the subjective image quality <strong>in</strong><br />

stereoscopic movies.<br />

Wolfgang Hochleitner received his master’s degree from the Upper Austria<br />

University of Applied Sciences, Hagenberg. His major <strong>in</strong> the program Digital Media<br />

were computer games; his thesis dealt with the performance of computer games <strong>in</strong><br />

the program<strong>in</strong>g language Java. Wolfgang also has practical experience <strong>in</strong> the field of<br />

mobile game development, acquired dur<strong>in</strong>g an <strong>in</strong>ternship at an Inf<strong>in</strong>eon subsidiary.<br />

Wolfgang is currently work<strong>in</strong>g as an assistant lecturer at the Media Technology <strong>and</strong><br />

Design program at the Upper Austria University of Applied Sciences, with a focus<br />

on technical subjects. He is also actively <strong>in</strong>volved <strong>in</strong> the computer games education.<br />

Bart Van Iersel is a bachelor student <strong>in</strong> Innovation Sciences at E<strong>in</strong>dhoven<br />

University of Technology. His bachelor thesis focuses on long-term postgame<br />

experiences <strong>in</strong> heavy MMORPG players.<br />

Wijn<strong>and</strong> IJsselsteijn is an associate professor at the Human–Technology<br />

Interaction group of E<strong>in</strong>dhoven University of Technology. He has a background <strong>in</strong><br />

psychology <strong>and</strong> artificial <strong>in</strong>telligence, with an MSc <strong>in</strong> Cognitive Neuropsychology<br />

from Utrecht University, <strong>and</strong> a Ph.D. <strong>in</strong> Media Psychology/HCI from E<strong>in</strong>dhoven<br />

University of Technology on the topic of telepresence. His current research <strong>in</strong>terests<br />

<strong>in</strong>clude social digital media, immersive media technology, <strong>and</strong> digital gam<strong>in</strong>g. His<br />

focus is on conceptualiz<strong>in</strong>g <strong>and</strong> measur<strong>in</strong>g human experiences <strong>in</strong> relation to these<br />

advanced media. Wijn<strong>and</strong> is significantly <strong>in</strong>volved <strong>in</strong> various commercial, nationally<br />

funded, <strong>and</strong> EU-funded projects. He is associate director of the Media, Interface, <strong>and</strong><br />

Network Design labs (http://www.m<strong>in</strong>dlab.org/cgi-b<strong>in</strong>/default.pl), <strong>and</strong> co-director<br />

of the Game <strong>Experience</strong> Lab (http://www.gamexplab.nl). He has published over 100<br />

journal <strong>and</strong> conference papers <strong>and</strong> co-edited four books.<br />

Kather<strong>in</strong>e Isbister is an associate professor of both Digital Media <strong>and</strong> Computer<br />

Science at the Polytechnic Institute of New York University. She is director of the<br />

Social Game Lab at NYU-Poly, an <strong>in</strong>vestigator <strong>in</strong> the NYU <strong>Games</strong> for Learn<strong>in</strong>g<br />

Institute, <strong>and</strong> an advisory committee member of the NYU Game Center. She also<br />

ma<strong>in</strong>ta<strong>in</strong>s an affiliation with the IT University of Copenhagen’s Center for Computer<br />

<strong>Games</strong> Research.<br />

Isbister received her Ph.D. from Stanford University, with a focus on apply<strong>in</strong>g<br />

human social behavior to the design of digital characters. S<strong>in</strong>ce then she has worked<br />

<strong>in</strong> both <strong>in</strong>dustry <strong>and</strong> research venues to create <strong>and</strong> evaluate <strong>in</strong>terfaces that enhance<br />

the player (or user) experience us<strong>in</strong>g social <strong>and</strong> emotional qualities. Current research<br />

<strong>in</strong>terests <strong>in</strong>clude emotion <strong>and</strong> gesture <strong>in</strong> games, supple <strong>in</strong>teractions, design of game<br />

characters, <strong>and</strong> game usability.

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