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Gaming and Entertainment

For Immediate Release:

Molly Z. Mackinlay
Stanford University
+1 425 224 3111 (cell)


Immersive gaming can turn your entire living room into an extended videogame. Researchers from the University of Illinois at Urbana-Champagn, USA, in conjunction with Microsoft Research, USA, developed an augmented reality system to enhance traditional gaming by projecting visualizations in the area surrounding a television in IllumiRoom: Peripheral Projected Illusions for Interactive Experiences. Other papers exploring gaming and entertainment will be examined at the ACM Computer-Human Interaction Conference, (CHI 2013) in Paris, France. This presentation and over 900 other works are featured at CHI 2012, the premier worldwide forum for the exchange of information on all aspects of human-computer interaction. Additional sessions related to gaming and entertainment include:

Job Opportunities through Entertainment: Virally Spread Speech-Based Services for Low-Literate Users, presented by researchers from Carnegie Mellon University, USA, Lahore University of Management Sciences, Pakistan, and Northeastern University, USA, showcases a speech-based entertainment service which spreads low-skill job opportunities to low-literate Pakistani telephone users.

In Search of Learning: Facilitating Data Analysis in Educational Games, presented by researchers at Carnegie Mellon University, USA, demonstrates a new toolkit and methodology for recording and analyzing player log data in educational games. This methodology allows game designers and researchers to explore student learning in new ways.

About the CHI Conference

Featuring over 900 works, the CHI conference is the premier worldwide forum for the exchange of information on all aspects of human-computer interaction. CHI 2013 welcomes works addressing research on all aspects of human-computer interaction (HCI), case studies of interactive system designs,
proof-of-concept innovative systems, and presentations by experts on the latest challenges and innovations in the field.  In addition to a long-standing focus on professionals in design, engineering, management, and user experience; this year’s conference has made special efforts to serve communities in the areas of: Child-Computer Interaction, Digital Arts, Games & Entertainment, Health, Sustainability, and HCI4D. For complete information about this year’s conference, consult the Advance Program.

Originally a small conference for psychologists interested in user interface design, the annual CHI conference has grown to include a very diverse participant group such as interaction designers, computer scientists, engineering psychologists, developers, performing artists; and to deal with larger problems such as the organizational integration of technology, and the use of technology in the home rather than office settings. More than 2500 professionals from over 40 countries are expected at this year’s conference, which marks 31 years of research, innovation and development of the Computer-Human Interaction community. The experience at CHI 2013 offers innovative opportunities for interacting with future technologies.


CHI 2013 is sponsored by ACM’s Special Interest Group on Computer-Human Interaction (ACM SIGCHI), the world’s largest association of professionals in the research and practice of computer-human interaction. The scope of SIGCHI consists of the study of the human-computer interaction processes and includes research, design, development, and evaluation efforts for interactive computer systems. The focus of SIGCHI is on how people communicate and interact with a broadly-defined range of computer systems. SIGCHI serves as a forum for the exchange of ideas among computer scientists, human factors scientists, psychologists, social scientists, designers, educators, and software engineers involved in the design, implementation, and evaluation of interactive computing systems. Over 5,000
professional members of the SIGCHI community work together through more than 60 local chapters across five continents to design useful, usable technology which has the potential to transform individual lives.

About ACM

ACM, the Association for Computing Machinery (www.acm.org), is the world’s largest educational and scientific computing society, uniting computing educators, researchers and professionals to inspire dialogue, share resources and address the field’s challenges. ACM strengthens the computing profession’s collective voice through strong leadership, promotion of the highest standards, and recognition of technical excellence. ACM supports the professional growth of its members by providing opportunities for life-long learning, career development, and professional networking.