Pejman Mirza-Babaei

Orcid: 0000-0002-8248-5392

Affiliations:
  • Ontario Institute of Technology, Canada


According to our database1, Pejman Mirza-Babaei authored at least 77 papers between 2011 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
From Pixels to Play: Opportunities and Challenges of a Diverse and Democratized Games Industry.
Interactions, 2024

2023
Unleashing Immersive Experiences: The Power of Gesture-Based VR Interaction.
Interactions, 2023

Lessons Learned from Designing and Implementing Interaction Mechanics for Viewer Participation in Game Streaming.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

Beyond Equilibrium: Utilizing AI Agents in Video Game Economy Balancing.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Games and Play SIG: Connecting Through Social and Playful Technologies.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

User Experience Design and Research in Games.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Interaction Design in Digital Games.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Charting the Uncharted with GUR: How AI Playtesting Can Supplement Expert Evaluation.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

Effective Industry Research Partnership.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Games and the Metaverse.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Exploring Esports Spectator Motivations.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Exploring Hybrid: A (hybrid) SIG to discuss hybrid conferences.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022


SIGCHI Turns 40: Honoring the Past, Celebrating the Present, and Envisioning the Next 40.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
PathOS+: A New Realm in Expert Evaluation.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

2020
Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study.
Frontiers Comput. Sci., 2020

Older Adults' Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2020

Profiling Livestream Spectators.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Artificial Players in the Design Process: Developing an Automated Testing Tool for Game Level and World Design.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Exploring Severity of Gameplay Issues from Players' Perspective.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Games and Play SIG: Shaping the Next Decade of Games & HCI Research.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

A Postmortem on Playtesting: Exploring the Impact of Playtesting on the Critical Reception of Video Games.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Be Part Of It: Spectator Experience in Gaming and Esports.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Older Adults' Physical Activity and Exergames: A Systematic Review.
Int. J. Hum. Comput. Interact., 2019

An Introduction to Spatial Sound Rendering in Virtual Environments and Games.
Comput. Games J., 2019

Motivational Affordances for Older Adults' Physical Activity Technology: An Expert Evaluation.
Proceedings of the Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 2019

G-SpAR: GPU-Based Voxel Graph Pathfinding for Spatial Audio Rendering in Games and VR.
Proceedings of the IEEE Conference on Games, 2019

Getting the Player's Attention: Comparing the Effectiveness of Common Notification Types in Task Management Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Assessing the Impact of Visual Design on the Interpretation of Aggregated Playtesting Data Visualization.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Aggregated Visualization of Playtesting Data.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Artificial Playfulness: A Tool for Automated Agent-Based Playtesting.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

User Experience (UX) Research in Games.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

FRVRIT: A Tool for Full Body Virtual Reality Game Evaluation.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Let's Play Together: Adaptation Guidelines of Board Games for Players with Visual Impairment.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences.
Int. J. Gaming Comput. Mediat. Simulations, 2018

Usertesting Without the User: Opportunities and Challenges of an AI-Driven Approach in Games User Research.
Comput. Entertain., 2018

Gamification of Older Adults' Physical Activity: An Eight-Week Study.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Games User Research Methods.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Games and Play SIG: Engaging Small Developer Communities.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
More than Meets the Eye: The Benefits of Augmented Reality and Holographic Displays for Digital Cultural Heritage.
ACM Journal on Computing and Cultural Heritage, 2017

Safety Does Not Happen by Accident, Can Gaming Help Improve Occupational Health and Safety in Organizations?
Proceedings of the Digital Human Modeling. Applications in Health, Safety, Ergonomics, and Risk Management: Health and Safety, 2017

Vixen: interactive visualization of gameplay experiences.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Evaluating the Onboarding Phase of Free-toPlay Mobile Games: A Mixed-Method Approach.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Gamification through the Application of Motivational Affordances for Physical Activity Technology.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Exploiting Players?: Critical Reflections on Participation in Game Development.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Playtesting for indie studios.
Proceedings of the 20th International Academic Mindtrek Conference, 2016

Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Lightweight Games User Research for Indies and Non-Profit Organizations.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Games User Research (GUR) for Indie Studios.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

TombSeer: Illuminating the Dead.
Proceedings of the 7th Augmented Human International Conference, 2016

2015
Lesson Learned from Collecting Quantified Self Information via Mobile and Wearable Devices.
J. Sens. Actuator Networks, 2015

iMind: paul klee, dialogism& BCI.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, 2015

Video games to the rescue: Can game design make software based lab experiments engaging?
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Workshop proposal: Game UI design, evaluation, and user research.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

Tool Design Jam: Designing tools for Games User Research.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Heuristic Guidelines for Playful Wearable Augmented Reality Applications.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Agents and Avatars: Event based analysis of competitive differences.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Crossing Domains: Diverse Perspectives on Players.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Actionable Inexpensive Games User Research.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience.
PhD thesis, 2014

iMind: An alternative dialogue between viewers and artists.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Introducing the biometric storyboards tool for games user research.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Interactive 3D visualisation of playtesting data.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Understanding expectations with multiple controllers in an augmented reality videogame.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Engaged by boos and cheers: the effect of co-located game audiences on social player experience.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Player experience: mixed methods and reporting results.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Games and entertainment community SIG: reaching beyond CHI.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Unified visualization of quantitative and qualitative playtesting data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Games user research: practice, methods, and applications.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

How does it play better?: exploring user testing and biometric storyboards in games user research.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Assessing user preference of video game controller button settings.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Improving Gameplay with Game Metrics and Player Metrics.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Biometric storyboards: visualising game user research data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Using physiological measures in conjunction with other UX approaches for better understanding of the player's gameplay experiences
CoRR, 2011

Understanding the Contribution of Biometrics to Games User Research.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

Weak inter-rater reliability in heuristic evaluation of video games.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Biometrics to improve methodologies on understanding player's gameplay experience.
Proceedings of the 2011 British Computer Society Conference on Human-Computer Interaction, 2011


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