Richard Byrne

Orcid: 0000-0002-6391-0496

Affiliations:
  • Made Tech, Bristol, UK
  • CACI Information Intelligence, UK (former)
  • RMIT University, Melbourne, Australia (former)


According to our database1, Richard Byrne authored at least 22 papers between 2010 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
Human-Computer Integration: Towards Integrating the Human Body with the Computational Machine.
Found. Trends Hum. Comput. Interact., 2022

2021
Towards understanding the design of bodily integration.
Int. J. Hum. Comput. Stud., 2021

Limited Control Over the Body as Intriguing Play Design Resource.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Designing Digital Vertigo Experiences.
ACM Trans. Comput. Hum. Interact., 2020

2019
A 2nd Person Social Perspective on Bodily Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Sensory Alignment in Immersive Entertainment.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Towards a 2<sup>nd</sup> Person Perspective on Bodily Play.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

AR Fighter: Using HMDs to create Vertigo Play Experiences.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Experiencing the Body as Play.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
13 Game Lenses for Designing Diverse Interactive Jogging Systems.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Designing the Vertigo Experience: Vertigo as a Design Resource for Digital Bodily Play.
Proceedings of the TEI '16: Tenth International Conference on Tangible, 2016

Inner disturbance: towards understanding the design of vertigo games through a novel balancing game.
Proceedings of the 28th Australian Conference on Computer-Human Interaction, 2016

Balance Ninja: Towards the Design of Digital Vertigo Games via Galvanic Vestibular Stimulation.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Designing Digital Vertigo Games.
Proceedings of the Companion Publication of the 2014 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
JoggAR: a mixed-modality AR approach for technology-augmented jogging.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Utilizing Gravity in Movement-Based Games and Play.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Vertigo as a Design Resource for Bodily Play.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Air Tandem: A Collaborative Bodily Game Exploring Interpersonal Synchronization.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation.
Proceedings of the Entertainment Computing - ICEC 2014 - 13th International Conference, 2014

Playful Game Jams: Guidelines for Designed Outcomes.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2010
Health monitoring using gait phase effects.
Proceedings of the 3rd International Conference on Pervasive Technologies Related to Assistive Environments, 2010


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