T. C. Nicholas Graham

Orcid: 0000-0001-6723-1936

Affiliations:
  • Queen's University, Kingston, Canada


According to our database1, T. C. Nicholas Graham authored at least 111 papers between 1987 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2023
Increasing Player Coupling in an Asymmetric Racing Game.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Supporting Aim Assistance Algorithms through a Rapidly Trainable, Personalized Model of Players' Spatial and Temporal Aiming Ability.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Automation Confusion: A Grounded Theory of Non-Gamers' Confusion in Partially Automated Action Games.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

An Examination of Motivation in Physical Therapy Through the Lens of Self-Determination Theory: Implications for Game Design.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Design and Evaluation of an Exergaming System for Children With Autism Spectrum Disorder: The Children's and Families' Perspective.
Frontiers Virtual Real., 2022

A Framework for Creating Non-Player Characters That Make Psychologically-Driven Decisions.
Proceedings of the IEEE International Conference on Consumer Electronics, 2022

You Should Have Stayed Home: How to Captivate an Audience in VR Theatre.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Two Heads Are Better Than One: A Dimension Space for Unifying Human and Artificial Intelligence in Shared Control.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
The Role of Partial Automation in Increasing the Accessibility of Digital Games.
Proc. ACM Hum. Comput. Interact., 2021

Happy Driver: Investigating the Effect of Mood on Preferred Style of Driving in Self-Driving Cars.
Proceedings of the HAI '21: International Conference on Human-Agent Interaction, Virtual Event, Japan, November 9, 2021

The Management of Risks and Benefits when Engineering Interactive Digital Systems.
Proceedings of the EICS '21: ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2021

Beyond Fun: Players' Experiences of Accessible Rehabilitation Gaming for Spinal Cord Injury.
Proceedings of the ASSETS '21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility, 2021

2020
Toward the Design of Enjoyable Games for Children with Fetal Alcohol Spectrum Disorder.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

2019
Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing Games.
Proceedings of the Entertainment Computing and Serious Games, 2019

Enhancing Communication and Awareness in Asymmetric Games.
Proceedings of the Entertainment Computing and Serious Games, 2019

Programming with Affect: How Behaviour Trees and a Lightweight Cognitive Architecture Enable the Development of Non-Player Characters with Emotions.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2019

Oui, Chef!!: Supervised Learning for Novel Gameplay with Believable AI.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Social Play in an Exergame: How the Need to Belong Predicts Adherence.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle.
Interactions, 2018

2017
Nudging and shoving: Using in-game cues to guide player exertion in exergames.
Entertain. Comput., 2017

How Game Balancing Affects Play: Player Adaptation in an Exergame for Children with Cerebral Palsy.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Arcaid: Addressing Situation Awareness and Simulator Sickness in a Virtual Reality Pac-Man Game.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Developing Compelling Repetitive-Motion Exergames by Balancing Player Agency with the Constraints of Exercise.
Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
Pushing without breaking: Nudging exergame players while maintaining immersion.
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015

"Local Remote" Collaboration: Applying Remote Group AwarenessTechniques to Co-located Settings.
Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing, 2015

Brains & Brawn: A Strategy Card Game for Muscle-Strengthening Exercises.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Designing for Exertion: How Heart-Rate Power-ups Increase Physical Activity in Exergames.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Alaska Steve: Using Virtual Reality to Enhance a 2D Platforming Game.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Corgi Defence: Building In A Virtual Reality Environment.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

TerraGuide: Design and Evaluation of a Multi-Surface Environment for Terrain Visibility Analysis.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Preface.
Entertain. Comput., 2014

The Effect of View Techniques on Collaboration and Awareness in Tabletop Map-Based Tasks.
Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces, 2014

The effects of consistency maintenance methods on player experience and performance in networked games.
Proceedings of the Computer Supported Cooperative Work, 2014

Reducing the negative effects of inconsistencies in networked games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Beyond designing for motivation: the importance of context in gamification.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

IRC quest: using the commons dilemma to support a single-screen game for hundreds of players.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Design and evaluation of a networked game to supportsocial connection of youth with cerebral palsy.
Proceedings of the 16th international ACM SIGACCESS conference on Computers & accessibility, 2014

2013
Timelines: simplifying the programming of lag compensation for the next generation of networked games.
Multim. Syst., 2013

Improving awareness of automated actions using an interactive event timeline.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2013

OrMiS: a tabletop interface for simulation-based training.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2013

When Paper Meets Multi-touch: A Study of Multi-modal Interactions in Air Traffic Control.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Liberi: bringing action to exergames for children with cerebral palsy.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Designing action-based exergames for children with cerebral palsy.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

2012
Toward game orchestration: tangible manipulation of in-game experiences.
Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012, 2012

Exploring automation in digital tabletop board game.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, Seattle, WA, USA, February 11-15, 2012, 2012

DiscoTech: a plug-in toolkit to improve handling of disconnection and reconnection in real-time groupware.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012

Design of an exergaming station for children with cerebral palsy.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Invited engineering community SIG: the role of engineering work in CHI.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Liberi and the racer bike: exergaming technology for children with cerebral palsy.
Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility, 2012

2011
What + when = how: The timelines approach to consistency in networked games.
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games, 2011

Exploring Haptic Feedback in Exergames.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

Scenarchitectures: The Use of Domain-Specific Architectures to Bridge Design and Implementation.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

TREC: platform-neutral input for mobile augmented reality applications.
Proceedings of the 3rd ACM SIGCHI Symposium on Engineering Interactive Computing System, 2011

It's about time: confronting latency in the development of groupware systems.
Proceedings of the 2011 ACM Conference on Computer Supported Cooperative Work, 2011

Real-time groupware in the browser: testing the performance of web-based networking.
Proceedings of the 2011 ACM Conference on Computer Supported Cooperative Work, 2011

Hearing is believing: evaluating ambient audio for location-based games.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Fiia: A Model-Based Approach to Engineering Collaborative Augmented Reality.
Proceedings of the Engineering of Mixed Reality Systems, 2010

Seeing through the fog: an algorithm for fast and accurate touch detection in optical tabletop surfaces.
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2010

The human factors of consistency maintenance in multiplayer computer games.
Proceedings of the 2010 International ACM SIGGROUP Conference on Supporting Group Work, 2010

Raptor: sketching games with a tabletop computer.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Activate your GAIM: a toolkit for input in active games.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Gone but not forgotten: designing for disconnection in synchronous groupware.
Proceedings of the 2010 ACM Conference on Computer Supported Cooperative Work, 2010

2009
An Incremental Algorithm for High-Performance Runtime Model Consistency.
Proceedings of the Model Driven Engineering Languages and Systems, 2009

Heart rate control of exercise video games.
Proceedings of the Graphics Interface 2009 Conference, 2009

Fiia: user-centered development of adaptive groupware systems.
Proceedings of the 1st ACM SIGCHI symposium on Engineering Interactive Computing System , 2009

Flexible and efficient platform modeling for distributed interactive systems.
Proceedings of the 1st ACM SIGCHI symposium on Engineering Interactive Computing System , 2009

Classifying input for active games.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Experience applying the SPIN model checker to an industrial telecommunications system.
Proceedings of the 30th International Conference on Software Engineering (ICSE 2008), 2008

Experience in the design and development of a game based on head-tracking input.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

A low-cost infrastructure for tabletop games.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

An Iterative Framework for Software Architecture Recovery: An Experience Report.
Proceedings of the Software Architecture, Second European Conference, 2008

2007
Low-Cost Malleable Surfaces with Multi-Touch Pressure Sensitivity.
Proceedings of the Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems (Tabletop 2007), 2007

Agility and Experimentation: Practical Techniques for Resolving Architectural Tradeoffs.
Proceedings of the 29th International Conference on Software Engineering (ICSE 2007), 2007

Beyond the lan: techniques from network games for improving groupware performance.
Proceedings of the 2007 International ACM SIGGROUP Conference on Supporting Group Work, 2007

Using games to increase exercise motivation.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Effective use of the periphery in game displays.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Toward Quality-Centered Design of Groupware Architectures.
Proceedings of the Engineering Interactive Systems - EIS 2007 Joint Working Conferences, 2007

2006
Plug-replaceable consistency maintenance for multiplayer games.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Toward Quality-Driven Development of 3D Computer Games.
Proceedings of the Interactive Systems. Design, 2006

Usability and Computer Games: Working Group Report.
Proceedings of the Interactive Systems. Design, 2006

Quality Analysis of Distribution Architectures for Synchronous Groupware.
Proceedings of the 2nd International ICST Conference on Collaborative Computing: Networking, 2006

Use of eye movements for video game control.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2006

2005
A Calculus for the Refinement and Evolution of Multi-user Mobile Applications.
Proceedings of the Interactive Systems, 2005

2004
The Software Design Board: A Tool Supporting Workstyle Transitions in Collaborative Software Design.
Proceedings of the Engineering Human Computer Interaction and Interactive Systems, 2004

2003
Visual Constraint Diagrams: Runtime Conformance Checking of UML Object Models versus Implementations.
Proceedings of the 18th IEEE International Conference on Automated Software Engineering (ASE 2003), 2003

A Study of Collaboration in Software Design.
Proceedings of the 2003 International Symposium on Empirical Software Engineering (ISESE 2003), 30 September, 2003

Workspaces: A Multi-level Architectural Style for Synchronous Groupware.
Proceedings of the Interactive Systems. Design, 2003

Architectures for Widget-Level Plasticity.
Proceedings of the Interactive Systems. Design, 2003

2000
Dragonfly: linking conceptual and implementation architectures of multiuser interactive systems.
Proceedings of the 22nd International Conference on on Software Engineering, 2000

Specifying Temporal Behaviour in Software Architectures for Groupware Systems.
Proceedings of the Interactive Systems: Design, 2000

A Dimension Space for the Design of Interactive Systems within their Physical Environments.
Proceedings of the 3rd Conference on Designing Interactive Systems: Processes, 2000

1999
Flexibility Mapping Synchronous Groupware Architectures to Distributed Implementations.
Proceedings of the Design, 1999

1998
External Requirements of Groupware Development Tools.
Proceedings of the Engineering for Human-Computer Interaction, 1998

The <i>Vista</i> Environment for the Coevolutionary Design of User Interfaces.
Proceedings of the Proceeding of the CHI '98 Conference on Human Factors in Computing Systems, 1998

1997
GroupScape: Integrating Synchronous Groupware and the World Wide Web.
Proceedings of the Human-Computer Interaction, 1997

Integrating Support for Temporal Media into an Architecture for Graphical User Interfaces.
Proceedings of the Pulling Together, 1997

1996
ClockWorks: Visual Programming of Component-Based Software Architectures.
J. Vis. Lang. Comput., 1996

Efficient Distributed Implementation of Semi-Replicated Synchronous Groupware.
Proceedings of the 9th Annual ACM Symposium on User Interface Software and Technology, 1996

Viewpoints supporting the development of interactive software.
Proceedings of the Joint Proceedings of the Second International Software Architecture Workshop (ISAW-2) and International Workshop on Multiple Perspectives in Software Development (Viewpoints '96) on SIGSOFT '96 workshops, 1996

A Method for The Formal Testing of Program Visualization Tools.
Proceedings of the 4th International Workshop on Program Comprehension (WPC '96), 1996

Linguistic Support for the Evolutionary Design of Software Architectures.
Proceedings of the 18th International Conference on Software Engineering, 1996

1995
Declarative development of interactive systems.
PhD thesis, 1995

1992
GVL: Visual specification of graphical output.
J. Vis. Lang. Comput., 1992

Domesticating Imperative Constructs for a Functional World.
Struct. Program., 1992

Rational Views as a Model for Automatic Distributed Implementation of Multi-User Applications.
Proceedings of the CSCW '92, Proceedings of the Conference on Computer Supported Cooperative Work, Toronto, Canada, October 31, 1992

1991
Domesticating Imperative Constructs So That They Can Live in a Functional World.
Proceedings of the Programming Language Implementation and Logic Programming, 1991

Temporal Constraint Functional Programming: A Declarative Framework for Concurrency and Interaction.
Proceedings of the Declarative Programming, 1991

1990
GVL: A Graphical, Functional Language for the Specification of Output in Programming Languages.
Proceedings of the 1990 Internation Conference on Computer Languages, 1990

1987
Design of an interpretive environment for Turing.
Proceedings of the Symposium on Interpreters and Interpretive Techniques, 1987, St. Paul, Minnesota, USA, June 24, 1987


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