Phoebe O. Toups Dugas

Orcid: 0000-0002-6192-2004

Affiliations:
  • New Mexico State University, Department of Computer Science, Las Cruces, NM, USA
  • Monash University, VIC, Australia


According to our database1, Phoebe O. Toups Dugas authored at least 64 papers between 2005 and 2023.

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

Timeline

Legend:

Book 
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PhD thesis 
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Online presence:

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Bibliography

2023
Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers.
Proc. ACM Hum. Comput. Interact., 2023

A Quest?!: The Secret Life of Gameworld Punctuation.
Proc. ACM Hum. Comput. Interact., 2023

The Technology Crisis in US-based Emergency Management: Toward a Well-Connected Future.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023

2022
A chronology of SIGCHI conferences: 1983 to 2022.
Interactions, 2022

Practical Considerations on Applications of the Popularity of Games: The Case of Location-Based Games and Disaster.
Proceedings of the HCI in Games, 2022

"I See You!": A Design Framework for Interface Cues about Agent Visual Perception from a Thematic Analysis of Videogames.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay.
ACM Trans. Comput. Hum. Interact., 2021

Developing Future Wearable Interfaces for Human-Drone Teams through a Virtual Drone Search Game.
Int. J. Hum. Comput. Stud., 2021

[Hidden] / [Caution] / [Danger]: How Video Games Can Inform the Design of Sight Cues for Agents.
Proceedings of the HAI '21: International Conference on Human-Agent Interaction, Virtual Event, Japan, November 9, 2021

An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning Practices.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
The Structure of Citizen Bystander Offering Behaviors Immediately After the Boston Marathon Bombing.
Proceedings of the 53rd Hawaii International Conference on System Sciences, 2020

A Framework of Input Devices to Support Designing Composite Wearable Computers.
Proceedings of the Human-Computer Interaction. Multimodal and Natural Interaction, 2020

A Comparative Study of Hand-Gesture Recognition Devices for Games.
Proceedings of the Human-Computer Interaction. Multimodal and Natural Interaction, 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

Paper to Pixels: A Chronicle of Map Interfaces in Games.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Making Maps Available for Play: Analyzing the Design of Game Cartography Interfaces.
ACM Trans. Comput. Hum. Interact., 2019

A Taxonomy for Selecting Wearable Input Devices for Mixed Reality.
Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces, 2019

A Comparative Study of Hand Gesture Recognition Devices in the Context of Game Design.
Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces, 2019

A Vision of Augmented Reality for Urban Search and Rescue.
Proceedings of the Halfway to the Future Symposium 2019, 2019

A distributed solver for multi-agent path finding problems.
Proceedings of the First International Conference on Distributed Artificial Intelligence, 2019

"It Started as a Joke": On the Design of Idle Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Distributed Creativity in Play.
Proceedings of the 2019 ACM SIGCHI Conference on Creativity and Cognition, 2019

Larping (Live Action Role Playing) as an Embodied Design Research Method.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

2018
"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop.
CoRR, 2018

A Multi-agent Simulator Environment Based on the Robot Operating System for Human-Robot Interaction Applications.
Proceedings of the PRIMA 2018: Principles and Practice of Multi-Agent Systems - 21st International Conference, Tokyo, Japan, October 29, 2018

An Architecture for Simulating Drones in Mixed Reality Games to Explore Future Search and Rescue Scenarios.
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, 2018

Practical Insights into the Design of Future Disaster Response Training Simulations.
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, 2018

Exploring a Novel Inexpensive Tangible Interface for Non-visual Math and Science.
Proceedings of the Computers Helping People with Special Needs, 2018

Collaborative Mixed Reality Games.
Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2018

Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games.
Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2018

Mapping in the Wild: Toward Designing to Train Search & Rescue Planning.
Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2018

A Design Framework for Awareness Cues in Distributed Multiplayer Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 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

Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Playing to Wait: A Taxonomy of Idle Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Designing Future Disaster Response Team Wearables from a Grounding in Practice.
Proceedings of the Technology, Mind, and Society Conference, 2018

2017
Augmented Tabletop Games Workshop.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

A Framework Supporting Selecting Space to Make Place in Spatial Mixed Reality Play.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Understanding Dangerous Play: A Grounded Theory Analysis of High-Performance Drone Racing Crashes.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

The Maze: Enabling Collaborative Planning in Games Through Annotation Interfaces.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

From Joysticks to Pokémon Go: Games and Play Research in SIGCHI.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Can a team coordination game help student software project teams?
Proceedings of the 9th International Workshop on Cooperative and Human Aspects of Software Engineering, 2016

Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2.
Proceedings of the 42nd Graphics Interface Conference, Victoria, BC, Canada, 1-3 June 2016, 2016

Playing at Planning: Game Design Patterns from Disaster Response Practice.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

"The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Initial Design Implications for Early Algebra Games.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Evaluating Display Modalities Using a Mixed Reality Game.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Collaborative Planning Gameplay from Disaster Response Practice.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Understanding Player Attitudes Towards Digital Game Objects.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Imperfect Robot Control in a Mixed Reality Game to Teach Hybrid Human-Robot Team Coordination.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Designing to Split Attention in a Mixed Reality Game.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
A framework for cooperative communication game mechanics from grounded theory.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

A theory of game mechanic signaling for interface design.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2012
Culturally based design: embodying trans-surface interaction in rummy.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012

Mixed reality games.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, Seattle, WA, USA, February 11-15, 2012, 2012

2011
The team coordination game: Zero-fidelity simulation abstracted from fire emergency response practice.
ACM Trans. Comput. Hum. Interact., 2011

Zero-fidelity simulation of fire emergency response: improving team coordination learning.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2009
Game design principles for engaging cooperative play: core mechanics and interfaces for non-mimetic simulation of fire emergency response.
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009

Emergent team coordination: from fire emergency response practice to a non-mimetic simulation game.
Proceedings of the 2009 International ACM SIGGROUP Conference on Supporting Group Work, 2009

Synchronized communication and coordinated views: qualitative data discovery for team game user studies.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
A concise XML binding framework facilitates practical object-oriented document engineering.
Proceedings of the 2008 ACM Symposium on Document Engineering, 2008

2007
Implicit coordination in firefighting practice: design implications for teaching fire emergency responders.
Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007

2005
<i>Censor chair</i>: exploring censorship and social presence through psychophysiological sensing.
Proceedings of the 13th ACM International Conference on Multimedia, 2005


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