Experienced professors regularly suggest that games and robots represent valuable scenarios in which to engage aspiring programmers and software engineers. No other areas of programming have a similar ability to interest students or provide meaningful accomplishments. Microsoft Research focuses on identifying and developing vehicles for innovative curricula and teaching with application across a variety of topics and disciplines. In addition, we use the methods of machine learning and game theory to address relevant applications in both recreational games and in abstract decision games played in the real world.
- IllumiRoom: Peripheral Projected Illusions for Interactive ExperiencesIllumiRoom is a proof-of-concept system from Microsoft Research. It augments the area surrounding a television screen with projected visualizations to enhance the traditional living room entertainment experience.
- KinectTrackBuilding a 6-dof tracker using the Kinect projector.
- Worm Hole phone-to-phone AR-enabled gaming appParticipating phones are positioned in a stack, each phone held by a different player. The top phone's screen displays its camera's viewpoint, overlaid with a maze incorporating an AR tag, and a ball guided by accelerometers. When the ball is guided to the end of the maze it 'falls' through a hole, at which point the second phone can 'catch' it, but only if it is positioned correctly. At this point the phones swap positions to continue the game.
- Foveated 3D DisplayWe exploit the falloff of visual acuity away from the gaze direction in the human visual system for dynamic 3D rendering. Through user studies, we have honed our system parameters and demonstrated the effectiveness of the system. We have also shown the system to bring significant performance increases, or equivalent reductions in hardware and power requirements, in typical 3D rendering applications on existing hardware. Finally, the method is easily integrated into existing 3D applications.
Sarah Hallacher, Jenny Rodenhouse, and Andres Monroy-Hernandez, Mixsourcing: Exploring Bounded Creativity as a Form of Crowdsourcing, ACM Conference on Human Factors in Computing Systems, 29 April 2013
Darren Edge, Kai-Yin Cheng, and Michael Whitney, SpatialEase: Learning Language through Body Motion, in CHI 2013 Conference on Human Factors in Information Systems, ACM, 29 April 2013
Jeff Huang, Thomas Zimmermann, Nachiappan Nagappan, Charles Harrison, and Bruce Phillips, Mastering the Art of War: How Patterns of Gameplay Influence Skill in Halo, in Proceedings of the International Conference on Human Factors in Computing Systems (CHI 2013), ACM, April 2013
Kenichi Kumatani, Takayuki Arakawa, Kazumasa Yamamoto, John McDonough, Bhiksha Raj, Rita Singh, and Ivan Tashev, Microphone Array Processing for Distant Speech Recognition: Towards Real-World Deployment, in APSIPA Annual Summit and Conference, Hollywood, CA, USA, 5 December 2012
Jens Ahrens, Mark R.P. Thomas, and Ivan Tashev, HRTF Magnitude Modeling Using a Non-Regularized Least-Squares Fit of Spherical Harmonics Coefficients on Incomplete Data, in APSIPA Annual Summit and Conference, Hollywood, CA, USA, 4 December 2012