Gaming

Enhancing gaming, developing curricula to aid educational activities


We investigate gaming as a valuable scenario to engage people in a variety of tasks, including education, health and fitness, crowdsourcing tasks, and, of course, having fun. We look at new technologies for interactive and immersive gaming, as well as the social dynamics and incentive structures of games. 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.

Several of our activities relate to the use of games in education, particularly regarding language learning and teaching computer science. 

Publications

Gifford Cheung, Thomas Zimmermann, and Nachiappan Nagappan, The First Hour Experience: How the Initial Play can Engage (or Lose) New Players, in CHI PLAY '14: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, ACM – Association for Computing Machinery, October 2014

Kyungmin Lee, David Chu, Eduardo Cuervo, Johannes Kopf, Sergey Grizan, Alec Wolman, and Jason Flinn, Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Cloud Gaming, no. MSR-TR-2014-115, 21 August 2014

A Kumaran, Melissa Dunsmore, and Shaishav Kumar, Online Gaming for Crowdsourcing Phrase-equivalents, in the 25th International Conference on Computational Linguistics , ACL – Association for Computational Linguistics, August 2014

Emerson Murphy-Hill, Thomas Zimmermann, and Nachiappan Nagappan, Cowboys, Ankle Sprains, and Keepers of Quality: How Is Video Game Development Different from Software Development?, in Proceedings of the 36th International Conference on Software Engineering (ICSE 2014), ACM, June 2014

Ivan Dokmanic and Ivan Tashev, Hardware and Algorithms for Ultrasonic Depth Imaging, IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP), 9 May 2014

More publications...