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, 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

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

Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, and Tyson Solberg, Off With Their Assists: An Empirical Study of Driving Skill in Forza Motorsports 4, in Proceedings of the 9th International Conference on the Foundations of Digital Games (FDG 2014), April 2014

More publications...