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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. 


Kyungmin Lee, David Chu, Eduardo Cuervo, Johannes Kopf, Yury Degtyarev, Sergey Grizan, Alec Wolman, and Jason Flinn, Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming, in MobiSys 2015, ACM – Association for Computing Machinery, 3 June 2015.

M. R. P. Thomas, H. Gamper, and I. J. Tashev, Dereverberation Sweet Spot Dilation with Combined Channel Equalization and Beamforming, IEEE Intl. Conf. on Acoustics, Speech and Signal Processing (ICASSP), 23 April 2015.

Hannes Gamper, Mark R. P. Thomas, and Ivan J. Tashev, Estimation of Multipath Propagation Delays and Interaural Time Differences from 3-D Head Scans, IEEE Intl. Conf. on Acoustics, Speech and Signal Processing (ICASSP), 22 April 2015.

Börje F. Karlsson and Antonio L. Furtado, Conceptual Model and System for Genre-Focused Interactive Storytelling, in ICEC (International Conference on Entertainment Computing), Springer, October 2014.

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.

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