New associate professor Shaw Bronner studies the biomechanics of dance movement—research with applications ranging from preventing dancers’ injuries to understanding the neural relationship between movement and memory.
Eight Northeastern undergraduates took on a challenge posed by professors Matthias Felleisen and David Van Horn: Three years later they’re holding the some 300-page product of their efforts.
The rapid growth of mobile devices and big data is changing how interactive games are developed, sold, and played. Now, a new book from Northeastern faculty lays the foundation for one of the world’s most rapidly innovating fields.
Northeastern’s graduate campus in Seattle kicks off a new initiative that uses video games to promote STEM education for girls.
Andrea Parker believes in using technology to promote health and wellness among low-income minority populations.
Casper Harteveld, an assistant professor of game design and interactive media, led a workshop that used a video game to develop entrepreneurial skills.
Magy Seif El-Nasr, an associate professor of game design and interactive media, discussed the importance of creating video games in a White House meeting last week
Last week, the U.S. Supreme Court ruled that a California law banning the sale of violent video games to children is unconstitutional. Here, Cynthia Baron, academic director of the digital media program at Northeastern’s College of Professional Studies, discusses First Amendment cases in the gaming industry, how the newest ruling may affect the video game rating system and whether children are capable of judging computer-generated violence.
With the recent release of Nintendo’s new 3DS, a handheld gaming system, and the popularity of movies like “Thor” and “Avatar,” the use of 3-D technology has increased over the past few years. Terrence Masson, director of Northeastern’s Creative Industries program, weighs in on 3-D’s revival and where the technology is headed.
In late April, a hacker crippled Sony’s PlayStation Network by stealing the names, home addresses and perhaps even the credit card numbers of some 70 million subscribers, who play and download games through the online service. Here, professor Engin Kirda assesses the impact of the attack.