Northeastern's Fourth Pop Up Open Lab Experience and Reception...
Play and Innovate
Brought to you by the Office of the Provost and the Colleges of Arts, Media & Design and Computer and Information Science, inviting faculty and students to drop in, meet, eat and experience colleagues' research.
Featuring interactive demos from Northeastern University interdisciplinary research teams that develop playable media that inspire, engage, and make a difference, including:
The ATLAS is a low cost bimanual glove system for in-home motor rehabilitation post stroke. The system relies on low-cost sensors and microcontrollers to communicate accurate hand data to the play games and increase motivation for rehabilitation exercises. Players can try out this low-cost glove system and the stroke rehabilitation games that accompany the experience.
PI: Gillian Smith (CCIS/CAMD)
Endless Web is a game that explores the relationship between procedurally generated content and game design, and attempts to answer the question: what is a game that could not exist without procedural content generation? In Endless Web, the computer dynamically generates a world for players to explore in response to choices that the player makes.
PI: Casper Harteveld (CAMD)
Partner: Deltares & TU Delft
This project showcases a suite of games that are used to train professionals in recognizing and dealing with risks, in particular in the public domain, which will foster resilience and sustainability. One of them has been comprehensively evaluated to assess the game’ effectiveness. This is Levee Patroller, which was developed for dealing with flood risks. Its results will be presented and you have an opportunity to compete for the highest score on this event – on either the laptop or your own smartphone. After playing this game, you will know what a macro-instability, sand boils, and micro-instability is and you will never look at levees the same way again.
PIs: Ann McDonald (CAMD), Mark Sivak (CAMD/COE), Rosanna Garcia (DMSB)
NO2NOx educates students about how simple, everyday transportation actions they take today can impact our world tomorrow. No2NOx is a framework and game incorporating middle school student’s personal GPS transportation data to help understand and envision climate change impact in their communities and game world.
In progress work includes a means to encourage and reward real world student research and community action with impact on virtual play, scenarios and student authoring.
PIs: Rupal Patel (BHS/CCIS) and Isabel Meirelles (CAMD)
Participants will have the opportunity to try out our iPrompt-U software which provides auditory and visual cues about speech melody to supplement written text. The software was targeted at adolescent English second language learners who struggle to read aloud with appropriate melody which in turn impacts comprehension. Results of a usability study will also be presented.
PIs: Gillian Smith (CCIS/CAMD), Casper Harteveld (CAMD)
GrACE, named after the pioneering computer scientist Grace Hopper, is an educational puzzle game that is intended to teach middle school girls algorithmic thinking, which is a core aspect of computer science that requires developing precise instructions for solving whole classes of problems rather than individual ones, and to create a positive attitude change about computer science, by seeing computer science as a collaborative field and one that has a societal impact and relevance. The project explores the use of procedural content generation (PCG) to foster mindful and collaborative informal learning because it is hypothesized that this will establish the two aforementioned educational game objectives. This demo is of an early paper prototype for the game.
G-Player is a web-based tool that allows complex visualizations and analyses of player behavior in a visual manner, democratizing access to big-data queries. The tool reproduces with high granularity play sessions of the multiplayer game Apollo Descending, a game developed in UDK by master students at the IT University of Copenhagen. Instructions on how to use the visual tools will be provided as a printed pamphlet to display by the computer.
48 Hour Games is a gamified, branched narrative about creating computer games under time pressure but it's also about the creative process at large. It was filmed during the Nordic Game Jam in Copenhagen. The spectators follow teams as they struggle to create a computer game from scratch. It is possible for viewers to unlock sketches, music and bonus video by selecting certain branches of the narrative rather than others, and finally viewers can play a selection of the final games.
Here’s a 2 minute trailer from the live-shouting screening event in Copenhagen.
PIs: Magy Seif El-Nasr (CAMD/CCIS), Mariya Shiyko (BHS), Carmen Sceppa (BHS)
This project builds on the existing collaboration between Dr. Seif El-Nasr and IgnitePlay - a social media and gaming company that is building a social media environment for promoting healthy habits through engagement in motivating and fun activities. Through this collaboration, we are developing several gamification techniques that are based on the Self-Determination Theory (SDT) and Social Cognitive Theory (SCT) for behavior change. The product of this collaboration is the social media and gaming environment called My Spa Resort. The research angle for this project is to explore the use of motivational tactics to shape behavior over time – increasing healthy eating and exercise through the use of the game.
PIs: Magy Seif El-Nasr (CAMD/CCIS), Matt Gray (CAMD)
Social Intelligence, the ability to function effectively within a group is a critical human skill, requiring awareness of the social environment, concern for others, as well as the ability to harness and develop human relationships. Social Intelligence abilities and skills are learned by experience. This project targets social training through a method close to actor training using a virtual improvisational platform where participants puppeteer characters within a scenario. The participants puppeteer characters through a kinect system where they can invoke verbal and nonverbal behaviors. All participants will be given character sheets with specific instruction on their goal in a given scenario. Players within the scenario, the coach and other AI characters are developed to adapt their behavior to the training goals using acting methods.
This project aims to design and develop a video capture based emotion detection system that can be used to adapt game content based on users’ emotional state and also deliver unique artistic content responsive to the users’ emotional state. The outcome of the pilot is a proof of concept of the system evaluated with a simple adaptive game and artistic product.