Archive for Article

Quantified Smiles: Physiological Feedback and User Experience

Shan Lakhmani | July 14, 2012 When we create something—be it text editor, game, or even plunger—we create a user reaction to that item we’ve created. If you create a plunger with a three-inch handle, you are also creating a frustrating user experience. One must not only try to create a positive user experience, but […]

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It’s the Simple Things…

Alen Chao | May 11, 2012 These days, the gaming industry is dominated by the hype and flash of big development companies making blockbuster games. They were critical in the heydays when video games were just a budding hobby, and mostly responsible for the widespread use today. Every season, new games are coming out, rehashing […]

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Me and My Avatar

Shan Lakhmani | May 1, 2012 In a computer game, one must not only have some control over the environment, but one must also be able to leverage this control to accomplish a goal set by the game (Garris, Ahlers, & Driskell, 2002). While there are a number of ways to implement this control, one […]

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Augmented Reality Serious Games

Katelyn Procci | April 11, 2012 Augmented reality (AR) involves somehow supplementing the real world, often by overlaying virtually-generated information and animations onto real-time video of the actual environment. AR using head-mounted displays has long-been implemented1. In recent years, however, the technology required for augmented reality (cameras, processing power, video cards, and displays) has become […]

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To simulate or not to simulate?

Corina Lechin | March 23, 2012 Today’s games and simulations allow one to see, be, and experience anything programmers and graphic artists can create. Skyrim is a great example of a game that allows you have unique experiences.

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Evolvement of Training Methods: The Tablet Era

Asli Soyler Akbas | March 3, 2012 Rapidly advancing technologies introduce new challenges and requirements for individuals on a daily basis. Whether it is a new household tool or software, individuals feel the necessity to look for solutions that would help them learn, understand or advance in their area of interest, forcing a demand in […]

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The Application of Light and Shadow in Splinter Cell: Conviction

Alen Chao | February 20, 2012 Warning: Contains Spoilers Color and lighting are two devices often used in the media to convey certain messages or highlight important aspects of the story. Video games did not fully utilize these devices outside of providing relative realism to an otherwise monochromatic game. Perhaps, that is due to the […]

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Can opening cinematics enhance learning?

Shan Lakhmani | January 5, 2012 Like many others, I remember, years ago, watching the opening cinematic for Final Fantasy VII for the very first time and knowing that we had entered a brand new age. Since then, video games have been using more and more elaborate opening cinematics to entice people to play the […]

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Developing Serious Games

Katelyn Procci | October 31, 2011 You should always be proud of your work, no matter what you do. Serious games research labs, such as my own, provide a unique opportunity with respect to this. Aside from being able to create a piece of art (yes, I’m one of those games-as-art types) that people enjoy […]

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