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 the previous successes while slapping on an extra “perk” or “choose-your-own” mechanics. Despite the decades of developing games and millions of dollars in financial backing, these games are still hit or miss. Yet, they continue to hold the measuring stick by which popular video games are defined. How to solve this dilemma of consistently obtaining and playing an enjoyable game? Read more
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 of the more popular ways of doing so is to establish a digital representation of the self so that one can manipulate objects in the games virtual space. This digital representation is called an Avatar (Lim & Reeves, 2008). Read more
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 less expensive, less cumbersome, and more widespread. Because of this, we’ve been seeing more augmented reality in commercial products, like games and toys2. Read more
New Project: ASPIRE
Katelyn Procci | April 6, 2012
ASPIRE is our newest project. It is both a research and game development effort.
ASPIRE, which stands for Architecture for Stress, Performance, Inoculation, Resilience, and Endurance, is a project funded by the Office of Naval Research to promote the development of mental toughness in Marines. Read more
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. Read more
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 continuous learning. Some of the methods, that has being used to support the learning efforts, included computer-based simulations, interactive class material presentations, online training, and traditional teaching methods. Read more
Navigation and Gaming
Katelyn Procci | March 1, 2012
In late 2010, James Bohnsack and I were tasked with summarizing the literature on navigation skills for an informal lab presentation. We were interested in finding a way to improve the shipboard navigation skills of Navy recruits as a part of our game-based training project with BBN for ONR. We had a several-hour discussion as to how best train navigation skills, both route-based and something a little more dynamic, like the bullseye navigation system. Read more
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 lack of processing power in compiling how the game looks visually. Nowadays, they can be deployed to draw a theme in the game mechanics, and used as integral parts of the plot. Enter Splinter Cell: Conviction. Read more
Digital ECALC Deployed

Katelyn Procci | February 10, 2012
Almost exactly one year since we began, this past Tuesday we wrapped development on the Digital ECALC project. Developed by the UCF Substance Use Research Group (SURG), ECALC stands for “Expectancy Challenge Alcohol Literacy Curriculum.” Read more
Research Assistants Needed!

Katelyn Procci | February 4, 2012
Are you interested in seeing how a research lab works? Would you like to experience science first-hand? The RETRO lab needs you! Read more

