New Project: ASPIRE
Katelyn Procci | April 7, 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
Flash builder containers with SWF files…
Greg Pardo | January 27, 2012
Here at RETRO Lab we like to get things done right the first time. This post is for any programmers out there who struggle with flash containers.
First let me begin by saying that as a developer, you don’t always know how the client will be using what you’ve made. Many times we have to make decisions about whether to take a quick-and-dirty approach or build a more dynamic application that can be altered easily in the future. In these situations it’s important to probe the client for as much information as possible. Read more
New semester, new projects.

Katelyn Procci | January 13, 2012
It’s been an extremely productive winter break. We finished up some of our development projects, finished a paper reporting on a study from our Game-Based Training research effort, edited a few other potential publications, and wrote a few grants. We’ve also been updating the website with information. Now we’re gearing up to start a whole bunch of new studies and projects. Read more
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 game and to quickly establish a narrative. Read more