11 May 2012

It’s the Simple Things…

Alen Chao, Article No Comments

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

01 May 2012

Me and My Avatar

Article, Shan Lakhmani No Comments

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

11 Apr 2012

Augmented Reality Serious Games

Article, Katelyn Procci 2 Comments

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

07 Apr 2012

New Project: ASPIRE

Development Update, Katelyn Procci, Research Update No Comments

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

23 Mar 2012

To simulate or not to simulate?

Article, Corina Lechin No Comments

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

03 Mar 2012

Evolvement of Training Methods: The Tablet Era

Article, Asli Soyler Akbas No Comments

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

01 Mar 2012

Navigation and Gaming

Katelyn Procci, Random No Comments

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

20 Feb 2012

The Application of Light and Shadow in Splinter Cell: Conviction

Alen Chao, Article No Comments

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

10 Feb 2012

Digital ECALC Deployed

Development Update, Katelyn Procci No Comments

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

04 Feb 2012

Research Assistants Needed!

Katelyn Procci, News 1 Comment

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