Serious games are designed and developed to facilitate gamers learn higher order thinking skills while engaged in game play. This genre of games integrates entertainment and learning seamlessly by providing a platform wherein the learner or gamer has access to applicable instructions, that is, hands-on virtual learning. This method of learning is also partly driven by the present digitally aware or connected generation and their motivation to play games. Game based learning is one of the latest in the genre of technologies aimed at this present generation. It is also reported that certain hard-to-teach students showed improved concentration when playing an educational game. Research also indicates that under some conditions, serious games can accelerate learning and development of higher-level cognitive skills. The current focus is on evolving models that transition serious games from being motivation medium to actual transfer of knowledge. To measure transfer of knowledge there are many dependent parameters which require systematic studies, that is the ‘how’, ‘for whom’ and the ‘why’ of serious game introduction in learning. The ‘how’ as evolved in the design stage-interfaces, scenario presentation, environment, pedagogical etc, the ‘who’ part includes the human behavioral & cognitive variations and the ‘why’ – the trade-offs between real-virtual realness.
The research and development spans from physical/virtual games - serious and purely entertainment – to novels modes of interaction with the virtual media. Game control using gestures – recognized by cameras or sensors, controlling navigation in virtual reality using EEG/EMG signals, motion capture by IR cameras, eye movements, sensing surfaces etc.
Research on decision making, visuo-motor responses in normal and stroke/spinal cord injury patients, cognitive disabilities like dementia, pattern recognition and visual intelligence is core interest.
Unique board & virtual games are developed by the Game Design & Engineering course students and the same open licensing by companies or schools/hospitals.
The current team is a mix of cognitive scientists, computer science and electronics engineers with game based external collaborations.
War gaming is an old concept for the military used to analyze and convey tactical situations and decisions. One of the oldest mediums for these exercises is the sandtable models, which were and still are large physical representation of a particular terrain or area of interest. In this project we virtualized the sandtable with geospatial maps (2-D and 3D First-person-view) and overlaid an application to facilitate interactivity and competitive learning. Positive impacts of games include strategic skills, decision making, recall capabilities, problem recognition, problem solving options anslysis, psychomotor skills, memory and learning or creating knowledge by community game play also social skills. The mechanics –paths, AI/physics engine and elements like tanks, trucks, landmines are generic and can be used for any tactical exercise.
Traumatic brain injury from a road accident or paralysis requires long term and expensive therapy. Traditional physiotherapy exercises is usually at dedicated rehab centers with expensive equipment or with gym systems modified for specific exercise and are not accessible for economically poor sessions of the society and importantly rural population. Many of them move to cities with family for 3-6 months of therapy sessions.The current sessions are un-motivating and importantly require the doctor's or therapists constant monitoring to access the progress. Our idea originates from integrating games and use of bio-feedback control systems to provide an immersive virtual environment while also recording the actual movement progress using sensors and the data provided to doctors/therapists co-located or remote. By making minimal modification to off-the-shelf gym equipment, tested rehab centers can be set up by youth in remote areas and the data collected y sensors transferred to doctors for diagnosis.
Considering that urban planning is a consentaneous issue with multiple stake holders, we are designing game simulators that allows a group of people to propose or raise objections to a development plan suggested by one of the stake holders. The research goal was to study negotiation process given all information. Towards this, a pilot application was developed which allows a player to propose a new-road on a geo-map. A set of stake holders can tag the buildings or any other structures that would have to be removed with either a negotiable price or make an intention that the structure cannot be removed (heritage buildings, hospitals ,schools, parks etc.,). Additionally a safe-zone around the structure can be indicated. The negotiation process can be initiated for buying the property to lay the road….and so on.
We plan to expand this by building the back-end with all dynamics of urban planning (environmental restrictions etc.,) for complete city/village planning.
We collect eye movement data from players in real-life naturalistic conditions which provides insight into anticipation, prediction and rapid readjustments processes applied by players in a sport like badminton or the ‘quiet-eye’ period applied by shooters. Inferences on the underlying cognitive and motor skills are derived from visual search patterns and fixation duration in the preparatory, anticipatory and execution stages of the game play.
Look at changes in eye strain from sudden illuminance changes and constant exposure to high beams. Determine the changes in visual acuity, contrast sensitivity and field extent following sudden and constant exposure to high beams. Analyze variation in pupil dilation in glare condition and visual sensitivity to moving forms in high/low beam conditions in inner city roads and national highways (divided and undivided lanes). Measure the attentional tunneling from the visual acuity and peripheral vision. Study the motor reflex behavior (visuo-motor response time) in discomfort and disability glare conditions. With data from the data collected we plan to draw up policy guidelines in consultation with citizen groups, automobile industry and government on implementation of standards on headlamps and optical specifications for reflectors (road, sign boards, wearable, on vehicles) and wind-shields. The core development goal is to design and develop cognitive assistive systems for night time driving – sensing and sensory response systems.
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