Note: This is old,
outdated, but my original ideas on a dissertation. Topic of 'Serious
Games' has been chosen, with a focus on education (games in the classroom).
This topic combines many of the topics below. This page serves as a
history of my thoughts in finding my dissertation...
For the latest
on my progress, visit my
web site or:
(click to log in)
Proposals, from Spring / early Fall 2006:
Proposals:
click the proposals for more information...
PAR Model used to evaluate proposal ideas:
-
Problem: here's the problem
-
Action: what you plan to do (topic)
-
Response: what I expect- goals /
outcomes
Proposal 1: Creating a Framework for
educational game design
-
Problem: confusion on what is needed to
create a GOOD educational game
-
Action: A design framework - nail down key
components (instructional / pedagogical design, content design, game design)
-
Response: educational game design will
become easier,
more efficient. Possible 'formula' for creating great educational games
Proposal 2: Researching group
cognition in educational MMOGs
-
Problem: Lack of knowledge about
social interactions and group cognition in MMOGs
-
Action: Investigate group cognition in
MMOGs, how group dynamics affect learning outcomes
-
Response: results can feed design, create
better games and social interactions in them -> increase
interactivity and learning
Proposal 3: Increasing immersion by
building affective features into games
-
Problem: games could be more
immersive / engaging
-
Action: add affect / haptics (defined
here)
-> games that could make us cry, detect it, respond to that
-
Response: games are more immersive, evoke
more visceral responses
Proposal 4: Design of MUVE Online
Courseware
What if WebCT had a virtual meeting space similar to
SecondLife?
-
Problem: current online courseware
doesn't support multi-user, immersive virtual environments
-
Action: while a theoretical approach would
be preferred, it'd resemble a functional approach of blending
WebCT and SecondLife
-
Response: more immersive, entertaining
collaborative environment created- learning would be better
supported by the enhanced communication
Proposal 5: TBD...
Serious Games in Healthcare or Policy?
(Potentials: Neuro-feedback to rehabilitate
(healthcare); )
-
Problem:
-
Action:
-
Response:
Top 'Topics', Spring / Early Fall 2006
Topics, Rank Ordered (will change):
- Serious Games: Applications to
Management, Health Care, Education (relates to #2)
- Applying Game Theory (first: what exactly is game theory?)
to education, health care, etc.
- In the Classroom: Simulations increase learning?
- War Training: Give battle experience? Reduce human
'conscience'?
- Culture of Gaming
- Gaming Communities: New emerging culture?
- Online / Virtual Communities
- Causing revival / rise in community participation?
- Assessing Trust and Identity
- Using Affect / Emotion through non-verbal communication to rise
communication effectiveness
- Software Engineering
- How could we pull affect and emotion into software design so
software 'gets to know us' and improves communication effectiveness
through continued use?
- (TBD: Pre-determined topic from
Dr. Suthers)
Ideas Interested in Applying to Topic:
- HCI:
Affective Learning
- HCI:
Online Collaboration (Distributed Cognition
/
CSCW)
- Communication Theory:
Non-verbal Communication
- Communication Theory:
Intercultural Communication
(2nd
source)
- Game Theory (vague- need to define this better) --
see 'Serious Games'
Original Ideas / Interests
(Fall 2005 / Spring 2006):
- Extreme Gaming /
The New ‘Sport’ of Gaming, new digital heroes, the new ‘culture’ of
video gaming- what is this ‘culture’, who are the heroes / role models,
how it will grow in the 21st century
- (Continuation of
ICS 668 / Suthers): How do we assess trust of other people (identity)
when we are online? How can we tell when we are being deceived by
others, and how can we protect ourselves / be safe with our / others
online identity?
- (Based on HCI /
Affective Learning): How can we improve software design so that it
builds report with users through learning their behavior? Affective
learning- the software would elicit positive emotional responses from
users. Communication- it would learn / build context with the user, so
it could use the shared context / built context over time to predict
user communication and a ‘lingo’ from the context that allowed more
efficient communication.
- When we talk and interact with
computers, we have to be just as explicit as we were the first time we
talked to them. What if we could build computer language processing
systems that actually were able to build context levels with you? So
that, like with people, the level of context goes up over time, and more
implicatures are understood by both parties based on a shared history /
context. This would involve the computer raising it’s level of context
with you through history, and would be best suited to computer
applications that were used frequently and often.
- Idea from Dave:
Met Larry and Robin Holland at TAB Xmas party yesterday. Great
people! He is an archeologist who started building games 20 years ago.
Very broad and deep thinker who thought your UH program sounded great.
Company is Totally Games
www.totallygames.com They are now branching out out and even doing
work for DARPA (Defense Advanced Research Program Agency). Have you
heard about “serious games” concept that is evolving? Could be right up
your alley. Go to
www.seriousgames.org They have conferences/Summits. Larry said
another one is coming up in March. Go to
www.seriousgamessummit.com for
info on Fall05 Summit
- Idea is that game theory is applied to
management models. This provides many interesting suggestions to
management principles.
- Games in the
classroom: Could immersive ‘computer simulations’ or ‘games’ be used as
an instructional tool in the classroom to increase learning levels?
Many kids today prefer video games to books. How could this be
leveraged in the classroom to increase learning? (Draw from work done
in CIS 703, ICS 699)
- (Draw from ICS 668)
Virtual Communities, compared to traditional communities. Community
participation dropped off in the 70s / 80s, but is somewhat recovering
due to virtual communities. The convenience of online, asynchronous
communities is making this possible. ….
- (Draw from Dr. Aune
/ Joe Walther, etc) Non-verbal communication, how it manifests itself
online via emoticons, other cues. How we might raise non-verbal
communication online so that communication can be more effective?
- (COM 660 – Dr.
Wedemeyer): How futures forecasting can be applied to ____
- How video games are
affecting war training: how the ‘realness’ is the closest way to show
combat, and develop quick reflexes. Does the game / simulation remove
some of the sting of battle? Does it remove the human factor: we are
killing other people? Killing in a game… no big deal. In real life it
is a big deal- maybe if we pretend we’re playing a game while in combat
it might help relieve the pain of killing others.
- Global citizenship
/ global village (McLuhan)… Jihad vs. McWorld: the idea of global
consumerism, global citizenship as consumers, without any representation
from below. How global capitalism provides no human rights, how
governments around the world cannot keep up with this trend, how
terrorism may be a response to the invasion of US consumerism, and how
democracy / other forms of government cannot keep up with this trend and
provide representation for global consumerism.
An example topic- Dr,
Streveler’s example: how messed up the medical system is for diabetes
patients- how insurance will pay for a $30,000 amputation, but won’t cover a
$100 appointment with a foot doctor (preventative medicine) to prevent the
diabetes patient from needing the $30,000 surgery.
Stream of Consciousness / Ideas:
Video Games: I could write for hours on the culture behind these.
What defines the culture of video gamers? How does this culture interact
with traditional cultures?
Why PC is better than Macs for gaming: creativity /
customizability of the hardware, specific for the application (such as
gaming / gamers).
LAN parties: looks crazy! But this is an emerging
culture of the 21st century.
- Need to get the 60 minutes from 1/22/06.
Idea why Nintendo may have failed: Nintendo was king of the
video game market in the 80s when I grew up. However, they have
consistently tried to keep a ‘kids’ audience with a ‘G’ rating on their
games. Gamers have spread further than the ‘child’ audience as it once was-
now gamers of all ages play (avg. age of 30 as said on 60 minutes) and want
to push their senses to the extreme. This is why Grand Theft Auto is more
successful than Mario Kart.
Mom:
As I expressed to you before I like #2... And suggested you get into the
kinesiology aspects..ala David Hawkins Power vs. Force. Etc.. Could make
great dissertation. Love, Mom
Pull in other interesting
topics:
- Distributed Cognition:
Collaborative Learning (Suthers)
- Intercultural aspect:
Intercultural Communication (Aune / Fontaine)
- Pull in Dr. Wedemeyer if
possible – Futures Forecasting?
-
Also
non-verbal / relational communication (J. Walther, J. Burgoon articles)
When we talk and interact
with computers, we have to be just as explicit as we were the first time we
talked to them. What if we could build computer language processing systems
that actually were able to build context levels with you? So that, like
with people, the level of context goes up over time, and more implicatures
are understood by both parties based on a shared history / context. This
would involve the computer raising it’s level of context with you through
history, and would be best suited to computer applications that were used
frequently and often.