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	outdated, but my original ideas on a dissertation.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:
 
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	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.