Games and Playable Media Research
Smart Toys for Self Regulation
This collaboration with non-profit Committee for Children led to the creation of soft robotic smart toys that help scaffold childrens' self-regulation skills through pretend play and haptic connection. Social Emotional Technology Lab.
SpokeIt is a speech therapy game for children with orofacial cleft. SpokeIt is co-created with children with cleft, adults with developmental disabilities, speech language pathologists, plastic surgeons, designers, and developmental psychologists. Social Emotional Technology Lab.
Playing with Food
Using food practices as a widely relatable area of human life, we explore the design space of technology that supports the emergence of play outside leisure, interwoven with our everyday practices and activities, enriching them with a focus on supporting social and emotional engagement. Social Emotional Technology Lab.
True Colors is a wearable that was co-designed with a team of Larp designers for New Gyr Larp, as part of the Social Wearables project that aims to explore the potential of wearable technology to augment co-located social interaction. Social Emotional Technology Lab.
The Affective Music Composition with Deep Learning project controls deep learning models to automatically generate music with a given sentimentor emotion. This has been funded by the Brazilian CNPq.
Radical Tunes, a kanji drawing music game, was created to explore the impacts of incorporating music on players' ability to retain meaning and stoke order of Japanese kanji. ALT Games Lab.
Bots & (Main)Frames is a web-based puzzle game designed to teach the core components of computational thinking. Players must guide their character through various obstacles, and in doing so learn to identify patterns, break down problems, develop a tool set, and even program. ALT Games Lab.
Carb Crush is a webcam game designed as an informal learning tool that fosters understanding of Type-1 Diabetes and its impact on everyday diet. ALT Games Lab.
Project Star Catcher
Exploring the design and preliminary evaluation of an immersive virtual reality game for those with weakness on one side of their upper bodies. ASSIST Lab.
The Witch is a narrative game where players take the role of a young girl labeled as a witch. By manipulating the language said by other characters in her storybook, the witch shapes how she is viewed and, in turn, how her tale is told. Elizabeth Swensen.
A planning-based generative narrative system designed around the idea of intent-driven generation that supports generation of choice-based, in addition to linear, stories. Expressive Intelligence Studio.
On a Warming World
On a Warming World explores the complex positive and negative feedback loops that are reacting and contributing to global climate crisis. Using a back-end climate model. Elizabeth Swensen.