User-task co-adaptation for effective interactive simulation environments. This project aims to deliver smart interactive simulation environments in which users and simulation tasks work together. This project aims to create novel adaptive algorithms to automatically discover those user and task features that vary together to smartly adapt users and simulation tasks to work together harmoniously, seamlessly and effectively. Interactive simulation environments are the backbone for evaluating conc ....User-task co-adaptation for effective interactive simulation environments. This project aims to deliver smart interactive simulation environments in which users and simulation tasks work together. This project aims to create novel adaptive algorithms to automatically discover those user and task features that vary together to smartly adapt users and simulation tasks to work together harmoniously, seamlessly and effectively. Interactive simulation environments are the backbone for evaluating concepts, designs, products and advanced training systems in industry and government organisations. By bringing the user naturally inside the simulation as a task's component, users can improve their experience while task performance is simultaneously optimised. Intended outcomes include novel dynamic user-task profiling algorithms and new adaptive algorithms for user-task co-adaptation. Practical outcomes may include robust and highly effective simulation environments.Read moreRead less
Cybersecurity ethics training simulations for values-based decision-making. This Project will investigate ways to train reflective ethical decision making in cybersecurity management through the design of interactive social simulations. The Project will advance understanding and management of human factors in cybersecurity breaches and the field of serious game design for cybersecurity training by using new techniques for building artificially intelligent virtual agents, drawing on interdiscipli ....Cybersecurity ethics training simulations for values-based decision-making. This Project will investigate ways to train reflective ethical decision making in cybersecurity management through the design of interactive social simulations. The Project will advance understanding and management of human factors in cybersecurity breaches and the field of serious game design for cybersecurity training by using new techniques for building artificially intelligent virtual agents, drawing on interdisciplinary expertise in ethics, artificial intelligence and serious game design. Expected outcomes of the Project include a new framework and technologies for cybersecurity training. This should provide significant benefits through deeper understanding of the ethical impact of new cybertechnologies and training solutions.Read moreRead less
Online Money and Fantasy Games - an applied ethnographic study into the new entrepreneurial communities and their underlying designs. Modern social and fantasy games using online money are multi-billion dollar business, but little is known about them, their developers, or impacts on privacy, identity and monetisation of relationships. This is the first study to investigate these concerns and to relate fieldwork results to the simultaneous building of a social gaming platform.
Unleashing the potential of VR: reducing sickness in head-mounted displays. Virtual reality (VR) is a breakthrough technology with a host of applied uses. Unfortunately, many people become sick when using head-mounted displays (HMDs). Our project proposes, and aims to test, a new theory of this cybersickness. We intend to quantify the sensory conflicts produced by HMD VR for the first time and measure their effects on perception, eye-movements, balance and well-being. The project will 1) determi ....Unleashing the potential of VR: reducing sickness in head-mounted displays. Virtual reality (VR) is a breakthrough technology with a host of applied uses. Unfortunately, many people become sick when using head-mounted displays (HMDs). Our project proposes, and aims to test, a new theory of this cybersickness. We intend to quantify the sensory conflicts produced by HMD VR for the first time and measure their effects on perception, eye-movements, balance and well-being. The project will 1) determine the causes of, and conditions responsible for, cybersickness; and 2) offer practical information on how to prevent it. These outcomes are expected to directly benefit, and greatly improve HMD use in, fields ranging from defence, education, entertainment, gaming, medicine, real estate, simulation training and tourism.Read moreRead less
Enhancing the Australian theme park experience by harnessing virtual-physical play. This project will deliver methodologies for designing games enriched by virtual-physical play. The project will contribute to furthering Australia's lead in the production of compelling theme park experiences, computer games and interactive training systems. The entertainment, digital media and information and communications technology industries will all benefit as a result.
Agent-based virtual learning environments for understanding science. It is vital that students understand science given its relevance in important economic and professional areas as well as for an informed democratic citizenry. This project aims to conduct classroom-based research in which students learn content in the Australian Curriculum - Science through the use of an innovative agent-based virtual learning environment that supports authentic science inquiry activities to enhance learning o ....Agent-based virtual learning environments for understanding science. It is vital that students understand science given its relevance in important economic and professional areas as well as for an informed democratic citizenry. This project aims to conduct classroom-based research in which students learn content in the Australian Curriculum - Science through the use of an innovative agent-based virtual learning environment that supports authentic science inquiry activities to enhance learning of difficult scientific knowledge and skills. The project also aims to develop teacher professional development materials for teachers to enhance teacher capacity to use innovative pedagogies and learning technologies in Australian schools.Read moreRead less
Understanding the design of exertion games to address Australia's obesity issue. In the face of an obesity epidemic, Australians have turned to physical computer games to address their weight issues. This research provides the first understanding of the role of the design of these games in motivating players to play harder, longer and more often, resulting in recommendations how to use and design games for health.
Universal game-playing systems for randomised and imperfect-information games. This project will develop an artificial intelligence system that you can tell the rules of any new game and that then all by itself learns to play that game. The innovative aspect is that our system will be able to handle games with elements of chance, like dice, and where some information is hidden, as for example in most card games.
The Game of Being Mobile: A study of mobile gaming cultures. This is the first Australian study to examine the social uses of mobile gaming. Smartphones have put location-based and social media games in the hands of mobile users worldwide. Through ethnographic methods, this study will explore how mobile game consumption is reflecting, and being shaped by, complex social and technological practices integral to contemporary life.
Discovery Early Career Researcher Award - Grant ID: DE150101351
Funder
Australian Research Council
Funding Amount
$315,000.00
Summary
Playing and Solving General Games. Constructing rational agents for general dynamic decision problems is a long-standing open Artificial Intelligence challenge. An important milestone is to construct artificial agents that can learn and play new games well (universal playing agents). Specialised artificial intelligence systems are increasingly successful in domains such as Chess, Go, and Poker. The project aims to develop the theoretical and practical foundations of universal playing agents thro ....Playing and Solving General Games. Constructing rational agents for general dynamic decision problems is a long-standing open Artificial Intelligence challenge. An important milestone is to construct artificial agents that can learn and play new games well (universal playing agents). Specialised artificial intelligence systems are increasingly successful in domains such as Chess, Go, and Poker. The project aims to develop the theoretical and practical foundations of universal playing agents through a mathematical study of algorithms and heuristics for specific games. This project aims to significantly bridge the gap from efficient specialised players to high performance rational agents.Read moreRead less