This week I attended the Frontiers in Education conference (October 23-26) in Oklahoma City, Oklahoma, where I presented my work on A Community College Blended Learning Classroom Experience through Artificial Intelligence in Games. This is my first Computer Science Education paper.
The paper reports on the experience of teaching an industry-validated course on Artificial Intelligence in Computer Games within the Simulation and Game Design department at a two-year community college during a 16-week semester. The course format used a blended learning just-in-time teaching approach, which included active learning programming exercises and one-on-one student interactions.
Greetings from Sunnyvale, California! I’ve updated the blog to WordPress 3.6, which brings with it the new Twenty Thirteen theme.
Our paper on Speed/Accuracy Tradeoff in ACT-R Models of the Concentration Game Game has appeared in the 2013 International Conference on Cognitive Modeling.
This paper describes the development of subsymbolic ACT-R models for the Concentration game. Performance data is taken from an experiment in which participants played the game under two conditions: minimizing the number of mismatches/turns during a game, and minimizing the time to complete a game. Conflict resolution and parameter tuning are used to implement an accuracy model and a speed model that capture the differences for the two conditions. Visual attention drives exploration of the game board in the models. Modeling results are generally consistent with human performance, though some systematic differences can be seen. Modeling decisions, model limitations, and open issues are discussed.
Press: Teaching a Computer to Play ‘Concentration’ Advances Security, Understanding of the Human Mind
I attended the Foundations of Digital Games 2013 conference, held this year on the island of Crete, Greece. While there, I presented my early Doctoral Consortium work on inferring cognitive behaviors from low-level user interactions in games. If nothing else, the venue provided some closure for my past work as a formal games researcher.
I am pleased to announce that I have accepted an offer to intern at Google this summer, from May 28 to August 23. I will be working with the Search team in Mountain View, California.
Like last year, I once again participated in NEA’s Read Across America. I read “Alexander and the Terrible, Horrible, No Good, Very Bad Day” to a classroom of second graders at Wildwood Forest Elementary.
After the story, the students asked many tricky questions about game development and game design. Some days are like that, even in Australia.
I was one of the panel members at this year’s Educators Panel at the Carolina Games Summit, representing the Simulation and Game Design department of Wayne Community College. The panel was comprised of members from Wayne Community College, North Carolina State University, and Living Arts College.
If you are using Box2DFlash v2.1a with Adobe Flash Professional CS6, you may encounter the following error message upon trying to compile any of the examples under
Source\Box2D\Dynamics\b2World.as, Line 871 1046:
Type was not found or was not a compile-time constant:
This compile error occurs in
HelloWorld.fla, as well as because the project
Target has been inadvertently set to
Flash Player 9. Simply change the
Flash Player 10.3 or above to eliminate the compilation error.
After nearly a decade, I have generated a new 4096-bit RSA PGP/GPG key. The new key reflects the latest OpenPGP best practices. You can also view my key transition announcement for instructions on obtaining this key. The transition announcement has been signed by both the old and new (replacement) key.
If you are using
gpg, you may want to add the following to your
in order to prepare for the eventual migration off of SHA-1 in OpenPGP.
An article on our work in using low-level input characteristics as a mechanism for bot detection has appeared in The Abstract, the official blog of the NC State Newsroom. Bot detection is one of many possible applications in the broader research context of how computational approaches to evaluating input interactions can be leveraged in order to better understand and predict the underlying cognitive processes of a user.
If you’re interested in contributing to a related follow-up work, then please take a moment to participate in my newest research study, the Concentration Game.