We know that our engineering and IT workforce is not as diverse as it needs to be, and we need to represent how diverse our community is - this is the case across multiple diversity dimensions (intersectionality) e.g., race, ethnicity. gender, education background, socio-economic opportunity etc. Barriers to diverse study and career participation in engineering and IT are complex, and perceptions of who can and should be an engineer or IT professional starts early (before or during primary school years!).
Dolby Australia and the University of Technology Sydney (UTS) have joined forces to examine the use of immersive audio in games.
The project will develop new approaches to sound and game design to create next-level player experiences. Using practice-based research methods we will create and test a series of game prototypes that feature immersive audio.
With a focus on game/sound design for ‘headphone-first’ immersive audio content creation, a series of prototypes will be developed based on opportunities identified through the literature review and background research.
Exergame or active video game is an emerging technology that incorporates entertainment and lower and/or upper body movement (e.g. walking, jogging and other low impact aerobic exercises) and differs from traditional videogames, which are typically played from a seated position. It is believed that exergame intervention may be an approach to promote regular physical activity.
The aim of this research project is to explore new ways in which artificial intelligence can work with humans to accomplish tasks using games as a testbed.
Though there has been substantial progress for the optimising of performance for pure common-interest problems, there has been little for the advancement of cooperative AI. With AI systems becoming more complex and larger in scope, problems relating to their ability to collaborate with other models, systems and humans become more distinct as well as necessary to address.
The research project aims to analyze different PCG (Procedural Content Generation) methods to find suitable algorithms that will increase the occurrences of emergent gameplay scenarios.
Emergence as a general term refers to the occurrence of unpredictable behaviours resulting from dynamic systems, and in the context of games it’s the interactions between game systems that result in player driven scenarios. These scenarios allow players to explore the more creative avenues of a game and result in more unique, personalized playthroughs.
Sedentary lifestyles result in a high risk of development of preventable chronic disease ie Metabolic syndrome, Diabetes, CVD. Particularly for pregnant women, sedentary lifestyles and obesity can lead to severe consequences for both the mother and the baby. For example, serious health conditions such as stillbirth, congenital anomalies, preterm birth, low birth weight, gestational hypertension and gestational diabetes and increased rate of caesarean section have all been reported.
Virtual Reality (VR) and Augmented Reality (AR) offer new possibilities in the development of novel tools for mental healthcare. Given that emotions play a central role in many mental disorders, it is necessary to build VR/AR systems that can understand emotional behaviours. Therefore, the main objective of this research project is to understand how to build VR/AR systems capable of adapting automatically to the emotional states of users. For example, to build games that regulate emotional states of people.
Dementia causes a decline in cognitive abilities. There is a call from the World Health Organization to develop technologies to facilitate and support the daily lives of people with dementia and their carers.
Cognitive Screening Instruments (CSIs) are used to assist in the detection of dementia. These instruments test the different domains of cognition and usually are administered by health professionals in clinical settings. Prior studies have demonstrated that games have potential to be used to test cognition.