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The Board Game is a room-scale interactive narrative designed specifically for the Hololens. In this narrative, the player is helping a couple of kids (non-playable characters) to escape a life-threatening board game. The game begins with the kids casting the dice and the game shrinking them to a small size after which they become actual characters in the game. The player will guide the kids through 5 separate puzzles that explore different interactions and designs to the end of the game which resets the world and returns everything back to the normal.
Much of the research on educational technology (e.g., MOOCs and adaptive learning systems) has been driven by the capabilities of technology instead of the pedagogy and cognition of learners. Our research takes the opposite approach. A review of the literature on educational technology and instructional methods for teaching STEM courses was used to identify the strengths of technology in education. These findings are being used to develop educational technology and provide heuristics and guidelines for developing effective STEM courses that optimally support learning.
This project concerns the analysis and design of a wearable technology garment intended to aid with the instruction of ballet technique to adult beginners. A phenomenological framework is developed and used to assess physiological training tools. Following this, a garment is developed that incorporates visual feedback inspired by animation techniques that more directly convey the essential movements of ballet.

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RESEARCH
23 Core Areas
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250 Current
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GVU Resource Labs

 

App Lab

App Lab

Built for Success

A mobile computing "hackerspace."
Visit the App Lab website

Location: TSRB 333

 
GVU Prototyping Lab

GVU Prototyping Lab

From Concept to Creation

A rapid prototyping "makerspace."
Visit the Prototyping Lab website

Location: TSRB Basement

 
Usability Lab

Usability Lab

Testing Methods and Technology

An adaptable project testing space.
Visit the Usability Lab website

Location: TSRB 216