Jessica Hammer, assistant professor at Carnegie Mellon University, jointly appointed in the Human-Computer Interaction Institute (HCII) and the Entertainment Technology Center (ETC), has received the 2018 award for Teaching Innovation. All university award winners were recognized at the Celebration of Education awards ceremony and reception on Monday, April 30, 2018.
Team “Carnage Melon” had lofty goals for its first time participating in the Extra Life charity gaming marathon, but it unlocked the $5,000 badge with an hour to spare.
The group started fundraising only a week before the Extra Life “Gaming Weekend” of November 4 and 5, and they still achieved their goal of raising $5,000 for their local Children’s Miracle Network hospital, Children’s Hospital of Pittsburgh. Congratulations to the team on their final total of $5,295.
What does a gorilla, toppling towers and a postdoctoral fellow from Carnegie Mellon University have in common? They are all part of the mixed platform game, NoRilla, that teachers young students physics. Nesra Yannier, the postdoc and graduate of the HCII Ph.D. program, developed the game and ran demonstrations on April 13 for the department's Demo Day.
Like the fickle Goldilocks, game players are said to seek a game experience that is not too hard and not too easy, but just challenging enough. Or at least, that has been the general assumption. It is easy to imagine that a game can be too difficult for a user to enjoy. But can a game be too easy to enjoy? Researchers from the Human-Computer Interaction Institute developed a study to test the benefits of difficulty levels in a game environment.
"Can games be too easy, or too boring?" they asked.
It is Feb. 27, 1943, in Berlin. Anneliese Edelman returns home with some fish, a rare treat for dinner.
Her husband, Max, should be back from his double shift at the factory, but their home is empty. For Anneliese, what was an ordinary day becomes the day her soulmate disappeared.
Alexandra To of the Human-Computer Interaction Institute (HCII) and Elaine Fath of the Entertainment Technology Institute (ETC) brought home two awards from the Meaningful Play Conference October 20-22, 2016.
To anyone who has played a family board game or turned on a video game with a group of friends in the basement, the idea of watching games can be as common as actually playing them. In some cases, watching is the inevitable consequence of a game's player limit. Players choose to watch, but only while waiting for their turn to play. In other cases, it might be a personal preference to observe the game, rather than play.