Thesis projects

Ongoinig and past PhD thesis projects

Anna-Sofia Alklind-Taylor, Ph. Lic., M.Sc., Ph.D. defended her Ph.D. thesis on October 25, 2014. She has  a background in cognitive science and her thesis focuses on serious games within the context of training simulators. The research aims to analyse how serious games concepts can be utilized to enhance the effect and efficiency of training simulators in an organisational context.

Fernando Bevilacqua, M.Sc, is a Ph.D. student working with serious games and computer vision. The process of monitoring user emotions in serious games or human-computer interaction is usually obtrusive. The workflow is typically based on sensors that are physically attached to the user. Sometimes those sensors completely disturb the user experience, such as finger sensors that prevent the use of keyboard/mouse. Fernando's Ph.D. project aims to investigate techniques to remotely measure different signals produced by a person, e.g. heart rate, through the use of a camera and computer vision techniques. The analysis of a combination of such signals (multimodal input) will be used to measure the player's stress level during the gameplay of serious games.

Björn Berg Marklund, Ph.D. defended his PhD thesis in January 2016. His  work is within the field of game development with a skew towards serious games and methods for evaluating end-user experiences. With an academic background in game design and serious games, Björn's Ph.D. project aims to study means of evaluating the efficacy of serious games early on in their development and exploring experimental methodologies for measuring and describing different ways games affect their end-users. The bulk of Björn's research is influenced by a lifelong interest in thoroughly interactive narratives and gameplay experiences, and thus explores the nature of emergent, player-driven environments and how they can be appropriated in educational environments.

Marcus Toftedahl, MSc. is a Ph.D. student examining game development practices within indie game studios. The game industry today is broad and not bound to geographical regions. The digital marketplaces have made it possible to publish locally produced games to a global market - but what does this mean compared to how localization and globalization processes have worked and been studied previously? Marcus' Ph.D. project aims to investigate which development processes applies to being a small local developer in a big global industry.

Jana Rambusch, Ph. Lic., M.Sc., Ph.D. with a background in cognitive science. Jana defended her thesis in Skövde on January 28, 2011. Her Ph.D. project focused on computer game play in terms of activity and cognition. Her work integrated the area of cognitive science with research on games and game play. A main source of inspiration for her work is current research in embodied and situated approaches to cognition, among them situated learning, the concept of affordance, and socio-cultural approaches to interactivity.

Hiran Ekanayake Ph.D, defended his thesis at Stockholm University on December 9, 2015. Hiran has been working in affective serious games. E-learning has changed the traditional teacher-centered learning approach to more student-centered learning approach while benefiting a large students population. However, yet these e-learning systems lack accountability to cognitive and emotional aspects of individual learners, in a climate where affective computing and related disciplines are making good progress. A recent trend in the domain of e-learning is game-based learning, which provides rich engagement and motivation to learning as well as practical experience and long-term persistence for knowledge. The aim of the project was to investigate how affective physiological signals can be used to achieve a pleasant engagement in game play in order to achieve a good learning outcome in a serious game.

 

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