Game+as+Life+--+Life+as+Game

=Introduction = toc

= = The Motivational Environments research module advances Human-Computer Interaction methods, theories, technologies, architectures, and environments that incorporate wearable and ambient sensors, responsive spaces, robots and relational agents to promote creativity, teamwork, learning, and motivation.

Affective Learning Companions, real-time multi-modal characters are beginning to sense and respond to learners’ affective cues. Game As Life is extending avant-garde “real-life games” and blurring motivations in everyday digital-physical-social environments. Astronaut Robot Mission Simulators and Pet-Building activities are promoting project based teams and education through novel Human-Robot Interactions. Creativity research methodologies and support tools are being advanced through empirical investigations in research organizations and everyday life experience and through the development computer supported collaborative environments to host a first-of-its-kind distributed NSF Creative IT Workshop.

This suite of technologies and activities is forming a transdisciplinary framework and context to study and foster motivation, learning, teamwork, and creativity. The module’s distributed interaction architectures -- its hybrid physical/digital systems and interfaces -- are flexible and are applicable across related Arts, Media, and Engineering research modules.

=Documents=

= = [|Game as life -- Life as game] [|The measured life]