SMU Guildhall Research
2017
Funded Research
The Avatar Project
A VR simulation built by Guildhall faculty and students for SMU’s Dept. of Psychology for behavioral studies and training. The simulation allows researchers to place participants in a high-stress social situation to facilitate building their skills on how to deal with those situations.
SMU Guildhall: E. Stringer, B. Fisher, N. Heitzman, J. Farrell
SMU Psychology: E. Jouriles
Funding: NIH
Using Game Based Learning for Adult Literacy (XPrize)
By 2030, Dallas County’s population will reach 3.5 million. An estimated one-third of that population will be illiterate
Applying Data Mining and Machine Learning to User Generated Gameplay Data
The study applied k-means clustering to this dataset and evaluated the resulting distinct behavioral profiles to classify player sessions on an open world sandbox game.
SMU Guildhall: C. Clark
Funding: Nerd Kingdom
Crowdsourced Data Visualization and Manipulation Through Human Computation Video Games
SMU Guildhall: C. Clark, M. Ouellette
Funding: Balanced Media|Technology
Human Assisted Machine Learning Through Volunteer Grid Computing and Video Games
Upcoming Research
Using Games to Increase Motor and Cognitive Function of Parkinsons Disease Patients
SMU Guildhall: C. Clark, LSU Health Science: E. Disbrow
Funding Goal: VA, DoD
Antibiotic Resistance of Priority Pathogens
SMU Guildhall: C. Clark
SMU Drug Discovery: P. Vogel, J. Wise
Funding Goal: NIAD
Finding "Chemical Genes" for Catalysis Driven Enzyme Evolution
SMU Guildhall: C. Clark
SMU Computational Chemistry: P. Tao
Funding Goal: NSF, NIH
Recent Publications
Games as a Distributed Computing Resource
Clark C., M. Ouellette. Games as a Distributed Computing Resource. Proceedings from International Conference Foundations of Digital Games Conference, Cape Cod, MA, Aug., 2017
CPU Utilization | GFLOPS* |
---|---|
20% | 179,414 |
10% | 89,707 |
5% | 44,853 |
1% | 8,971 |
* 25,000 active users
Session Based Behavioral Clustering in the Open World Sandbox Game TUG
Raimbault, M., C. Clark. Session Based Behavioral Clustering in Open World Sandbox Game TUG. Proceedings from International Conference Foundations of Digital Games, Cape Cod, MA, Aug., 2017
Variable Neighborhood Search for Reverse Engineering of Gene Regulatory Networks
Nicholson, C., L. Goodwin, and C. Clark. 2017. Variable neighborhood search for reverse engineering of gene regulatory networks. Journal of Biomedical Informatics, 65:120-131
A new search heuristic, Divided Neighborhood Search, used with Bayesian networks to improve reverse engineering gene regulatory networks two orders of magnitude faster and one order of magnitude more accurate than widely employed greedy search.
Fast Random Genetic Search for Large Scale RTS Combat Scenarios
Fleshner, A., C. Clark. Proceedings of the Thirteenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2017), Utah Oct 2017
Publications Under Review
Transforming Game Design Models into Domain Specific Languages using Model-Driven Engineering
Gibson, B., C. Clark. 2017.
A Model for Integrating Citizen Science into Commercial Video Games
Clark, C. M. Ouellette, 2017