These are the research projects I have worked in as a research
associate. Project names with an arrow ()
on their left are the ones where I am the principal investigator.
Games for Health
Description: Games for Health will
attempt to combine technologies and concepts from computer games and e-learning processes
in health. As a completely innovative project will directly involve the user's reactions
and behavior in the way the game is developing. This knowledge of user behavior should
be used to optimize and individualize treatment and learning methods. The project's area
is mental health, focusing on screening, diagnosing and treating soldiers with Post
Traumatic Stress Disorder (PTSD).
The project creates a strong alliance through an unique mix of very different academic
and research institutions, small innovative game companies and more traditional and well
established companies with the aim of creating interdisciplinary and cross-cultural
innovation. This type of alliance has not previously been tested in Denmark and the
project has great potential for advances in computer technology, as well as business
opportunities for the psychiatric treatment system, health industry and learning environments
Partners: DI-ITK (Coordinator),
IT University of Copenhagen, University of Southern Denmark, Siemens Healthcare, Serious Games Interactive, Crisware, Apex, Grontmij,
Psykiatri-Region H, Photobia.
Funding scheme: RTI (DK)
Start: September 2010, End: August 2012.
SIREN (Social games for conflIct
REsolution based on natural iNteraction)
conflict resolution skills among the population at large is of paramount
importance for a healthier, more peaceful and productive European society. These
skills are best taught in early years, using teaching tools that are appropriate
and engaging for today's children, for whom computer games and social networks
are natural parts of life. The SIREN project aims to create a new type of
educational game, the conflict resolution game, which takes advantage of recent
advances in serious games, social networks, computational intelligence and
emotional modelling to create uniquely motivating and educating games that can
help shape how children think about and handle conflict. The software developed
by the project will be able to automatically generate conflict scenarios that
fit the teaching needs of particular groups of children with varying cultural
background, maturity, and technical expertise, and the desired learning outcomes
as specified by a teacher. This will enable the system to be used by school
teachers all over Europe, without specific technical training. To realize this
vision, a number of advances to the state of the art will be made throughout the
various disciplines that members of our thoroughly multi-disciplinary consortium
Technical University of Athens (GR-Coordinator), IT University of Copenhagen
(DK), Instituto de Engenharia de Sistemas
e Computadores Investigação e Desenvolvimento em Lisboa (PT), Serious Games
Interactive (SGI), University of Bath (UK), University of California, Santa Cruz
Funding scheme: FP7-ICT-2009-5
Start: September 2010, End: August 2013.
AGameComIn (Adaptive Content Creation using Computational
principal goal of the AGameComIn project is to enhance the experience of
computer game-players by developing computational intelligence algorithms that
learn mappings between game features and player satisfaction, and the use of
computational models as evaluation functions for game content such as rules and
environments. Stochastic global optimizers such as evolutionary algorithms are
then used to search the spaces of game rules and environments to automatically
create entertaining game content. The main outcome of the project will be
technology that increases the productivity of industrial game development and
enables the creation of new types of video games.
Partners: University of
Southern Denmark (DK), Limbo ApS (DK)
Funding scheme: Danish Research Agency, Ministry of Science, Technology and
Start: August 2009, End: July 2012.
Enhancing Player Entertainment in Cames)
Description: The research goals of this
2-year project are to model in real time computer game players/users
satisfaction and strategies for commercial games using information available
from the game platform, and to construct software able to do this. To achieve
these goals the plan is to devise a method that efficiently identifies
qualitative features contributing to player satisfaction;
design quantitative measures for these features;
investigate the correlation between the type of player, the
real-time satisfaction estimation and the quantitative feature values and
develop and implement AI techniques based on user modelling
and machine learning that will augment the entertainment value of the game in
Official title of the project: "Measuring and Enhancing Player
Satisfaction in Computer Games Using Machine Learning Techniques"
Partners: Maersk Mc-Kinney Moller Institute/University of
Southern Denmark (DK)
Project funded by: Danish Research Agency, Ministry of Science, Technology and
Start: January 2006, End: December 2007.
Objective: The aim of the "playware" research is to develop
products that use IT to create play equipment and play environments that can
stimulate children and youth to engage in physical, social play and playful
learning. In particular, the aim is to identify and explore the possibilities
afforded by mobile and ambient intelligence computing for developing new play
environments. The play environments invite physical activating play to become an
important factor in the community's fight against an increasing child obesity
Description of research: Entertainment Modeling for Adaptive
Interactive Physical Games.
Partners: Maersk Mc-Kinney Moller Institute/University of
Southern Denmark (DK),
University of Education (DK),
Kompan A/S (DK),
Wirtek A/S (DK).
Funding scheme: (in part) Danish Research Agency, Ministry of Science,
Technology and Innovation, Denmark.
Objective: EURON is a community of people with a common interest:
robots. It brings together the best European robotics groups and resources in
research, industry and education. EURON aims to demonstrate Europe's world class
position in robotics.
Description of research: Development of a web repository on
European robotics research including both industry and academia
Funding scheme: EUropean RObotics research Network (EURON),
Network of Excellence in AI Planning
Objective: AI Planning is a key enabling technology for
intelligent systems. It increases the autonomy, flexibility, and robustness for
a wide variety of application systems. These include web-based information and
e-commerce systems, autonomous virtual and physical agents, and systems for the
design and monitoring of production, management, and business processes. PLANET
is the European coordinating organisation for research and development in the
field of AI Planning and Scheduling. It aims to stimulate innovative research
and development and to promote the industrial uptake of the technology. PLANET
supports activities that foster progress in research and development. It
promotes the exchange and collaboration between academic and industrial sites
through training and technology transfer activities. It maintains a supporting
information and communication infrastructure and represents a comprehensive
source of technological expertise.
Description of research: Development of a web repository on AI
Planning and Scheduling.
Funding scheme: Information Society Technologies (Fifth
Framework), European Union.