Magy Seif El-Nasr

Northeastern


Lecture Information:
  • April 7, 2017
  • 2:00 PM
  • ECS 241

Speaker Bio

Magy Seif El-Nasr is an associate Professor in the Colleges of Computer and Information Sciences and Arts, Media and Design, where she directs the Playable Innovative Technologies Lab. Dr. Seif El-Nasr earned her Ph.D. degree from Northwestern University in Computer Science. Her research focuses on two goals (a) developing automated tools and techniques for authoring, adapting, and personalizing virtual environments (e.g., interactive narrative, believable characters, and visuals), and (b) developing evidence-­‐ based methodologies to measure the effectiveness of game environments through the development of novel in-­‐depth behavior mining and visual analytics tools. She recently published the first book on the subject of game analytics, called Game Analytics: Maximizing the Value of Player Data. Her work is internationally known and cited in several game industry books, including Programming Believable Characters for Computer Games (Game Development Series) and Real-­‐time Cinematography for Games. She has received several awards and recognition within the game research community. Notably, she received four Best Paper Awards and several citations in industry books and magazines. She is on the editorial board of: IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games and IEEE Transactions on Affective Computing. http://www.neu.edu/magy.

Description

Interactive 3D environments, games and social media, are emerging as platforms used for entertainment, education, training, and crowdsourcing. The design and development as well as, the evaluation of the utility of such environments are important topics that received some attention with approaches spanning multiple fields, including Artificial Intelligence, Computer Graphics, and Human Computer Interaction, to mention a few. To enable impact of such environments given the wide variety of application domains, my work focuses on two main thrusts: (a) developing automated tools and techniques for authoring, adapting, and personalizing virtual environments, and (b) developing evidence-based methodologies to measure the effectiveness of game environments and their utility given the application domains, such as health, education and crowdsourcing. In this talk, I will discuss the work in (a), mainly focusing on the procedural adaptive systems that we built to aid the development of 3D environments, and discuss some experimental work that show the results of these systems. I will also introduce some of our current work exploring the development of data mining and visualization tools for data analytics to aid in the evaluation of game environments used for education, health, and crowdsourcing.