Consumer dynamics and market strategy for the mobile game, Clandestine Anomaly

In partnership with Zenfri Inc, this project seeks to facilitate the successful introduction of a mobile game called Clandestine Anomaly to the mobile game market. Due to the embryonic stage of the mobile game market this research will use primary and secondary research methods to create a market analysis and inform the market strategy. Firstly, […]

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Middleware layer for mobile game architecture

Mobile devices are well established at the heart of our digital lives. Today, these devices are utilized as personalized and enterprise application nodes. Moreover, mobile devices support ubiquitous access to data which even makes them a pivotal component in the deployment of applications such as online games. However, there are challenges that have plagued the […]

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Consumer dynamics and product evaluation for the mobile game clandestine anomaly

In partnership with Zenfri Inc, this project seeks to facilitate the successful introduction of a mobile game called Clandestine Anomaly to the mobile game market. Due to the embryonic stage of the mobile game market this research will use primary and secondary research methods to create a market analysis and inform the market strategy. Firstly, […]

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Computer vision for 3D environment recognitionin augmented reality mobile games

We propose to develop computer vision technologies for recognizing 3D environment for augmented reality (AR) mobile games. Given an image/video taken captured a mobile device (e.g. iPad), we would like to be able to recognize some useful information about the 3D environment of the game player. For example, one of our goals is to recognize […]

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Flow in business: Facilitating Flow in Virtual Reality trials and exploring the outcomes for product evaluations

Flow, the psychological state of being totally absorbed into an activity, has been suggested to be an important topic for future research as it represents ‘optimal experience.’ This research seeks to understand 1-how to facilitate flow while engaging with virtual reality products and 2-the outcomes of experiencing flow in regards to attitudes towards virtual reality […]

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