Courses

On this part of the website you can find some basic information about the courses that Dr. Nacke teaches in the Game Development and Entrepreneurship program at UOIT. Please refer to your UOIT MyCampus website for detailed information when enrolling in one of the courses.

Fall 2011

INFR4350U Human-Computer Interaction in Games
This course introduces students the field of human-computer interaction (HCI) covering classic elements, such as human factors and design prototyping, together with special emphasis on multimodal user interfaces, novel interaction techniques, and cutting-edge game development. Students will be introduced to HCI applications, where game technology is applied to solve human problems. Furthermore, the students will get an in-depth introduction to the field of HCI, user interfaces and interaction design in interactive applications and games. Not only does this course provide an overview of HCI, but the student project will allow the students to conduct a hands-on HCI research project, where they will develop and evaluate novel game interactions. This course is using the #inf4350 hashtag on Twitter.
Recommended Textbook: Shneiderman, D., Plaisant, C. (2009). Designing the User Interface: Strategies for Effective Human-Computer Interaction (5th Edition). Addison-Wesley/Pearson. ISBN-10: 0321537351 | ISBN-13: 9780321537355

INFR4320U Artificial Intelligence for Gaming
This course introduces topics of artificial intelligence (AI) that are relevant for game developers (such as behavioral AI, steering, spatial reasoning, navigation and pathfinding, agents, or scripting). Game AI is more than just a testbed for achieving human-level intelligence in computers. One primary goal of game AI is to increase the engagement and enjoyment of players. This can be done through smooth motion and animation techniques that leverage AI procedures or by developing AI that orchestrates non-player behavior in a challenging and fun way for players. This course allows students to explore basic AI principles, such as finite-state machines and A* pathfinding, up to more sophisticated principles, such as player modeling and neural networks. This course is using the #inf4320 hashtag on Twitter.
Recommended Textbook: Millington, I., Funge, J. (2009). Artificial Intelligence for Games, Second Edition. San Francisco, CA: Morgan Kaufmann. ISBN-10: 0123747317 | ISBN-13: 978-0123747310

Brain and Body Interfaces Workshop at CHI 2011