Research & Development


Kids today are growing up in a global community and yet, they are using the same pedagogical methods created over 100 years ago. Society is vastly different than just 20 years ago and we are asking our children to try to process an increasing amount of information that is constantly changing. Advances in science alone, where there are often monthly changes to our understanding of the universe, require constant vigilance to keep up with the pace. The education system must adapt.

During the past twenty years, there has been significant research that’s shown the impact of active learning.

We foresee greater adoption of technology to improve the educational experience and learning process in the following key areas:

  • Global Learning

  • Virtual Manipulatives

  • Models and Simulations

  • Better Assessment and Feedback

  • Media and Storytelling

  • Adaptive E-books

Many of the above areas tie into epistemic games that can expose the learner to real-world problem solving. Real-world problems often integrate multiple soft skills, such as communication, time management and group dynamics that further improve a student’s understanding and knowledge beyond the “text problem”.

A report by the Alliance for Excellent Education and the Stanford Center for Opportunity Policy in Education indicated that technology – when implemented properly – can produce significant gains in student achievement and boost engagement, particularly among students most at risk. It also notes that replacing teachers with technology is not a path to success. Teachers are already overwhelmed, often with classroom sizes too large for them to manage properly. This has a diminishing returns effect on the quality of the education provided. With the right technology at hand, we can make every teacher highly effective and provide the best education to both children and adults in a society where the amount of information generated is increasing daily.

Digital Learning Ecosystem from the Using Technology to Support At-Risk Students’ Learning report.

eHealth & Health Informatics

Health informatics focuses on designing and developing tools to improve healthcare.  eHealth is about making it easier to share health data and information. To be able to provide patients the best possible care, these two areas work together to deliver a more comprehensive and efficient experience for both patient and health care provider.

Our work in context aware artificial intelligence has given us some intriguing insights that align to potential new products and services to promote better healthcare. We are particularly interested in mental health, medical diagnoses and patient data tracking.

The correct and ethical use of technology to improve the health care infrastructure for everyone has the ultimate impact of having a society full of healthier individuals, capable of focusing on and making better decisions for themselves and their loved ones, leading to a society with a focus on the greater good. This speaks directly to Maslow’s Hierarchy of Needs. A person focused on their basic needs of survival is often unable to achieve personal fulfillment or contribute to a larger purpose.

If you are a health care professional or researcher and are looking to partner with an innovative technology company, please contact us to discuss potential projects. There may be some alignment with projects we have underway.

Maslow's Hierarchy of Needs Related to Employees

Toska Polynarrative Engine

Toska is the result of over a decade of research and development into creating real-time interactive narratives. Principal researcher and engineer, Dwayne Rudy, combined knowledge from artificial intelligence, narratology, computational linguistics, cognitive science, epistemology and psychology to develop a 3rd generation AI system built around the foundations of contextual reasoning and adaptation.

An innovative set of algorithms was developed for adaptive narrative generation and the hybrid cognitive framework for non-player characters (AI agents). We have identified use cases for the core algorithms to operate on varied data sets across multiple industries.

Procedural Content Generation

The Gyre Project integrated Toska’s capabilities with a massive procedural generation system. The easiest way to handle an adaptive narrative is through the use of procedural content. We developed a unique 3D content pipeline and system to allow Toska the ability to alter environmental gameplay and make changes based on the both the player’s and the non-player characters’ actions.

Dynamic Audio Generation

Music often plays a crucial role in the providing tone and context for a story. To accommodate Toska’s dynamic narrative, we developed a unqiue procedural audio system based around the concept of audio “stems”. These stems were tempo and key matched to allow for a massive number of audio cues and background tracks. A dynamic set of stems was selected and mixed in real time to meet the moment-to-moment needs of the story.