← Home

Research Areas

Over two decades of interdisciplinary research spanning artificial intelligence, serious games, education, virtual reality, game design, and experimental archaeology.

🤖

Artificial Intelligence

Research in AI spans multiple domains, from foundational work on neural network confidence estimation to contemporary applications of large language models in public services. Current work focuses on AI in education — exploring how AI tools can enhance learning outcomes, support assessment, and provide personalised feedback at scale. This includes investigating neural network confidence calibration: understanding when AI systems know what they know, and more importantly, when they do not.

A significant strand involves the practical deployment of LLMs for public services and the ethical frameworks required to govern their use. This includes advisory work with New Zealand government agencies on responsible AI adoption, risk assessment, and policy development. The research addresses core questions about transparency, bias, accountability, and the societal impact of AI-driven decision-making in high-stakes public contexts.

AI in Education
LLM-assisted learning, automated assessment, personalised feedback systems, and AI literacy for educators and students.
Neural Network Confidence
Calibration of confidence estimates in neural networks, uncertainty quantification, and metacognitive AI systems.
AI Ethics & Policy
Responsible AI frameworks for government, bias detection and mitigation, transparency requirements, and societal impact assessment.
🎲

Serious Games

Serious games research explores how game mechanics and design principles can be applied to address real-world challenges in health, cognition, and behaviour change. Key projects include games designed to support cognitive health in elderly populations, targeting conditions such as dementia through gamified memory training and cognitive exercises. Other work addresses mental health applications, creating interactive experiences for individuals with autism, ADHD, and epilepsy.

Beyond health, this research extends into gamification of energy use — designing systems that incentivise sustainable behaviour through game-like feedback loops — and gamification of education incentives, where game mechanics are used to drive student engagement and motivation. The underlying principle is that well-designed game systems can produce measurable behavioural outcomes in non-entertainment contexts.

Cognitive Health
Games for dementia prevention, memory training in elderly populations, and gamified cognitive assessment tools.
Mental Health & Neurodiversity
Interactive experiences supporting individuals with autism, ADHD, and epilepsy. Therapeutic game design principles.
Behavioural Gamification
Gamification of energy use and sustainability. Education incentive systems using game mechanics to drive engagement.
🎓

Computer Science Education

Created New Zealand's first university-level game development courses in 2004 at the University of Otago, establishing a pathway that has since been adopted and adapted across the country. Research in CS education focuses on innovative assessment methods that more accurately measure student understanding and encourage deeper learning.

Central to this work is the development of confidence-based marking (CBM) systems, where students indicate their confidence in each answer, rewarding well-calibrated self-assessment and penalising overconfidence. This approach targets metacognitive skills — teaching students to know what they know. Additional innovations include gamified marking systems that use game mechanics to make assessment more engaging, and the design of 72-hour Git-based examinations that assess authentic software development practices in realistic timeframes, replacing artificial exam conditions with genuine problem-solving scenarios.

Confidence-Based Marking
Assessment systems that reward calibrated self-knowledge. Students indicate confidence levels, promoting metacognitive awareness and honest self-assessment.
Gamified Assessment
Applying game design principles to marking and feedback. Making assessment an engaging learning experience rather than a punitive endpoint.
72-Hour Git Exams
Extended take-home examinations using Git version control. Assessing authentic development practices, problem-solving, and iterative refinement.
👓

Virtual Reality

VR research focuses on using immersive technologies to address social and medical challenges. A primary project explores VR for children in medical isolation, providing social connection and collaborative play environments for young patients who are physically separated from peers during treatment. Related work investigates VR as a tool for combating loneliness in migrant communities, creating virtual social spaces that bridge geographical and cultural distances.

Additional research covers collaborative learning in VR, examining how shared virtual environments can enhance group learning outcomes, and simulation sickness — a critical barrier to VR adoption. Understanding the physiological and perceptual causes of VR-induced discomfort is essential for designing systems that are accessible to all users. VR research has been presented internationally, including demonstrations at events in Kosovo and the New Zealand Science Festival.

Medical & Social VR
VR for children in medical isolation, social connection for migrant communities, and therapeutic virtual environments for loneliness mitigation.
Simulation Sickness & Collaborative VR
Research into causes and mitigation of VR-induced discomfort. Collaborative virtual learning environments and shared immersive experiences.
🎮

Game Design & Development

Research in game design and development covers the technical and human-centred aspects of creating interactive software. This includes human-computer interaction (HCI) in game contexts, software architecture for real-time systems, graphics programming, and GPU programming for high-performance rendering and computation.

A particular contribution is in game analytics, including a book chapter on the WebTics telemetry system — a framework for collecting, processing, and analysing player behaviour data at scale. This work bridges the gap between game design intuition and data-driven development, enabling developers to make informed decisions about player experience based on empirical evidence rather than assumption.

HCI & Software Architecture
Human-computer interaction in games, real-time software architecture, and user experience design for interactive systems.
Graphics & GPU Programming
Real-time rendering techniques, GPU computation, shader programming, and high-performance graphics pipeline development.
Game Analytics & WebTics
Player behaviour telemetry, data-driven game design, and the WebTics system for large-scale game analytics collection and analysis.
⚔️

Experimental Archaeology

Over nine years, 13 traction trebuchets have been designed, built, and tested as part of an experimental archaeology programme investigating medieval siege technology. This hands-on research challenges conventional assumptions about the construction, operation, and military effectiveness of human-powered siege engines, providing empirical data where historical records are incomplete or ambiguous.

The research has been published in the EXARC Journal, contributing to the broader field of experimental archaeology by demonstrating the value of physical reconstruction and iterative testing. Each trebuchet build incorporates lessons from previous iterations, progressively refining understanding of rope materials, beam proportions, sling dynamics, and team coordination.

13
Trebuchets Built
9
Years of Research

Government & Industry Consulting

Advisory work with government agencies, international organisations, and New Zealand industry on AI, education, games, and technology strategy.

New Zealand Government

🇫🇭

Ministry of Education

AI policy advice, digital literacy frameworks, and technology integration in schools and tertiary education.

🇫🇭

NZQA

Assessment integrity in the age of AI, qualification frameworks, and automated marking systems.

🇫🇭

TEC

Tertiary Education Commission — AI strategy for tertiary sector, workforce development, and innovation funding.

🇫🇭

Reserve Bank of NZ

AI risk assessment, technology governance, and data-driven decision-making in financial regulation.

🇫🇭

DIA

Department of Internal Affairs — Digital services, AI in public service delivery, and content regulation.

🇫🇭

MBIE

Ministry of Business, Innovation & Employment — AI innovation policy, technology sector strategy, and R&D investment.

🇫🇭

Ministry of Health

Health technology assessment, serious games for health outcomes, and AI in health service delivery.

🇫🇭

Statistics NZ

Data science capability, AI-assisted analysis, and statistical methodology in the age of machine learning.

🇫🇭

ACC

Accident Compensation Corporation — AI applications in injury prevention, claims processing, and rehabilitation support.

International

✈️

KLM Airlines

Gamification and interactive systems for airline operations and customer experience.

💄

L'Oreal UK

Gamification strategy and interactive engagement systems for consumer products.

🔬

Fraunhofer IDT, Germany

Research collaboration on applied technology, innovation transfer, and serious games applications.

🎓

University of Groningen

Academic collaboration on game-based learning, AI research, and computer science education.

🎓

Coventry University

Collaborative research on serious games, game design education, and applied computing.

🎓

Tallinn University

Research partnerships in game-based learning, digital culture, and educational technology.

New Zealand Industry

Flick Electrical

Gamification of energy consumption, user engagement systems, and behavioural change through game mechanics.

💻

IBM NZ

AI strategy, technology consulting, and enterprise innovation in the New Zealand context.

📝

Inspera

Digital assessment platform development, AI-assisted examination, and online testing integrity.

💼

Business South

Technology strategy, innovation workshops, and AI capability building for regional businesses.

🎓

PPTA

Post Primary Teachers' Association — AI in secondary education, teacher professional development, and technology policy.

🏥

Gore Health

Health technology advisory, serious games for patient engagement, and digital health innovation.

🎲

Norsk Tipping

Game design consultation, responsible gaming systems, and player behaviour analytics.

👮

NZ Police College

Simulation-based training, serious games for law enforcement education, and scenario-based learning systems.

Research Output

Published across AI, serious games, game analytics, CS education, VR, and experimental archaeology.

185+
Total Publications
18
Google Scholar h-index
Google Scholar Profile

A full list of publications, citation data, and co-author networks is available on Google Scholar. Research output spans journal articles, conference papers, book chapters, and technical reports across all listed research areas.

View Google Scholar Profile ↗