Course Criteria

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  • 1.00 - 9.00 Credits

    Active participation in research, under the supervision of a faculty adviser, leading to a master's thesis. Grades of IP are assigned until the thesis has been approved by the faculty adviser and accepted by the Office of Graduate Education to be archived in a standard format in the library. Grades will then be listed as S. Credit Hours: 1 to 9
  • 3.00 Credits

    Active participation in research, under the supervision of a faculty adviser, leading to a doctoral dissertation. Grades of IP are assigned until the dissertation has been publicly defended, approved by the doctoral committee, and accepted by the Office of Graduate Education to be archived in a standard format in the library. Grades will then be listed as S. Credit Hours: Variable
  • 4.00 Credits

    This course looks at the mathematics of game theory from a psychological perspective, and serves as a primer in video game design. The psychology of players and designers are discussed, as well as the cognitive processes that people use when solving game-related puzzles. Additional topics include logic, human frailty, role playing, artificial intelligence, kinesics, theater, and human-computer interaction. When Offered: Fall term annually. Credit Hours: 4
  • 4.00 Credits

    This is an iterative game prototyping class. The focus is on designing and tuning games from a rules-based perspective. Topics include cooperation and competition, risk and reward, probability, and game balance. Prerequisites/Corequisites: Prerequisite: COGS 2520. When Offered: Spring term annually. Credit Hours: 4
  • 4.00 Credits

    This class is a practical primer for anyone interested in a career in the rapidly evolving industry of video gaming. It is an intense, team-based, project-based course in which we will closely follow the actual game development cycle, with each team producing a complete PC game. Prerequisites/Corequisites: Prerequisite: COGS 2520 or CSCI 2300. When Offered: Spring term annually. Credit Hours: 4
  • 4.00 Credits

    Integrated cognitive systems comprise human cognitive, perception, and motor subsystems in coordinated action with interactive devices. Examples may be as simple as a human using a VCR or as complex as the behavior exhibited by Air Force pilots. This course will introduce students to the cognitive theory behind integrated cognitive systems, the techniques for collecting and analyzing data such as eye movements and action protocols, as well as the software tools available for the representation of interactive behavior. Prerequisites/Corequisites: Prerequisite: Admission to doctoral program. When Offered: Fall and spring terms annually. Credit Hours: 4
  • 4.00 Credits

    This course covers reasoning, decision making, and behavioral game theory, which are major domains in human higher order cognition. For each topic, we start from normative theories, go through formal and mathematical models, and introduce empirical studies. The course emphasizes integrations of competing approaches within a domain, integration between reasoning and decision making, and integration between individual decision making and game-theoretic interactions. Each year, the course has a theme. The theme for this year is quantum cognition, which applies quantum theory in cognitive modeling. This course is designed as self-contained, and no pre-requirements. A middle term presentation and a final term paper are required for each student. Graduate students only. When Offered: Fall term annually. Credit Hours: 4
  • 4.00 Credits

    This course is about the connection between logic and artificial intelligence (AI). It may be partitioned into three general sections: 1) the straightforward application of firstorder logic (FOL) in AI; 2) the broadening of FOL to enable a robot to reason in a commonsense way (nonmonotonic reasoning, induction, etc.) and to formalize a robot agent's belief and knowledge system (modal logics, etc.); and 3) using a logical approach to the Frame Problem and to building a planner. When Offered: Spring term annually. Credit Hours: 4
  • 4.00 Credits

    This course is a graduate level introduction to the topic of perception and action, and will focus on the significance of perception, motor control, and perceptual-motor learning as they relate to the performance of routine and skilled tasks. We will explore perception and action from information processing, computational, dynamical systems, and ecological perspectives, review current empirical and computational research, and consider some applications, including training, rehabilitation, human-machine interaction, and robotics. Prerequisites/Corequisites: Prerequisite: graduate status or permission of instructor. When Offered: Fall term alternate years. Credit Hours: 4
  • 4.00 Credits

    An accelerated course covering important behavioral statistical concepts including probability, sampling distributions, hypothesis resting, ANOVA, and multiple regression. Course requires usage of statistical software package and is taught using the general linear model framework. Prerequisites/Corequisites: Prerequisite: graduate status and one course in undergraduate statistics. When Offered: Fall term annually. Credit Hours: 4
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