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School of Electronic Engineering and Computer Science

Dr Laurissa Tokarchuk, BA BSc(Hons) PhD

Laurissa

Senior Lecturer

Email: laurissa.tokarchuk@qmul.ac.uk
Telephone: +44 20 7882 8027
Room Number: Peter Landin, CS 412
Website: http://www.eecs.qmul.ac.uk/~laurissa
Office Hours: Monday 16:30-18:00, Wednesday 15:00-16:00

Profile

Dr Tokarchuk is a member of the Game AI and Cognitive Science research groups, as well as the Centre for Intelligent Sensing (CIS). She researches mobile and location-based gaming, data-driven methods for human-computer interaction design, mobile sensing, social computing, social sensing, recommendation and game AI.

Teaching

Creating Interactive Objects (Undergraduate)

Interactive objects are physical devices controlled by microcontrollers using simple sensors and actuators. The module provides students with skills, knowledge, and experience of designing and prototyping interactive physical objects using contemporary microcontrollers. The module covers basic electronics, control circuits, sensors (analogue and digital), output (analogue and digital), microcontrollers, simple networking, and microcontroller programming using the popular Arduino open-source platform. It additionally touches on topics of interaction design and evaluation to provide a framework in which students can prototype and understand interactive objects.

Digital Media and Social Networks (Undergraduate)

Introduction to Online Social Networks (OSN) Characteristics of OSNs Basic Graph Theory Small World Phenomenon Information propagation on OSNs Influence and Content Recommendation Sentiment Analysis in Social Media Privacy and ethics

Research Impact and Engagement (Postgraduate)

This module equips IGGI PhD students with the knowledge and skills required to understand how they can responsibly generate economic, social and cultural impact from their research. An intensive part 1 introduces students to a range of topics in the context of interaction between academic research and the games industry: user engagement, communication skills, responsible innovation, and inclusive and ethical research. In part 2, students are then mentored (possibly remotely) by industry and academic experts to design and develop a more substantial piece over several weeks -- a game, interactive experience, short film or similar -- that communicates their research to wider audiences.

Research

Publications

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