CubeCrusher is a videogame developed for use in SIFT's Monitoring Emergent Duress Under Long-Lasting Allostasis (MEDULLA) project, funded under DARPA's Collective Allostatic Load SBIR program. It is a real-time puzzle game where up to three players may choose to cooperate or compete with each other to create columns of cubes along the walls of a central shared pillar before running out of space. Players accumulate score based on their contributions to this task. This video presents a verbal description and visual demonstration of CubeCrusher's gameplay.

Under a Space Florida grant, SIFT teamed with a partner specializing in treatments for people with Aphasia.  We developed a testbed application in which an AR (Augmented Reality) environment is provided to multiple users to enable their shared exploration of virtual objects.  They may 'open' virtual containers, 'pick up' objects to inspect, all the while their manipulations are clearly visible to other participants.

For NASA's planned manned exploration class missions, task and psycho-social performances can be subject to degradation due to extended periods of isolation in extreme environments, social monotony, and other factors related to long duration missions. Utilizing research in socio-linguistics theory, AD ASTRA provides non-intrusive and automated methods for analyzing textual data produced by these isolated teams to gain insight into a group's team dynamic and individual psychosocial states.

NAPP is a 3rd person 3D role playing adventure gaming app targeting behavioral change impacting sleep quality. For more information email sgalunder at sift dot net

ANSIBLE is a multi-modal toolset that can be used pre, during, and post flight to connect a flight crew with their family, friends, and the ground crew to provide a sense of social consistency and permanence. ANSIBLE 1) adapts, rearranges, and modifies human interaction streams to minimize the disruptive impact of communication latencies and 2) leverages virtual worlds (VW) to provide a space where humans and intelligent virtual agents (VA) can be companions, advisors, provided psychological support, and share experiences.

SAGA is an online game that teaches players how to illustrate comics with the goal of educating players about PTSD, and removing the mystery out of prolonged exposure therapy for treatment.

Interactive Phrasebook makes use of our existing etiquette algorithm and embeds it in a broadly applicable mission rehearsal tool for cross-cultural interactions.

Our approach to construct a UI design aid for NASA—called the Multi-modal Aid for Interface Design (MAID), targeted towards designing displays consistent with the procedural requirements used in space-based missions, such as Shuttle and ISS.

In April of 2004, SIFT and Dr. Lewis Johnson of the University of Southern California (USC)’s CARTE labs, proposed and won Phase I of DARPA SBIR SB041-009 (Contract #W31P4Q-04-C-R221, DARPA Program Manager: Dr. Ralph Chatham, 703-696-7501) titled “The Etiquette Quotient: Evaluating Social Skills in Conversational Avatars.” This work developed a “believability metric” for assessing and predicting when a given level of etiquette behavior exhibited by a computerized avatar or non-player character (NPC) in a game or simulation would be perceived as “unbelievable” by a human player or observer.

This demonstration video, prepared by the U.S. Army's Aeroflight Dynamics Directorate, illustrates a version of SIFT's PLaybook interacting with the Army's Multiple UAV Simulation Environment (MUSE) in realistic commanding of multiple, heterogenous UAVs for rapid prosecution of a critical target.