Multiplayer game scenario used for quantum communication and secure transmission.
Multiplayer game scenario used for quantum communication and secure transmission.
Single player game scenario for qubit Orientation, Basis, and Measurement with automatic hints.
Graduate Assistant Facilitated Quasim Game Playing Sessions with Computer Science and Cybersecurity students.
Innovation Award, CISSE 2021, Integration of Serious Games into Classroom Education for Quantum Computing and Networking
AI-Driven Augmented Learning
Effective transdisciplinary education and training involving learners from diverse backgrounds in physical and natural sciences, mathematics, computing, and engineering is a non-trivial task. The IMST has been engaged in the design and development of immersive EdTech platforms to address this problem since 2009. We have successfully completed federal (NSF) and state (NRI) supported projects in this area and deployed our technologies to train undergraduate and graduate students. We also have an ongoing NSF projects developing adaptive learning repositories (intelligent notebooks) and transdisciplinary programming in this area. Our augmented learning projects with collaborators from universities including University of Nebraska Lincoln, South Dakota School of Mines, University of South Dakota, and Kennesaw University and have been externally evaluated by Education and Learning Sciences experts from academia and industry.
QUINTET: Quantum Internet Education and Training Synthesizer (2023 - Present): NSF Award #2324925
UNO: M. Subramaniam (PI), Kennsaw: A. Parakh (PI)
Description Educators and learners in the field of secure quantum communications and quantum networking face a unique challenge. In order to be proficient in these areas, one must draw from a broad set of disciplines. Effective training in such interdisciplinary emerging areas poses several structural and pedagogical challenges. The limited availability of educational resources in these areas often requires educators to collect and curate materials from several sources. Manually developing courses and identifying relevant student learning objectives (SLOs) can be a considerable burden for educators. In addition, learning from courses created this way can be challenging for students. Traditional approaches are not adequate for teaching interdisciplinary areas, since they do not provide the hands-on learning experiences needed to study interactions among disciplines. This project will address the above challenges by developing and disseminating a state-of-the-art experiential learning-based platform, QUINTET: Quantum internet education and training synthesizer.
The QUINTET platform will include: (1) Eight course modules on classical and quantum networking, networking algorithms, quantum internet components and quantum routing, classical and quantum cryptography, and classical and quantum network security; (2) A Learning Objects Repository (LOR) consisting of learning objects that meet SLOs, including modular interactive widgets, relevant text, videos, exercises, and quizzes and tests to synthesize lessons; (3) Use of Kolb's four phases of experiential learning, including hands-on, virtual quantum network experimentation and universal design for learning, which offers multiple equivalent representations of the same concept for inclusive and accessible learning; (4) New assessment methodology that uses data collection embedded within lesson plans and qualitative assessments that allow instructors and learners to review their performance through reflection zones and active experimentation; and (5) A design in alignment with FAIR (Findable, Accessible, Inter-operable, and Reusable) principles and instrumented with a rich set of metadata that allows efficient retrieval and customization of course modules for a variety of learning experiences.
Outcomes Project is ongoing.
Publications
N. Jha, A. Parakh, M. Subramaniam, Joint Encryption and Error Correction for Secure Quantum Communication, To appear in Nature Scientific Reports, 2024. https://www.nature.com/articles/s41598-024-75212-8
A. Parakh and M. Subramaniam QUINTET: An Experiential Learning Platform for Quantum Education, Quantum Science and Engineering Education Conference (QSEEC24) track of IEEE International Conference on Quantum Computing and Engineering (QCE24), 2024.
N. Jha, A. Parakh, and M. Subramaniam, Effect of noise and topologies on multi-photon quantum protocols, in SPIE Photonics West, 2024.
V. Bommanapally, M. Subramaniam, and A. Parakh, Embedding a Problem Graph into Serious Games for Efficient Traversal Through Game Space, in 2023 IEEE Frontiers in Education Conference (FIE), College Station, TX, USA, pp. 1-5, October 2023.
R. Mallipeddi, C. Schaaf, M. Subramaniam, A. Parakh, and Weitl-Harms, S., A Framework for an Intelligent Adaptive Education Platform for Quantum Cybersecurity, 2023 IEEE Frontiers in Education Conference (FIE), College Station, TX, USA, pp. 1-5, Oct 2023.
QUASIM: A Virtual Interactive Quantum Cryptography Educator (2016-2020): NSF Award #1623380
UNO: A. Parakh (PI), M. Subramaniam (Co-PI), E. Ostler (Co-PI)
Description Quantum cryptography is a transdisciplinary area involving quantum mechanics, mathematics, computer science, and cybersecurity, which is a challenge to learn traditionally in classrooms based on siloed curricula. One possible reason is that students are treated as passive recipients with linear and fragmented teaching classroom presentations providing limited opportunity to learn the discipline is a holistic manner. Further, quantum cryptography equipment is expensive and beyond the reach of most universities. Game-based learning environments in the area of CyberSecurity have proven more likely to meet the student learning objectives compared to traditional lectures. QuaSim is an AI-augmented pedagogical 3D game-based simulator that provides an immersive experience to students in order to improve learning by transforming subject-based lectures in quantum cryptography into engaging game-based virtual simulations with measurable outcomes.
The knowledge components in QuaSim are codified using a first-order logic based concept network which are then automatically mapped to a game scenario based on concept dependencies and concept freshness. A numeric metric integrating concept proficiency along with freshness is used to automatically select next game scenarios to maximize concept proficiency and freshness with minimal gaming effort. An abductive reasoner operating on the concept network generates explanations for player interactions and solutions and used to generate conceptual and gaming hints in different modes. QuaSim is perhaps the first game-based simulator that integrates abductive theorem proving along with data analysis to continuously adapt game scenarios based on player performance to measurably improve learning. Such adaptations enable instructors to empirically and quantifiably relate student performance to knowledge components and design lesson plans. QuaSim has been played by over 100 undergraduate/graduate students and the results show significant improvements in student learning outcomes upon using QuaSim along with classroom instruction in comparison to classroom lectures alone.
Outcomes A 3D quantum cryptography game built using Unreal Engine, that was deployed in quantum computing courses and played by close to 200 students. This 6-level multi-player game culminated in users playing Alice, Bob, and Eve roles in the BB84 quantum key distribution protocol. The game included basic lessons on quantum computing for novice players and incorporated AI-based game navigation among exercises for handling failed attempts.
Publications
V. Bommanapally, M. Subramaniam, A. Parakh, P. Chundi, V. M. Puppala, Learning Objects Based Adaptive Textbooks with Dynamic Traversal for Quantum Cryptography. Second Workshop on Intelligent Textbooks, In conjunction with 21st International Conference on Artificial Intelligence in Education, 2020.
A. Parakh, V. Bommanapally, P. Chundi, M. Subramaniam, Quantum Cryptography Exercise Schedules with Concept Dependencies. Accepted for Journal of The Colloquium for Information Systems Security Education, 2020.
S. Vadla, A. Parakh, P. Chundi, M. Subramaniam, QUASIM: A Multi-dimensional Quantum Cryptography Game for Cyber Security, Journal of The Colloquium for Information Systems Security Education, Volume 6, Spring 2019.
A. Parakh, P. Chundi, and M. Subramaniam, An Approach Towards Designing Problem Networks in Serious Games. Proceedings of IEEE Conference on Games (IEEE CoG). 20-23 August, London, UK, 2019.
D. Abeyrathna S. Vadla S., V. Bommanapally, M. Subramaniam, P. Chundi, A. Parakh, Analyzing and Predicting Player Performance in a Quantum Cryptography Serious Game. In: Gentile M., Allegra M., Söbke H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science, vol 11385. Springer.
A. Parakh, M. Subramaniam, Bootstrapped QKD: improving key rate and multi-photon resistance. SPIE Security + Defence, 10-13 September, Berlin, Germany, 2018.
V. Bommanapally, M. Subramaniam, P. Chundi, P. and A. Parakh, Navigation HInts in Serious Games, 4th Immersive Learning Research Network Conference (iLRN2018), June 24-29, Montana, 2018.
E. Ostler, A. Parakh, M. Subramaniam, QuaSim: The Development of a Virtual Simulator for Teaching Topics in Quantum Cryptography, Society for Information Technology and Teacher Education, SITE 2018, March 26-30, Washington D.C.
S. McDermott, S. Vadla, V. Bommanapally, A. Parakh, M. Subramaniam, E. Ostler, Teaching quantum cryptography using a virtual 3D educator: QuaSim, To appear in Proceedings of 2017 National Cyber Summit (NCS'17), Huntsville, AL, June 6-8, 2017.
A. Parakh, M. Subramaniam, E. Ostler, QuaSim: A Virtual Quantum Cryptography Educator, To appear in Proceedings of 16th Annual IEEE International Conference on Electro Information Technology (EIT 2017), Lincoln, NE, May 14-17, 2017.
V. Bommanapally, S. Vadla and S. McDermott, An Interactive Gamified Educational Platform for Quantum Cryptography: QuaSim. Presentation at the 9th Annual Student Research and Creative Activity Fair, Friday, March 3, 2017, Omaha, NE.
S. Vadla, S. McDermott and V. Bommanapally, QuaSim: A Virtual Educator for Quantum Cryptography, Poster at the 9th Annual Student Research and Creative Activity Fair, Friday, March 3, 2017, Omaha, NE.
S. McDermott, S. Vadla and V. Bommanapally, QuaSim: A Quantum Cryptography Game, Demo at the 9th Annual Student Research and Creative Activity Fair, Friday, March 3, 2017, Omaha, NE.
VICE-Bridge (2011-2014): NSF Award #1044627
UNL: J. Goedert (PI), Y. Cho (Co-PI), G. Marcous (CoPI), UNO: Hai-Feng Guo (Co-PI) and M. Subramaniam (Co-PI)
Description To remain competitive, the construction industry in the U.S. requires a highly-trained and diverse workforce. The Virtual Interactive Construction Education project uses cyber-infrastructure tools to transform traditional subject-based lectures into project-based, interactive simulations in order to improve the quality and efficiency of undergraduate education. The learning modules place students in the full context of running a construction project in a computer-generated simulation environment. The project uses the simulation module along with assessment tools to determine the effectiveness of the module for student learning and engagement. Students use a 3D game to construct a single-span bridge given several construction engineering constraints involving materials, personnel, and completion times. The game provides several levels and scenarios based on player proficiency and also includes anti-scenarios along with rule-based AI modules to plan and optimize project completion while handling unforseen contingencies due to weather, equipment breakdowns, and personnel leave.
Outcomes The VICE-Bridge 3D game was played by close to 100 undergraduate and graduate students at UNL and UNO. The results were disseminated in conference and journal publications.
Publications
M. Subramaniam, P. Chundi, and J. Goedert, Data Driven Adaptive Learning Environment for Project-based Construction Engineering, In International Journal of Technology for Education and Learning, Acta, (1) 1-10, 2015.
J. D. Goedert, R. Pawloski, S. Rokooeisadabad, M. Subramaniam, A Project Oriented Pedagogical Model for Construction Engineering Education using Cyberinfrastructure Tools" Journal of Professional Issues in Engineering Education and Practice, 139(4), 301-309, 2013.
A. Weerakoon, P. Chundi, M. Subramaniam, Dynamically Adapting Training Systems based on User Interactions, in Proc. of Workshop on Knowledge Discovery and Modeling and Simulation, (Best Student Lead Paper) ACM-KDD 2011.
J. D. Goedert, Y. Cho, M. Subramaniam, L. Xiao, Virtual Interaction Construction Education Using BIM Tools, in International Conference on Construction Engineering and Management (Best Paper Award), South Korea, 2009.
J.D. Goedert, Y. Cho, M. Subramaniam, H. Guo, L. Xiao "A Framework for Virtual Interactive Construction Education" Automation in Construction , v.20(1) , 2010.