The collaborative labs and learning spaces in our college allow us to produce groundbreaking research, help our community and teach the next generation of communicators. Innovative journalism and multimedia experiences are at the heart of what we do.
Labs and centers focused on journalism, social media, game development and design, augmented and virtual reality and communicative sciences.
Social science and technology researchers focus on the intersection behaviors, information and technology.
The Center for Avatar Research and Immersive Social Media Applications is focused on the interdisciplinary study of the effect of virtual reality experiences on human interaction.
Communicative Sciences and Disorders research facilities are located in the ComArtSci and the Oyer Speech & Hearing buildings on the Michigan State University campus. There are eight research laboratories, as well as shared research spaces for faculty and student use. These communication labs have several sound-treated booths, an anechoic chamber, as well as a highly reverberant room. All laboratories are equipped with state-of-the-art hardware and software to enable researchers in conducting the highest quality research. The department also provides several opportunities, space and resources for students (undergraduate and graduate) to participate in research.
Games for Entertainment and Learning Lab designs innovative prototypes, techniques and complete games for entertainment and learning.
Health and Risk Communication Center is engaged in communication-based education, outreach and research related to risk reduction and health promotion.
The Knight Center for Environmental Journalism teaches student and professional journalists how to better report on the issues affecting the environment.
Media and Advertising Psychology Lab is focused on the study of media and advertising using biopsychological approaches, methods and theories.
As the only public broadcaster granted an experimental ATSC 3.0 license by the FCC, researchers at MSU are exploring the future of TV. Teams at ComArtSci and WKAR and working together to study outcomes related to education and public media content.
The Quello Center for Telecommunication Management and Law is focused on stimulating and informing debate on media, communication and information policy for our digital age.
The Theoretical and Applied Research on Media Affect and Cognition (TARMAC) lab is a state of the art media psychology lab featuring four separate areas including: a welcome room, a room with 12 computers for web-based and reaction-time studies, a “living-room” area for television and video game research, and a virtual reality and gaming area with four computers equipped with eye-tracking and Oculus Rift headgear
Current studies include research on virtual reality and entertainment, games and violence, the social appeal of movies, and the role of motivation in media appeal.
In the CASE laboratory, our faculty are fundamentally interested in the role of emotion on the processes underlying effects of human communication. Our faculty study risk perception, health communication, and mass communication effects—but, we all share a common fascination with emotion as a mechanism explaining impacts of communication.
The current study examined the effects of school closure during the COVID-19 pandemic through a survey of schoolteachers. Exploring the response of school districts and teachers is an important step in developing plans that will support learning/teaching during the upcoming academic year, while protecting the health and well-being of students and teachersRead more
Offering the latest in motion capture and learning technologies for classroom collaboration, production and immersion, the college's new Spartan Newsroom and Immersive Media Studio invite students to collaborate, gain real-life experiences and build professional skills.
The innovative, cross-functional spaces equip students for 21st century jobs by engaging them in the development and delivery of news, animation, game design and immersive interactive media content involving motion capture, augmented and virtual realities.