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<li><a href="/teaching/2026-winter-cs281b/">CS/ECE-281B: Advanced Topics in Computer Vision</a></li>
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<li><a href="/publications/2025-12-argus-gamification/">Gamification enhances user engagement and task performance in prosthetic vision testing</a></li>
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<li><a href="/publications/2025-12-fuzzing-the-brain/">Fuzzing the brain: Automated stress testing for the safety of ML-driven neurostimulation</a></li>
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<li><a href="/publications/2025-12-smart-raster/">Static or temporal? Semantic scene simplification to aid wayfinding in immersive simulations of bionic vision</a></li>
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<li><a href="/publications/2025-09-neural-activity-shaping/">Deep learning-based control of electrically evoked activity in human visual cortex</a></li>
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<li><a href="/publications/2025-09-mouse-vs-ai-neurips-challenge/">Mouse vs. AI: A neuroethological benchmark for visual robustness and neural alignment</a></li>
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people/beyeler_michael/index.html

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<a href="/publications/2025-12-argus-gamification/" itemprop="url">Gamification enhances user engagement and task performance in prosthetic vision testing</a>
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<p class="m-0">We found that gamification can influence measured performance and user experience in prosthetic vision testing, but benefits are not universal and depend on task demands and cognitive load.</p>
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<meta content="2025-12-22 02:34:22 &#43;0000 UTC" itemprop="datePublished">
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<a href="/people/turkstra_lily/">Lily M. Turkstra</a></span>, <span itemprop="author name" itemtype="http://schema.org/Person">Byron A. Johnson</span>, <span itemprop="author name" itemtype="http://schema.org/Person">Arathy Kartha</span>, <span itemprop="author name" itemtype="http://schema.org/Person">Gislin Dagnelie</span>, <span itemprop="author name" itemtype="http://schema.org/Person">
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<a href="/people/beyeler_michael/">Michael Beyeler</a></span>
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<time>December 2025</time>
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<p class="m-0 p-0"><i>(Note: LMT and BAJ contributed equally to this work.</i>)</p>
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<a href="/publications/2025-12-argus-gamification/" itemprop="url">Gamification enhances user engagement and task performance in prosthetic vision testing</a>
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<p class="m-0">We found that gamification can influence measured performance and user experience in prosthetic vision testing, but benefits are not universal and depend on task demands and cognitive load.</p>
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<a href="/people/turkstra_lily/">Lily M. Turkstra</a></span>, <span itemprop="author name" itemtype="http://schema.org/Person">Byron A. Johnson</span>, <span itemprop="author name" itemtype="http://schema.org/Person">Arathy Kartha</span>, <span itemprop="author name" itemtype="http://schema.org/Person">Gislin Dagnelie</span>, <span itemprop="author name" itemtype="http://schema.org/Person">
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<a href="/people/beyeler_michael/">Michael Beyeler</a></span>
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<p class="m-0 p-0"><i>(Note: LMT and BAJ contributed equally to this work.</i>)</p>
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<h2><a href="/publications/2025-12-argus-gamification/">Gamification enhances user engagement and task performance in prosthetic vision testing</a></h2>
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We found that gamification can influence measured performance and user experience in prosthetic vision testing, but benefits are not universal and depend on task demands and cognitive load.
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<h2><a href="/publications/2025-12-fuzzing-the-brain/">Fuzzing the brain: Automated stress testing for the safety of ML-driven neurostimulation</a></h2>
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