Adrian Sannier is the Chief Academic Technology
Officer for ASU Online and a Professor of Practice in the School
of Computing, Informatics, and Decision Engineering at Arizona
State University. He is part of the ASU team pursuing an ambitious
program of general education reform that Inside Higher Education
zero for data-driven teaching in higher
education", combining Big Data, social networking,
and evidence based instruction to drive better student outcomes at scale.
Previously, Sannier was Senior Vice President for
Product at Pearson, the world’s largest education company,
where he helped forge a partnership between ASU
Online and Pearson. Under the agreement, Pearson
provides ASU with technology, content, and services to support
ASU's twin goals of access and excellence. While at Pearson,
Sannier also led the product teams responsible for Learning
Studio, Tapestry, Equella, and #OpenClass.
Sannier also served as CIO at ASU from 2005-2010, and
as a professor in the Division of Computing Studies. At Iowa State
University, Sannier was the Stanley Professor for
Interdisciplinary Engineering and the Associate Director of
Reality Applications Center.
Before joining academia, Sannier led the PC game
studio EAI Interactive, an independent developer of
children’s games. EAI created best-selling titles for game
publishers like Mattel, Hasbro, Crayola, Disney and Pixar as well
educational content for leading publishers such as Elsevier,
McGraw-Hill and Pearson.
Human Computer Interaction, Virtual and Augmented Reality, Genetic
Algorithms, and Adaptive Learning Technologies
Publications and Other Intellectual ContributionsGoogle Scholar
UAV Swarm Control: Calculating Digital Pheromone Fields with the GPU. Journal of Defense Modeling and Simulation (2006)..
Augmented Tangible Interfaces for Product Assembly Planning. International Journal of Product Lifecycle Management (2006)..
Verve: A General Purpose Open Source Reinforcement Learning Toolkit. in review (2006)..
Augmented Tangible Interfaces for CAD Design Review (2005)..
UAV Swarm Control: Calculating Digital Pheromone Fields with the GPU (2005)..
Network-based vehicle collision detection and simulation (2005)..
An Immersive Approach to Command and Control. Journal of Battlefield Technology (2004)..
VR Aided Control of UAVs (2004)..
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VR Aided Control of UAVs/UGVs.
24th Army Science Conference, Orlando, Florida.
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