From goldfile at gmail.com Fri Jul 3 11:00:22 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 03 Jul 2009 11:00:22 -0400 Subject: [game_edu] Tenured/Tenure Track Faculty: Games and Simulation Arts and Science @ Rensselaer Polytechnic Institute Message-ID: The School of Humanities, Arts, and Social Sciences at Rensselaer Polytechnic Institute seeks to hire three faculty for its Games and Simulation Arts and Science (GSAS) degree program. Rensselaer's GSAS was formally announced as a B.S. degree with enrollment beginning in Fall 2007. It is among a handful of such programs in the country. The Program is designed (1) to educate students for early career positions, and (2) to provide them with the technical, communication, and leadership skills needed to help shape an industry emerging out of the "games" phenomenon. Rank for these tenured, tenure-track positions is open. Whereas primary teaching responsibilities is with the GSAS program, the department affiliation may include Art, Cognitive Science, Communications, Economics, or Science & Technological Studies. However, as game design, development, and research can provide junctures and cooperation between the arts and cultural studies, social sciences, computer sciences, engineering, and information technology, we are seeking faculty with broad visions who may not fit into the traditional departmental structure. Qualifications: An appropriate terminal degree (MS, MFA, or PhD), professional activity and visibility in the game industry and/or history of academic research and teaching in areas related to Games and Simulations broadly defined. Rank: Open with the expectation that one of the three will be Associate or Full and that the other two will be junior positions. Salary: Commensurate with experience Starting date: As soon as Spring 2010 as late as Fall 2010. To apply send a resume, a cover letter describing your professional interests and qualifications, portfolio or selected research publications (as appropriate), and a list of 5 people from which letters of recommendation may be requested after receipt of your application. Work samples may be in the form of DVDs, CDs, websites, books, articles, or other appropriate media (for return please include a SASE). Named one of the "New Ivies," Rensselaer is an emerging elite university with nationally recognized graduate and undergraduate academic programs. For the eighth year in a row, Rensselaer has been counted among the top 50 universities in the nation, according to U. S. News & World Report. With approximately 5000 undergraduate and 2500 graduate students from across the country and around the globe, Rensselaer is located in the "Tech Valley" region of the Hudson River Valley with New York City, Boston, and Montreal only a few hours away. The region hosts diverse communities and is known for its quality of life. Outdoor recreation opportunities are plentiful in the Adirondack and Berkshire Mountains that are only an hour or so away. The area boasts affordable Victorian architecture and is a cultural center for the arts. Review of applications will begin July 1, 2009 and will continue until suitable candidates are found. Postal Address: Wayne Gray, School of Humanities, Arts and Social Sciences, Rensselaer Polytechnic Institute, Sage Laboratory, 110 8th Street, Troy, NY 12180-3590 Email Address: grayw at rpi.edu -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From Mark_Onisk at elementk.com Fri Jul 3 16:03:28 2009 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Fri, 3 Jul 2009 16:03:28 -0400 Subject: [game_edu] AUTO: Mark Onisk is out of the office (returning 07/13/2009) Message-ID: I am out of the office until 07/13/2009. Please call my cell with any urgent matters. Note: This is an automated response to your message "[game_edu] Tenured/Tenure Track Faculty: Games and Simulation Arts and Science @ Rensselaer Polytechnic Institute" sent on 7/3/2009 11:00:22 AM. This is the only notification you will receive while this person is away. From Maha.Abdallah at lip6.fr Thu Jul 9 09:41:38 2009 From: Maha.Abdallah at lip6.fr (Maha Abdallah) Date: Thu, 9 Jul 2009 15:41:38 +0200 Subject: [game_edu] NetGames 2009 - 2nd CFP Message-ID: +++++++++++++++++++++[ Netgames 2009 Call for Papers ]+++++++++++++++++++++++ The 8th International Workshop on Network and Systems Support for Games November 23 and 24, 2009 Paris, France http://netgames2009.lip6.fr/ In co-operation with ACM SIGCOMM/SIGMM Technically sponsored by IEEE Communications Society OVERVIEW ======== The 8th Annual Workshop on Network and Systems Support for Games (NetGames 2009) will be held in Paris, France, on November 23-24, 2009. The NetGames workshop brings together researchers and developers from academia and industry to present new research in understanding networked games of today and in enabling the next generation of future networked games. Submissions are sought in any area related to networked games. In particular, topics of interest include (but are not limited to): - Network measurement and traffic modeling - System benchmarking, performance evaluation, and provisioning - Latency issues and lag compensation techniques - Operating system enhancements, service platforms, and middleware - Impact of online game growth on network infrastructure - P2P & Scalable system architectures - Network protocol design - Mobile and resource-constrained systems - Augmented physical systems - Networks of sensors and actuators - Input devices, haptics and accessibility - User and usability studies, group dynamics - Quality of service and content adaptation - User-generated content management - Content authoring and sharing - Artificial intelligence - Security, authentication, accounting and digital rights management - Cheat detection and prevention - Messaging and conferencing in games - Results that reproduce (or refute) previous published results SUBMISSIONS =========== NetGames 2009 welcomes submissions of full papers, as well as extended abstracts reporting work-in-progress. Full papers must be no longer than 6 pages (inclusive of all figures, references and appendices). Extended abstracts must be no longer than 2 pages, and will be presented as Posters in an interactive setting. In addition to papers, technical demonstrations showing original research prototypes are also solicited. Demonstration papers must be no more than 2 pages in length, and should provide a short description of the system and the features that are to be demonstrated. Authors must submit their papers in PDF and use single-spaced, double column ACM conference format. Detailed paper submission guidelines are available at http://netgames2009.lip6.fr/SUBMIT.html. Reviews will be single-blind, authors must include their names and affiliations on the first page. Papers will be judged on their relevance, technical content and correctness, and the clarity of presentation of the research. Papers should not be under review at another venue nor previously published elsewhere. Accepted papers will be archived in the ACM Digital Library and IEEE Xplore, and published in the workshop proceedings. Submission of a paper for review will be considered your agreement that at least one author will register and attend if your paper is accepted. Authors of selected, top quality papers from NetGames 2009 will be invited to submit an extended version of their papers to a special issue of the International Journal of Advanced Media and Communication (IJAMC). COMMITTEE ========= WORKSHOP CHAIR: Maha Abdallah (University of Paris 6, France) PROGRAM COMMITTEE: Maha Abdallah (University of Paris 6, France) Grenville Armitage (Swinburne University of Technology, Australia) Bharat Bhargava (Purdue University, USA) Khaled Boussetta (University of Paris 13, France) Mark Claypool (Worcester Polytechnic Institute, USA) Kuan-Ta Chen (Academia Sinica, Taiwan) Christophe Diot (Thomson, France) Wu-chang Feng (Portland State University, USA) Wu-Chi Feng (Portland State University, USA) Carsten Griwodz (University of Oslo, Norway) P?l Halvorsen (University of Oslo, Norway) Tristan Henderson (University of St Andrews,UK) Jehn-Ruey Jiang (National Central University, Taiwan) Yoshihiro Kawahara (University of Tokyo, Japan) JongWon Kim (GIST, Korea) Ben Leong (National University of Singapore) John Miller (Microsoft Research, UK) Madjid Merabti (Liverpool John Moores University, UK) Wei Tsang Ooi (National University of Singapore) Marius Preda (Institut TELECOM, France) Farzad Safaei (University of Wollongong, Australia) Shervin Shirmohammadi (University of Ottawa, Canada) Joel Wein (Polytechnic Institute of NYU, USA) Lars Wolf (TU Braunschweig, Germany) Roger Zimmermann (National University of Singapore) Important DATES =============== Paper registration: July 24, 2009 Paper submission: July 31, 2009 Author notification: September 27, 2009 Camera ready manuscript: October 25, 2009 Workshop Dates: November 23-24, 2009 +++++++++++++++++++++[ Netgames 2009 Call for Papers ]+++++++++++++++++++++++ From lewpuls at gmail.com Thu Jul 9 09:42:29 2009 From: lewpuls at gmail.com (Lewis Pulsipher) Date: Thu, 9 Jul 2009 09:42:29 -0400 Subject: [game_edu] Getting information about game education to those interested in it Message-ID: <790382db0907090642n57f2022eoe380051f4a49d59a@mail.gmail.com> Some time ago there was a discussion here about how to help potential video game students make good choices about their education. The problem is not so much to create that information, as to make it available where those folks might actually find it. Unfortunately, the IGDA Web site is not likely to be a high traffic method of distribution; a great many wannabe students don?t seem to be aware of the IGDA at all. Further, the minority of game students who actually come to IGDA looking for information is the group who least need what IGDA might tell them. So I prefer to use GameCareerGuide. At 200,000 page views a month, it probably gets a lot more traffic from potential students than do IGDA education sites. My latest take on what students need to do is at: http://www.gamecareerguide.com/features/757/industry_hopefuls_prepare_.php You may know that the company that runs Gamasutra/GameCareerGuide etc. laid off some people some time ago, including the editor of GCG. Jill Duffy did a good job of answering student questions about game schools, but now no one on staff has time to do that job. This is an opportunity, then, for educators to take a more active part by contributing to GCG. If you disagree with my article, or have more to say (I know I have), then write something and send it to Gamasutra (cnutt[usual symbol here]gamasutra.com, the C stands for Christian). Using this venue avoids another problem which was becoming obvious during the discussion on this listserv, that any IGDA-approved recommendations would be quite unlikely to ?tell it like it is?, that is, would be something like lowest-common-denominator (in this case, that most of us teach game-related topics). But more than just students need information. Three other groups need information: Administrators who have no idea what a game creation program entails. Those who may teach in a new game creation program. Parents and councilors/advisors of those students. (Because in many cases it?s the parents who ultimately decide what their children do---both a matter of financial resources and of the initiative to find out what?s what!) How do they get this information? Administrators will likely get it from people (teachers) at their school who are interested in the new curriculum, most likely. Very few will have the time/interest to search out the information themselves. Teachers may go to IGDA to get the information. They may also read sites such as GameCareerGuide and Sloperama. Parents? Maybe from the Web, but where? I really have no idea, I?m afraid. Are there sites for parents whose children are about to start college? That?s where the information would need to be. What would they want to know? Administrators want to know software and facilities costs, level of student interest, likelihood of students getting jobs, difficulty of finding teachers. Teachers want to know what they should do. IGDA already has one set of advice, the recommended curriculum topics. Parents want to know the likelihood of their children getting jobs, not just in the video game industry but more generally, if they decide to do something else. What useful things will the student learn (many parents aren't going to regard "making video games" as very useful!)? So if IGDA produced this kind of information and distributed it, some people would enefit. The interested teachers at the school could provide the "Info for administrators" to the administrators; they might also need a brief "what is IGDA" so that the administrators will realize that the source is probably reliable. Lew Pulsipher -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Thu Jul 9 11:19:13 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 09 Jul 2009 16:19:13 +0100 Subject: [game_edu] Getting information about game education to those interested in it In-Reply-To: <790382db0907090642n57f2022eoe380051f4a49d59a@mail.gmail.com> References: <790382db0907090642n57f2022eoe380051f4a49d59a@mail.gmail.com> Message-ID: <4A560A71.4070507@aarmstrong.org> Just a point, I'm getting feedback and ideas for revamping the Students SIG, and a few people have brought up the IGDA and accreditation for courses. I did mention this was more and Education SIG area, and possibly worth thinking about in the long term. Since the Students SIG doesn't even exist yet, really, I honestly agree that the IGDA website is utterly unknown for those who are choosing where to go. If it gets off the ground (with worldwide information made available), the site as a whole could be pushed to those advice institutions who run career websites, perhaps. (Advice for your career after you have a degree is something else though, and entirely suited to the IGDA site). Anyway, neat idea, it didn't really end though - I presume this is something the Education SIG is now going to do? Andrew Lewis Pulsipher wrote: > Some time ago there was a discussion here about how to help potential > video game students make good choices about their education. > > The problem is not so much to create that information, as to make it > available where those folks might actually find it. Unfortunately, > the IGDA Web site is not likely to be a high traffic method of > distribution; a great many wannabe students don?t seem to be aware of > the IGDA at all. Further, the minority of game students who actually > come to IGDA looking for information is the group who least need what > IGDA might tell them. > > So I prefer to use GameCareerGuide. At 200,000 page views a month, it > probably gets a lot more traffic from potential students than do IGDA > education sites. My latest take on what students need to do is at: > > http://www.gamecareerguide.com/features/757/industry_hopefuls_prepare_.php > > You may know that the company that runs Gamasutra/GameCareerGuide etc. > laid off some people some time ago, including the editor of GCG. Jill > Duffy did a good job of answering student questions about game > schools, but now no one on staff has time to do that job. This is an > opportunity, then, for educators to take a more active part by > contributing to GCG. If you disagree with my article, or have more > to say (I know I have), then write something and send it to Gamasutra > (cnutt[usual symbol here]gamasutra.com , the C > stands for Christian). > > Using this venue avoids another problem which was becoming obvious > during the discussion on this listserv, that any IGDA-approved > recommendations would be quite unlikely to ?tell it like it is?, that > is, would be something like lowest-common-denominator (in this case, > that most of us teach game-related topics). > > But more than just students need information. Three other groups need > information: > > Administrators who have no idea what a game creation program entails. > > Those who may teach in a new game creation program. > > Parents and councilors/advisors of those students. (Because in many > cases it?s the parents who ultimately decide what their children > do---both a matter of financial resources and of the initiative to > find out what?s what!) > > How do they get this information? > > Administrators will likely get it from people (teachers) at their > school who are interested in the new curriculum, most likely. Very > few will have the time/interest to search out the information themselves. > > Teachers may go to IGDA to get the information. They may also read > sites such as GameCareerGuide and Sloperama. > > Parents? Maybe from the Web, but where? I really have no idea, I?m > afraid. Are there sites for parents whose children are about to start > college? That?s where the information would need to be. > > What would they want to know? Administrators want to know software > and facilities costs, level of student interest, likelihood of > students getting jobs, difficulty of finding teachers. Teachers want > to know what they should do. IGDA already has one set of advice, the > recommended curriculum topics. Parents want to know the likelihood of > their children getting jobs, not just in the video game industry but > more generally, if they decide to do something else. What useful > things will the student learn (many parents aren't going to regard > "making video games" as very useful!)? > > So if IGDA produced this kind of information and distributed it, some > people would enefit. The interested teachers at the school could > provide the "Info for administrators" to the administrators; they > might also need a brief "what is IGDA" so that the administrators will > realize that the source is probably reliable. > > Lew Pulsipher > ------------------------------------------------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 9 10:51:23 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 09 Jul 2009 10:51:23 -0400 Subject: [game_edu] Getting information about game education to those interested in it In-Reply-To: <790382db0907090642n57f2022eoe380051f4a49d59a@mail.gmail.com> Message-ID: Lew, The team that is redoing the once called Breaking In site has made tremendous headway and is hard at work putting together the new information. We are working on developing many layers to this website and currently we could use a volunteer or two to help us write the following sections: * Trad'l CS degree vs. game prog degree * Difference between Game Studies and Game Development * Breakdown of programming jobs * Breakdown of audio engineer, sound fx designer Please email me offline if you are interested in working with our great team of educators and professionals working on this project. By the way, I would like to give them props for working on this, thank you Scott Roberts, Tom Sloper, Jim Rivers and Dan Carreker. Currently we were planning on having the site reside on the IGDA site, but I do take your point that we really don?t have a lot of traffic there. Sadly but true, a lot of folks don?t know who the IGDA is or know the mission. I will talk to our new Executive Director, Joshua Caulfield and get his feedback about creating some sort of affiliation or something with Game Career Guide. I, on behalf of the SIG thank you for writing such a good article in keeping with the recommendations of the current curriculum framework, well done. Susan -- Prof. Susan Gold Chair, IGDA Education SIG "It is the supreme art of the teacher to awaken joy in creative expression and knowledge." - Albert Einstein On 7/9/09 9:42 AM, "Lewis Pulsipher" wrote: > Some time ago there was a discussion here about how to help potential video > game students make good choices about their education.? > > The problem is not so much to create that information, as to make it available > where those folks might actually find it.? Unfortunately, the IGDA Web site is > not likely to be a high traffic method of distribution; a great many wannabe > students don?t seem to be aware of the IGDA at all.? Further, the minority of > game students who actually come to IGDA looking for information is the group > who least need what IGDA might tell them. > > So I prefer to use GameCareerGuide.? At 200,000 page views a month, it > probably gets a lot more traffic from potential students than do IGDA > education sites.? My latest take on what students need to do is at: > > http://www.gamecareerguide.com/features/757/industry_hopefuls_prepare_.php > > You may know that the company that runs Gamasutra/GameCareerGuide etc. laid > off some people some time ago, including the editor of GCG.? Jill Duffy did a > good job of answering student questions about game schools, but now no one on > staff has time to do that job.?? This is an opportunity, then, for educators > to take a more active part by contributing to GCG.?? If you disagree with my > article, or have more to say (I know I have), then write something and send it > to Gamasutra (cnutt[usual symbol here]gamasutra.com , > the C stands for Christian). > > Using this venue avoids another problem which was becoming obvious during the > discussion on this listserv, that any IGDA-approved recommendations would be > quite unlikely to ?tell it like it is?, that is, would be something like > lowest-common-denominator (in this case, that most of us teach game-related > topics).? > > But more than just students need information.? Three other groups need > information: > > Administrators who have no idea what a game creation program entails.? > > Those who may teach in a new game creation program. > > Parents and councilors/advisors of those students.? (Because in many cases > it?s the parents who ultimately decide what their children do---both a matter > of financial resources and of the initiative to find out what?s what!) > > How do they get this information?? > > Administrators will likely get it from people (teachers) at their school who > are interested in the new curriculum, most likely.? Very few will have the > time/interest to search out the information themselves. > > Teachers may go to IGDA to get the information.? They may also read sites such > as GameCareerGuide and Sloperama. > > Parents?? Maybe from the Web, but where?? I really have no idea, I?m afraid.? > Are there sites for parents whose children are about to start college?? That?s > where the information would need to be. > > What would they want to know?? Administrators want to know software and > facilities costs, level of student interest, likelihood of students getting > jobs, difficulty of finding teachers. Teachers want to know what they should > do.? IGDA already has one set of advice, the recommended curriculum topics. > Parents want to know the likelihood of their children getting jobs, not just > in the video game industry but more generally, if they decide to do something > else.? What useful things will the student learn (many parents aren't going to > regard "making video games" as very useful!)? > > So if IGDA produced this kind of information and distributed it, some people > would enefit.? The interested teachers at the school could provide the "Info > for administrators" to the administrators; they might also need a brief "what > is IGDA" so that the administrators will realize that the source is probably > reliable. > > Lew Pulsipher > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 9 11:30:35 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 09 Jul 2009 11:30:35 -0400 Subject: [game_edu] Getting information about game education to those interested in it In-Reply-To: <4A560A71.4070507@aarmstrong.org> Message-ID: Last year we had an ad hoc committee put together and we discussed the idea of an IGDA approval/accreditation. Upon completion of their report, the answer was overwhelming not at this time. Meaning this is a subject we need to approach in the future, possibly put together a more formal committee to work in tandem with the next (2011) Curriculum Framework project. Susan On 7/9/09 11:19 AM, "Andrew Armstrong" wrote: > Just a point, I'm getting feedback and ideas for revamping the Students SIG, > and a few people have brought up the IGDA and accreditation for courses. I did > mention this was more and Education SIG area, and possibly worth thinking > about in the long term. > > Since the Students SIG doesn't even exist yet, really, I honestly agree that > the IGDA website is utterly unknown for those who are choosing where to go. If > it gets off the ground (with worldwide information made available), the site > as a whole could be pushed to those advice institutions who run career > websites, perhaps. > > (Advice for your career after you have a degree is something else though, and > entirely suited to the IGDA site). > > Anyway, neat idea, it didn't really end though - I presume this is something > the Education SIG is now going to do? > > Andrew > > Lewis Pulsipher wrote: >> Some time ago there was a discussion here about how to help potential video >> game students make good choices about their education.? >> >> The problem is not so much to create that information, as to make it >> available where those folks might actually find it.? Unfortunately, the IGDA >> Web site is not likely to be a high traffic method of distribution; a great >> many wannabe students don?t seem to be aware of the IGDA at all.? Further, >> the minority of game students who actually come to IGDA looking for >> information is the group who least need what IGDA might tell them. >> >> So I prefer to use GameCareerGuide.? At 200,000 page views a month, it >> probably gets a lot more traffic from potential students than do IGDA >> education sites.? My latest take on what students need to do is at: >> >> http://www.gamecareerguide.com/features/757/industry_hopefuls_prepare_.php >> >> You may know that the company that runs Gamasutra/GameCareerGuide etc. laid >> off some people some time ago, including the editor of GCG.? Jill Duffy did a >> good job of answering student questions about game schools, but now no one on >> staff has time to do that job.?? This is an opportunity, then, for educators >> to take a more active part by contributing to GCG.?? If you disagree with my >> article, or have more to say (I know I have), then write something and send >> it to Gamasutra (cnutt[usual symbol here]gamasutra.com >> , the C stands for Christian). >> >> Using this venue avoids another problem which was becoming obvious during the >> discussion on this listserv, that any IGDA-approved recommendations would be >> quite unlikely to ?tell it like it is?, that is, would be something like >> lowest-common-denominator (in this case, that most of us teach game-related >> topics).? >> >> But more than just students need information.? Three other groups need >> information: >> >> Administrators who have no idea what a game creation program entails.? >> >> Those who may teach in a new game creation program. >> >> Parents and councilors/advisors of those students.? (Because in many cases >> it?s the parents who ultimately decide what their children do---both a matter >> of financial resources and of the initiative to find out what?s what!) >> >> How do they get this information?? >> >> Administrators will likely get it from people (teachers) at their school who >> are interested in the new curriculum, most likely.? Very few will have the >> time/interest to search out the information themselves. >> >> Teachers may go to IGDA to get the information.? They may also read sites >> such as GameCareerGuide and Sloperama. >> >> Parents?? Maybe from the Web, but where?? I really have no idea, I?m afraid.? >> Are there sites for parents whose children are about to start college?? >> That?s where the information would need to be. >> >> What would they want to know?? Administrators want to know software and >> facilities costs, level of student interest, likelihood of students getting >> jobs, difficulty of finding teachers. Teachers want to know what they should >> do.? IGDA already has one set of advice, the recommended curriculum topics. >> Parents want to know the likelihood of their children getting jobs, not just >> in the video game industry but more generally, if they decide to do something >> else.? What useful things will the student learn (many parents aren't going >> to regard "making video games" as very useful!)? >> >> So if IGDA produced this kind of information and distributed it, some people >> would enefit.? The interested teachers at the school could provide the "Info >> for administrators" to the administrators; they might also need a brief "what >> is IGDA" so that the administrators will realize that the source is probably >> reliable. >> >> Lew Pulsipher >> >> >> >> >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu >> > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From andrew at aarmstrong.org Thu Jul 9 11:34:46 2009 From: andrew at aarmstrong.org (Andrew Armstrong) Date: Thu, 09 Jul 2009 16:34:46 +0100 Subject: [game_edu] Getting information about game education to those interested in it In-Reply-To: References: Message-ID: <4A560E16.8060704@aarmstrong.org> Sounds good, the issue wasn't at the top of the suggestions since there are some accreditations already going on (such as Skillset in the UK doing some), just was a suggestion it was something the IGDA would one day certainly be fit to do. :D Andrew S. Gold wrote: > Last year we had an ad hoc committee put together and we discussed the > idea of an IGDA approval/accreditation. Upon completion of their > report, the answer was overwhelming not at this time. Meaning this is > a subject we need to approach in the future, possibly put together a > more formal committee to work in tandem with the next (2011) > Curriculum Framework project. > > Susan > > > On 7/9/09 11:19 AM, "Andrew Armstrong" wrote: > > Just a point, I'm getting feedback and ideas for revamping the > Students SIG, and a few people have brought up the IGDA and > accreditation for courses. I did mention this was more and > Education SIG area, and possibly worth thinking about in the long > term. > > Since the Students SIG doesn't even exist yet, really, I honestly > agree that the IGDA website is utterly unknown for those who are > choosing where to go. If it gets off the ground (with worldwide > information made available), the site as a whole could be pushed > to those advice institutions who run career websites, perhaps. > > (Advice for your career after you have a degree is something else > though, and entirely suited to the IGDA site). > > Anyway, neat idea, it didn't really end though - I presume this is > something the Education SIG is now going to do? > > Andrew > > Lewis Pulsipher wrote: > > Some time ago there was a discussion here about how to help > potential video game students make good choices about their > education. > > The problem is not so much to create that information, as to > make it available where those folks might actually find it. > Unfortunately, the IGDA Web site is not likely to be a high > traffic method of distribution; a great many wannabe students > don't seem to be aware of the IGDA at all. Further, the > minority of game students who actually come to IGDA looking > for information is the group who least need what IGDA might > tell them. > > So I prefer to use GameCareerGuide. At 200,000 page views a > month, it probably gets a lot more traffic from potential > students than do IGDA education sites. My latest take on what > students need to do is at: > > http://www.gamecareerguide.com/features/757/industry_hopefuls_prepare_.php > > You may know that the company that runs > Gamasutra/GameCareerGuide etc. laid off some people some time > ago, including the editor of GCG. Jill Duffy did a good job > of answering student questions about game schools, but now no > one on staff has time to do that job. This is an > opportunity, then, for educators to take a more active part by > contributing to GCG. If you disagree with my article, or > have more to say (I know I have), then write something and > send it to Gamasutra (cnutt[usual symbol here]gamasutra.com > , the C stands for Christian). > > Using this venue avoids another problem which was becoming > obvious during the discussion on this listserv, that any > IGDA-approved recommendations would be quite unlikely to "tell > it like it is", that is, would be something like > lowest-common-denominator (in this case, that most of us teach > game-related topics). > > But more than just students need information. Three other > groups need information: > > Administrators who have no idea what a game creation program > entails. > > Those who may teach in a new game creation program. > > Parents and councilors/advisors of those students. (Because > in many cases it's the parents who ultimately decide what > their children do---both a matter of financial resources and > of the initiative to find out what's what!) > > How do they get this information? > > Administrators will likely get it from people (teachers) at > their school who are interested in the new curriculum, most > likely. Very few will have the time/interest to search out > the information themselves. > > Teachers may go to IGDA to get the information. They may also > read sites such as GameCareerGuide and Sloperama. > > Parents? Maybe from the Web, but where? I really have no > idea, I'm afraid. Are there sites for parents whose children > are about to start college? That's where the information > would need to be. > > What would they want to know? Administrators want to know > software and facilities costs, level of student interest, > likelihood of students getting jobs, difficulty of finding > teachers. Teachers want to know what they should do. IGDA > already has one set of advice, the recommended curriculum > topics. Parents want to know the likelihood of their children > getting jobs, not just in the video game industry but more > generally, if they decide to do something else. What useful > things will the student learn (many parents aren't going to > regard "making video games" as very useful!)? > > So if IGDA produced this kind of information and distributed > it, some people would enefit. The interested teachers at the > school could provide the "Info for administrators" to the > administrators; they might also need a brief "what is IGDA" so > that the administrators will realize that the source is > probably reliable. > > Lew Pulsipher > > > ------------------------------------------------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > > ------------------------------------------------------------------------ > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > -- > Susan Gold > Skype: tahoegold > > "To live is the rarest thing in the world. Most people exist, that is > all." Oscar Wilde > ------------------------------------------------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -------------- next part -------------- An HTML attachment was scrubbed... URL: From mark at baldwinconsulting.org Thu Jul 9 12:03:28 2009 From: mark at baldwinconsulting.org (Mark Baldwin) Date: Thu, 9 Jul 2009 10:03:28 -0600 Subject: [game_edu] Accreditation In-Reply-To: <4A560E16.8060704@aarmstrong.org> References: <4A560E16.8060704@aarmstrong.org> Message-ID: <005101ca00ae$cca70d90$65f528b0$@org> I've actually worked on an accreditation team in evaluating a school (I'll refrain from naming names). I had a great deal of trouble with the accreditation organization because I wanted to fail the school's game program (the instructors had neither experience or education in games, they were network programmers), but the accreditation organization put a lot of pressure on me not to do so, and we finally had to come to a compromise. Part of the problem was that neither the accreditation organization nor the school had any respect for the field nor any knowledge of what was required in instructors or a game program. So I certainly think there is a strong need, although perhaps the solution is to work through the existing accreditation organizations instead of creating our own. Mark ************************************ Mark Lewis Baldwin Baldwin Consulting 685 Trailside Rd Golden, CO 80401 303-526-9169 303-408-3727 (m) mark at baldwinconsulting.org http://baldwinconsulting.org ************************************ -------------- next part -------------- An HTML attachment was scrubbed... URL: From gshonk at gmail.com Fri Jul 10 11:16:39 2009 From: gshonk at gmail.com (Grant Shonkwiler) Date: Fri, 10 Jul 2009 11:16:39 -0400 Subject: [game_edu] Getting information about game education to those interested in it In-Reply-To: <4A560E16.8060704@aarmstrong.org> References: <4A560E16.8060704@aarmstrong.org> Message-ID: <8f4d2de10907100816s5be12c6dtdb5df97b102e7c23@mail.gmail.com> Hey Everyone, I don't know if I have introduced myself yet but I am Grant Shonkwiler I am a Game Programmer and Designer at Megatouch Games in Philly. I also am one of the moderators at GameCareerGuide.com, as well as having written for them a few times, and we always love having more industry professionals come and give advice. So come on over and play :) Grant On Thu, Jul 9, 2009 at 11:34 AM, Andrew Armstrong wrote: > Sounds good, the issue wasn't at the top of the suggestions since there > are some accreditations already going on (such as Skillset in the UK doing > some), just was a suggestion it was something the IGDA would one day > certainly be fit to do. :D > > Andrew > > > S. Gold wrote: > > Last year we had an ad hoc committee put together and we discussed the idea > of an IGDA approval/accreditation. Upon completion of their report, the > answer was overwhelming not at this time. Meaning this is a subject we need > to approach in the future, possibly put together a more formal committee to > work in tandem with the next (2011) Curriculum Framework project. > > Susan > > > On 7/9/09 11:19 AM, "Andrew Armstrong" wrote: > > Just a point, I'm getting feedback and ideas for revamping the Students > SIG, and a few people have brought up the IGDA and accreditation for > courses. I did mention this was more and Education SIG area, and possibly > worth thinking about in the long term. > > Since the Students SIG doesn't even exist yet, really, I honestly agree > that the IGDA website is utterly unknown for those who are choosing where to > go. If it gets off the ground (with worldwide information made available), > the site as a whole could be pushed to those advice institutions who run > career websites, perhaps. > > (Advice for your career after you have a degree is something else though, > and entirely suited to the IGDA site). > > Anyway, neat idea, it didn't really end though - I presume this is > something the Education SIG is now going to do? > > Andrew > > Lewis Pulsipher wrote: > > Some time ago there was a discussion here about how to help potential video > game students make good choices about their education. > > The problem is not so much to create that information, as to make it > available where those folks might actually find it. Unfortunately, the IGDA > Web site is not likely to be a high traffic method of distribution; a great > many wannabe students don?t seem to be aware of the IGDA at all. Further, > the minority of game students who actually come to IGDA looking for > information is the group who least need what IGDA might tell them. > > So I prefer to use GameCareerGuide. At 200,000 page views a month, it > probably gets a lot more traffic from potential students than do IGDA > education sites. My latest take on what students need to do is at: > > > http://www.gamecareerguide.com/features/757/industry_hopefuls_prepare_.php > > You may know that the company that runs Gamasutra/GameCareerGuide etc. laid > off some people some time ago, including the editor of GCG. Jill Duffy did > a good job of answering student questions about game schools, but now no one > on staff has time to do that job. This is an opportunity, then, for > educators to take a more active part by contributing to GCG. If you > disagree with my article, or have more to say (I know I have), then write > something and send it to Gamasutra (cnutt[usual symbol here]gamasutra.com< > http://gamasutra.com> , the C stands for Christian). > > Using this venue avoids another problem which was becoming obvious during > the discussion on this listserv, that any IGDA-approved recommendations > would be quite unlikely to ?tell it like it is?, that is, would be something > like lowest-common-denominator (in this case, that most of us teach > game-related topics). > > But more than just students need information. Three other groups need > information: > > Administrators who have no idea what a game creation program entails. > > Those who may teach in a new game creation program. > > Parents and councilors/advisors of those students. (Because in many cases > it?s the parents who ultimately decide what their children do---both a > matter of financial resources and of the initiative to find out what?s > what!) > > How do they get this information? > > Administrators will likely get it from people (teachers) at their school > who are interested in the new curriculum, most likely. Very few will have > the time/interest to search out the information themselves. > > Teachers may go to IGDA to get the information. They may also read sites > such as GameCareerGuide and Sloperama. > > Parents? Maybe from the Web, but where? I really have no idea, I?m > afraid. Are there sites for parents whose children are about to start > college? That?s where the information would need to be. > > What would they want to know? Administrators want to know software and > facilities costs, level of student interest, likelihood of students getting > jobs, difficulty of finding teachers. Teachers want to know what they should > do. IGDA already has one set of advice, the recommended curriculum topics. > Parents want to know the likelihood of their children getting jobs, not just > in the video game industry but more generally, if they decide to do > something else. What useful things will the student learn (many parents > aren't going to regard "making video games" as very useful!)? > > So if IGDA produced this kind of information and distributed it, some > people would enefit. The interested teachers at the school could provide > the "Info for administrators" to the administrators; they might also need a > brief "what is IGDA" so that the administrators will realize that the source > is probably reliable. > > Lew Pulsipher > > > ------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > > ------------------------------ > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > -- > Susan Gold > Skype: tahoegold > > "To live is the rarest thing in the world. Most people exist, that is all." > Oscar Wilde > > ------------------------------ > > _______________________________________________ > game_edu mailing listgame_edu at igda.orghttp://seven.pairlist.net/mailman/listinfo/game_edu > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 16 05:37:52 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 16 Jul 2009 05:37:52 -0400 Subject: [game_edu] Global Game Jam 2010 Message-ID: We are ready to announce our 2010 call for hosts. The 2009 GGJ was such a smashing success we want to do it again and make it bigger (more locations = more games). That?s right, we are starting to plan for next January and we need locations all over this big beautiful globe to host a jam. The dates will be January 29-31, 2010. To sign up your studio/lab/school please look over the following specs for what is needed and email us at: future at globalgamejam.org ? Physical space to comfortably seat participants ? Internet access (either wired or wireless) for all participants ? Access to common game development tools and/or ability to download and install software ? Local IT support in case of problems with computers or internet connectivity ? At least one local official organizer to coordinate the event ** ? Access to all space and computing resources around the clock over the weekend of January 29-31, 2010* ? Coffee and Beverages & easy access to food ? An auditorium space to do a post Jam presentation on Sunday, January 31st ? Security (safeguard against theft, etc?) *We prefer your location was open for the entire 48 hours but we can accommodate those that can not, it is just less time for your site participants to make their games. ** The organizer must be a part of all email correspondence, participate on basecamp and oblige us with meeting all due dates. The GGJ will provide you with tools to organize your local event, hands on guidance before & during the Global Game Jam, a web page on the GGJ site, local & international promotion of the event, swag, etc? Look for early location announcements to show up on our new website in early September. Sign-up to participate in a local jam should start by the end of October. -- Be a part of the largest 48 hour Global Game Jam experience to date. http://globalgamejam.org -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 99501 bytes Desc: not available Url : From goldfile at gmail.com Thu Jul 16 05:28:12 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 16 Jul 2009 05:28:12 -0400 Subject: [game_edu] CFP: IEEE Transactions on Computational Intelligence and AI in Games Message-ID: ?Call for Papers ?IEEE Transactions on Computational Intelligence and AI in Games ???http://ieee-cis.org/pubs/tciaig/ ?Papers are invited for consideration for the fourth issue due to be published ?in December 2009.? This is an excellent opportunity to submit your work to a high-quality ?journal with a thorough yet rapid review process, thanks to the dedication and ?expertise of our associate editors and reviewers. ?Extended versions of conference ?papers are welcome, and should be accompanied by a covering letter summarising ?the extensions. ?Approximate timeline for fourth issue: ????????????Submission: August 15 2009 (or sooner) ??????????Decision: September 30 2009 ??????????Final copy: October 30 2009 Papers that require more revision than can be done within the? rather tight timeline above may be held over for a subsequent issue. Scope The IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI in GAMES (TCIAIG), published four times a year, publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to video games, mathematical games, human-computer interactions in games, and games involving physical objects. Emphasis will also be placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It will also include using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI will be considered. Every effort is made to ensure minimum delay from submission to publication.? Authors have a key role to play in minimising the delay between initial submission and publication, largely by ensuring that manuscripts are of high quality both in terms of content and presentation.? Use of a proof-reading service is highly recommended for any authors who are not native English speakers. ? Publication Timeline When the final version of a manuscript is accepted, it is immediately published electronically on IEEE Xplore and given a Digital Object Identifier (DOI), at which time it enters the queue for publication in the paper version.? In line with the IEEE's policy on scholarly publishing, authors are also free to archive the PDF of the published paper on their own web-site or institutional repository.? For manuscripts that are accepted without revision it is entirely feasible that they could be published within twelve weeks of the initial submission. Best wishes, ??Simon Lucas? Professor Simon M. Lucas Editor-in-Chief IEEE Transactions on Computational Intelligence and AI in Games email:?sml at essex.ac.uk http://csee.essex.ac.uk/staff/lucas/lucas.htm -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From gwalek at ccsnh.edu Thu Jul 16 10:48:06 2009 From: gwalek at ccsnh.edu (Gregory Walek) Date: Thu, 16 Jul 2009 10:48:06 -0400 Subject: [game_edu] GDC 2010 \ Academic Summit? References: Message-ID: I saw the call for general conference submissions for GDC 2010. Didn't see any information about the Academic Summit. Can someone give me a primer about this side of the conference? -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 16 11:22:04 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 16 Jul 2009 11:22:04 -0400 Subject: [game_edu] GDC 2010 \ Academic Summit? In-Reply-To: Message-ID: The Education Summit does not do submissions like the GDC, it is a curated event. We try to look at the things that are needed by our membership and provide it in one neat little package. Currently we are leaning towards a similar set-up to last year. Morning workshops which provide much needed professional development and the afternoon is for inspiration. We are not an academic organization, as in we don?t do peer review papers, etc... We are about providing resources for educators teaching games, in turn, we try to provide that type of material at our conference presentations. Does that help? Susan On 7/16/09 10:48 AM, "Gregory Walek" wrote: > I saw the call for general conference submissions for GDC 2010. > Didn't see any information about the Academic Summit. > > Can someone give me a primer about this side of the conference? > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From snowballz.game at gmail.com Fri Jul 17 16:51:49 2009 From: snowballz.game at gmail.com (Michael Lubker) Date: Fri, 17 Jul 2009 15:51:49 -0500 Subject: [game_edu] IGDA member petition In-Reply-To: <76b841590907171349v5c4d55d6w94cba1ed944f813d@mail.gmail.com> References: <76b841590907171349v5c4d55d6w94cba1ed944f813d@mail.gmail.com> Message-ID: <76b841590907171351g1624b313g6cea67c371291f74@mail.gmail.com> >From Corvus: ( http://www.igda.org/Forums/showthread.php?s=32d74200c0aac66303088ef8ed2d8548&postid=227467#post227467 ) I have started a survey which requires you to enter your IGDA membership number when you vote. Once we have "yes" votes from 10% of the membership (about 1400), I will bring it to the board directly and force them to call a special meeting of the membership to vote on Tim Langdell's removal. I explain the process in this post: It's Fun to Stay at the IGDA ( http://corvus.zakelro.com/2009/07/its-fun-to-stay-at-the-igda/ ) And the direct link to the petition is here: IGDA Removal of Tim Langdell. ( http://www.surveymonkey.com/s.aspx?sm=68SOsjTK_2f9qJvOQ_2b2Zw7_2fA_3d_3d ) Please send to any IGDA paid members you know. ~M -- ~ "Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote!" - Benjamin Franklin http://zeolitestudios.com http://tinyurl.com/movenrace From artur.lugmayr at tut.fi Tue Jul 21 17:12:00 2009 From: artur.lugmayr at tut.fi (Artur R. Lugmayr) Date: Wed, 22 Jul 2009 00:12:00 +0300 Subject: [game_edu] Call for Competition Entries - deadline approaching: 3rd Nokia Ubimedia MindTrek Awards Competition Message-ID: <020201ca0a47$e3af1b20$ab0d5160$@lugmayr@tut.fi> ================================================================================================ Call to participate in the 3rd Nokia Ubimedia MindTrek Awards Competition September 30th ? October 2nd, 2009, Tampere, Finland http://www.mindtrek.org/ubimedia For previous years' entries, newslist subscription, and our facebook group - check out: http://webhotel2.tut.fi/emmi/forum Competition deadline: August 7th Award Sum: 7.000 Euros ================================================================================================ The purpose of the competition is to encourage makers of digital media to generate ideas and develop new and innovative ubimedia products & services. The entries are expected to take a stand on the following questions, for example: * How does ubiquitous computing affect media environments? * What are intelligent media environments like? * What will the location- and context-aware media services of the future be like? A few other examples are: * Pervasive and ubiquitous games * Ambient installations * Artistic works related to ubiquitous media and computation * Business models * Ambient and ubiquitous media technology * Ubiquitous and ambient media services, devices, and environments * Context aware, sensing, and interfaces for ubiquitous computation * Ergonomics, human-computer interaction designs, and product prototypes * Software, hardware and middleware framework demonstrations * Ambient television * etc. The total award sum for the Nokia Ubimedia MindTrek Award is 7 000?. The sum can be awarded to one entry, divided between several entries or not awarded at all if the award criteria set by the jury are not fulfilled. All ubimedia, ubiquitous, pervasive, or ambient products or product and service concepts which have been finalized during the previous year after 1st January 2008 are eligible to take part in the competition. Competition deadline is August 7th How to participate? Please check out the website http://mindtrek.org/ubimedia for entry forms and actual information, and http://webhotel2.tut.fi/emmi/forum for previous years' entries, newsletter, and our facebook group. In case of questions, please contact: ubiaward (AT) mindtrek.org Rules of the Nokia Ubimedia MindTrek Awards ---------------------------------------------------------------------------------------------------- 1. Organizers The Nokia Ubimedia MindTrek Award is a category of the 2009 MindTrek competition. The category is organized collaboratively by MindTrek, Tampere Region Centre of Expertise in Ubiquitous Computing, New Ambient Multimedia Group (NAMU)/Tampere University of Technology, the TAMK University of Applied Sciences, and Nokia. The award is funded by Nokia and the Tampere Region Centre of Expertise in Ubiquitous Computing. 2. Products qualifying for participation All Ubimedia products or product and service concepts which have been finalized during the previous year after 1st January 2008 are eligible to take part in the competition. An example of a suitable competition entry is a finished product, product pilot or demo. No drafts or mere ideas without relevant documentation will be accepted. The competition rules do not place limitations on the technology used in the products. The jury has the right to reject the participation of an entry if it does not fulfil the participation criteria. All jury decisions are final. 3. Entry Submissions For completing a successful submission, the following information is required from your side: * filled application form; * video documenting the submission (approx. 3-5 minutes, also longer will be accepted); * documentation of the concept; A demonstration, production, pilot, or demo is eligible to be submitted to the competition. Each entry should be in form of a video documenting the submission (approx. 3-5 minutes, however also longer videos will be accepted). The video should clearly indicate how the demonstration, production pilot, or demonstration works and relates to ubiquitous media. In addition to the video, a short English-language based description of the concept should be attached to the competition entry in form of e.g. sketches, images, power points, word documents, or implementations. The description should present the key characteristics and benefits of the product or service in a concise and marketing-oriented manner. In addition, also other materials supporting the jury in their decision (e.g. sketches, images, power points, word documents, implementations) can be attached to the competition entry. However, the jury decision will primarily be based on the video submissions, and additional materials will be used in case of further questions. We welcome also links to project homepages, but the jury decision can only base the decision on submitted materials. 4. Participation Registration for the competition ends on 7th August 2009 at 15:00 (+2 GMT). If the competition entry is delivered to MindTrek via mail, it must arrive at the MindTrek Association?s office in three (3) copies no later than 7.8.2009 at 15:00 (+2 GMT). If the competition entry is implemented on the internet, its web address must be submitted to MindTrek when registering within the deadline. Late entries will not be accepted. In addition to submitting the competition entry, participation requires registration using the registration form at the MindTrek website. All submissions must be in English. Originals sent to the competition will not be returned, so you should keep a copy for your own use. Post and packaging costs are the responsibility of the entrant. 5. Award The total award sum for the Nokia Ubimedia MindTrek competition category is EUR 7,000. The sum can be awarded to one entry, divided between several entries or not awarded at all if the award criteria set by the jury are not fulfilled. 6. Immaterial property rights The immaterial property rights related to the competition works remain the property of the competitors. The entrants are responsible for ensuring that they have full copyrights to their competition entries and the right to use the works and their elements when participating in the competition. The material submitted to the award programme remains the property of the author and may not be modified, changed in any way or used in whole or in part for the production of any other work. 7. Evaluation of the entries and the jury The participating works will be evaluated in the following areas: * Innovativeness * Commercial potential * Entertainment value and/or usefulness and/or artistic merit and creative implementation * The usability of interactive and context-aware functions and functions utilizing ubiquitous computing in some other manner * Feasibility (in terms of technology and production) * Visual implementation and technical functionality Nokia, Tampere Region Centre of Expertise in Ubiquitous Computing and MindTrek will jointly assemble the jury for this competition category. The jury will comprise at least one member from Nokia, one member from MindTrek and one member from Tampere Region Centre of Expertise in Ubiquitous Computing, and have a minimum of four members in all. In addition to the actual jury, MindTrek?s preliminary jury will take part in the evaluation if required, by carrying out a preliminary elimination. 8. Reference rights MindTrek has the right to use the competition entries and a mention of the entrants as references in its marketing communications. MindTrek, Nokia and Tampere Region Centre of Expertise in Ubiquitous Computing have the right to disseminate information about the competition arrangements, competition entries, the awarding of the winners and other details related to the competition in their marketing and advertising, e.g. on the web and in brochures and newsletters. The submitted works may be used by MindTrek without any restrictions or written permission in all presentations, TV broadcasting, CD/DVD productions, CD/DVD compilations and advertisements (internet, CD-ROM, TV, print). MindTrek has the unlimited right to use the submitted material for distribution on DVDs and other media, especially the right to distribute the video material to labels and broadcasting companies. 9. Announcement of the results and presentation of the awards The results of the competition category will be announced and the awards presented at the MindTrek Awards Ceremony. The winners will be announced at Hotel Rosendahl on 1.10.2009 at the MindTrek Awards Ceremony. Later there will be the Awards Party to honor the winners of the competitions. Award nominees will be notified in advance. The presence of the nominees at the MindTrek event in October is strongly recommended. All nominees are invited to give a half day workshop around the ideas of their nominated project with the students and tutors at Demola, www.demola.fi 10. Compensation of the finalists? travel and other expenses MindTrek will pay travel and accommodation costs up to the sum of EUR 800 per team for a maximum of three invited finalists/teams flying from abroad in economy class. Any Finnish entrants among the finalists will not receive compensation for their travel costs. However, MindTrek will pay for one conference ticket (includes entrance to the MindTrek Awards Party) and one entrance ticket to the MindTrek Awards Party for all finalist teams. MindTrek will not pay compensation for any other possible costs incurred by the entrants due to their participation in the competition. Further Information Nokia Ubimedia MindTrek Awards Competition ubiaward (AT) mindtrek.org Or in urgent matters the competition chairs: Artur Lugmayr, artur.lugmayr (AT) tut.fi, Tel.: +358 40 821 0558 Cai Melakoski, cai.melakoski (AT) tamk.fi, Tel.: +358 50 555 6581 Kirsi Lindfors, kirsi.lindfors (AT) hermia.fi, Tel.: +358 40 820 4608 Nokia Ubimedia MindTrek Awards Jury 2009 ---------------------------------------------------------------------------------------------------- Head Of Jury: ? Bjoern Stockleben, RBB , DE Competition Chairs: ? Artur Lugmayr, NAMU group, Tampere Univ. of Technology (TUT), FI ? Cai Melakoski, TAMK University of Applied Sciences, FI ? Kirsi Lindfors, Hermia, FI Jury Members (to be completed): ? Petros Belimpasakis, Nokia, FI ? Jonas Forth, Abo Academy, FI ? Glen Gebhard, LMU, US ? Michael Hausenblas, Johanneum Research, AT ? Andreas Holzinger, MBCS Head Research Unit HCI4MED, Medical University Graz (MUG), AT ? Juha Kaario, Nokia, FI ? Mirette Kangas, YLE New Media, FI ? Katri Lietsala Gemilo OY, FI ? Timo Ojala, Universit of Oulu, FI ? Daniel Salber, mackey.nl, NL ? Susanne Sperring, Abo Academy, FI ? Joelle Stemp, Yu Centrik, CA ? Riku Suomela, Nokia, FI ? Teija Vainio, TUT, FI ? Robert Wierzbicki, wierzbicki.org, DE ? Roger Zimmermann, National University of Singapore, SG ? Demola students About the MindTrek Conference ---------------------------------------------------------------------------------------------------- Conference Venue MindTrek takes place at Hotel Scandic Rosendahl, in Tampere, Finland. The organizer of the conference has booked quota for the conference delegates from this hotel. Please, look for more information on accommodation and registration later from our website. Please note that the accommodation is not included in the participation fee. There is also other accommodation available in Tampere, ranging from modern first-class hotels to smaller traditional hotels and dormitories. If you select one of these options, you should make the reservations by yourself with that specific hotel. MindTrek Conference in General Jukka Matikainen, +358 (0)40 5336 379, jukka.matikainen (AT) mindtrek.org www.mindtrek.org Nokia Ubimedia MindTrek Award 2009 MindTrek.org/ubimedia From goldfile at gmail.com Wed Jul 22 20:15:41 2009 From: goldfile at gmail.com (S. Gold) Date: Wed, 22 Jul 2009 20:15:41 -0400 Subject: [game_edu] 3rd Annual Games in Education Event to Take Place August 5th & 6th at HVCC In-Reply-To: Message-ID: ?Local Educators Encouraged to ?Get in the Game? at 3rd Annual Games in Education Symposium, August 5th & 6th The third annual Games in Education Symposium, two days of workshops and presentations about the use of computer and video games in the classroom, will take place August 5th & 6th on the Hudson Valley Community College campus in the Bulmer Telecommunications Center. The symposium is FREE to educators from early childhood to post secondary education interested in the use of games and technology to promote learning in the 21st century. This year?s symposium will explore the practical application of interactive technologies like video games, social networks, blogs and other media to inspire and promote learning in this generation of ?digital natives.? Leading educators and experts from across the nation will discuss how they have applied video games to all curricular areas, and offer teachers a glimpse into new and exciting ways to reach their students, many of whom thrive on this technology outside of the classroom. "We are living in a technological age in which even the very youngest of our children are being exposed to technology at home and in school at an early age,? explains Professor Nancy T. Cupolo, whose Teacher Preparation Department at Hudson Valley Community College is hosting this year?s event. Jennifer Goodall, Assistant Dean of the College of Computing and Information at The University at Albany adds, ?Games are one of the technologies our kids use everyday and we should capitalize on that in any way we can. If we can capture the spirit kids have for games and use that for learning, we not only enhance their education, we also teach all kinds of kids at a young age they can be part of the future of technology. They are tomorrow's technology leaders.? This exciting professional development opportunity offers educators throughout the greater Capital Region two days of free presentations, panels, hands-on workshops, and round table discussions related to games and technology in the classroom. Topics range from the exploration of virtual worlds like Second Life and World of Warcraft and how teachers are using the games successfully in schools, to Social Robotics experimentation aimed at getting kids interested in Computer Science, to analyzing the real world pressures teacher?s face when attempting to straddle two cultures of instruction. ?During my attendance at professional conferences related to games, I have been most inspired by the sessions on how games are being used by educators to engage and motivate children to learn,? explained Tobi Saulnier, CEO of 1st Playable Productions. ?We wanted to bring this experience to the local community, to educators who wouldn?t otherwise have the opportunity to hear about these exciting developments.?? Says Ilene Frank, Director of Public Programs & Education at the Schenectady Museum & Suits-Bueche Planetarium, who has sponsored this event 2 years in row, ?Inspiring a sense of wonder about extraordinary scientific and technological developments is what we do everyday and the Museum views this event as one way to inspire today?s educators on how to incorporate technology including video games into their curriculums.? Through inspirational and innovative education, our youth will receive the motivation they need to pursue science and technology education and careers.? The 2009 Games in Education Symposium is presented by 1st Playable Productions, WMHT Educational Telecommunications, the Teacher Preparation Department at Hudson Valley Community College, the Schenectady Museum & Suits-Bueche Planetarium, and the College of Computing and Information at The University at Albany. ?WMHT is pleased to be a major sponsor of Games In Education,? says Katherine Jetter, Director of Education at the station. ?For over 40 years, PBS has provided educational content in multimedia platforms for learners of all ages. The use of high quality educational digital media can support and accelerate learning both in and outside the classroom. This symposium provides local educators resources for teaching and learning in the 21st century classroom.? WMHT has sponsored the event since its inception in 2007, and hosted its inaugural symposium that same year.? Admission to the Games in Education Symposium is FREE for all educators from early childhood to post secondary education. The event will run 8:30 a.m. to 4:00 p.m. Wednesday, August 5 and 9:00 a.m. to 4:00 p.m. Thursday, August 6. For more information or to register, please visit www.gamesineducation.org .? Hudson Valley Community College is located at 80 Vandenburgh Ave, Troy NY 12180. Lunch and door prizes will be provided! Keynote Speaker Makeda Mays Green, Director of Education & Research, Digital Media, Sesame Workshop Makeda Mays Green is the Director of Education and Research for Digital Media at Sesame Workshop, the nonprofit children educational organization behind Sesame Street. Green is responsible for researching and developing content for various interactive platforms including online, mobile devices, and video game consoles. She supports Sesame Workshop?s mission by focusing and examining the potential of current and emerging digital media platforms to deliver quality educational material to children and families. Most recently, Green was instrumental in the development and launch of Sesame Workshop?s re-designed website (www.sesamestreet.org ). She has created content for Sesame Street Games, an interactive game service available on Cablevision, Panwapa, a website and outreach initiative to help increase children?s awareness of the wider world, and numerous games including the Parent?s Choice award-winning V.Smile title Bert & Ernie?s Imagination Adventure. Green also co-authored the study The Use of Mobile Phones to Support Children?s Literacy Learning. Previously, Green was a Senior Curriculum Specialist, who oversaw the development of content for various Outreach initiatives, including Talk, Read, Write; Happy Healthy Ready for School and You Can Ask. She also served as a Curriculum Specialist for Program Research and developed content for Workshop programs such as, Sagwa, The Chinese Siamese Cat and Dragon Tales. Green holds a B.A from Wesleyan University and a M.A. and Ed.M in Counseling Psychology, from Columbia University. She currently resides in Stamford, C.T. Panelists & Workshop Presenters ???? Brock R. Dubbels, PhD, Educator at the Minneapolis Public Schools and Research Associate, Center for Cognitive Sciences, University of Minnesota ???? Silvia Lovato, Director, PBS Kids Go! Interactive ???? Bill Shribman, Executive Producer, Kids' Projects, WGBH ???? Scot Osterweil, Creative Director, Education Arcade ???? Peggy Sheehy, Instructional Technology Facilitator and Media Specialist, Suffern Middle School, and Founder, MetaVersEd Consulting Ltd ???? Carla Engelbrecht-Fisher, Children's Technology Developer & Doctoral Candidate, Teachers College, Columbia University ???? Mark Petersen, Instructional Designer, Hudson Valley Community College ???? Katherine Jetter, Director of Education, WMHT Educational Telecommunications ???? Lucas Gillispie, Instructional Technology Coordinator, Pender County Schools, North Carolina, and Author of the Edurealms.com Blog ???? Andrea Lauer Rice, CEO & Founder, Lauer Learning ???? Lenore Horowitz, Information Science PhD student in the College of Computing and Information at the University at Albany ???? Matthew Jager, Information Science PhD Candidate in the College of Computing and Information at the University at Albany ???? Elizabeth King, Doctoral Candidate in Curriculum & Instruction, University of???? Wisconsin-Madison ???? Marianne Malmstrom, Technology Instructor ???? Michael Tomaino, Game Design Teacher at Mildred Elley College of Albany, NY and Project Lead of Kids Software Platinum Arts Sandbox Free 3D Game Maker For more on the speakers, please click here! PRESS CONTACTS: 1st Playable Contact: Zhenelle Falk & Nicole Plummer Call (518) 271-8172 or email at zhenelle at 1stplayable.com & nicole at 1stplayable.com HVCC Contact: Eric Bryant Call (518) or email at e.bryant at hvcc.edu WMHT Contact: Katherine Jetter Call (518) 880-3444 or email at kjetter at wmht.org CCI Contact: Jennifer Goodall Call (518) 956-8245 or email at jgoodall at uamail.albany.edu Schenectady Museum Contact: Erin Breslin Call (518) 382-7893, ext. 223 or email at breslin at schenectadymuseum.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Jul 24 13:11:29 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 24 Jul 2009 13:11:29 -0400 Subject: [game_edu] Project Management Software. Message-ID: While I was at Develop I had a chance to meet the folks from Hansoft and they have made a great offer for us in education. They will allow us use of their tools for free on educational projects. They seemed very excited to make this available to us and I hope you contact them to take advantage of the free offer. Get the cutting edge in Project Management with Hansoft ? Now free for education! Hansoft is an integrated project management solution for agile and lean development, collaborative scheduling, real-time reporting, bug tracking / QA, workload coordination, portfolio and document management. The tool is used by many large and growing studios around the world, such as Harmonix, BioWare, Rockstar and 2K games, and builds on principles of team empowerment, increased communication, transparency, and collaboration. Take advantage of Hansoft?s education offer and get a free license to use in your educational projects (non-commercial use only). Contact: solutions at hansoft.se or visit www.hansoft.se for more info. Ship Better Games Faster. With Hansoft. Susan -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From Maha.Abdallah at lip6.fr Fri Jul 24 16:46:33 2009 From: Maha.Abdallah at lip6.fr (Maha Abdallah) Date: Fri, 24 Jul 2009 22:46:33 +0200 Subject: [game_edu] NetGames 2009 - SUBMISSION DEADLINE EXTENDED to August 16, 2009 Message-ID: ++++++++[NetGames 2009 Deadline Extended to August 16, 2009]++++++++ The 8th International Workshop on Network and Systems Support for Games November 23 and 24, 2009 Paris, France http://netgames2009.lip6.fr/ In co-operation with ACM SIGCOMM/SIGMM Technically sponsored by IEEE Communications Society *************************************************************************** * Paper registration and submission deadlines extended to August 16, 2009 * *************************************************************************** IMPORTANT DATES =============== Paper registration: August 16, 2009 (23:59 EDT) Paper submission: August 16, 2009 (23:59 EDT) Author notification: September 27, 2009 Camera ready manuscript: October 25, 2009 Workshop Dates: November 23-24, 2009 SCOPE ===== The 8th Annual Workshop on Network and Systems Support for Games (NetGames 2009) will be held in Paris, France, on November 23-24, 2009. The NetGames workshop brings together researchers and developers from academia and industry to present new research in understanding networked games of today and in enabling the next generation of future networked games. Submissions are sought in any area related to networked games. In particular, topics of interest include (but are not limited to): - Network measurement and traffic modeling - System benchmarking, performance evaluation, and provisioning - Latency issues and lag compensation techniques - Operating system enhancements, service platforms, and middleware - Impact of online game growth on network infrastructure - P2P & Scalable system architectures - Network protocol design - Mobile and resource-constrained systems - Augmented physical systems - Networks of sensors and actuators - Input devices, haptics and accessibility - User and usability studies, group dynamics - Quality of service and content adaptation - User-generated content management - Content authoring and sharing - Artificial intelligence - Security, authentication, accounting and digital rights management - Cheat detection and prevention - Messaging and conferencing in games - Results that reproduce (or refute) previous published results SUBMISSIONS =========== NetGames 2009 welcomes submissions of full papers, as well as extended abstracts reporting work-in-progress. Full papers must be no longer than 6 pages (inclusive of all figures, references and appendices). Extended abstracts must be no longer than 2 pages, and will be presented as Posters in an interactive setting. In addition to papers, technical demonstrations showing original research prototypes are also solicited. Demonstration papers must be no more than 2 pages in length, and should provide a short description of the system and the features that are to be demonstrated. Authors must submit their papers in PDF and use single-spaced, double column ACM conference format. Detailed paper submission guidelines are available at http://netgames2009.lip6.fr/SUBMIT.html. Reviews will be single-blind, authors must include their names and affiliations on the first page. Papers will be judged on their relevance, technical content and correctness, and the clarity of presentation of the research. Papers should not be under review at another venue nor previously published elsewhere. Accepted papers will be archived in the ACM Digital Library and IEEE Xplore, and published in the workshop proceedings. Submission of a paper for review will be considered your agreement that at least one author will register and attend if your paper is accepted. Authors of selected, top quality papers from NetGames 2009 will be invited to submit an extended version of their papers to a special issue of the International Journal of Advanced Media and Communication (IJAMC). COMMITTEE ========= WORKSHOP CHAIR: Maha Abdallah (University of Paris 6, France) PROGRAM COMMITTEE: Maha Abdallah (University of Paris 6, France) Grenville Armitage (Swinburne University of Technology, Australia) Bharat Bhargava (Purdue University, USA) Khaled Boussetta (University of Paris 13, France) Mark Claypool (Worcester Polytechnic Institute, USA) Kuan-Ta Chen (Academia Sinica, Taiwan) Christophe Diot (Thomson, France) Wu-chang Feng (Portland State University, USA) Wu-Chi Feng (Portland State University, USA) Carsten Griwodz (University of Oslo, Norway) P?l Halvorsen (University of Oslo, Norway) Tristan Henderson (University of St Andrews,UK) Jehn-Ruey Jiang (National Central University, Taiwan) Yoshihiro Kawahara (University of Tokyo, Japan) JongWon Kim (GIST, Korea) Ben Leong (National University of Singapore) John Miller (Microsoft Research, UK) Madjid Merabti (Liverpool John Moores University, UK) Wei Tsang Ooi (National University of Singapore) Marius Preda (Institut TELECOM, France) Farzad Safaei (University of Wollongong, Australia) Shervin Shirmohammadi (University of Ottawa, Canada) Joel Wein (Polytechnic Institute of NYU, USA) Lars Wolf (TU Braunschweig, Germany) Roger Zimmermann (National University of Singapore) ++++++++[NetGames 2009 Deadline Extended to August 16, 2009]++++++++ From yusuf.pisan at uts.edu.au Sat Jul 25 01:35:30 2009 From: yusuf.pisan at uts.edu.au (Yusuf Pisan) Date: Sat, 25 Jul 2009 15:35:30 +1000 Subject: [game_edu] CFP: FDG 2010: The 5th International Conference on the Foundations of Digital Games Message-ID: <6dfad8320907242235x51a1f01fh29495d56755d19ae@mail.gmail.com> [Apologies for cross-posting] ========== FDG 2010: CALL FOR PAPERS ========== FDG 2010: The 5th International Conference on the Foundations of Digital Games 19-21 June 2010, at Asilomar Conference Grounds, Monterey, California. http://fdg2010.org/ *** Important Dates *** Workshop Proposals: 18 Sep 2009 Paper and Poster Submission: 5 Feb 2010 Doctoral Consortium Submission: 12 Feb 2010 Author Notification: 29 Mar 2010 Demo Submission: 2 Apr 2010 Registration for Authors: 9 Apr 2010 Camera Ready Papers: 23 Apr 2010 Conference: 19-21 Jun 2010 FDG 2010, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving games, game technologies, gameplay and game design. The goal of the conference is the advancement of the study of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play. FDG 2010 will include presentations of peer-reviewed papers, invited talks by high-profile industry and academic leaders, hands-on tutorials and topical panels on a range of subjects related to games research and education. We invite researchers and educators to share insights and cutting-edge results relating to game technologies and their use. PAPER and POSTER SUBMISSIONS ============================ FDG 2010 will accept both full paper and poster submissions. Authors may choose to submit their papers and posters to the general conference or to a specific theme area. The seven theme areas for FDG 2010 are described below. 1) Artificial Intelligence Track Chair: Magy Seif El-Nasr, Simon Fraser University We solicit papers on artificial intelligence research that provides novel solutions to traditional game AI problems (e.g., path planning, camera control, terrain analysis, user modeling, tactical/strategic and decision making), supports novel game concepts or gameplay elements (e.g. interactive drama, narrative/character development and NPC belief/attitude/emotion modeling), provides automated or semi-automated solutions to game production challenges (e.g., game design, content creation, testing and procedural animation), or describes the integration of AI technologies (e.g., machine learning, logical inference and planning) into game AI architectures. 2) Computer Science and Games Education Track Chair: Andrew Phelps, Rochester Institute of Technology The Computer Science and Games Education Theme Area invites researchers and educators to submit papers illustrating the latest advances and innovation in curricula for games and computer science, in both formal and informal educational contexts. All papers must show rigorous and compelling evaluation. Topics of interest include, but are not limited to: game design and development curricula, effective practices and infrastructure for the use of games and game technologies in Computer Science courses and programs, Web-based (adaptive) educational games and interdisciplinary collaboration among computer scientists and others to create games in educational contexts. 3) Game Design Track Chair: Tracy Fullerton, University of Southern California The Game Design theme seeks detailed reports of creative practice and methods, as well as the exploration and development of innovative gameplay forms and mechanics. Design postmortems that rigorously analyze the intent and effect of particular solutions, mechanics, structures or gaming situations are very welcome. ?Also, research on new models for player involvement, design for learning, participatory design, iterative player-centered process, and investigations into the relationship between hardware and software platforms and design are strongly encouraged. Submissions may discuss theoretical designs or implemented ones, but should provide evaluative evidence and rigorous analysis of outcomes. 4) Game Studies Track Chair: Mia Consalvo, MIT Game Studies as a field is broadly interdisciplinary, welcoming a variety of theoretical, methodological and computational approaches to the study of games and play. This year, we particularly seek submissions that investigate areas such as player experience, game ontology, the social and cultural aspects of gameplay, cross-cultural or global analyses, networked play (including consoles), game aesthetics and criticism, casual and serious gaming and analysis of new and emerging phenomena. All submissions must provide rigorous analysis and present evaluative evidence. 5) Graphics and Interfaces Track Chair: Steven Feiner, Columbia University The Graphics and Interfaces theme seeks papers on all aspects of computer graphics and user interfaces that are specifically related to digital games, including but not limited to: animation, modeling, rendering, 2D and 3D user interfaces, collaborative user interfaces, mobile user interfaces, tangible user interfaces, design of (interfaces for) Web 2.0 game focused web applications, integration of web-based and computer/console based game worlds, augmented reality and virtual reality, and novel interaction devices and displays. 6) Infrastructure (Databases, Networks, Security) Track Chair: Mark Claypool, WPI The Infrastructure track invites submissions that focus on the many aspects of improving systems support for digital games. ?Suitable papers should describe novel networks, operating systems or database systems that are especially designed for games, or make novel use of existing systems to support games. Topics of interest include: networked game architectures, network protocol design for games, latency compensation and synchronization methods, mobile and/or resource-constrained game platforms, software and middleware support for networked games, content delivery and adaptation, services for supporting networked games, cheat detection and prevention, networking and security for Web-based games and game portals, database engines and database optimization for games, distributed database techniques and consistency models for networked games, and data management for games that cross physical and virtual worlds. 7) Learning in Games Track Chair: Elisabeth Hayes, Arizona State University Learning in Games invites papers that investigate how games contribute to intellectual, creative, social, and embodied forms of learning in and outside the classroom, for learners of all ages. Studies focused on educational games as well as the learning potential of COTS games are welcome. Research on the design of games for learning, the outcomes of game-based learning, and learning that occurs in the social contexts and interactions around games (such as within fan communities) should be submitted to this track. Papers on the professional training of game developers should be submitted to the Computer Science and Games Education track. All paper and poster submissions will be rigorously peer reviewed for their technical merit (where applicable), significance, clarity and relevance to the advancement of the study of games. All full papers must describe a completed unit of work and show rigorous and compelling evaluation of the ideas they present. Poster submissions should describe novel work in progress that is not at the same level of research maturity as a full submission. Full papers must not exceed eight pages, but can be shorter. We will review for quality not length! Poster submissions must not exceed two pages. All submissions must be submiteed via https://easychair.org/login.cgi?conf=fdg2010 and must comply with the official ACM proceedings format using one of the templates provided at http://www.acm.org/sigs/pubs/proceed/template.html All accepted paper and poster submissions will be published in the conference proceedings. For a paper or poster to appear in the proceedings, at least one author must register for the conference by the deadline for camera-ready copy submission. Papers from FDG 2009 and its predecessor (GDCSE 2008) are included in the ACM Digital Library and we anticipate that all paper, poster, and doctoral consortium publications from this year's conference will appear there as well. Submissions must not have been published previously. In addition, a submission identical or substantially similar (or even a subset or superset) in content to one submitted to FDG should not be simultaneously under consideration at another conference or journal during the entire FDG review process (i.e., from the submission deadline until the notifications of decisions are emailed to authors). WORKSHOP PROPOSALS ================== The workshops portion of the conference provides an informal setting for new developments to be discussed and demonstrated. We invite proposals for full-day and half-day workshops focused on specific topics related to the broader themes around games. We are particularly interested in topics that will bridge different communities. Proposals should include: A 2-page extended abstract, the objectives and expected outcome of the workshop, the planned activities, the background of the organizer(s), the anticipated number of participants, and the means for soliciting and selecting participants. Proposal should be emailed directly to the Michael Mateas, Workshop Chair, at michaelm at cs.ucsc.edu. DOCTORAL CONSORTIUM =================== The FDG Doctoral Consortium provides an opportunity for a limited group of Ph.D. students to discuss and explore their research interests and career objectives with a panel of established games researchers and industry professionals. The consortium has the following objectives: (1) to provide a setting for mutual feedback on participants' current research and guidance on future research directions; (2) develop a supportive community of scholars and a spirit of collaborative research; (3) support a new generation of researchers with information and advice on academic, research, industrial, and nontraditional career paths; and (4) contribute to the conference goals through interaction with other researchers and participation in conference events. Students whose submissions to the Doctoral Consortium are accepted for presentation will receive complimentary conference registration and some support for their travel/housing expenses. FDG 2010 ORGANIZING COMMITTEE ============================= Conference Chair Ian Horswill, Northwestern University Program Chair Yusuf Pisan, University of Technology, Sydney Doctoral Consortium Chair Zoran Popovic, University of Washington Workshops Chair Michael Mateas, University of California, Santa Cruz Panels Chair Ian Bogost, Georgia Institute of Technology Tutorials Chair Robin Hunicke, That Game Company Webmaster Karl Cheng-Heng Fua, Northwestern University Local Arrangements Chair Marilyn Walker, University of California, Santa Cruz ADDITIONAL INFORMATION ====================== Please see http://fdg2010.org/ for this year's conference and http://foundationsofdigitalgames.org/ for past years. To get the latest news on FDG, subscribe to the FDG-announce mailing http://groups.google.com/group/fdg-announce/subscribe Cheers, Yusuf -- A/Professor Yusuf Pisan Games Studio Faculty of Engineering and Information Technology University of Technology, Sydney http://staff.it.uts.edu.au/~ypisan/ http://games.it.uts.edu.au/ Skype: ypisan From mokon at mokon.net Sat Jul 25 01:43:34 2009 From: mokon at mokon.net (mokon at mokon.net) Date: Fri, 24 Jul 2009 23:43:34 -0600 Subject: [game_edu] On Vacation Message-ID: Hello, I am away until August 11th, 2009 without any internet or phone access. I will get back to you as soon as possible. Thanks, David 'Mokon' Bond From Mokon at Mokon.net Sat Jul 25 08:29:59 2009 From: Mokon at Mokon.net (David Michael Bond) Date: Sat, 25 Jul 2009 08:29:59 -0400 Subject: [game_edu] On Vacation In-Reply-To: References: Message-ID: <000601ca0d23$a0844580$e18cd080$@net> Sorry for that everyone. I need to figure out how to make it not respond to newsletters. -David -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of mokon at mokon.net Sent: Saturday, July 25, 2009 1:44 AM To: game_edu at igda.org Subject: [game_edu] On Vacation Hello, I am away until August 11th, 2009 without any internet or phone access. I will get back to you as soon as possible. Thanks, David 'Mokon' Bond _______________________________________________ game_edu mailing list game_edu at igda.org http://seven.pairlist.net/mailman/listinfo/game_edu From yusuf.pisan at uts.edu.au Wed Jul 29 15:22:14 2009 From: yusuf.pisan at uts.edu.au (Yusuf Pisan) Date: Thu, 30 Jul 2009 05:22:14 +1000 Subject: [game_edu] CFP: IE2009: Australasian Conference on Interactive Entertainment In-Reply-To: <6dfad8320905112232j6e6241ecj80e65d92d6040c9c@mail.gmail.com> References: <6dfad8320905112232j6e6241ecj80e65d92d6040c9c@mail.gmail.com> Message-ID: <6dfad8320907291222p39393f85xa26dbc2ab668ec3d@mail.gmail.com> Dear Colleagues, I wanted to let you know that the paper deadline for IE2009: The 6th Australasian Conference on Interactive Entertainment is only 3 weeks away. You can find more information at http://ieconference.org/ie2009/ Please forward this email as appropriate. * Update * + Magy Seif El-Nasr from the School of Interactive Arts and Technology at Simon Fraser University will be one of the invited speakers at IE2009. You can find more information about her research at http://www.sfu.ca/~magy/ + Conference dates have moved two days forward to be on 17-19 December. We might have a video link to Siggraph Asia which will take place at the same time in Yokohama, Japan + Submission page is now open: http://ieconference.org/ie2009/?page_id=18 * Essential Information * IE2009: The 6th Australasian Conference on Interactive Entertainment 17-19 December 2009, Sydney, Australia http://ieconference.org/ie2009/ *** Important Dates *** Paper Submission: 21 Aug 2009 Short Papers/Demo Submission: 1 Sep 2009 Invited speakers: Magy Seif El-Nasr, Simon Fraser University, and more to be announced soon. Key Areas: * Art, Design, New Media, Social games * Artificial Intelligence * Games and Education * Game Design and Production * Graphics, Animation and Interfaces * Games Backend I hope you will submit a paper and join us at the conference. Cheers, Yusuf -- A/Professor Yusuf Pisan Games Studio Faculty of Engineering and Information Technology University of Technology, Sydney http://staff.it.uts.edu.au/~ypisan/ http://games.it.uts.edu.au/ Skype: ypisan From mokon at mokon.net Wed Jul 29 15:48:12 2009 From: mokon at mokon.net (mokon at mokon.net) Date: Wed, 29 Jul 2009 13:48:12 -0600 Subject: [game_edu] On Vacation Message-ID: <12c003b0220a4976a5f4162f283c5754@7c3784554dc24d9ebbd8721d4c430e98> Hello, I am away until August 11th, 2009 without any internet or phone access. I will get back to you as soon as possible. Thanks, David 'Mokon' Bond From malcolmr at cse.unsw.edu.au Wed Jul 29 23:03:24 2009 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Thu, 30 Jul 2009 13:03:24 +1000 Subject: [game_edu] Game interface devices Message-ID: <2A25E140-895C-41EF-9862-6974002E1D04@cse.unsw.edu.au> With games companies finally considering a shift away from the 'joystick and buttons' paradigm of game interfaces, I want to set up a design lab using some of the more interesting and mature interfacing technologies out there. I'm looking for devices that are ready-to-use for designers. The following items look interesting. Does anyone have any experience with them? Good? Bad? * The Novint Falcon haptic interface * The Softkinetic 3D Camera * The Emotiv or OCZ neural interface * Any brands of 3D monitors * Any brands of VR (or AR) goggles Thanks, Malcolm From Mike.Reddy at newport.ac.uk Thu Jul 30 04:26:31 2009 From: Mike.Reddy at newport.ac.uk (Mike Reddy) Date: Thu, 30 Jul 2009 09:26:31 +0100 Subject: [game_edu] What have the Romans ever given us? References: Message-ID: Will keep this short, so there is a greater chance of feedback. After my pro-education rant "Oh the Cowman and the Farmer should be Friends" at Games:EDU09 (part of the UK's Develop Conference in Brighton) where I questioned the value of Skillset in accrediting courses with only an Industry viewpoint, I have been musing over what might be wrong with the interface between the IGDA, TIGA, Skillset, etc, and Academia. In the wider context, my guess is that this may just be growing pains over dealing with this new medium and intellectual analysis; I wonder if lecturers in the 1930s were wringing their hands over film makers "just wanting to make money making movies" rather than wanting to understand Film? However, it has raised some personal concerns over whether IGDA's EduSIG, Develop's Games:EDU and even GDC's Education Summit are just too marginalised and tokenistic, things that kind of go on at the same time but not the really important stuff that proper developers want to talk about. Hands up who, at education strands, has had the big hitters attending presentations, rather than just more educationalists or Industry Liaison Officers, who are paid to be there? Does anyone have experience of a genuine two way dialogue between Industry Professionals and Academics on an equal footing, rather than one telling the other what should be taught, while the other picks at crumbs of second hand evidence, rather than being actively aware of the process of game development? No judgement of either here, but I feel a bit like my nose is against the glass window, looking in. -- Dr. Mike Reddy, Future Technology, Games Development and A.I., Division of Computing, Newport Business School, University of Wales, Newport, Allt-yr-yn Campus, PO Box 180 Newport South Wales NP20 5XR Tel/Ff?n: +44 (0)1633 432452 Fax/Ffacs: +44 (0)1633 432307 Mobile/Symudol: +44 (0)7971 170 199 Email/Ebost: mike.reddy @ newport.ac.uk (remove spaces/dil?wch y bylchau) From mokon at mokon.net Thu Jul 30 04:39:01 2009 From: mokon at mokon.net (mokon at mokon.net) Date: Thu, 30 Jul 2009 02:39:01 -0600 Subject: [game_edu] On Vacation Message-ID: <1d8ca1d9eab44b799fb3144a9f3947fb@822d0f2697f34039813ff016c9040bb7> Hello, I am away until August 11th, 2009 without any internet or phone access. I will get back to you as soon as possible. Thanks, David 'Mokon' Bond From ai864 at yahoo.com Thu Jul 30 19:42:04 2009 From: ai864 at yahoo.com (Ian Schreiber) Date: Thu, 30 Jul 2009 16:42:04 -0700 (PDT) Subject: [game_edu] What have the Romans ever given us? In-Reply-To: References: Message-ID: <272441.45450.qm@web39706.mail.mud.yahoo.com> >Does anyone have experience of a genuine two way dialogue between Industry Professionals and Academics >on an equal footing, rather than one telling the other what should be taught, while the other picks at crumbs of >second hand evidence, rather than being actively aware of the process of game development? Yes, mostly in cases where the same person is doing both (i.e. a past or present?industry professional who is now teaching). That person can easily have a dialogue with themselves, and with anyone else on either side. If you don't have any of those, students are probably your next best option: * Some schools have an industry internship as a graduation requirement. When students go off to industry and then come back, they will let you know firsthand how things are done, and what skills they found useful and what they felt they were lacking. * Keep in touch with your recent graduates who get jobs in industry. Bring them back to campus every now and then to speak to the current students. Pick their brains a bit in terms of how they would change their education if they had a time machine, knowing what they know now. These are people who have seen the inside of the industry and also the inside of your school; don't underestimate their value. Another alternative is to encourage faculty to spend their Sabbatical year working for industry, which will get you the same kinds of benefits, with the bonus that they will come back for good, unlike graduating students. (Double bonus: after a year of crunch time in the industry, they will probably be GLAD to be back ;-) - Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From sroberts at cim.depaul.edu Fri Jul 31 00:12:37 2009 From: sroberts at cim.depaul.edu (Roberts, Scott) Date: Thu, 30 Jul 2009 23:12:37 -0500 Subject: [game_edu] What have the Romans ever given us? In-Reply-To: <272441.45450.qm@web39706.mail.mud.yahoo.com> References: <272441.45450.qm@web39706.mail.mud.yahoo.com> Message-ID: <6FC69A39E7AED545B86312C4B1639CD25263BADFCA@wagner.cti.depaul.edu> Picking at crumbs? Man, that sounds truly depressing. There's plenty of industry-academic dialogue that's positive and on equal footing, and it doesn't have to be talking to a mirror or to students. I've found a number of people in industry who honestly care about the education of the next generation of game developers, and who are willing to cooperate and collaborate as equals. I wouldn't think this situation is that rare, but it may be more difficult in locations with few developers. One effective method we've used is to invite our advisory board members to serve as "publishers" for our game projects. It gives busy people an opportunity to contribute without a large or regular time commitment, but they feel ownership and a connection to the students. Several of the publishers have ended up spending more time than they'd thought, and it gives extra motivation to students. The industry people also learn something about the challenges of what educators face in the classroom, which helps create a more dialogue-friendly environment. Scott From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of Ian Schreiber Sent: Thursday, July 30, 2009 6:42 PM To: IGDA Game Education Listserv Subject: Re: [game_edu] What have the Romans ever given us? >Does anyone have experience of a genuine two way dialogue between Industry Professionals and Academics >on an equal footing, rather than one telling the other what should be taught, while the other picks at crumbs of >second hand evidence, rather than being actively aware of the process of game development? Yes, mostly in cases where the same person is doing both (i.e. a past or present industry professional who is now teaching). That person can easily have a dialogue with themselves, and with anyone else on either side. If you don't have any of those, students are probably your next best option: * Some schools have an industry internship as a graduation requirement. When students go off to industry and then come back, they will let you know firsthand how things are done, and what skills they found useful and what they felt they were lacking. * Keep in touch with your recent graduates who get jobs in industry. Bring them back to campus every now and then to speak to the current students. Pick their brains a bit in terms of how they would change their education if they had a time machine, knowing what they know now. These are people who have seen the inside of the industry and also the inside of your school; don't underestimate their value. Another alternative is to encourage faculty to spend their Sabbatical year working for industry, which will get you the same kinds of benefits, with the bonus that they will come back for good, unlike graduating students. (Double bonus: after a year of crunch time in the industry, they will probably be GLAD to be back ;-) - Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Jul 31 07:35:23 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 31 Jul 2009 07:35:23 -0400 Subject: [game_edu] A lot of CFP's Message-ID: 1) Call to Participate in the 3rd Nokia Ubimedia MindTrek Awards Competition 2) CALL FOR PAPERS 1st INTERNATIONAL CONFERENCE ON COMPUTATIONAL CREATIVITY 3) Call for Papers 8th European Workshop on Evolutionary and Biologically Inspired Music, Sound, Art and Design --- Call to participate in the 3rd Nokia Ubimedia MindTrek Awards Competition September 30th ? October 2nd, 2009, Tampere, Finland http://www.mindtrek.org/ubimedia For previous years' entries, newslist subscription, and our facebook group - check out: http://webhotel2.tut.fi/emmi/forum Competition deadline: August 7th Award Sum: 7.000 Euros The purpose of the competition is to encourage makers of digital media to generate ideas and develop new and innovative ubimedia products & services. The entries are expected to take a stand on the following questions, for example: * How does ubiquitous computing affect media environments? * What are intelligent media environments like? * What will the location- and context-aware media services of the future be like? A few other examples are: * Pervasive and ubiquitous games * Ambient installations * Artistic works related to ubiquitous media and computation * Business models * Ambient and ubiquitous media technology * Ubiquitous and ambient media services, devices, and environments * Context aware, sensing, and interfaces for ubiquitous computation * Ergonomics, human-computer interaction designs, and product prototypes * Software, hardware and middleware framework demonstrations * Ambient television * etc. The total award sum for the Nokia Ubimedia MindTrek Award is 7 000?. The sum can be awarded to one entry, divided between several entries or not awarded at all if the award criteria set by the jury are not fulfilled. All ubimedia, ubiquitous, pervasive, or ambient products or product and service concepts which have been finalized during the previous year after 1st January 2008 are eligible to take part in the competition. Competition deadline is August 7th How to participate? Please check out the website http://mindtrek.org/ubimedia for entry forms and actual information, and http://webhotel2.tut.fi/emmi/forum for previous years' entries, newsletter, and our facebook group. In case of questions, please contact: ubiaward (AT) mindtrek.org Rules of the Nokia Ubimedia MindTrek Awards ---------------------------------------------------------------------------- ------------------------ 1. Organizers The Nokia Ubimedia MindTrek Award is a category of the 2009 MindTrek competition. The category is organized collaboratively by MindTrek, Tampere Region Centre of Expertise in Ubiquitous Computing, New Ambient Multimedia Group (NAMU)/Tampere University of Technology, the TAMK University of Applied Sciences, and Nokia. The award is funded by Nokia and the Tampere Region Centre of Expertise in Ubiquitous Computing. 2. Products qualifying for participation All Ubimedia products or product and service concepts which have been finalized during the previous year after 1st January 2008 are eligible to take part in the competition. An example of a suitable competition entry is a finished product, product pilot or demo. No drafts or mere ideas without relevant documentation will be accepted. The competition rules do not place limitations on the technology used in the products. The jury has the right to reject the participation of an entry if it does not fulfil the participation criteria. All jury decisions are final. 3. Entry Submissions For completing a successful submission, the following information is required from your side: * filled application form; * video documenting the submission (approx. 3-5 minutes, also longer will be accepted); * documentation of the concept; A demonstration, production, pilot, or demo is eligible to be submitted to the competition. Each entry should be in form of a video documenting the submission (approx. 3-5 minutes, however also longer videos will be accepted). The video should clearly indicate how the demonstration, production pilot, or demonstration works and relates to ubiquitous media. In addition to the video, a short English-language based description of the concept should be attached to the competition entry in form of e.g. sketches, images, power points, word documents, or implementations. The description should present the key characteristics and benefits of the product or service in a concise and marketing-oriented manner. In addition, also other materials supporting the jury in their decision (e.g. sketches, images, power points, word documents, implementations) can be attached to the competition entry. However, the jury decision will primarily be based on the video submissions, and additional materials will be used in case of further questions. We welcome also links to project homepages, but the jury decision can only base the decision on submitted materials. 4. Participation Registration for the competition ends on 7th August 2009 at 15:00 (+2 GMT). If the competition entry is delivered to MindTrek via mail, it must arrive at the MindTrek Association?s office in three (3) copies no later than 7.8.2009 at 15:00 (+2 GMT). If the competition entry is implemented on the internet, its web address must be submitted to MindTrek when registering within the deadline. Late entries will not be accepted. In addition to submitting the competition entry, participation requires registration using the registration form at the MindTrek website. All submissions must be in English. Originals sent to the competition will not be returned, so you should keep a copy for your own use. Post and packaging costs are the responsibility of the entrant. 5. Award The total award sum for the Nokia Ubimedia MindTrek competition category is EUR 7,000. The sum can be awarded to one entry, divided between several entries or not awarded at all if the award criteria set by the jury are not fulfilled. 6. Immaterial property rights The immaterial property rights related to the competition works remain the property of the competitors. The entrants are responsible for ensuring that they have full copyrights to their competition entries and the right to use the works and their elements when participating in the competition. The material submitted to the award programme remains the property of the author and may not be modified, changed in any way or used in whole or in part for the production of any other work. 7. Evaluation of the entries and the jury The participating works will be evaluated in the following areas: * Innovativeness * Commercial potential * Entertainment value and/or usefulness and/or artistic merit and creative implementation * The usability of interactive and context-aware functions and functions utilizing ubiquitous computing in some other manner * Feasibility (in terms of technology and production) * Visual implementation and technical functionality Nokia, Tampere Region Centre of Expertise in Ubiquitous Computing and MindTrek will jointly assemble the jury for this competition category. The jury will comprise at least one member from Nokia, one member from MindTrek and one member from Tampere Region Centre of Expertise in Ubiquitous Computing, and have a minimum of four members in all. In addition to the actual jury, MindTrek?s preliminary jury will take part in the evaluation if required, by carrying out a preliminary elimination. 8. Reference rights MindTrek has the right to use the competition entries and a mention of the entrants as references in its marketing communications. MindTrek, Nokia and Tampere Region Centre of Expertise in Ubiquitous Computing have the right to disseminate information about the competition arrangements, competition entries, the awarding of the winners and other details related to the competition in their marketing and advertising, e.g. on the web and in brochures and newsletters. The submitted works may be used by MindTrek without any restrictions or written permission in all presentations, TV broadcasting, CD/DVD productions, CD/DVD compilations and advertisements (internet, CD-ROM, TV, print). MindTrek has the unlimited right to use the submitted material for distribution on DVDs and other media, especially the right to distribute the video material to labels and broadcasting companies. 9. Announcement of the results and presentation of the awards The results of the competition category will be announced and the awards presented at the MindTrek Awards Ceremony. The winners will be announced at Hotel Rosendahl on 1.10.2009 at the MindTrek Awards Ceremony. Later there will be the Awards Party to honor the winners of the competitions. Award nominees will be notified in advance. The presence of the nominees at the MindTrek event in October is strongly recommended. All nominees are invited to give a half day workshop around the ideas of their nominated project with the students and tutors at Demola, www.demola.fi 10. Compensation of the finalists? travel and other expenses MindTrek will pay travel and accommodation costs up to the sum of EUR 800 per team for a maximum of three invited finalists/teams flying from abroad in economy class. Any Finnish entrants among the finalists will not receive compensation for their travel costs. However, MindTrek will pay for one conference ticket (includes entrance to the MindTrek Awards Party) and one entrance ticket to the MindTrek Awards Party for all finalist teams. MindTrek will not pay compensation for any other possible costs incurred by the entrants due to their participation in the competition. Further Information Nokia Ubimedia MindTrek Awards Competition ubiaward (AT) mindtrek.org Or in urgent matters the competition chairs: Artur Lugmayr, artur.lugmayr (AT) tut.fi, Tel.: +358 40 821 0558 Cai Melakoski, cai.melakoski (AT) tamk.fi, Tel.: +358 50 555 6581 Kirsi Lindfors, kirsi.lindfors (AT) hermia.fi, Tel.: +358 40 820 4608 Nokia Ubimedia MindTrek Awards Jury 2009 ---------------------------------------------------------------------------- ------------------------ Head Of Jury: ? Bjoern Stockleben, RBB , DE Competition Chairs: ? Artur Lugmayr, NAMU group, Tampere Univ. of Technology (TUT), FI ? Cai Melakoski, TAMK University of Applied Sciences, FI ? Kirsi Lindfors, Hermia, FI Jury Members (to be completed): ? Petros Belimpasakis, Nokia, FI ? Jonas Forth, Abo Academy, FI ? Glen Gebhard, LMU, US ? Michael Hausenblas, Johanneum Research, AT ? Andreas Holzinger, MBCS Head Research Unit HCI4MED, Medical University Graz (MUG), AT ? Juha Kaario, Nokia, FI ? Mirette Kangas, YLE New Media, FI ? Katri Lietsala Gemilo OY, FI ? Timo Ojala, Universit of Oulu, FI ? Daniel Salber, mackey.nl, NL ? Susanne Sperring, Abo Academy, FI ? Joelle Stemp, Yu Centrik, CA ? Riku Suomela, Nokia, FI ? Teija Vainio, TUT, FI ? Robert Wierzbicki, wierzbicki.org, DE ? Roger Zimmermann, National University of Singapore, SG ? Demola students About the MindTrek Conference ---------------------------------------------------------------------------- ------------------------ Conference Venue MindTrek takes place at Hotel Scandic Rosendahl, in Tampere, Finland. The organizer of the conference has booked quota for the conference delegates from this hotel. Please, look for more information on accommodation and registration later from our website. Please note that the accommodation is not included in the participation fee. There is also other accommodation available in Tampere, ranging from modern first-class hotels to smaller traditional hotels and dormitories. If you select one of these options, you should make the reservations by yourself with that specific hotel. MindTrek Conference in General Jukka Matikainen, +358 (0)40 5336 379, jukka.matikainen (AT) mindtrek.org www.mindtrek.org Nokia Ubimedia MindTrek Award 2009 MindTrek.org/ubimedia --- CALL FOR PAPERS 1st INTERNATIONAL CONFERENCE ON COMPUTATIONAL CREATIVITY Lisbon, Portugal, 7-9 January 2009 ---> Submission deadline: 21 September website: http://creative-systems.dei.uc.pt/icccx Although it seems clear that creativity plays an important role in developing intelligent computational systems, it is less clear how to model, simulate, or evaluate creativity in such systems. In other words, it is often easier to recognize the presence and effect of creativity than to describe or prescribe it. The purpose of this conference is to facilitate the exchange of ideas on the topic of computational creativity in a cross-disciplinary setting. It will bring together people from AI, Cognitive Science and related areas such as Psychology, Philosophy and the Arts who research questions related to the notion of creativity as it relates to computational systems. This focus on creativity in the context of computational systems has the potential for increasing innovation in existing fields of research as well as for defining new fields of study, including 1. Artificially Creative Systems: development of computational systems that produce or simulate creativity. These systems may be inspired by human creativity or by the possibilities of artificial systems beyond human capabilities. 2. Computational Models of Human Creativity: construction of cognitive models of human creativity that can be the basis for computational creativity. 3. Computational Systems for Supporting Creativity: production of user interfaces, interaction design, decision support, and data modeling techniques that lead to the development of intelligent assistants that support the user in being more creative. -------------------------- Topics -------------------------- Original contributions are solicited in all areas related to Computational Creativity, including but not limited to: 1. computational paradigms for understanding creativity, including heuristic search, analogical reasoning, and re-representation; 2. metrics, frameworks and formalizations for the evaluation of creativity in computational systems; 3. perspectives on creativity, including philosophy of computational creativity, models of human behavior, intelligent systems, and creativity-support tools; 4. the role of creativity in learning, innovation, improvisation, and other pursuits; 5. factors that enhance creativity, including conflict, diversity, knowledge, intuition, reward structures, and technologies; 6. social aspects of creativity, including the relationship between individual and social creativity, diffusion of ideas, collaboration and creativity, formation of creative teams, and simulating creativity in social settings; 7. specific applications to music, language and the arts, to architecture and design, to scientific discovery, to education and to entertainment; 8. detailed system descriptions of creative systems, including engineering difficulties faced, example sessions and artefacts produced, and applications of the system. The conference will include traditional paper presentations, will showcase the application of computational creativity to the sciences, creative industries and arts, and will incorporate a "show and tell" session, which will be devoted to demonstrations of computational systems exhibiting behaviour which would be deemed creative in humans. In addition the conference will provide a forum for identifying trends and opportunities for research on [computational] creativity and promising practices concerning the development of creative computational systems. ---------------------------------------------------------------------------- ---- Celebrating 10 years of Events on Computational Creativity ---------------------------------------------------------------------------- ---- This conference celebrates the 10th anniversary of a series of events which, since 1999, have grown from small satellite workshops into an international conference in its own right. During this period, these symposia and workshops have acted as a focus for an active research community, have been the forum for the presentation of the newest results in computational creativity, and have given rise to special issues of journals. List of past events: IJWCC 2008, Madrid, Spain AAAI 2008 Spring Symposium on Creative Intelligent Systems, Stanford, CA, USA IJWCC 2007, London, UK (first autonomous workshop) IJWCC 2006, Riva del Garda, Italy, ECAI'2006 IJWCC 2005, Edinburgh, UK, IJCAI'2005 IJWCC 2004, Madrid, Spain, ECCBR'2004 The IJWCC series resulted from two previous streams of symposia and workshops associated with AISB 99, AISB 00, ICCBR 01, AISB 01, ECAI 02, AISB 02, IJCAI 03, AISB 03 and LREC 04. ----------------------- Important Dates ----------------------- September 21, 2009 Submission deadline October 30, 2009 Authors' Notification November 22, 2009 Deadline for final camera-ready copies ------------------- Submissions ------------------- Please submit papers of up to 10 pages in Springer LNCS format. Submission details will be available on the conference website. ------------------------------ Organising Committee ------------------------------ General Chair: Geraint A. Wiggins (Goldsmiths, University of London, UK) PC Chair: Dan Ventura (Brigham Young University, UT, USA) Local Chair: Amilcar Cardoso (University of Coimbra, Portugal) Publicity Chair: Simon Colton (Imperial College London, UK) -------------------------- Local Organisation -------------------------- Amilcar Cardoso (University of Coimbra, Portugal) Lu?s Macedo (University of Coimbra, Portugal) - Finance Paulo Pires (University of Coimbra, Portugal) - Sponsoring Jorge ?vila (University of Coimbra, Portugal) - Secretariate ------------------------------------- Senior Program Committee ------------------------------------- Rafael P?rez y P?rez (UAM Cuajimalpa, Mexico) Graeme Ritchie (University of Aberdeen, UK) Alison Pease (The University of Edinburgh, UK) Tony Veale (University College Dublin, Ireland) ----------------------------------- Program Committee ----------------------------------- John Barnden (University of Birmingham, UK) Ana Boa-Ventura (University of Texas, Austin, USA) David Brown (Worcester Polytechnic Institute, USA) Paul Brown (University of Sussex, UK) Win Burleson (Arizona State University, USA) John Collomosse (University of Bath, UK) Anna Feldman (Montclair State University, USA) Pablo Gerv?s (Universidad Complutense de Madrid, Spain) John Gero (George Mason University, USA) Ashok Goel (Georgia Institute of Technology, USA) Paulo Gomes (University of Coimbra, Portugal) Kaz Grace (University of Sydney, Australia) Fox Harrell (Georgia Institute of Technology, USA) Kyle Jennings (University of California, Berkeley, USA) Robert Keller (Harvey Mudd College, USA) Penousal Machado (University of Coimbra, Portugal) Brian Magerko (Georgia Institute of Technology, USA) Lorenzo Magnani (University of Pavia, Italy) Mary Lou Maher (National Science Foundation, USA) Ramon L?pez de M?ntaras (IIIA-CSIC, Spain) Ruli Manurung (University of Indonesia, Indonesia) Jon McCormack (Monash University - Clayton, Australia) David C. Moffat (Glasgow Caledonian University, UK) Nick Montfort (Massachusetts Institute of Technology, USA) Diarmuid O'Donoghue (National University of Ireland, Ireland) Francisco C?mara Pereira (University of Coimbra, Portugal) Luis Pineda (Universidad Nacional Aut?noma de M?xico, Mexico) Sarah Rauchas (Goldsmiths, University of London, UK) Joaquim Reis (ISCTE, Lisbon University Institute, Portugal) Mark Riedl (Georgia Institute of Technology, USA) Judy Robertson (Heriot-Watt University, UK) Juan Romero (Universidade da Coru?a, Spain) Rob Saunders (University of Sydney, Australia) Ricardo Sosa (Tecnologico de Monterrey, Mexico) Oliviero Stock (Istituto per la Ricerca Scientifica e Tecnologica, Italy) Ron Sun (Rensselaer Polytechnic Institute, USA) Carlo Strapparava (Istituto per la Ricerca Scientifica e Tecnologica, Italy) Chris Thornton (University of Sussex, UK) ----------------------------------- ICCC Steering Committee ----------------------------------- Amilcar Cardoso (University of Coimbra, Portugal) Simon Colton (Imperial College London, UK) Pablo Gerv?s (Universidad Complutense de Madrid, Spain) Alison Pease (The University of Edinburgh, UK) Rafael P?rez y P?rez (UAM Cuajimalpa, Mexico) Graeme Ritchie (University of Aberdeen, UK) Rob Saunders (University of Sydney, Australia) Tony Veale (University College Dublin, Ireland) Dan Ventura (Brigham Young University, UT, USA) Geraint A. Wiggins (Goldsmiths, University of London, UK) -------------- Sponsors -------------- APPIA - Portuguese Association for Artificial Intelligence AECI - Ano Europeu para a Criatividade e Inova??o CISUC - Centre for Informatics and Systems of the University of Coimbra --- EvoMUSART 2010 8th European Workshop on Evolutionary and Biologically Inspired Music, Sound, Art and Design 7-9 April, 2010, Istanbul, Turkey http://www.evostar.org ---------------------------------------------------------------------- INTRODUCTION ---------------------------------------------------------------------- EvoMUSART 2010 is the eight workshop of the EvoNet working group on Evolutionary Music and Art. Following the success of previous events and the growth of interest in the field, the main goal of EvoMUSART 2010 is to bring together researchers who are using biologically inspired techniques for artistic tasks, providing the opportunity to promote, present and discuss ongoing work in this area. The workshop will be held from 7-9 April, 2010 in Istanbul, Turkey as part of the EvoStar event. Accepted papers will be presented orally at the workshop and included in the EvoWorkshops proceedings, published by Springer Verlag in the Lecture Notes in Computer Science series. EvoMUSART 2010 important dates are: Submission deadline: November 4, 2009 Conference: 7-9 April, 2010 ---------------------------------------------------------------------- TOPICS OF INTEREST ---------------------------------------------------------------------- The papers should concern the use of bio-inspired techniques (Evolutionary Computation, Artificial Life, Artificial Neural Networks, Swarm Intelligence, etc.) in the scope of the generation, analysis and interpretation of art, music, design, architecture and other artistic fields. Topics of interest include, but are not limited to: - Generation o Biologically Inspired Design and Art-Making Systems that create drawings, images, animations, sculptures, poetry, text, objects, designs, webpages, buildings, etc.; o Biologically Inspired Sound-Generators and Music-Systems that create music, aggregate sound, or simulate instruments, voices, effects, etc; o Robotic Based Evolutionary Art and Music; o Other related generative techniques; - Theory o Computational Aesthetics, Emotional Response, Surprise, Novelty; o Representation techniques; o Comparative analysis and classification; o Validation methodologies; o New biologically inspired computation models in art, music and design; - Computer Aided Creativity o New ways of integrating users into evolutionary computation art and music frameworks; o Analysis and evaluation of: the artistic potential of biologically inspired art and music; the artistic processes inherent to these approaches; the resulting artifacts; o Collaborative distributed artificial art environments; - Automation o Techniques for automated fitness assignment; o Systems that exploit biologically inspired computation to analyze artistic objects and artifacts; ---------------------------------------------------------------------- ADDITIONAL INFORMATION AND SUBMISSION DETAILS ---------------------------------------------------------------------- Submit your manuscript, at most 10 A4 pages long, in Springer LNCS format no later than November 4, 2009. Formatting instructions available at: http://www.springer.com/dal/home/computer/lncs?SGWID=1-164-7-72376-0&teaserI d=45515&CENTER_ID=73062) The papers will be peer reviewed by at least three members of the program committee. Authors will be notified via email on the results of the review by 20 December 2009. The authors of accepted papers will have to improve their paper on the basis of the reviewers' comments and will be asked to send a camera ready version of their manuscripts, along with text sources and pictures, by 10 January 2010. The accepted papers will appear in the workshop proceedings, published in Springer LNCS Series, which will be available at the workshop. Further information, including the Online Submission Details, can be found on the following pages: Evo*2010: http://www.evostar.org EvoMUSART2010: http://dces.essex.ac.uk/research/evostar/EvoMUSART.htm ---------------------------------------------------------------------- IMPORTANT DATES ---------------------------------------------------------------------- Submission: 4 November 2009 Workshop: 7-9 April 2009 ---------------------------------------------------------------------- PROGRAMME COMMITTEE ---------------------------------------------------------------------- Alain Lioret, Paris 8 University, France Alan Dorin, Monash University, Australia Alejandro Pazos, University of A Coruna, Spain Amilcar Cardoso, University of Coimbra, Portugal Amy K. Hoover, University of Central Florida, USA Andrew Gildfind, Google, Inc., Australia Andrew Horner, University of Science & Technology, Hong Kong Anna Ursyn, University of Northern Colorado, USA Antonino Santos, University of A Coruna, Spain Artemis Sanchez Moroni, Renato Archer Research Center, Brazil Bill Manaris, College of Charleston, USA Brian Ross, Brock University, Canada Carlos Grilo, Instituto Polit?cnico de Leiria, Portugal Christian Jacob , University of Calgary, Canada Colin Johnson, University of Kent, UK Craig Kaplan, University of Waterloo, Canada Eduardo Miranda, University of Plymouth, UK Eleonora Bilotta , University of Calabria, Italy Erwin Driessens, Independent Artist, Netherlands Gary Nelson, Oberlin College, USA Gerhard Widmer, Johannes Kepler University Linz, Austria Hans Dehlinger, Independent Artist, Germany James McDermott, University of Limerick, Ireland Jon McCormack, Monash University, Australia Jonatas Manzolli , UNICAMP, Brasil Jorge Tavares, University of Coimbra, Portugal Juan Romero, University of A Coruna, Spain Luigi Pagliarini, Pescara Electronic Artists Meeting & University of Southern Denmark, Italy Maria Verstappen, Independent Artist, Netherlands Matthew Lewis, Ohio State University, USA Nicolas Monmarch?, University of Tours, France Oliver Bown, Monash University, Australia Pablo Gerv?s, Universidad Complutense de Madrid , Spain Palle Dahlstedt, G?teborg University, Sweden Paul Brown, University of Sussex, UK Paulo Urbano, Universidade de Lisboa , Portugal Peter Bentley, University College London , UK Philip Galanter, Texas A&M College of Architecture, USA Rafael Ramirez, Pompeu Fabra University, Spain Ruli Manurung, University of Indonesia, Indonesia Simon Colton, Imperial College, UK Somnuk Phon-Amnuaisuk, Multimedia University, Malaysia Stefano Cagnoni, University of Parma, Italy Stephen Todd, IBM, UK Steve DiPaola, Simon Fraser University, Canada Tim Blackwell, Goldsmiths College, University of London, UK Vic Ciesielski, RMIT, Australia ---------------------------------------------------------------------- WORKSHOP CHAIRS ---------------------------------------------------------------------- Penousal Machado University of Coimbra, Portugal Machado AT dei DOT uc DOT pt Gary Greenfield University of Richmond, USA ggreenfi AT richmond DOT edu -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From mokon at mokon.net Fri Jul 31 08:09:21 2009 From: mokon at mokon.net (mokon at mokon.net) Date: Fri, 31 Jul 2009 06:09:21 -0600 Subject: [game_edu] On Vacation Message-ID: <4e0d996cbab14017b607ce0949805093@52f39360e22f41b1a29f196eae5f9547> Hello, I am away until August 11th, 2009 without any internet or phone access. I will get back to you as soon as possible. Thanks, David 'Mokon' Bond