From goldfile at gmail.com Mon Jun 1 05:20:46 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 01 Jun 2009 05:20:46 -0400 Subject: [game_edu] Computer Games Scholarships Message-ID: Computer Games Scholarships The University of the Sunshine Coast is seeking applications for two PhD Research Scholarships in Computer Gaming commencing 2009 PhD project 1: Development of a computer game to teach environmental management (cf SimCity). The game will integrate with existing climate modelling systems to provide educational tools for schools through to government. The PhD candidate will receive a stipend valued at $25,000 per annum as part of the Smart Forest Alliance Queensland partnership. For more information, download the Environmental Management Scholarship - Call for Expressions of Interest (PDF 68KB). Value: AU$25,000 per annum tax free. Relocation assistance is also available. Commencement: ASAP Duration: Three years full-time PhD project 2: Development of a computer game to teach safety awareness skills and strategies to children to prevent them from becoming victims of child sexual abuse. The computer game can include console, desktop, mobile and multiplayer environments. The PhD candidate will receive a stipend valued at $25,000 per annum as part of the Telstra Foundation / Queensland Police Service / Daniel Morcombe Foundation project in partnership with Education Queensland and the Department of Child Safety. For more information, download the Child Sexual Abuse Prevention Scholarship - Call for Expressions of Interest (PDF 70KB). Value: AU$25,000 per annum tax free. Relocation assistance is also available Commencement: ASAP Duration: Three years full-time Application Form: To apply for either of the above scholarships, please download the Computer Games PhD Scholarships application form (Word 380KB) For more information, please contact Dr Christian Jones by email cmjones at usc.edu.au or telephone +61 7 5459 4849 or mobile +61 0 4243 58195. URL: http://www.usc.edu.au/Students/Future/FinancialAssistance/ScholarshipsBursar iesPrizes/PostgraduateScholarshipsandBursaries/PostgraduateScholarshipsandBu rsaries.htm Dr Christian M. Jones, MEng (Hons) PhD CEng MIET ILTM MBCS CITP Faculty of Arts and Social Science, University of the Sunshine Coast, Maroochydore DC Queensland 4558 Australia Phone: +61 7 5459 4849 Fax: +61 7 5430 2883 Mobile: 04243 58195 Email: cmjones at usc.edu.au http://www.usc.edu.au/University/AcademicFaculties/Science/Staff/ChristianJo nes.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 goldfile at gmail.com Mon Jun 1 10:04:25 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 01 Jun 2009 10:04:25 -0400 Subject: [game_edu] FW: [IFIP-EC-NEWS] CfP: Academic MindTrek 2009: Everyday Life in the Ubiqutious Era * Ambient Media * Social Media * Digital Games * In-Reply-To: <032101c9def8$88618d40$9924a7c0$@lugmayr@tut.fi> Message-ID: -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: "Artur R. Lugmayr" Organization: NAMU - New AMbient MUltimedia research group Reply-To: Date: Wed, 27 May 2009 21:25:30 +0300 To: "Artur R. Lugmayr" ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE ** http://listserver.tue.nl/mailman/listinfo/icec ** Send all news to: icec at listserver.tue.nl **************************************************** ** NOTE: Please reply to article's originator, ** not this IFIP EC News Service **************************************************** ============================================================================ ================= CALL FOR PAPERS, TUTORIALS, AND WORKSHOPS Academic MindTrek 2009: Everyday Life in the Ubiquitous Era Ambient Media *** Social Media *** Games September 30th ? 2nd October, 2009, Tampere, Finland confirmed keynote speakers (more are to come): - Ignacio Correas, CEO, eBox Technologies - Peter Cheng, Open Source Camp, Hihoo.org; - Jani Penttinen, CTO, XIHA - Francesca Rosella, Co-Founder, Cute Circuit EXTENDED Submission Deadlines: - EXTENDED TILL 7th JUNE 2009: submission of tutorial and workshop proposals - EXTENDED TILL 7th JUNE 2009: submissions of long papers (6-8 pages) - 15th June 2009: submission of short papers (3-4 pages) - 30th June 2009: submission of poster presentations (1 page) - 15th June 2009: submissions of workshop papers for accepted papers http://www.mindtrek.org http://www.mindtrek.org/academic In cooperation with ACM, ACM SIGMM and ACM SIGCHI Publications will be published in the ACM digital library Selected set of high-level contributions will published as book chapters or in journals ============================================================================ =================== Academic MindTrek 2009 Call for Papers, Tutorials and Workshops We are pleased to invite you to the Academic MindTrek conference from September 30th ? 2nd October, which brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media in the ubiquitous arena. Media to be discussed range from business, social and technical to content-related topics. September 30th is the main Academic day, featuring the following three tracks: * Social Media Social media and Web 2.0 technologies are applied in ever diverse practices both in private and public communities. Traditional communication and expression modalities are challenged and totally new practices are constructed in the collaborative, interactive media space; * Ambient and Ubiquitous Media ?The medium is the message!? ? This conference track focuses on the definition of ambient and ubiquitous media with a cross-disciplinary viewpoint: ambient media between technology, art, and content. The focus of this track is on applications, theory, art-works, mixed reality concepts, the Web 3.0, and user experiences that make ubiquitous and ambient media tick; * Digital Games Digital play and games are currently undergoing many transformations: gaming devices are becoming truly connected, players are finding more possibilities for collaboration, and simultaneously games are being applied into novel uses and mobile use contexts. In addition, special academic sessions (e.g. tutorials, workshops, and multidisciplinary sessions) will be held on Oct 1st & 2nd, parallel to the MindTrek business conference. Academic speakers and authors are warmly welcome to attend the business conference tracks as part of the academic conference fee during these days as well. The MindTrek Association hosts MindTrek as a yearly conference, where the Academic MindTrek conference has been a part of this unique set of events comprising competitions, world famous keynote speakers, plenary sessions, media festivals, and workshops since 1997. It is a meeting place where experts and thinkers present results from their latest work regarding the development of Internet, interactive media, and the information society. MindTrek brings together researchers and practitioners from diverse disciplines that are involved in the development of media in various fields, ranging from sociology and the economy, to technology. The organizing committee invites you to submit original high quality full papers, long or short, addressing the special theme and the topics, for presentation at the conference and inclusion in the proceedings. We are interested in contributions in the topic areas social media, ambient/ubiquitous media, and games such as: - case-studies (successful, and especially unsuccessful ones) - oral presentation of fresh and innovative ideas - artistic installations and running system prototypes - user-experience studies and evaluations - technological novelties, evaluations, and solutions - scientific, business, or media oriented contributions - proposals for own workshops. Paper Proposals All submissions will be peer-reviewed double blinded, therefore please remove any information that could give an indication of the authorship. The scientific part of the conference is organized in cooperation with ACM SIGMM, and ?ACM SIGCHI. Conference proceedings will be published in the ACM Digital Library. Selected high quality papers will be published in international journals, as book chapters, edited books, or via open access journals. There will also be a reward for the overall best paper from the academic conference. Workshop Proposals Feel free to suggest workshops which are co-organized with MindTrek 2009. Workshop proposals should include the organizing committee, a 1 page description of the theme of the workshop, a short CV of organizers, duration, the proceedings publisher, and the schedule. Workshop organizers also have the possibility to add publications to the main conference proceedings. Tutorial Proposals Tutorial proposals should include a 2-page description of the tutorial, intended audience, a short CV, timetable, required equipment, references, and a track record of previous tutorials. The target length of tutorials is 2 hours. Submission Deadlines - 15th May 2009: submission of tutorial and workshop proposals - 31st May 2009: submissions of long papers (6-8 pages) - 15th June 2009: submission of short papers (3-4 pages) - 30th June 2009: submission of poster presentations (1 page) - 15th July 2009: submission of workshop papers for accepted workshops Key-Dates - 25th May 2009: notification of acceptance/rejection of workshop and tutorial proposals - 15th July 2009: notification of acceptance/rejection for long and short papers - 10th August 2009: camera ready papers, copyright forms, and conference registration - 30th September ? 2nd October 2009 MindTrek academic conference Conference Themes 1. Social Media - business models, service models, and policies - questions related to identity, motivation and values - blogs, wikis, collaboration and social platform designs in practice - user-created content and social networks - mashups - enterprise 2.0 and social computing in work organizations - evaluation and research methods of social media - ?old? and ?new? social media - social media and community design 2. Ambient and Ubiquitous Media - between Technology, Services, and Art - applications and services utilizing ubiquitous and pervasive technology - ubicom in eLearning, leisure, storytelling, art works, advertising, and mixed reality contexts - next generation user interfaces, ergonomics, multimodality, and human-computer interaction - art works for smart public or indoor spaces, mobile phones, museums, or cultural applications - context awareness, sensor perception, context sensitive internet, and smart daily objects - personalization, multimodal interaction, smart user interfaces, and ergonomics - ambient human computer interaction, experience design, usability, and audience research - software, hardware, middleware, and technologies for pervasive and ubiquitous - theoretical methods and algorithms in ubiquitous and ambient systems - business models, service models, media economics, regulations, x-commerce, and policies 3. Digital Games - theoretical and analytical studies of games and play - game design research - playful experiences in and around games: social play and funware - non-entertainment uses for games: serious games, persuasive games - games as services: new business models, service models - games and user-created content - pervasive and ubiquitous gaming - online, mobile, casual and cross-media gaming Paper Submission - Please follow the style guidelines on http://www.acm.org/sigs/publications/proceedings-templates for formatting your position paper and final paper. - Note that since the papers will be published by ACM, all authors need to sign an ACM copyright form. (For further guidelines see: http://www.acm.org/pubs/copyright_form.html) Submit papers here www.mindtrek.org/cfp Organizing Committee Artur Lugmayr (General Chair) Helj? Franssila, Olli Sotamaa, Jukka Vanhala (Conference Co-chairs) Pertti N?r?nen (Workshop and Tutorial Chair) Karen Thorburn (Local Arrangements Chair) Programme Committee Pradeep K.Atrey, The University of Winnipeg, CANADA Staffan Bj?rk, Chalmers University of Technology, SWEDEN Irek Defee, Tampere University of Technology (TUT), FINLAND Nicole Ellison, Michigan State University, USA Jussi Holopainen, Nokia, FINLAND Abdelmagid Salem Hammuda, Qatar University, QATAR Sal Humphreys, Queensland University of Technology, (QUT), AUSTRALIA Aki J?rvinen, IT University of Copenhagen, DENMARK Juha Kaario, NOKIA, FINLAND Jan Kallenbach, Helsinki University of Technology (HUT), FINLAND Jonas Kronlund, ELISA, FINLAND Kai Kuikkaniemi, HIIT - Helsinki Institute for Information Technology, FINLAND Cai Melakoski, TAMK University of Applied Sciences, FINLAND Frans M?yr?, University of Tampere (UTA), FINLAND Marko Nieminen, Helsinki University of Technology (HUT), FINLAND Marianna Obrist, ICT & S Centre, University of Salzburg, AUSTRIA Hannu Paunonen, Metso Automation, FINLAND Matthias Rauterberg, Eindhoven University of Technology, NETHERLANDS Calin Rusu, Technical University of Cluj-Napoca, ROMANIA Antti Salovaara, Helsinki Institute for Information Technology (HIIT), FINLAND Kirsi Silius, Tampere University of Technology (TUT), FINLAND Manfred Tscheligi, ICT & S Centre, University of Salzburg, AUSTRIA Kaisa V??n?nen-Vainio-Mattila, Tampere University of Technology (TUT), Finland Annika Waern, Swedish Institute of Computer Science, SWEDEN Karsten D.Wolf, University of Bremen, GERMANY Zhiwen Yu, Kyoto University, JAPAN Contact Questions concerning academic content, papers, tutorials, workshops, scientific contributions: Email: academic.chairs (at) mindtrek.org General questions concerning payments, administration, copyright forms, local arrangements, and the venue: Email: academic.info (at) mindtrek.org Submit papers here www.mindtrek.org/cfp Further Information http://www.mindtrek.org Supported by: City of Tampere, Nokia Oyj, Ubiquitous Computing Cluster, Tampere University of Technology, Tampere University, TAMK University of Applied Sciences, Technology Centre Hermia, Neogames, Digibusiness cluster, Sombiz, COSS The Finnish Centre for Open Source Solutions, and the Ambient Media Association (AMEA). **************************************************** ** To send and receive IFIP-EC-NEWS, go to ** http://listserver.tue.nl/mailman/listinfo/icec ** and subscribe directly **************************************************** ** News archives: ** http://listserver.tue.nl/mailman/private/icec/ **************************************************** ** To join the IFIP ENTERTAINMENT COMPUTING Group ** contact: g.w.m.rauterberg at tue.nl **************************************************** ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From clsheldo at indiana.edu Wed Jun 3 10:34:43 2009 From: clsheldo at indiana.edu (Sheldon, Lee) Date: Wed, 3 Jun 2009 10:34:43 -0400 Subject: [game_edu] Virtual Worlds Workshop in August Message-ID: <2002F540B40A35418F12DA4540B9AA29215F8C3AC1@iu-mssg-mbx03.ads.iu.edu> Edward Castronova and I are running an intensive weeklong workshop here at Indiana University for schools and corporations interested in virtual worlds August 3-7, 2009. Keynote speakers are Rich Vogel, Co-Director of Bioware's Austin Studio, currently developing Star Wars: The Old Republic, the $80 million MMO; and Ron Meiners, community support expert formerly with Multiverse. Our advisory board includes Richard Bartle, Raph Koster, Gordon Walton and J. Leighton Read and Byron Reeves, co-authors of the upcoming book "Games At Work: How Games and Virtual Worlds are Changing the Way People Work and Businesses Compete" Here is the website: vw2.indiana.edu. Lee Sheldon Assistant Professor Department of Telecommunications Indiana University www.anti-linearlogic.com Character Development and Storytelling for Games(Cengage/Course Technology) -------------- next part -------------- An HTML attachment was scrubbed... URL: From mysayann at yahoo.com Sun Jun 7 10:30:51 2009 From: mysayann at yahoo.com (Naitik Pattani) Date: Sun, 7 Jun 2009 20:00:51 +0530 (IST) Subject: [game_edu] from naitik ( india) Message-ID: <628460.18115.qm@web94910.mail.in2.yahoo.com> Sir, I? m diploma holder in? computer science right now i m doing job in i.t. hardware industry. but i m interested in game programing . so plz suggest me which is ?my best way to start game programing. i m also week in math, shuold i start with high school math or should i refer quantitative aptitude book? Explore and discover exciting holidays and getaways with Yahoo! India Travel http://in.travel.yahoo.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From jparker at ucalgary.ca Sun Jun 7 12:09:07 2009 From: jparker at ucalgary.ca (jparker) Date: Sun, 07 Jun 2009 10:09:07 -0600 Subject: [game_edu] from naitik ( india) In-Reply-To: <628460.18115.qm@web94910.mail.in2.yahoo.com> References: <628460.18115.qm@web94910.mail.in2.yahoo.com> Message-ID: <4A2BE623.1020109@ucalgary.ca> Hello Video games involve simulations of many physical objects, and as such they require the programmer to know some physics (mechanics). Graphics involves analytic geometry and linear algebra. These are the absolute minimum that you need. I attach some condensed notes from a book I wrote a few years ago by way of showing what sort of math is needed to create a driving game. Other games will be similar. This material can be found (in Canada, anyway) in the senior high school(Gr 12)/freshman university math program. An upgrader course to prep you for university admission would be a good start. You know, this stuff is not really that hard. Many folks have developed a fear of math which starts, I think, because some math teachers instill it. At some point I figure that students give up. Naitik Pattani wrote: > Sir, > > > I m diploma holder in computer science right now i m doing job in > i.t. hardware industry. but i m interested in game programing . so plz > suggest me which is my best way to start game programing. i m also > week in math, > shuold i start with high school math or should i refer quantitative > aptitude book? > > ------------------------------------------------------------------------ > Explore and discover exciting holidays and getaways with Yahoo! India > Travel Click here! > > ------------------------------------------------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -- >From Hauptmann -------------------------------------------------------------------- You can't judge the importance of things by the noise they make. Dr. J. R. Parker, Digital Media Laboratory Professor of Play http://www.ucalgary.ca/~jparker Faculty of Fine Arts jparker@ ucalgary.ca University of Calgary 403-220-6784 AB606/AB611 -------------- next part -------------- A non-text attachment was scrubbed... Name: ch16-math.pdf Type: application/pdf Size: 121550 bytes Desc: not available Url : From goldfile at gmail.com Mon Jun 8 10:34:40 2009 From: goldfile at gmail.com (S. Gold) Date: Mon, 08 Jun 2009 10:34:40 -0400 Subject: [game_edu] Interesting Article on Diversity & Science: Want more women to study science? Hire more female professors. Message-ID: This is an interesting article I found in Slate Magazine (http://www.slate.com/id/2219701/pagenum/2). A Formula for Success: Want more women to study science? Hire more female professors. By Ray Fisman Posted Friday, June 5, 2009, at 7:19 AM ET Ursula Burns, CEO of Xerox Corporation. Ursula Burns will become CEO of Xerox in July The soon-to-be-completed leadership succession at Xerox from Ann Mulcahy?a woman?to Ursula Burns?also a woman?is one for the record books. It will be the first woman-to-woman transition at a Fortune 500 company, and Burns is the first African-American woman to take the helm of any such corporation. Mulcahy has balked at the notion that the ?ber-competent Burns needed her help?or anyone else's?in making her way through the ranks. Nonetheless, the paucity of women in senior positions who might in turn mentor young women on their way up the ladder is one of the primary reasons put forth to explain the continued existence of the glass ceiling in corporate America. In science and technology, the situation is even bleaker?women are under-represented at every level, from advanced college classes to the executive suite, making Burns' rise from math major to CEO of tech giant Xerox all the more remarkable. Of course, female mentorship is only one strand of a complex web of explanations?from aptitude to temperament to societal discrimination?for the gender gap in science and elsewhere. A recent National Bureau of Economic Research Working Paper on gender and academic achievement at the U.S. Air Force Academy, however, finds that the importance of female mentors may be even more powerful than previously thought. The study, by University of California-Davis economists Scott Carrell and Marianne Page and their colleague James West at the Air Force Academy, finds that replacing a male instructor with a female one has such a strong effect on female achievement as to erase the gender gap entirely. The trio of economists examined the undergraduate careers of 9,481 cadets taught by nearly 250 different science and math instructors at the USAFA during the years 2000-08. Untangling the impact of an instructor's gender from the many other factors that influence student performance has hamstrung most research on the topic: If women taught by women perform better (or worse) is it because the instructors attract better (or worse) female students rather than teach them better? Or is it because women "dumb down" their syllabi or exams to make it easier for lower-performing women to do well? Or is it something else entirely? For the students at the Air Force Academy, the researchers are blessed with the rigid curriculum and protocol of a military college, ruling out most complications. Cadets face a heavy slate of compulsory first-year courses, including a battery of science, technology, engineering, and math requirements, and within each science-related course, students are randomly assigned to one of several teaching faculty members. So whether a student?male or female?was taught by a woman was a matter of luck rather than any active choice by student or professor. Each class used an identical syllabus and all students took the same exam, which prevented the various instructors from adjusting their courses to cater to better or worse students. Further, since the researchers also had access to students' math SAT scores, they could take account of any differences in quantitative abilities among the students. The authors found that women on average obtain scores that are 0.15 grade points lower (half the difference between an A and an A-) than their male classmates, even after accounting for students' SAT scores. The gap in performance was widest for women taught by men. When a female instructor was put at the front of the classroom, nearly two-thirds of the grade point gender gap evaporated. (It was also the case that men performed better when taught by other men, but the difference was far less substantial.) The authors persuasively demonstrate that the overall male-female performance difference is due in large part to the fact that men dominate the Air Force Academy science faculty (as is the case in most schools), with only 23 percent of courses taught by women. The researchers also found that the influence of professor gender was even starker for the set of students who were math whizzes when they entered the Academy (those with math SAT scores above 700). For these students, a female instructor eliminated the gender GPA gap entirely?and solely because high-performing women did well in their classes rather than because high-ability men underperformed. What's more, having a male instructor didn't just affect female cadets' performance in their first-year classes?ramifications could be seen throughout their undergraduate careers. Not surprisingly, students who did well in their introductory science classes were more likely to go on to obtain science degrees (and presumably go on to science-related professions). Among high-math-SAT students?those most likely to be the ones to go on to obtain science degrees?the authors calculate that having a women-only roster of faculty would create gender parity among science majors. What is it about a woman instructor that is so important for female pupils? It's unlikely to be simply the sense of empowerment of seeing that women can in fact make it in science. If that were the case, then having all female professors should help their female students catch up to the men and having all male professors should cause the male-female performance gap to widen. Yet the authors found that, while female students perform better on average in classes taught by female professors, there are some male professors under whom there's no achievement gap between male and female students (and also some female professors for whom the gender gap is as big as that of some of their male colleagues). So some men are very good at mentoring women, just not nearly enough of them. What kind of man makes a good mentor? Is it because, as is sometimes suggested, men with daughters make good mentors, having developed greater empathy for the challenges faced by their female students? Or differences in teaching style? The authors unfortunately don't know much about the Academy's teaching staff, so for now the enormous impact of professor gender remains a bit of a black box. Regardless of the underlying mechanism at work, the study has wide-ranging implications for what might be done to keep talented women on science career tracks. Most obviously, the findings provide further justification for affirmative action programs to promote women in the sciences, to break the cycle of talented women opting out of science because there are no women in science. At the same time, we might unravel the mystery of what makes people?men or women?better at mentoring their female prot?g?s. I posed the question of how to create gender equity in science to Stephanie Pfirman, a Barnard College environmental scientist and a member of a Columbia University initiative on women in the sciences. She pointed out that recruiting female mentors and making men into more women-friendly bosses and teachers are both efforts aimed at changing the environment faced by young women. While these are worthy objectives, she suggested developing coping mechanisms to deal with circumstances as they are?for example, realizing that getting an A- or even a B+ in an introductory course doesn't spell the end of your career as a scientist, as many high-achieving young women believe. Yet the results of this study suggest that just by helping more women to overcome the adversities they face in becoming scientists today, we will make science less of a man's world for the female scientists of tomorrow. -- 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 david.hayward at pixel-lab.co.uk Mon Jun 8 11:51:10 2009 From: david.hayward at pixel-lab.co.uk (David Hayward) Date: Mon, 8 Jun 2009 16:51:10 +0100 Subject: [game_edu] game_edu Digest, Vol 56, Issue 4 In-Reply-To: References: Message-ID: Hi everyone, I feel self-consciously spammy so I'll keep this really brief. We're running Games:EDU as part of Develop on the 14th, in the lovely town of Brighton, UK. Susan Gold will be among the speakers, as well as Saint John Walker from Skillset, Mike Reddy from Newport and a host of others from Sony, Microsoft, et al. Early tickets are only ?25, but the deadline to book them is Wednesday. See http://www.gamesedu.co.uk for the full schedule, speaker list, etc. We've also put up a PDF of Jolyon Webb (Blitz) and Heather Williams' (DeMontfort) talk from last year: http://www.gamesedu.co.uk/GamesEdu08_BlitzDeMontfort.pdf Short URL in case your email client snips it: http://bit.ly/blitzpdf Hopefully see some of you in Brighton on the 14th for an ice cream :) David Hayward, Project Coordinator, Pixel-Lab On 8 Jun 2009, at 09:36, game_edu-request at igda.org wrote: > Send game_edu mailing list submissions to > game_edu at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/game_edu > or, via email, send a message with subject or body 'help' to > game_edu-request at igda.org > > You can reach the person managing the list at > game_edu-owner at igda.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of game_edu digest..." > > > ---------------------------------------------------------------------- > IGDA Education SIG > ---------------------------------------------------------------------- > > Today's Topics: > > 1. [IFIP-EC-NEWS] GGJ 2010 update (S. Gold) > 2. [IFIP-EC-NEWS] GGJ 2010 update (S. Gold) > 3. from naitik ( india) (Naitik Pattani) > 4. Re: from naitik ( india) (jparker) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Mon, 25 May 2009 11:14:47 -0400 > From: "S. Gold" > Subject: [game_edu] [IFIP-EC-NEWS] GGJ 2010 update > To: IGDA Game Education Listserv , Games Research > Network , > Message-ID: > Content-Type: text/plain; charset="us-ascii" > > ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE > ** http://listserver.tue.nl/mailman/listinfo/icec > ** Send all news to: icec at listserver.tue.nl > **************************************************** > ** NOTE: Please reply to article's originator, > ** not this IFIP EC News Service > **************************************************** > -------------- next part -------------- > Please feel free to post/list elsewhere (apologies for multiple > postings) > > Global Game Jam 2010 > http://globalgamejam.org > > Last year over 1650 people in 23 countries participated in the 2009 > Global > Game Jam. We are currently in the planning stages for 2010. > > For those of you interested in participating in next years Global > Game Jam, > it will be held January 29-31, 2010. We will be doing a call for > hosts in > mid-July. We are currently updating and improving the GGJ website > over the > summer. However, if you are planning to participate, have questions > and want > to drop me a line to make sure you get an invite off-list to join > the new > organizers forum, please email future at globalgamejam.org. All previous > participants will automatically be invited. > > The 2010 Global Game Jam plans to be better ? we are eager to expand > GGJ. We > are hoping to triple the size, add more interactivity before/during/ > after > the event as well as helping participants prepare and make better > games. We > are planning that our new website will help foster creativity, > experimentation and collaboration. > > Thank you all for your patience, we are looking forward to your > participation in what will be an even better Global Game Jam. > > All my best, > > 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 > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > -------------- next part -------------- > **************************************************** > ** To send and receive IFIP-EC-NEWS, go to > ** http://listserver.tue.nl/mailman/listinfo/icec > ** and subscribe directly > **************************************************** > ** News archives: > ** http://listserver.tue.nl/mailman/private/icec/ > **************************************************** > ** To join the IFIP ENTERTAINMENT COMPUTING Group > ** contact: g.w.m.rauterberg at tue.nl > **************************************************** > > ------------------------------ > > Message: 2 > Date: Mon, 25 May 2009 11:14:47 -0400 > From: "S. Gold" > Subject: [game_edu] [IFIP-EC-NEWS] GGJ 2010 update > To: IGDA Game Education Listserv , Games Research > Network , > Message-ID: > Content-Type: text/plain; charset="us-ascii" > > ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE > ** http://listserver.tue.nl/mailman/listinfo/icec > ** Send all news to: icec at listserver.tue.nl > **************************************************** > ** NOTE: Please reply to article's originator, > ** not this IFIP EC News Service > **************************************************** > -------------- next part -------------- > Please feel free to post/list elsewhere (apologies for multiple > postings) > > Global Game Jam 2010 > http://globalgamejam.org > > Last year over 1650 people in 23 countries participated in the 2009 > Global > Game Jam. We are currently in the planning stages for 2010. > > For those of you interested in participating in next years Global > Game Jam, > it will be held January 29-31, 2010. We will be doing a call for > hosts in > mid-July. We are currently updating and improving the GGJ website > over the > summer. However, if you are planning to participate, have questions > and want > to drop me a line to make sure you get an invite off-list to join > the new > organizers forum, please email future at globalgamejam.org. All previous > participants will automatically be invited. > > The 2010 Global Game Jam plans to be better ? we are eager to expand > GGJ. We > are hoping to triple the size, add more interactivity before/during/ > after > the event as well as helping participants prepare and make better > games. We > are planning that our new website will help foster creativity, > experimentation and collaboration. > > Thank you all for your patience, we are looking forward to your > participation in what will be an even better Global Game Jam. > > All my best, > > 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 > > > > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > -------------- next part -------------- > **************************************************** > ** To send and receive IFIP-EC-NEWS, go to > ** http://listserver.tue.nl/mailman/listinfo/icec > ** and subscribe directly > **************************************************** > ** News archives: > ** http://listserver.tue.nl/mailman/private/icec/ > **************************************************** > ** To join the IFIP ENTERTAINMENT COMPUTING Group > ** contact: g.w.m.rauterberg at tue.nl > **************************************************** > > ------------------------------ > > Message: 3 > Date: Sun, 7 Jun 2009 20:00:51 +0530 (IST) > From: Naitik Pattani > Subject: [game_edu] from naitik ( india) > To: game_edu at igda.org > Message-ID: <628460.18115.qm at web94910.mail.in2.yahoo.com> > Content-Type: text/plain; charset="iso-8859-1" > > Sir, > > > I? m diploma holder in? computer science right now i m doing job in > i.t. hardware industry. but i m interested in game programing . so > plz suggest me which is ?my best way to start game programing. i m > also week in math, > shuold i start with high school math or should i refer quantitative > aptitude book? > > > Explore and discover exciting holidays and getaways with Yahoo! > India Travel http://in.travel.yahoo.com/ > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > > ------------------------------ > > Message: 4 > Date: Sun, 07 Jun 2009 10:09:07 -0600 > From: jparker > Subject: Re: [game_edu] from naitik ( india) > To: IGDA Game Education Listserv > Message-ID: <4A2BE623.1020109 at ucalgary.ca> > Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > > Hello > > Video games involve simulations of many physical objects, and as such > they require the programmer to know some physics (mechanics). Graphics > involves analytic geometry and linear algebra. These are the absolute > minimum that you need. > > I attach some condensed notes from a book I wrote a few years ago by > way > of showing what sort of math is needed to create a driving game. Other > games will be similar. This material can be found (in Canada, anyway) > in the senior high school(Gr 12)/freshman university math program. An > upgrader course to prep you for university admission would be a good > start. > > You know, this stuff is not really that hard. Many folks have > developed > a fear of math which starts, I think, because some math teachers > instill > it. At some point I figure that students give up. > > Naitik Pattani wrote: >> Sir, >> >> >> I m diploma holder in computer science right now i m doing job in >> i.t. hardware industry. but i m interested in game programing . so >> plz >> suggest me which is my best way to start game programing. i m also >> week in math, >> shuold i start with high school math or should i refer quantitative >> aptitude book? >> >> ------------------------------------------------------------------------ >> Explore and discover exciting holidays and getaways with Yahoo! India >> Travel Click here! >> > in.travel.yahoo.com/> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu >> > > -- >> From Hauptmann > -------------------------------------------------------------------- > You can't judge the importance of things by the noise they make. > > Dr. J. R. Parker, Digital Media Laboratory > Professor of Play http://www.ucalgary.ca/~jparker > Faculty of Fine Arts jparker@ ucalgary.ca > University of Calgary 403-220-6784 AB606/AB611 > > -------------- next part -------------- > A non-text attachment was scrubbed... > Name: ch16-math.pdf > Type: application/pdf > Size: 121550 bytes > Desc: not available > Url : > > > ------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > End of game_edu Digest, Vol 56, Issue 4 > *************************************** From david.hayward at pixel-lab.co.uk Mon Jun 8 11:56:12 2009 From: david.hayward at pixel-lab.co.uk (David Hayward) Date: Mon, 8 Jun 2009 16:56:12 +0100 Subject: [game_edu] Games:EDU 09 Message-ID: <6B16EB87-A4CC-4DD5-B493-165166871094@pixel-lab.co.uk> ... and when I say the 14th, I mean of course the 14th of July ?_? From DSeehausen at itt-tech.edu Mon Jun 8 13:22:39 2009 From: DSeehausen at itt-tech.edu (Dorothy Seehausen at 019) Date: Mon, 8 Jun 2009 13:22:39 -0400 Subject: [game_edu] from naitik ( india) In-Reply-To: <4A2BE623.1020109@ucalgary.ca> Message-ID: Thanks. Am looking forward to Wednesday. Dorothy Seehausen Adjunct Instructor ITT Technical Institute 470 Security Blvd. Green Bay, WI 54313 -----Original Message----- From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On Behalf Of jparker Sent: Sunday, June 07, 2009 11:09 AM To: IGDA Game Education Listserv Subject: Re: [game_edu] from naitik ( india) Hello Video games involve simulations of many physical objects, and as such they require the programmer to know some physics (mechanics). Graphics involves analytic geometry and linear algebra. These are the absolute minimum that you need. I attach some condensed notes from a book I wrote a few years ago by way of showing what sort of math is needed to create a driving game. Other games will be similar. This material can be found (in Canada, anyway) in the senior high school(Gr 12)/freshman university math program. An upgrader course to prep you for university admission would be a good start. You know, this stuff is not really that hard. Many folks have developed a fear of math which starts, I think, because some math teachers instill it. At some point I figure that students give up. Naitik Pattani wrote: > Sir, > > > I m diploma holder in computer science right now i m doing job in > i.t. hardware industry. but i m interested in game programing . so plz > suggest me which is my best way to start game programing. i m also > week in math, > shuold i start with high school math or should i refer quantitative > aptitude book? > > ------------------------------------------------------------------------ > Explore and discover exciting holidays and getaways with Yahoo! India > Travel Click here! > > ------------------------------------------------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -- >From Hauptmann -------------------------------------------------------------------- You can't judge the importance of things by the noise they make. Dr. J. R. Parker, Digital Media Laboratory Professor of Play http://www.ucalgary.ca/~jparker Faculty of Fine Arts jparker@ ucalgary.ca University of Calgary 403-220-6784 AB606/AB611 From mblackledge at lafilm.com Mon Jun 8 14:13:21 2009 From: mblackledge at lafilm.com (Blackledge, Michael) Date: Mon, 8 Jun 2009 11:13:21 -0700 Subject: [game_edu] Los Angeles Film School, Game Jobs Message-ID: Hello, I?m currently recruiting full-time instructors to teach in the following areas: Game Art, Game Design and Game Studies. Location: Hollywood, CA. Referrals appreciated! Links to job descriptions here: http://www.higheredjobs.com/search/details.cfm?JobCode=175375608 http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=18634&accountno=47873 http://jobs.gamasutra.com/jobseekerx/viewjobrss.asp?cjid=18635&accountno=47873 Best, Michael Michael Blackledge | Game Production, Program Director Los Angeles Film School | Hollywood, CA 90028 USA ? Please consider the environment before printing this e-mail. -------------- next part -------------- An HTML attachment was scrubbed... URL: From Emi.Smith at cengage.com Mon Jun 8 14:18:47 2009 From: Emi.Smith at cengage.com (Smith, Emi (CPG)) Date: Mon, 8 Jun 2009 14:18:47 -0400 Subject: [game_edu] Call for papers Message-ID: <8A79F81DFCB80342A239E7CBD86ACEEC068A515E@OHCINMBX06.corp.local> Charles River Media, an imprint of Cengage Learning, is currently accepting papers for Game Programming Gems 8. The sections in this edition include: Graphics, General Programming, Math, Physics, Animation, AI, Audio, and Networking. We are accepting papers now through the end of July. You can submit your articles/ideas at www.gameprogramminggems.com. We are looking forward to another fantastic addition to the popular Gems series! Thanks so much. Emi Smith Sr. Acquisitions Editor Course PTR/Charles River Media Phone (317) 574-7916 Fax (317) 574-7620 -------------- next part -------------- An HTML attachment was scrubbed... URL: From N.H.Wearn at staffs.ac.uk Fri Jun 12 10:21:57 2009 From: N.H.Wearn at staffs.ac.uk (WEARN Nia H) Date: Fri, 12 Jun 2009 15:21:57 +0100 Subject: [game_edu] Games Lecturer Position at Staffordshire University In-Reply-To: References: <032101c9def8$88618d40$9924a7c0$@lugmayr@tut.fi> Message-ID: <58DBCA2401ADB743B76FE01060EB3427013CCDA5@crwnmail4.staff.staffs.ac.uk> Faculty of Computing, Engineering & Technology Job Description for the Post of Lecturer in Computer Games Design (Ref CET08/14) 1. General details Job Title: Lecturer in Computer Games Design Location: Faculty of Computing, Engineering & Technology Normal workbase: Stafford Campus Tenure: Permanent Salary: Grade 7, currently ?30,595 - ?35,468 per annum Application details :- http://www.staffs.ac.uk/about_us/jobs/cet0814.jsp Closing Date:- 30th June 2009 2. Job Purpose ? To work as a member of a dedicated team responsible for the provision of undergraduate and postgraduate teaching specifically in the area of computer games design ? To undertake duties in line with the strategic business development plans of the Faculty. 3. Relationships Responsible to: Dean via Programme Area Manager 4. Main Activities ? To teach and examine students in Computer Games Design ? To support Programme Area Managers and Principal Lecturers in the effective day to day operation of the allocated programme area ? To contribute to the strategic development initiatives of the Faculty according to the current Faculty Plan ? To devise and deliver courses of study as determined ? To maintain the area of expertise and to develop it in appropriate ways under the general guidance and oversight of appropriate Faculty managers ? To undertake staff development as needs are identified by the individual and or a line manager ? To participate with other staff in the development of alternative teaching and learning strategies ? To participate in Faculty recruitment activities as required ? To exercise a high standard of scholarship ? To participate in overseas teaching and assessment from time to time ? To undertake any other duties and responsibilities as may reasonably be required from time to time by the Dean or the Programme Area Manager External activities which enhance the work of the post holder are encouraged within the overall provisions of the exclusivity of the service arrangements to which the post holder is subject. Additionally, the Institution encourages employees to take a cross University role e.g., through membership of Committees and Working Parties. 5. Person Sought Essential Criteria ? Relevant first degree or equivalent ? Studied to postgraduate level and/or professional qualification ? Previous teaching experience ? Working knowledge of Games Design Documentation and Level Design ? Able to demonstrate knowledge in either: Complex Modelling in 3DSMax - high and low polygon modelling - character and computer animation - character rigging - max script knowledge (ideally) or Games Engines (Unreal III) modification - understanding of games physics - importing and editing 3DSMax models - troubleshooting issues - creating playable levels - understanding lighting solution (ideally) ? Ability to lecture to all levels of undergraduate students ? Willingness and ability to deliver Faculty strategic priorities ? Good interpersonal skills ? Team player ? Self starter ? Motivated ? Customer focused ? Excellent written and oral communication skills ? Commitment to the University's mission and delivery of the University Plan ? Willingness to engage in a structured induction programme as a start to Continuing Professional Development (CPD) at the University Desirable Criteria ? Ability to lecture to all levels of postgraduate students The information in this email is confidential and is intended solely for the addressee. Access to this email by anyone else is unauthorised. If you are not the intended recipient, any disclosure, copying, distribution or any action taken or omitted to be taken in reliance on it, except for the purpose of delivery to the addressee, is prohibited and may be unlawful. Kindly notify the sender and delete the message and any attachment from your computer. -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Jun 12 10:51:12 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 12 Jun 2009 10:51:12 -0400 Subject: [game_edu] Starting Soon - Game Design Concepts Summer course Message-ID: Just a reminder for everyone ? Ian Schreiber is starting his FREE Game Design course on June 29th. It is open to educators & professionals and anyone interested in game design. There is still time to register and I am looking forward to seeing how this large scale online class develops. Currently there are 733 people signed up for the class from 39 countries. Information and sign-up can be found: http://gamedesignconcepts.wordpress.com/ I am really proud of Ian for putting something like this together for the entire community, he deserves a well deserved shout out for his efforts. Good luck Ian! 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 goldfile at gmail.com Tue Jun 16 12:01:24 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 16 Jun 2009 12:01:24 -0400 Subject: [game_edu] CFP DEADLINE EXTENSION For ACE 2009 Message-ID: (Please accept our apologies if you receive multiple copies of this message. Please forward to interested colleagues and students) ------------------------------------------------------------ DEADLINE EXTENSION For ACE 2009 Due to the many requests we received to extend the deadline, we decided to extend the deadline for ACE 2009 one week New Deadlines: Deadline for Full and Short Papers: June 26, 2009 Deadline for Posters and Creative Showcases: June 26, 2009 Call for Papers & Creative Showcases ======================================================================= ACE 2009: 5th Advances in Computer Entertainment Technology Conference incorporating DIMEA 2009 (4th Digital Interactive Media Entertainment and Arts Conference) Athens, Greece, October 28-30, 2009 http://www.ace-conf.org/ace2009/ ======================================================================= ACE has become the leading academic forum for dissemination of novel research results in the area of entertainment computing. This year for the first time it incorporates DIMEA which has established itself over the last three years as a strong conference on interactive entertainment arts. Together the conference forms an exciting new step blending deeply the latest research in art and technology. The focus of ACE 2009 is to gather researchers from academia and industry -researchers who are working in multi-disciplinary areas within the arts, psychology, computer science, and design- to discuss, present, and demonstrate their new contributions. The goal of ACE is to stimulate discussion in the development and advancement of interactive art and entertainment applications. It, thus, strides to balance several interdisciplinary areas and seeks representation in all these areas, including, but not limited to: Accessibility, Aesthetics, Affective Computing, Ambient Intelligence, Animation Techniques, Attention, Augmented / Mixed Reality, Avatars and Virtual Community, Community, Cultural Computing, Digital Entertainment and Sports, Digital Broadcasting/Podcasting, Digital Cinema, Elderly Entertainment, Empathy, Entertainment Design Theory, Human-Robots Interaction, Robotic Love and Affection, Experience Design, Funology, Graphics Techniques, Interaction Design, Interactive Computer Graphics, Internet Networking Media, Learning and Children, Location-Based Entertainment, Metaverse, Mixed Media, Mobile Entertainment, Multimodal Interaction, Narratives / Digital Storytelling, New Gaming Audiences, Novel interfaces, Pervasive and Online Games, Physical Computing, Simplicity, Situativity, Smart Gadgets and Toys, Social Impact, Social Networking, Sound and Music, Synesthetic Entertainment, Tangible Interfaces, User Interfaces, Visual Effects, Virtual Reality To encourage presentation of such multi-disciplinary work, we invite submissions that fall into the following tracks: [Papers Track] - Full Papers: Original unpublished technical, design, and theory/social impact. Submissions to this track should not exceed 8 pages in ACM format. - Short Papers: Original unpublished technical, design, and theory/social impact. Submissions to this track should not exceed 4 pages in ACM format. The program committee may also suggest submitted long papers be resubmitted as short papers. - Posters: Breakthroughs in technical research, content design, industry applications, and entertainment theories/social impact researches are invited. Submissions to this track should not exceed 2 pages in ACM format. Format instructions are posted on the website. All accepted submissions will be published in conference proceedings. [Creative Showcases] (show cased within three types of spaces: exhibition space, art gallery and gaming exhibit) - Technical demos: prototype demos of advanced entertainment technology - Games, including, but not limited to, experimental games, independent games, games for change, video games, commercial games, casual games, mobile games - Interactive narrative, interactive drama, alternate reality games, and interactive fiction - interactive art installations - web-based computer entertainment - digital audio, visual and other sensory art - Design showcase One page abstracts of all accepted submissions will be published in conference proceedings. Important Dates: Deadline for Full and Short Papers: June 26, 2009 Deadline for Posters and Creative Showcases: June 26, 2009 Notifications of Acceptance: August 21, 2009 Camera Ready Copy: September 18, 2009 Submissions of papers will be online on our conference website using Easy Chair, and should follow the ACM Submission Format. Selected papers will be asked to extend their papers for a Journal Publication: Special Issue of ACM Computers in Entertainment and International Journal on Arts and Technology (IJART) Awards: Best papers and creative showcases will be selected based on a jury of well respected pioneers in the field attending the conference. We honour the authors of these publications by presenting awards including: Paper award categories: Gold, Silver, and Bronze. Creative showcase award categories: Gold, Silver, and Bronze. Organization Committee: Honorary General Chair Ryohei Nakatsu General Co-Chairs Hirokazu Kato, Michael Haller, Thanos Vasilakos Program Co-chairs Bruce Thomas, Yoshifumi Kitamura, Magy Seif El-Nasr (Local) Organizing Co-chairs John N. Karigiannis, Konstantinos Giannakis, Adrian David Cheok Financial Co-Chairs Ivan Boo WWW Administrator Miyuru Dayarathna Demo Co-Chair Maki Sugimoto Art Exhibition Chair Philippe Pasquier Publication Chair Henry Duh Publicity Chair Owen Noel Newton Fernando, Shoichi Hasegawa, Anton Nijholt, Teresa Romao -- 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 goldfile at gmail.com Tue Jun 16 18:57:40 2009 From: goldfile at gmail.com (S. Gold) Date: Tue, 16 Jun 2009 18:57:40 -0400 Subject: [game_edu] The Computer Game Education Review (CGER) Message-ID: CALL FOR PAPERS The Computer Game Education Review (CGER) CGER will be a peer-reviewed academic publication addressing issues that concern the teaching of game design and development including, but not limited to, curriculum organization, teaching techniques (e.g., conceptual vs. exemplary), game typology, societal impact, economic and commercial issues, legal aspects, and student evaluation that are of interest to faculty and institutions involved in the education and training of future game developers. CGER will: ? publish original research, ? summarize the research of the past year in survey articles, ? provide analyses from noted experts, and ? include complete bibliographies drawn from the key journals and conference proceedings of the field. The goal is to create a tool that will facilitate scrupulous computer game education research and provide a research compass to the community at large. Our plan is to publish the first issue for release at the Game Developers Conference in 2010. We are accepting submissions to CGER. Submissions for the first issue will close on December 1st, 2009. Authors will be notified of their submission status by January 1, 2010 with revisions (if any) due by February 1, 2010. While our initial plan for CGER is as an annual publication, we are considering a more frequent publication schedule depending on the level and quality of submissions. Submissions Submit your paper electronically at http://journaltool.akpeters.com. For questions, please email cger at akpeters.com. A K Peters, Ltd. www.akpeters.com marketing at akpeters.com +1 781.416.2888 (tel) Stephen Jacobs Editor-in Chief, The Computer Game Education Review Associate Professor, Dept of Interactive Games & Media, RIT sxjics at rit.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 goldfile at gmail.com Thu Jun 18 09:46:55 2009 From: goldfile at gmail.com (S. Gold) Date: Thu, 18 Jun 2009 09:46:55 -0400 Subject: [game_edu] CFP: 3rd European Conference on Ambient Intelligence Message-ID: With the release of Project Natal in the near future, this conference seems very timely: 3rd European Conference on Ambient Intelligence AmI-09: Roots for the Future of Ambient Intelligence November 18th-21st, Salzburg, Austria http://www.ami-09.org 4th Call for Contributions AmI-09 will bring keynotes, technical papers, workshops, industrial case studies, posters & demos and panels. As new categories this year we feature landscapes and ambient visions to review the current status and to look into the next decade of Ambient Intelligence. Prof. Emile Aarts (Philips Research) has agreed to be one of the AmI-09 keynote speakers. AmI-09 will feature a 10 years anniversary since the term Ambient Intelligence started to fly around. We explicitly intend to look back what has been achieved, review existing solutions and identify what will come. The conference should provide a forum to establish new roads for the future of Ambient Intelligence. We are working on special issues in dedicated ambient intelligence related journals for selected papers from the conference which will be invited to be published in an extended version after the conference. Please visit the website for updated information on this. Important Dates: Papers: June 22nd, 2009 (extended) Short Papers: June 30th , 2009 (extended) Posters & Demos: June 30th , 2009 (extended) Landscapes: June 30th, 2009 (extended) Industrial Case Studies: Oct 5th, 2009 Visions: Oct 5th, 2009 Please visit the conference website for more details on each submission category and potential conference topics: http://www.ami-09.org. Conference Committee: Manfred Tscheligi, Boris de Ruyter (Conference Co-Chairs & Paper Co-Chairs) Panos Markopoulos, Reiner Wichert (Short Paper Co-Chairs) John Soldatos, Alexander Meschtscherjakov (Poster & Demo Co-Chairs) Emile Aarts, Albrecht Schmidt (Visions Co-Chairs) Cristina Buiza, Wolfgang Reitberger (Workshops Co-Chairs) Maddy Janse, Marianna Obrist (Industrial Case Study Co-Chairs) Norbert Streitz (Landscapes Chair) The conference is hosted and organized at the University of Salzburg, HCI & Usability Unit, ICT&S Center. For up to date information and further details please visit: http://www.ami-09.org We are looking forward to your contributions! Manfred Tscheligi Boris de Ruyter -- 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 carl at measurand.com Thu Jun 18 09:55:33 2009 From: carl at measurand.com (Carl Callewaert) Date: Thu, 18 Jun 2009 10:55:33 -0300 Subject: [game_edu] casual connect References: Message-ID: <09D6C6C0768141B78D481EA230477968@centerfc6d24f7> CFP: 3rd European Conference on Ambient IntelligenceAny of presents of IGDA at Casual Connect? Maybe we can meet up sometime during the conference? carl -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Jun 19 10:12:04 2009 From: goldfile at gmail.com (S. Gold) Date: Fri, 19 Jun 2009 10:12:04 -0400 Subject: [game_edu] =?iso-8859-1?q?FW=3A_Professor_position_in_New_Media_a?= =?iso-8859-1?q?t_Malm=F6__University?= Message-ID: -- Susan Gold Skype: tahoegold "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: "simon.niedenthal at mah.se" Date: Thu, 18 Jun 2009 14:47:22 +0200 Subject: Re: Professor position in New Media at Malm? University Hi all: Someone with a game studies profile could certainly fit this position: http://www.mah.se/templates/Job____98011.aspx Professor in New Media at MEDEA Collaborative Media Initiative, at least one position Malm? University Founded in 1998, Malm? University is today the eighth largest in Sweden with approximately 22.000 students. Housed in modern buildings on two campuses in the city, one near the harbour and central station and a smaller one integrated with the hospital area - the University has played a significant role in the transformation of Malm? from an industrial city to a centre of learning, culture and innovation. Located in Sweden's most multicultural city, the university is known for its expertise in widening recruitment and attracts students with a range of ethnic and cultural backgrounds. MEDEA Collaborative Media Initiative MEDEA Collaborative Media Initiative is a ten year initiative at Malm? University, Malm?, Sweden, focusing on new media and co-production. The idea is to experiment with new forms of representations of knowledge and with new models of innovation within the field of new media. The work is practice-based and carried out in the form of co-production with actors outside academia ? companies, organizations, artists, citizens etc. A special focus is put on the development of new creative practices and on new public spheres. Currently, three full professors, four associate professors and six PhD students are employed in the two initial research areas of MEDEA and closely related activities, and in two year?s time, the plan is for MEDEA to comprise at least four major research areas and employ around 30 staff members and PhD students. The faculty of MEDEA furthermore works closely with teachers and researchers at other parts of Malm? university, such as The School of Arts and Communication (http://www.mah.se/templates/Page____13026.aspx), The School of Technology (http://www.mah.se/templates/Page____13091.aspx), The School of Education (http://www.mah.se/templates/Page____13084.aspx) and The Department of Urban Studies (http://www.mah.se/templates/Page____70851.aspx). MEDEA is partly financed by the Swedish Knowledge Foundation. For examples of work carried out on new media and co-production prior to the start of MEDEA, go to http://www.mahbloggen.se/medea/?p=38. Subject Area The subject area of the position is the field of new media, with a particular focus on new media and co-production. Suitable areas of competence include but are not limited to: new media and art new media and economy new media and game development new media and law new media and learning new media and public spheres new media and technology new media design new media theory Duties The position consists of own research, teaching and supervision of bachelor, master and PhD theses, as well as some administrative work. Qualifications Those applicants eligible for the post of professor in subjects other than artistic activities, are to have scientific and pedagogical expertise (Law of Higher Education, Chapter 4 Section 5). Other qualities required for employment as professor of Malm? university include: ? good ability to cooperate and interact with society at large and inform about work in research and development ? good ability to develop, implement and lead education and research ? good leadership qualities ? good ability to cooperate with others For this particular position, experience of conducting collaborative work is a further important qualification. Selection criteria Selection criteria for employment as professor include the degree of expertise and capability that constitute the qualification requirements for the post. Special priority is given to scientific, collaborative and pedagogical expertise. In addition to the above, applicants must have the administrative skills and other expertise relevant to the subject matter as determined by the university for the post in question and the duties that are to be included in the post (LHE, Chapter 4 Section 15) Experience in work with or knowledge of Malm? University?s perspective will be considered a further merit. Terms and conditions of employment The position is based at Malm? University, Sweden. The position is full-time. Further information Bo Reimer, Professor of Media and Communication and Director of MEDEA, Bo.Reimer at mah.se, phone +46 665 7367 Your application The application should be marked with reference number and sent to Personalregistrator GF, Malm? h?gskola, SE-205 06 Malm?, Sweden to arrive at the Registrator's office no later than October 1, 2009. Documents must be verified. All material shall be submitted in three copies. All documents pertaining to the application should be sent in one comprehensive package. Application must include: 1. Curriculum Vitae 2. Presentation of scientific merits 3. Presentation of teaching merits 4. Presentation of other merits 5. Vision for the work at Malm? university 6. Teaching approach 7. Publications (maximum 10) -- Gamesnetwork, discussion list of Digital Games Research Association, www.digra.org Note: to unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to LISTSERV at UTA.FI from your subscribed email account. Web interface to subscribe and manage your subscription: https://listserv.uta.fi/cgi-bin/wa?SUBED1=GAMESNETWORK&A=1 . The list archive is available online at: https://listserv.uta.fi/archives/gamesnetwork.html ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Sat Jun 20 15:10:34 2009 From: goldfile at gmail.com (S. Gold) Date: Sat, 20 Jun 2009 15:10:34 -0400 Subject: [game_edu] Fourth Annual I/ITSEC Serious Games Showcase & Challenge Call for Serious Games Entries Message-ID: The Fourth Annual I/ITSEC Serious Games Showcase & Challenge Call for Serious Games Entries http://www.iitsec.org/; http://www.sgschallenge.com November 30 - December 3, 2009, Orlando, Florida, USA Serious Game developers are invited to submit their original PC-based serious game to the Fourth Annual I/ITSEC Serious Games Showcase & Challenge. The goal of the Serious Games Showcase & Challenge is to promote innovative game-based solutions to training problems. Finalists in the Serious Game Showcase & Challenge will be selected by a panel of serious games leaders in the military, industry, and academic fields, and will be invited to showcase their serious game at I/ITSEC 2009, where over 17,000 attendees will view and vote on each of the finalists. The Challenge is open to a wide range of contestants; categories include student, government, and business. Prizes will be awarded to top contestants in those categories. Entered games can include modifications to existing games and virtual worlds as well as original development. All entries will be judged in four primary areas: Use of Gaming Characteristics, Solution to a Stated Problem; Technical Quality; and Playability/Usability. For the purpose of the Challenge, entries will be considered a serious game if they have gaming attributes, involve an assigned challenge, and employ some form of positive and/or negative reward system. Check www.sgschallenge.com for important details. -- 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 goldfile at gmail.com Sun Jun 21 18:06:03 2009 From: goldfile at gmail.com (S. Gold) Date: Sun, 21 Jun 2009 18:06:03 -0400 Subject: [game_edu] CFP: GAMEON Message-ID: GAMEON'2009 November 26 - 28, 2009 FIRST CALL FOR PAPERS Mediadesign Hochschule Duesseldorf, Germany Organized by The European Technology Institute Sponsored by: EUROSIS In Cooperation with Ghent University, Larian Studios, The Moves Institute, Binary Illusions, ModelBenders LLC, Delft University of Technology Conference website http://www.eurosis.org/cms/?q=node/1072 The aim of the 10th annual European GAMEON? Conference (GAMEON?'2009) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants. Companies will also have the opportunity to seek new talent at this unique event. GAMEON?'2009 consists of three core tracks, which cover, Gaming Methodology, Artificial Intelligence and Simulation, while the other tracks cover peripheral technologies closely linked to games design, like 3-D scalability, facial and skeletal animation, 3D in-game animation etc, Mobile Gaming and Gaming Applications... Like last year this conference, will also host a special track. This year the special track will cover serious gaming. This track is organised by Leon Rothkrantz of Delft University of Technology, The Netherlands. The conference will cover the following tracks: Game Development Methodology Game Development Methodology, Game Design and Research Methods, Production Roles, Techniques and Process Management, Social and Technical Interactions in Art and Engineering, Participatory Media and Heterogeneous Development Approaches, Sociotechnical MOG Development, Communities and sustainability, Business and Requirements Modeling for Game Projects, Software Architecture and Modeling in Games, Interaction Design and Usability in Game Contexts, Play Testing, Gameplay Experience Evaluation Artificial Intelligence Designing (Extensible) AI Engines with Built-in Machine Learning Technologies, Using Adaptive Markov Models, Using Decision Trees, Production Rules and Learning, Using Fuzzy Logic for membership functions and inference procedures, Using Rule Based AI or a Finite State Machine (FSM), Using Fuzzy State Machines (FuSM) or Cascaded FuSMs, Using Artificial Life and layered AI Techniques, Level-of-Detail AI, Using scripting languages to govern NPC Bots, synthetic characters, or believable agents, Controlling simulated characters (Group Behaviour control) using f.ex. flocking algorithms based on extensible scripting systems , Cognitive Modeling: (combining geometric models and inverse kinematics to simplify key-framing. physical models for animating particles. Bio-mechanical modeling, behavioral modeling), Domain knowledge specification and character instruction, Creating AI Networks using supervised learning and genetic algorithms, and pathfinding, Using Databases using the winnowing algorithm, Using Multi-user Data Management. Physics and Simulation Collision detection, contact resolution and manifold generation (methods Lin-Canny, OBB Trees, I-Collide and Ray Tracing); Calculation optimization between objects; The closest point algorithm by Gilbert Johnson and Keerthi (GJK) between convex and union-of convex objects; Contact equation formulation (point-plane, edge-edge and sphere-plane); LCP (Linear Complementary problems) Based contact resolution; Iterative constraints and penalty methods for contact resolution, Micro-Collisions, Software Object Interaction. 3-D Scalability MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith Tech Engines; Scalable level of detail-oriented rendering ; Methods for scaling animation quality; Scaling animation quality, new animation steps, on interpolated key-frame animation or key-frame morphing; Bump mapping: emboss-dot product and environment mapped bump map (EMBM) Facial Animation Facial animation for Real-Time, Model Behaviour of 3D Modeling; Modelling the bone structure of faces, Facial Hair etc.. Skeletal animation and fully scaled rendering Physical Simulation, 3D Character Animation and physical controllers; Simulation performance; Rigid body physical animation and rigid body dynamics; Polygon Character Design and level of Detail under Technical Constraints; Particle systems, full polygonal models or sprites; Smooth rendered skins, soft skinning, head animations and full body animation (Skin, extrude and boolean, Design, composition and anatomy; Skeletal, skinning, single skin meshes; Creating Character Animation Assets; Real-Time motion Synthesis, Kinematics and Dynamics, Animating the real-time run cycle; T-Buffers and motion blur; Motion Capture Techniques. 3D in Game Animation Creating and scaling special effects in Real-Time 3D: environmental weapon effects and general pyrotechnics, software used to produce single frame and animated textures, booth looping and linear, and the pivotal role of alpha channels. Modeling an animation of the geometry needed and the system used to encode additional engine-specific timing and trigger data into the files. The use of the engine particle system and scripting capabilities, Weighted vertices, Streaming SIMD Extension Overview (floating point instruction);Pre-rendered cinematics; Scaling of special effects and texture tricks: particle systems for generating smoke and fire, texture tricks, for volumes, lens flares and onscreen pyrotechnics, Animation Blending Modelling of virtual worlds Due to their complexity and size, virtual worlds used in next-gen games will have to be automatically generated, to a large extent, whether based on real data or fully imaginary. Representing objects and their relations in these worlds needs to take into account more data than simply their geometry or appearance. In addition, most objects in such worlds will typically require a high degree of adaptivity, in order to avoid most current rigid behaviours, as well as to cope with the need for really adaptive game-play in both entertainment and serious games. This theme focuses on tools and methods for achieving such goals. Tools Silicon Graphics (MAYA, as a game prototyping environment), 3D Programming for Rage Programmable Shaders (Renderman), 3D Studio Max, Scratch,XNA and other Open Source Games Software Design Game Engine Design and game environment creation; Using rapid prototyping (NEMO-DEV) and generic technology (generic world building engine), portable code ; Using Math for Game programming by solving simultaneous Equations; Using Modularity and isolation abstraction, data hiding, functional independence, cohesion and coupling; Using Java as an embedded Game scripting engine; Procedural content placement, level design, enemy and entity placement; Using Databases in online Games; Programming in Linux, C++ and Visual Basic; Programming Web Games in Java Scalable 3D games; Creating large 3D worlds; Creating Multiplayer online Games; Techniques for scaling game content, and approaches to scaling game content; C++ optimization Strategies and Techniques; 3D Engine optimization; Optimizing games for the MIPS RISC Architecture; Game design: User set set according to hard limits, pre-runtime profiling and runtime profiling history of Game Design. Rendering Rendering Equations and architectures; Image Based Rendering (polygon counts (throughput) and overdraw (filtrate); Photorealistic rendering using Open GL and Direct 3D; Multi texture tricks like gloss mapping, dynamic environment mapping, detail texturing and bump mapping Spatial aliasing and Anti-aliasing and accumulation buffers; Setup, Rendering and Transforms; Full floating point setup; Perspective-corrected texture mapping, multiple filtering modes, sophisticated texture blending for special effects and effective looking transparency; Classical local illumination equations and colour theory; Creating Reflections and shadows with stencil buffers and Z-Buffers; Light maps and changing texture coordinates, shadow maps, projected shadow maps; Methods for scaling lighting and shadows, lighting calculations; Equation on a per pixel basis, pixel path and voxel animation; Procedural Texture Methods and Theory and Real-Time; Procedural Texture Implementation; Parametric Surfaces, Deforming surfaces, Curved surfaces and tri-linear flip-flopping Using NURBS (non-uniform rational B-splines) and other parametric surfaces for representing 3D Geometry; Matrix Manipulations; Methods for scaling geometry using parametric curves and surfaces in relation to polygonal models; Progressive meshes and subdivision surfaces On-Line Gaming and On-Line Game Security As online gaming becomes more and more popular security issues now come into the forefront of secure game play using public key cryptography, symmetric key cryptography, digital signatures, authentication and available cryptographic toolkits. Voice Interaction Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice Interaction, Speech Synthesizer; Interaction with AI-NPC's, Voice-Over Net Technology (one to one, and one to many) Cognitive Psychology applied to games, based on player to game interactions and biometric data analysis. Affective Computing affective gaming affective user modeling player emotion recognition Artistic input to game and character design Storytelling and Natural Language Processing Applications Wargaming methodology and techniques applied to strategic game design using Campaign managers, character generators, terrain generators.Multiplayer wargaming and Web Wargaming Serious Games applications Aerospace Simulations, Board Games etc... Games for training Gaming with Robots (Aibo, ASIMO, Bionicles, Mindstorms etc...) Handheld Gaming Devices - Mobile Gaming Gaming with I-Toy, WII and other handheld devices such as phones, Virtual Sat-Nav Gaming. Focusing on the man-machine interaction part Perceptual User Interfaces for Games Humans communicate using speech, gesture, and body motion, yet today's computers do not use this valuable information. Instead, computers force users to sit at a typewriter keyboard, stare at a TV-like display, and learn an endless set of arcane commands -- often leading to frustration, inefficiencies, and disuse. The idea behind PUI is that a computer system "hears" users' voice commands and "sees" their gestures and body positions. Interactions are natural, more like human-to-human interactions. PUI use here machine perception to allow users to interact with computergames and within computer gaming environments. By reading gestures, motions and speech we should be able to in a much more natural way interact with the games. But sensor systems deliver only raw position and pose information. For interface use, these are not the desired quantities?we need to understand the abstractions appropriate for a natural interface and consider how the various perceptual input degrees of freedom should relate to available commands and options. Tutorials, "Aren't we great" presentations, Student Demos. Students are encouraged to show demos of their work to the companies present at the conference. The best demo will receive a prize from the organizers. The conference will be held at the Mediadesign Hochschule, Duesseldorf, Germany. KEYNOTE Dipl.-Inform. (FH) Jan-Anton D?rer, M. Sc. Study of computer science, focus intelligent systems Actual researches: simulated evolution of flowers an easy organism. Since June 2007: Department manager Gamedesign on the MD.H in Berlin. POSTER SESSION The poster session only features work in progress. Next to the actual poster presentation, these submissions also feature as short papers in the Proceedings. STUDENTS SESSION This session is for students who want to present their work in progress or part of their doctoral thesis as a paper. Student papers are denoted by the fact that only the name of the student appears on the paper as an author. They are published as short papers in the Proceedings. DIVERSE ACTIVITIES For demonstrations or video sessions, please contact Philippe Geril. A Special session will be set up for vendor presentations in co-ordination with the scientific program. User Group meetings for games simulation languages and tools can be organised the day before the conference. If you would like to arrange a meeting, please contact the Conference Chairs. We will be happy to provide a meeting room and other necessary equipment. EUROPEAN PROJECTS Partners for European projects session(s) will be organised by EUROSIS to give potential project teams or individuals the opportunity to present their research in order to link up with fellow researchers for future research projects. Those wishing to participate in this session need to send a proposal to Philippe Geril EXHIBITION A special exhibition will be held during the conference focused on gaming tools. For more information please contact EUROSIS for further details. Email: Philippe.Geril at eurosis.org REGISTRATION FEES Registration Fees Author EUROSIS Other Participants Pre-reg before Nov.1st 2009 495 EURO 495 EURO 555 EURO Reg after Nov.1st 2009 Pre-registration Required 535 EURO 595 EURO Student authors pay: 360 EUR Students who register after November 1st and who are not authors pay 350 EUR. The registration fee includes a copy of the Proceedings, lunches, conference dinner, get-together party, coffee breaks, company visit and demonstrations. PAPER SUBMISSION TYPES FULL PAPER (including abstract, conclusions, diagrams, references) During review, the submitted full papers can be accepted as a regular 5 page paper. If excellent, full papers can be accepted by the program committee as an extended (8-page) paper. Each submission will be reviewed by at least three/five members of the International Program Committee. EXTENDED ABSTRACT (at least five pages) Participants may also submit a 5 page extended abstract for a regular (5 pages) or short (3 pages) paper or poster, which will be reviewed by three/five members of the International Program Committee. SHORT ABSTRACT(at least three pages) Participants may also submit a 3 page abstract for a short paper or poster, which will be reviewed by three/five members of the International Program Committee. All accepted papers will be published in the GAMEON?'2009 Conference Proceedings. ONE PAGE ABSTRACTS ARE NOT ACCEPTED. All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC DEADLINES AND REQUIREMENTS Send all submissions in an ELECTRONIC FORM ONLY in PDF format indicating the designated track and type of submission (full paper or an extended abstract) to EUROSIS (Philippe.Geril at eurosis.org). Please provide your name, affiliation, full mailing address, telephone / fax number and Email address on all submissions as well. For submissions please put in the subject of your Email the following indications: GAMEON?'2009 and designated track or USE ELECTRONIC REPLY. Only original papers, which have not been published elsewhere, will be accepted for publication SUBMISSION DEADLINES EARLY BIRD SUBMISSION: AUGUST 1, 2009 SUBMISSION DEADLINE: AUGUST 30, 2009 Submit contributed full-papers (5 to 8 proceedings pages) not previously published. These submissions, when accepted will be published as regular or extended papers, depending on their quality. Submit extended abstracts (5 abstract pages) or short papers (3 abstract pages), reports of industrial projects and summaries of posters. These submissions, when accepted will be published as regular 5 page or short 3 page proceedings papers. Submit a one to three page proposals to present tutorials, to organise and chair panel sessions, to organise user meetings, vendor sessions or to exhibit software Submit abstracts for student and poster session LATE SUBMISSION DATE: SEPTEMBER 30, 2009 OCTOBER 10, 2009 Notification of Acceptance or Rejection NOVEMBER 5, 2009 Authors provide camera-ready manuscript NOVEMBER 26-28, 2009 Conference at the Mediadesign Hochschule OUTSTANDING PAPER AWARD The 2009 GAMEON? Conference Committee will select the Outstanding Paper of the Conference. The author of this paper will be awarded a free registration for a EUROSIS conference. Only papers SUBMITTED AS FULL papers will be eligible for the Outstanding Paper Award. LANGUAGE The official conference language for all papers and presentations is English. REPLY CARD First Name: Surname: Occupation and/or Title: Affiliation: Mailing Address Zip code: City: Country. Telephone: Fax: E-Mail: Yes, I intend to attend the GAMEON?'2009: [ ] Presenting a paper, by submitting a full paper [ ] Presenting a short paper (by submitting an extended abstract) [ ] Participating in the industrial program [ ] Organizing a vendor session [ ] Proposing a panel discussion (please mention names of panellists) [ ] Contributing to the exhibition [ ] Without presenting a paper The provisional title of my paper / exhibited tool is: With the following highlights: The paper belongs to the category (please tick only one): [ ] Games Methodology [ ] Artificial Intelligence [ ] Physics and Simulation [ ] 3D Scalability [ ] Facial Animation [ ] Skeletal Animation and Fully Scaled Rendering [ ] 3-D in Game Animation [ ] Modelling of Virtual Worlds [ ] Tools [ ] Games Design [ ] Rendering [ ] Security [ ] Voice Interaction [ ] Cognitive Psychology [ ] Affective Computing [ ] Artistic Input [ ] Storytelling and Natural Language Processing [ ] Applications [ ] Games Console Design [ ] Online Gaming and Gaming Security [ ] Networked Gaming and MMOG's [ ] Games for Training [ ] Serious Gaming [ ] Wargaming [ ] Handheld Gaming [ ] Perceptual User Interfaces [ ] Robot Based Gaming [ ] European Projects [ ] Exhibition [ ] Poster session [ ] Student Session [ ] Other_____________________________ Other colleague(s) interested in the topics of the conference is/are: Name: Address: Name: Address: Please email your reply or send or fax this card immediately to: Philippe Geril, EUROSIS, European Simulation Office Greenbridge NV Wetenschapspark 1, Plassendale 1 B-8400, Ostend, Belgium Tel:+32.59.255.330 Fax: +32.59.255.339 Email: Philippe.Geril at eurosis.org web: http://www.eurosis.org GAMEON? is a registered trademark of the European Technology Institute. -- 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 artur.lugmayr at tut.fi Tue Jun 23 19:38:46 2009 From: artur.lugmayr at tut.fi (Artur R. Lugmayr) Date: Wed, 24 Jun 2009 02:38:46 +0300 Subject: [game_edu] 3rd Nokia Ubimedia MindTrek Awards Competition - 7.000 Euros Award Sum Message-ID: <034d01c9f45b$c561ebe0$5025c3a0$@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 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. 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 drew at waxebb.com Fri Jun 26 14:37:45 2009 From: drew at waxebb.com (drew davidson) Date: Fri, 26 Jun 2009 14:37:45 -0400 Subject: [game_edu] program officer position at macarthur In-Reply-To: References: Message-ID: <18A540EF-FDFE-4600-8C8B-5CE319B5A9FA@waxebb.com> hi all - apologies for the cross-postings... but thought there might be people interested in this opportunity at macarthur (more info below... thanks, drew The MacArthur Foundation Position Description Job Title: Program Officer, Digital Media and Learning FLSA: Exempt Position Program/Dept: Human and Community Development Reports To: Director, Education General Summary The Program Officer will work with colleagues and the Director of Education on all aspects of the Foundation?s grantmaking in digital media and learning, which aims to determine how digital media are changing the way young people learn, play, socialize and participate in civic life, and to understand the significant implications for the formal and informal institutions of education?schools, libraries, and museums among them?that those changes entail. The Program Officer will be responsible for managing grantmaking activities in this area, and will design and refine grantmaking strategies, identify prospective grant recipients, review and evaluate proposals, and prepare grant briefs; manage complex program elements; monitor grantee performance and grant strategy implementation; represent the Foundation at program- related meetings and conferences; plan and convene meetings related to grantmaking; and keep abreast of current issues in the field. MacArthur grantmaking in education explores one of the most significant forces shaping student learning and educational experiences in and out of school in the 21st century? rapidly-evolving new technologies, including digital media. Through research, demonstrations, and innovations in schools, libraries, museums and other institutions, the Foundation is helping to build a new interdisciplinary field at the intersection of digital media and learning. Grants are provided to scholars, educators, designers and practitioners to explore the hypothesis that digital media are changing how young people think, learn, interact, confront ethical dilemmas and engage in civic life, and that there are significant implications for the formal and informal institutions?schools, libraries, and museums among them?that contribute to the education of American youth. This role offers a good opportunity for an experienced professional who is interested in exploring an opportunity that brings together interests in research, learning, and youth development, with a specific emphasis on the role of digital media. Essential Responsibilities And Duties 1. Implement and adapt grantmaking strategies as conditions change. 2. Assist in the design and implementation of new initiatives. 3. Work with prospective grantees to develop proposals that advance grantmaking strategies. 4. Evaluate letters of inquiry and grant proposals, conduct background research and due diligence, prepare grant recommendations for funding and responses to unsuccessful proposals. 5. Manage a caseload of active grants, review periodic reports, and maintain accurate records and constructive contact with grantees. 6. Keep abreast of current events, developments and issues in the field to maintain a balanced and objective perspective and approach to grantmaking. 7. Build and sustain relationships with leaders and others in the field. 8. Oversee and help manage the digital media and learning website and blog. 9. Represent the Foundation at conferences and other public events, including as keynote speaker or panel participant Other Responsibilities And Duties 1. Serve on internal Foundation Committees from time to time. 2. Perform other duties as assigned. Knowledge, Skills And Experience The Program Officer role requires graduate training and experience as a researcher or designer, with a strong grasp of research and theoretical literature relating to learning, adolescent development and new media, and practical, ?on-the-ground? experience with youth, in libraries and museums or schools. He or she must be familiar with significant thought leaders and national organizations in the field, and to be a respectful, collaborative colleague who can build bridges and actively engage diverse staff members, designers, entrepreneurs, youth practitioners, policymakers, and especially researchers in productive, vigorous debate. The Program Officer must have strong interpersonal skills and be able to function as part of an interdisciplinary team, and to work across disciplines and sectors in a rigorous environment of thoughtful intellectual exchange. Excellent analytical and communications skills, including writing, presentations and public speaking, are required. Other essential skills include: effective interpersonal relations and an ability to organize and convey problems and issues clearly and succinctly; an ease with and openness to people who hold diverse views; and a good sense of organization and talent for managing multiple tasks with significant initiative. The Program Officer should be self-confident, collegial, and diplomatic, and have an appreciation of the role of a grantmaking institution. Computer literacy is a prerequisite for consideration, including a high level of comfort with ?do-it-yourself media.? Physical Requirements and Work Environment Office environment. Intermittent physical activities required that include bending, reaching, sitting and walking during working hours. Local and national travel required. Reasonable accommodations may be made to enable a person with physical disabilities to perform the job. Application To apply, candidates should visit www.macfound.org and click on ?About the Foundation? and then ?Career Opportunities?. (Electronic Submissions are preferred.) Application deadline: TBD No phone inquiries, please. The Foundation is an Equal Opportunity Employer and benefits from the various perspectives and talents of a racially and culturally diverse staff. -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: 0clip_image001.png Type: image/png Size: 954 bytes Desc: not available Url :