11
Nov

secondhealth

You have heard and even used SecondLife, but have you heard of SecondHeath – the SecondLife’s healthcare virtual world from United Kingdom?

Second Health is located in the SciLands, a specialised region of Second Life for Science, Technology and Educational applications. Most of these projects are about professional and patient education, collaboration and health strategy.

This is an experimental, innovative and efficient means of communicating complex healthcare messages as well as illustrating what healthcare of the future could look like.

The design of the virtual hospital in Second Health is based on the principles and recommendations outlined in the recently published Healthcare for London: A Framework for Action.

09
Nov

twitter streamgraphs

WebMonkey has a short write-up about Twitter’s StreamGraph. This is a new text-mining product by Twitter (after it acquired Summize. It visually maps the latest 200 tweets containing a particular given word/phrase. One can also mine a user’s Twitter contribution using the “@user” search function call.

StreamGraph for "Serious Games"

StreamGraph for

“The StreamGraph shows the usage over time for the words most highly associated with the search word. One of these series together with a time period are in a selected state and coloured red. The tweets that contain this word in the given time period are shown below the graph. You can click on another word series or time period to see different matches. In the match list you click on any word to create a different graph with tweets containing that word. You can also click on the user or comment icons and any URL to see the appropriate content in another window. If you see a large spike in one time period that hides the detail in all the other periods it will be useful to click in the area to the left of the y-axis in order to change the vertical scale.”

01
Nov

IBM and Serious Games

The video and computer games are gaining traction in the enterprise and educational arenas as a means to teach new skills to a generation of young adults raised on video games. According to marketing consultancy The Apply Group, between 100 and 135 of the Global Fortune 500 will use gaming for instructional applications by 2012. [citation]

IBM has quite a bit of resources in Serious Games, if one know where to look.

29
Oct

Moddable LittleBigPanet

Yesterday, the Reuter ran an interesting report about LittleBigPlanet (see excerpt below). I am interested less so about the game per se, but more so in the “moddable” aspect of it. It seemed that a “toolkit” will be given so that players can create and share player-created levels after they are done with the game’s original campaign (about 50 levels or so).

Sony Computer Entertainment America’s”LittleBigPlanet” game, released in North America on Tuesday, lets players create characters and scenarios for the PlayStation 3, taking the Internet’s embrace of community-created sites to video games.

The new game has 50 levels of play in a universe of castles and mountains where customizable sackcloth puppets must navigate obstacles and puzzles to proceed.

What separates it from the pack is a suite of tools, which allows players to create their own game challenges and share them with others online via Sony Corp’s PlayStation Network…

“The three pillars of the game are equal: play, create, and share,” said Ettouney, who co-founded the game’s development studio, Media Molecule.

Electronic Arts Inc has proven that empowering gamers is a good business decision these days. Gamers have populated the new “Spore” universe with over 25 million creatures, vehicles and buildings of their own creation. “Spore” PC and Nintendo DS games sold over 1 million copies worldwide in the first three weeks.

Billy Pidgeon, video game analyst for IDC, believes “LittleBigPlanet” will help Sony drive sales of its PS3. The PS3 lags Microsoft’s Xbox 360 and Nintendo’s Wii in total sales, but new games made by Sony exclusively for its machine may help it gain ground….


23
Oct

Ygdrasil and CAVE

Ygdrasil is the Tree of Life in Norse mythology, and is also the main “character” in the “Tales of…” franchise (such as the Tales of Symphonia, and Tales of Phantasia). The proper spelling (I believe) is Yggdrasil (i.e. with double-”g”).

I know CAVE is considered to be an older-technology; but you never know. One of these days it may just come back. [ref: Pape, D.; Anstey, J.; Dolinsky, M.; and Dambik, E.J. (Aug, 2003). Ygdrasil: a framework for composing shared virtual worlds. Future Generation Computer Systems. 19:6 (pp. 1041-1049).]

VR Lab (Ygdrasil)

VR Lab (Ygdrasil)

Ben Chang has a Ygdrasil User Guide on his website:

Ygdrasil is a simple scripting language for creating interactive, immersive environments in virtual reality. It is used specifically for creating virtual worlds in the CAVE, and is designed to be easy enough to use that even beginning programmers can pick it up quickly. Ygdrasil is particularly useful for artists, who can use it to create interactive VR artworks without advanced training in computer programming, or support from specialized engineers. Ygdrasil is used in CAVE’s worldwide, and can be used on a range of other kinds of VR systems or even just on a regular desktop PC.

Ygdrasil gets its name from the Tree of Life in Norse mythology and is often affectionately referred to as “Yg”. Ygdrasil was written by Dave Pape at the Electronic Visualization Lab at University of Illinois, Chicago, and is currently maintained there by Alex Hill.

Virtual reality is a technology that, until recently, has not been generally accessible, particularly for artists. While VR has been used for decades in science, engineering, medicine, and military simulators, both the cost and technical complexity of the systems have limited the availability of the technology in the arts, education, or even in entertainment. In recent years, rapid increases in computing power and falling prices have brought the cost of an immersive display system down significantly, opening new opportunities for museums, art galleries, schools, and other areas in the arts and humanities. However, affordable technology still needs to be usable - and this is where Ygdrasil comes in.

The main Ygdrasil home page is at http://www.evl.uic.edu/yg, where you will find the complete language reference, additional guides and tutorials, a user forum, and download and installation instructions for the most recent versions of the language. This guide is designed as a complement to the core documentation.

Ben’s course syllabus on Experimntal GameLab is an interesting “read”, too.

23
Oct

Star Wars: The Old Republic!

Bioware announced their year-long MMOG title today: Star Wars: The Old Republic. Errmmm, can’t say it is a surprise, because there have been much speculation about the title (since the huge success of KoTOR, and KoTOR II.

So Bioware is merely confirming what we “knew” all along… Good job! Bioware!

22
Oct

image metrics

Video games are moving towards emotionally responsive character modelling. Well, that’s a mouth full, so let get the right lingo: Image Metrics.

Here’s a blog that talks about it. In the following video clip, Emily will demonstrate what image metrics are.

Not convinced? How about this one?

20
Oct

more serious games conference???

What? This is unbelievable. How many conferences are out there are showcasing Serious Games research and application?

1st IEEE International Conference in Games and Virtual Worlds for Serious Applications 2009 (VS-GAMES’09)

March 23 - 24, Coventry, UK

VS-Games 2009

Official Site: http://www.vs-games.org.uk/

Context

The emergence of serious or non-leisure uses of games technologies and virtual world applications has been swift and dramatic over the last five years. As a result, there has been little time to develop the theoretical and academic rigour in the emerging field. This problem has been exacerbated by the largely technological drive of the technologies, with often little time to consider more user-centred approaches to design and use of serious applications of games and virtual world technologies. Another factor affecting the field has been the general aspects of convergence between new technologies, for example AI applications, augmented reality, mobile technologies, GPS technologies, sensor technologies and social software.

Together this has presented potential for developing new technologies based upon immersive and interactive interfaces and has in parallel produced many unanswered questions in terms of the usage of the formats. As a result there is a clear need to consider new frameworks, theories, methods and design
strategies for making serious applications of games and virtual world technologies more effective and useful as part of education, health and training.

Scope

The first IEEE International Conference in Games and Virtual Worlds for Serious Applications 2009 aims to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present new frameworks, methodologies and theories and to begin the process of developing shared cross-disciplinary outputs. In order to achieve this main aim the conference will pioneer new methods for bringing together
and supporting communities of practice emerging in themed areas beyond the duration of the conference. Using the conference as an ignition to support a wider aspiration to form and sustain a community of practice around the field. To achieve this, the team at the SGI will use innovative software called Intronetworks, which allows conference participants to create their own profile allowing them to identify like-minded and complementary skilled colleagues.

The term ‘Serious Games‘ covers a broad range of applications from flash-based animations to totally immersive and code driven 3D environments where users interface with large volumes of data through sophisticated and interactive digital interfaces. This shift towards immersive world applications being used to support education, health and training activities marks the beginning of new challenges that offer real scope for collaborative and multi-disciplinary research solutions, and real opportunities for innovative development. We invite researchers, developers, practitioners and decision-makers working with or applying serious games in their communities to present papers in the following two main streams of the conference: games and virtual world applications for serious applications.

  • Applications (e.g. case studies, exemplars, practice examples)
  • Methodologies, theories and frameworks (e.g. participatory design methods, mixed methodologies for data collection and analysis, cross-disciplinary methods)
  • Evaluation approaches and studies

Oh, and how everyone is talking about evaluation approaches… interesting.

19
Oct

Foundations of Digital Games 2009

CALL FOR PAPERS (PDF Version)

FDG ’09, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year’s conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play.

FDG 2009 will include presentation of peer-reviewed papers, invited talks by high-profile industry and academic leaders, hands-on tutorials and topical panels on a range of subjects related to games research and education. We invite researchers and educators to share insights and cutting-edge results relating to game technologies and their use.

Theme Area Topics

Authors whose papers align with a particular theme area should choose to submit their paper under that theme. Theme areas for FDG 2009 are defined broadly using the descriptions here:

Artificial Intelligence

We solicit papers on artificial intelligence research that provides novel solutions to traditional game AI problems (e.g. path planning, camera control, terrain analysis, user modeling, tactical/strategic decision making, etc.), supports novel game concepts or gameplay elements (e.g. interactive drama, narrative/character development, NPC belief/attitude/emotion modeling, etc.), provides automated or semi-automated solutions to game production challenges (e.g. game design, content creation, testing, prodcedural animation, etc.), or describes the integration of AI technologies (e.g. machine learning, logical inference, planning, etc.) into game AI architectures.

Computer Science and Games Education

The Computer Science and Games Education Theme Area invites researchers and educators to submit papers illustrating the latest advances and innovation in curricula for games and computer science, in both formal and informal educational contexts. All papers must show rigorous and compelling evaluation. Topics of interest include, but are not limited to: game design and development curricula, effective practices and infrastructure for the use of games and game technologies in Computer Science courses and programs, Web-based (adaptive) educational games and interdisciplinary collaboration among computer scientists and others to create games in educational contexts.

Databases

The database track is soliciting papers with either novel applications of database techniques to computer games or with novel database techniques especially designed for digital games. Topics include database engines, query processing, and query optimization for games workloads; declarative languages for game programming; distributed database techniques and consistency models for networked games; data management for games that cross physical and virtual worlds.

Game Studies | Game Design

The Game Studies | Game Design theme seeks reports of creative design practice and methods, as well as the exploration and development of innovative gameplay forms and mechanics. Research on new models for player involvement, design as co-construction with players and their communities, and iterative player-centered design are also very welcome. Within the domain of game studies more generally, submissions are welcome in the areas of player experience, game ontology, the social and cultural aspects of gameplay, cross-cultural analyses, networked play (including consoles), casual and serious gaming. Submissions that provide a rigorous analysis of new or emerging phenomena are of strong interest.

Graphics and Interfaces

The graphics and interfaces theme seeks papers on all aspects of computer graphics and user interfaces that are specifically related to digital games, including but not limited to: animation; modeling; rendering; 2D and 3D user interfaces; collaborative user interfaces; mobile user interfaces; tangible user interfaces; design of (interfaces for) Web 2.0 game focused web applications; integration of web-based and computer/console based game worlds; augmented reality and virtual reality; and novel interaction devices and displays.

Networks and Security

We invite submissions that focus on the many aspects of constructing networked games and networked game services. Submissions that fall under the following areas are encouraged: networked game architectures, network protocol design for games, latency issues, lag compensation, and synchronization methods, mobile and/or resource-constrained games, software and middleware support for developing networked games, content delivery and adaptation, services for supporting networked games, cheat detection techniques, cheat prevention via secure game design and the networking and security aspects of Web-based games and game portals.

19
Oct

Games For Learning Institute (G4LI)

There will be a new Games for Learning Institute (G4LI) in New York University. The institute is a new joint research endeavor of Microsoft Research, New York University, and a consortium of universities, including: Columbia University, the City University of New York (CUNY), Dartmouth College, Parsons The New School for Design, Polytechnic Institute of NYU, the Rochester Institute of Technology, and Teachers College at Columbia University.

Microsoft Research is providing $1.5 million to the Institute. NYU and its consortium of partners are matching Microsoft’s investment, for a combined $3 million. Funding covers the first three years of the G4LI’s research, which will focus on evaluating computer games as potential learning tools for science, technology, engineering and mathematics (STEM) subjects at the middle-school years (grades 6–8). The institute will work with a range of student populations, yet focus on underrepresented middle-school students, such as girls and minorities.

The aim is to identify which qualities of computer games engage students and develop relevant, personalized teaching strategies that can be applied to the learning process.

Effectiveness of Video Games. Again!

“While educational games are commonplace, little is known about how, why or even if they are effective,” said John Nordlinger, senior research manager for Microsoft Research’s gaming efforts. “Microsoft Research, together with NYU and the consortium of academic partners, will address these questions from a multidisciplinary angle, exploring what makes certain games compelling and playable and what elements make them effective, providing critically important information to researchers, game developers, and educators to support a new era of using games for educational purposes.”

How do they plan on doing it?

The G4LI also will evaluate game prototypes and introduce them, along with accompanying curricula, to an existing network of 19 New York City area schools; results in the classroom will be tracked. Based on the findings, the institute’s goal is to expand its research and game development to all K–12 grades. Resulting scientific evidence will be shared broadly with researchers, game developers and educators.

Original article: here.

I am one who don’t think qualitative tracking will work. So I can only hope they are not going down that path. I can only guess (since it is NYU) at what methodology they will be using…