Wednesday, April 30, 2008

Conference Summary

CGAT2008 Conference Notes

Mr Anton Ravinjan: Conference Organizing Chair
intro to Mr Tharman Shanmugaratnam
highlighted sociological and design differences between east and west
outlined his vision: what is this vision?

Professor Stephen Martin: Conference Chair
Outlined  how 'I play with my kids and use a mobile phone'  and moved onto need for engineers to be trained, info on the psychology of the playing of games..a dark side
time shift...stuff students learn in 1st year obsolete by the time they graduate

Professor Peter Comninos, Education and Research in Computer Games

World of mathematics as it applies to gaming
27 years ago...IBM 360 about the size of 2 king size fridges
Apollo computers bought out by Hewlett Packart..
animation software...born in 80s
importance of UK in computer animation
Types of student: creative and technical skills ..technophile-artists
Public Perception about games content creators 
3 types of people
  1. Technology naive Artist
  2. Technogogy fluent artistic/scientific polymaths (aka Technology designers an Technology Artists)..this creates a need for these specailists but hard to create
  3. Computer Programmers

Solutions: transplant a few artists into Computer science or vice versa
or partnerships between  Computer Science Departments and  and Art Departments

Best solution ..set up a new department of computer scientists and artists ..people willing to make this transition...students should do an art and science degree..be able to draw and be able to do math and science

feedback loop of industry picking up
computer games and animation research is growing
peterC@bournemouth.ac.uk


Minister of Finance 

game learning to enliven our society, schools, communities
Singapore strategy:
attract and develp a critical mass
strengthen our partnerships that all lead to innovation
downstream: support schools... Future schools using IDM, 
E.G., Deakin Primary...using IDM in an age appropriatee way..voice recordings..individualizing learning polys
upstream..promoting R&D..industry to use as a base

(Commentary: are we sponsoring a generation  of attention defecit disorders)

A/P Harold Thwaite, Virtuality, Immersion and the 21st Century

cyberanthropology
Sites of Influence
phlogging
vlogging
participatory wikiencylcopedia
what is this form doing
science fiction to science fact
tech speak/talk eclipses in 6 months
the in and out phenomena..... cell video streaming to 52inch
hybridized and cyberdized humans
cyberception (roy ascott )
'what do we learn if we digitize everything.'  Philip Rosedale 2006

Mr Michael Yap, From Pages to Spaces:Our Vision for IDM

Opportunities and Collabrations
500 Mil dollars available
to achieve a sustainabl R&D ecosystem
i.Rock research oriented centres of knowledge
pervasive media: i.e., clothing
i.JAM $50,000 individual grants for unique ideas.
co-space
new ways of teaching in new space

What's the next best thing? 
haptics...linked spaces ..best views...best places...semantic spaces
processing information to search to storage

Nexus where physical and virtual meet and can be manipulated

World is being digitised virtual world moving towards realism

simultaneously manipulating both worlds

(Commentary:  Scary when you think that you can identify where all my friends are with one click? In the hands of a Hitler, a Stalin, a Mao?)

on the grid:off the grid
Questions: How do I define an event such as this, store it , search and access it
distance slicing
time slicing

(Commentary: Assumption exists that the human can process and concretize information at the level of the computer accessing and manipulating bits and bytes.)

www.idm.sg.cfp

Mr David Wortley, Strategic Vision for Integrating Real and Virtual Worlds

dawn of age of convergences
serious games institute SGI (Serious Games Institute)
second life space ..bridges using rabbits (nabaz tag) to link virtual to read 

acronyms for aphorisms for the digital set to ponder 

dwyad: do what you always do 
gwyag: get what you always get 

dwyad:....yids (your in deep shit)

Neurosky: allows control of computer by thought..think and control the computer

camera and 3D ...guitar hero

Predicting the Future
Moore's law will apply
Can't predict how people will use..

Disruptive Technology

We are now media production society as opposed to media consumption

Story of milkman story who developed websites using notepad to illustrate how what we think and know about people will be transformed, of necessity.

society science driving technologies
role of creative artists using technology

experience of places determines our level of engagement

(Commentary: co-space being equated with imagination)

linking physical and virtual
1. Embedded sensors
2. brings new levels of control and engagement
3. Need to belong

New Approach to Smart Buildings enabled by drilling  down from satellite to building to inside the building in  3D

Jason Tu ..Digipen and Gaming in US

Game must be fun: experts in finance, marekting, game design, project management

Roles: 
Producer: Concept and Project Management
Designer: to determine what constitutes fun
Techical Director:familair with science of using technogies
Programmer: C++ Java
Art director:
2D artist..create concept heroes/villians
3D artist: translate the 2D flat drawings
audio engineers..sound effects

Robert Moreton, A Review of Agent Emotion Architectures

agent emotion architecture
avatars real require psychological reviews of way people behave
cognition and affect (CogAff)


how to represent emotions in game and simulation...in voices emotions can be easily captured (artifical neural networks )

real time remains a problem
behavioural
xml holds emotion
java and c++ holds code

range of emotions now identified: warm, happy, cold, peace

emotions are what they experience

personality: the range of emotions experienced

5 stage architecture
classif
quantificatio

(Commentary: Green Footprint advances will be enabled by technologies like: iRex Iliad)

Emile
Tok Project (HAP & EM )

Edmund Prakash: On Game Development

2 Cases:
Game Construction
RunTime Process

prepare data
identify data structures

Game Engine:
integrates components
these can be libraries
need to be able to render things like paint peeling ..floor tiles
features that allow for rendering in real time

xNA
allows for pluggable content
C#

challenges
master tecnical solutions
understand development processes

No actual course on aesthetics
Teach them a course on design instead?

Kevin Jones
open source editors
storyboarding and psychology

Thomas Welsh

can bots replace humans?
can exist on both sides: server & client
static and dynamic bots
static: level and paths already compiled
dynamic: learns as it plays

John Laird

agents still fall short of human behaviour
to solve: teach them to anticipate
usability lab to test games development
bots and human reaction to them
can we extrapolate?

Zhou Suiping

focussed on crowd control using simulations. hmmm

Mark ORouke and Ta Papasimeon
..vocational game training
develop and deliver vocational training packages

good with hands ...therefore give them something engaging...

2 faculties working together
Good Games: Good Learning

Occupational Health and Safety

analyse training
important to develop story board prototype
inplement a conputer version

zoho projects

mapping competencies elements scenario /dialogue/ Items
vocationalwordpress.com

NeoAxis Game Engine
www.neoaxisgroup.com

Tony Chow

What makes a great game?

11 Elements:

1. Art..killer graphics
2. Sound (sound engineer)
3.Design (designer) structure
4. Writer: narrative, characters setting
5. Compelling: engaging: this builds on conflict
6. Why is the player coming in
what are they doing?
7. Programming: what has not been done?
8.Technology
9. Producer
10. Testing: Usability listen to feedback..fine tune..as you develop
11. Marketing: no effort then no selling then it will fail

Developer must bring in Finance and Marketing

what is the wining formula
instict+intuition +experience +skill =success *persistence

Shaowwen Qin.

Cost estimation:
method/s for a small business:

current natural methods are: 
inadequate....hard to judge efficiency of current memebers
can require consensus
no standard granualtion
1/4 to 2 days

COTS Current off the shelf software
advantages:
cheaper
access to larger teams of specialists

Steps
1. Select profiles of particpants
2. Select database dataset for estimation
3. Estimate: decompose intoo subsystems
4. Complete templates
5. Select intital metrics: things you will collect during the project
6. Record Metrics
7. Refine Estimation
8. Review metrics project outcome

repeat the process.

Todd Emma

Video Game Addiction
(Commentary: perhaps the most 'frightening presentation of the conference?')

world of warcraft is equated to world of crackcraft

entertainment rating software board ERRB

Games: no mores ..place to be and do whatever you want

David Powers: Immersive Game-Like Teaching

embodied conversational agents for the turing test

thinkinghead.edu.au

Patrice Bouvier: Cross Benefits between Virtual Reality and Games

Pillars to create presence:
  1. Immersion
  2. Interaction
  3. Real-time
  4. Emotions
  5. Cognitive Science: understand human brain to delude senses

What is a Digital Game?

What is a Virtual Reality Game?

Cross Benefits
VR to games
Studies on immersion (physical


future new mediators for autostereoscopic vision

bouvier@univ-mlv.fr

Ahmad Hoirui Basori: Evaluation of New Collaboration Methods

Virtual Reality --concerned with visualization, animation, virtual character communication

Artificial Life
how to put real into digital

Haptic Sensation
analyze human emotion

utilize haptic device for medical system

Haptex-Haptic and textiles
how to grab textiles and feel the touch (N. Magnenat 2006)

hoirul@its-sby.edu

Ee-Lon Lim: elearning courseware builder
lee3@np.edu.sg
wang weichuan
waw@np.edu.sg

democratization of classroom dynamics:
(Commentary:  a uniquely asian concept?)

how do they bring in a richer pedagogy?

dynamic e-learning environments
students in Singapore remain passive in their learning interactions

select various strategies and then develop supporting materials based on the selection of the strategy

the presentation does not support usability awareness.

Game Builder from Ngee Ann is worth checking out

Phillippe Codgnet -

Computer Games and Digital Art

building on media art experiences
installation based work and their extensibility to the virtual worlds with respect to the shift of the  cartographic (from the map) to the ichnographic (to the path)
  
a shift on the nature of the experience

know the path vs walking the path

this what the games people are trying to do for with the user..

paradigm shift in cognition

Heinz von Foerster:
"if you desire to see; learn how to act" "perceiving is making"

perform actions/observe
consequences
learn by action which is more fundamentally how we learn as children

replaces more classical humanist tradition of learning by book and letter??

(Commentary: Art installation/presentation is preempting the virtual: artists using spectators actions to trigger reactions and make you interrogate your senses as to what is real or not or what you are doing is not

toward content driven autopoietic sytems

deeper involvement of spectators because there is real cognitive immersion

not just visual..but "retinian" (Duchamp)

Audio Engineering SAE
provides emotional connection to film, animation and games

sound design governed by:

ambience: background sound what does it all sit on
natural:  awareness, environment
specific: door closoing
enhancement effects : how to enhance the sound to indicate who is the good guy..gun is louder

Music: should be felt
Layers:
theme...sets tone, i.e., darth vader
mood..emotional
incidental..radio in background

Feel: four areas to support the feel
association:

believable
consciousness: you expect to hear it
senses: surround gives complete experience

2D sound ..tv at home left ..right nly
3D dvd 5.1 surround

Todd Emma: Challenges setting up a game design programme

Classes for Visual Design for Gaming:
Basic Level Design
Fundamentals of Level Interaction
Advanced Level Design (focus on teamwork, production schedule, to create a portfolio or game

Challenges remain:
administrative skepticism
Staff resistance to working outside their domain with others to provide a new approach
students who when challenged give bad feedback
two years to get it off the ground

Muhamed Jamaludin: 2D and 3D embodied presentation agents (EBAs) for In-Flight Safety Presentation

including EBA does the following:
increase's learning understanding
elevates learning perception
flexible across platfrom implementation

Galligan's research (1997) on use of in flight videos

passengers were aware
but there was a lack of attention

2D representations more effective than 3D

"Getting audeiences to watch is winning half of the battle, the rest lies in the instruction design and performance of the presenter..The continuing war is to get audiences to be interested to watch the presentation again and again in their subsequent flights."

Yang Jiang: A svm -based AI Design for Interactive Gaming

Support Vector Machine
advantages:
supports instant response

self-adaptive to the response data content by controlling one tradeoff parameter
detection of high performing

mappin function F(x)=5X

more clarity

Hamzah: Bonding Volume Hierarchies
Initiated in Top Down or Bottom Up sequence
refer to characteristics
Used to:
best method to reduce complexity in collision detection