Friday, May 29, 2009

Talk: Future of Games -- Chris Hazard on Gameplay Using Time Travel

THE FUTURE OF GAMES SPEAKER SERIES
Talk Announcement

Date: Wednesday June 3, 2009
Time: 10:30 AM
Place: 3211, EB2; NCSU Centennial Campus

Speaker: Chris Hazard, NC State University and Hazardous Games, Inc.
Title: Innovative Gameplay Using Time Travel and Time Manipulation
For more info:
http://dgrc.ncsu.edu/index.php/activities/the-future-of-games/the-current-semester/118-chris-hazard-nc-state-university-and-hazardous-games-inc

Abstract: While many games have utilized the enormous computing power available on consoles and PCs for graphics, physics, and artificial intelligence, few games have realized this untapped resource for innovative gameplay.  In this talk, I will discuss in-depth about the use of time travel and time manipulation in gameplay, sharing our experience developing the world's first meta-time strategy game Achron, a real-time strategy game where all players and units can jump to and play at different times independently and simultaneously.  I will present a brief history and overview of time travel and time manipulation as it is used in literature, movies, and current games.  The types of time travel described in science fiction are much richer than have been previously implemented in video games, and I will discuss ways of implementing them from a gameplay perspective, while touching on some technical aspects.  I will share various nuances about time travel and time manipulation mechanisms and how they affect game design, showing benefits and pitfalls, and how they relate to traditional puzzles and strategies in gaming.

Short Bio: Chris Hazard is both a PhD student in computer science at North Carolina State University and the president and founder of Hazardous Software Inc.  His research at NCSU involves the study of trust and reputation in computational settings, guided by ideas from economics.  At Hazardous Software, Chris has designed and developed the world's first time travel game Achron, where all players and objects within the game can jump to different positions in time independently.  Chris won the Best Paper Award at the 2007 International Conference on Electronic Commerce and an Outstanding Teaching Assistant award at NCSU in 2008.

Host: R. Michael Young, Computer Science/DGRC, NCSU


Thursday, May 28, 2009

Talk: Future of Games -- Geogames, May 29, 2009

THE FUTURE OF GAMES SPEAKER SERIES
Talk Announcement

Date: Friday May 29, 2009
Time: 10:30 AM
Place: Room 3211, EB2; NCSU Centennial Campus

Speaker: Sebastian Matyas , Otto-Friedrich-University Bamberg
Geogames -- Getting Gamers on the Move
http://dgrc.ncsu.edu/index.php/activities/the-future-of-games/the-current-semester/116-sebastian-matyas-otto-friedrich-university-bamberg

Abstract:

Movement plays an increasing role in the game space. The traditional image of interactive entertainment - games that reduce players' physical involvement to moving a joy stick - is obsolete. Games researchers and designers are already integrating complex movement into games; Nintendo's Wii, Sony's EyeToy, or Konami's Dancing Stage are good examples. Games for these devices might use simple sensor contacts, such as stepping on a dancing mat, or more intricate forms of movement captured by video or infrared, such as waving gestures to trigger game events. They involve moving parts of the body but only limited displacement of the body as a whole.


In this talk I will present what we think is the next logical step in this process: games that require the displacement the whole body. We define location-based mobile games as games that use mobile devices that feature some sort of localization technology, for example GPS, and use as one of their main game element the movement of the player as a whole.


Although there are early examples of location-based mobile games, even commercial ones, it is still not completely understood how the physical challenges (locomotion) of such a game interact with the strategic elements (reasoning) and how each contributes to the game playing experience. Our Geogames framework (http://www.kinf.wiai.uni-bamberg.de/geogames/) has been designed to systematically explore that issue. This framework enables a game designer to turn almost any classical board game or card game – together with its specific form of strategic reasoning – into a location-based mobile game. A special synchronization mechanism controls the spatio-temporal game flow of a Geogame and permits the seamless integration of educational content.


Further topics in this talk are the spatial separation of players, Geogames for linear game boards, where players are only interested to move in one direction, and the design principles for location-based mobile games with purpose.

Speaker Bio:
Sebastian Matyas is a PhD candidate at the Chair of Computing in the Cultural Sciences and research assistant at the Laboratory for Semantic Information Technology since 2004 at the University of Bamberg. In his PhD project he is interested in data quality aspects of geospatial documents created by communities of voluntary contributors. His other main research interests are in the field of semantic information technology, spatial data handling and mobile applications, especially location-based mobile games. As part of his further scientific tasks he has done reviewing work for the German Artificial Intelligence (KI 2006), the Geographic Information Science (AGILE 2007), the Advances in Computer Entertainment (ACE 2008) and the Computer Human Interaction (CHI 2009) conference. Furthermore he was part of the program committee for the Gameo-On NA (2006 and 2007) and the Game-On (2007) conference series.e co-founded the ethnographic research group that eventually became People and Practices Research, and Tektronix Laboratories, where he developed qualitative design methodologies and built advanced interface prototypes.

Parking:

Visitors coming to this talk from off-campus locations should obtain a visitors' parking pass from the Centennial Campus Visitors' Center and park in the Partners Way Parking Deck. For Specific directions, see this map (pdf). Note that this map directs you to EB2. This talk is held in EB2, shown on the map adjacent to EB1.


R. Michael Young
Director, Liquid Narrative Group
Department of Computer Science, NC State University
http://liquidnarrative.csc.ncsu.edu/rmy





--
Benjamin Watson
Design Graphics Lab
Associate Professor
Dept. Computer Science
North Carolina State University
EBII 2280, 890 Oval Dr, Box 8206
Raleigh, NC 27695-8206
Phone: 919-513-0325
Fax: 919-515-7896
Lab: 919-513-0847
Email: bwatson@ncsu.edu
URL: http://designgraphics.ncsu.edu/

Course: analyzing messy human data

Folks,

Simon Hsiang, a collaborator, is teaching an interesting course on optimizing and analyzing messy human-generated data.

Best,

Ben.

***

Ben,

 

I am offering ISE794 next semester.  It is a course on how to find a satisficing solution based on ambiguous human opinions, uncertain situations, and unreliable data. The syllabus is attached, and I will have the lecture notes ready for review.  I call it the "touchy-feely" optimization, though the official course title is risk assessment. 

 

At any rate, could you pass the syllabus to your students with similar research interest?

 

Thank you

 

Simon M. Hsiang, PhD PE CPE

Associate Professor

 

Department of Industrial and System Engineering

446 Daniels Hall

111 Lampe Drive

Raleigh, NC 27695-7906

Phone (919) 513-7208

email: smhsiang@ncsu.edu

 




--
Benjamin Watson
Design Graphics Lab
Associate Professor
Dept. Computer Science
North Carolina State University
EBII 2280, 890 Oval Dr, Box 8206
Raleigh, NC 27695-8206
Phone: 919-513-0325
Fax: 919-515-7896
Lab: 919-513-0847
Email: bwatson@ncsu.edu
URL: http://designgraphics.ncsu.edu/

Wednesday, May 27, 2009

Find: In defense of eye candy

Hello folks,

From former lab alum Chris Sexton. It touches on many themes of interest in our lab:

Here's an interesting light read on aesthetics and design. Thought it was worth passing on:

http://www.alistapart.com/articles/indefenseofeyecandy

Best,

Ben.

Wednesday, May 20, 2009

Find: new display tech

From Chris Healey, new display tech is reflective, color, and interactive: http://www.pixelqi.com/products#