Friday, October 26, 2012

Talk: NCSU Future of Games Series - Advancing AR as a New Medium: Authoring, Evaluation, and Deployment, Maribeth Gandy, Georgia Tech - Tuesday at 10

Forwarded message:
From: R. Michael Young <>

Future of Games Speaker Series

Speaker: Maribeth Gandy , Interactive Media Technology Center, Georgia Tech

Title: Advancing AR as a New Medium: Authoring, Evaluation, and Deployment

Date: Tuesday October 30, 2012
Time: 10:00 AM
Place: 3211, EBII; NCSU Centennial Campus (click for courtesy parking request)


Augmented Reality (AR) overlays virtual content, such as computer generated graphics, on the physical world. The augmented view of the world can be presented to the user via a head mounted display, a tablet/mobile device, or projection on the physical space around the user. While Ivan Sutherland first presented the concept of the “Ultimate Display� in 1965, it was not possible to truly implement augmented reality applications until almost 25 years later. Therefore, the field of AR research is usually considered to have begun in the early 90’s. In this 20-year period, AR has gone from being viewed as a heavyweight technology, only appropriate for industrial and military applications, to a new medium for art, games and entertainment applications. The evolution of the field is due in part to the extensive research that has gone into exploring the AR application space, but also the recent rise of powerful mobile devices that make it easy to deploy a wide-variety of AR appl!
ications to consumers.

This is a critical moment for the field of AR. Over the past three years, AR technology has become accessible outside of computer science research labs. At first this was mainly HCI researchers, but now we see participation from a variety of groups including game developers, visual and performance artists, user experience experts, toy designers, web developers, and entrepreneurs. As a result, there is an increased demand for tools and techniques to support AR experience design, evaluation, development, and deployment that fully address the needs of these diverse groups.

Low-level AR research in computer vision, graphics, sensors, and optics is, of course, critical to the success and growth of AR. However, my research focuses on higher level questions regarding what applications are appropriate for AR, how effective AR applications can be designed, and, most importantly, how we can support the participation of makers from outside the AR research domain. In this talk I will discuss the three intertwined research domains that are critical to the advancement of AR as a new medium: authoring, evaluation, and deployment.

Short Bio:

Maribeth Gandy is the Director of the Interactive Media Technology Center and the Associate Director of Interactive Media in the Institute for People and Technology at Georgia Tech. She received a B.S. in Computer Engineering as well as a M.S. and Ph.D. in Computer Science from Georgia Tech. In her twelve years as a research faculty member her work has been focused on the intersection of technology for augmented reality, accessibility/disability, human computer interaction, and gaming. She has developed computer-based experiences for entertainment and informal education in a variety of forms including augmented reality, virtual, and mobile. She also teaches the “Video Game Design” and “Computer Audio” course in the College of Computing at Georgia Tech. In her AR research, she is interested in advancing AR as a new medium by focusing on authoring, evaluation, and deployment. She was the lead architect on a large open source software project called the Designer’s Augmented R!
eality Toolkit (DART), which had thousands of users and was used to create a variety of large-scale AR systems. She was also co-PI on an NSF grant focused on the development of presence metrics for measuring engagement in AR environments using qualitative and quantitative data. She is currently collaborating on the creation of an open source AR web browser called Argon. She is also interested in the use of gaming interfaces for health and wellness. Currently, she is the co-PI on an NSF grant exploring the concept of cognitive gaming for older adults. The goal is to both isolate what components are necessary in an activity for it to have general cognitive benefits and to craft a custom game based on these guidelines that is accessible and compelling for an older player. Previously, she led a project funded by Georgia Tech’s Health Systems Institute to develop home-based computer games for stroke rehabilitation. For seven years she worked in the fields of disability and acce!
ssibility as a project director in the Wireless RERC (through !
the Shep
ard Center in Atlanta and Georgia Tech) and generated guidelines for the universal design and user centered design process with disabled persons. In her consulting work she has built commercial games, designed a home medical device for older adults, enhanced live rock concerts, and worked with startup companies to develop AR business models and products.

Talk: Future of Games Series - Virtual Humans by Stacy Marsella, USC/ICT - Monday at 11

Forwarded message:
From: R. Michael Young <>

Future of Games Speaker Series

Speaker: Stacy Marsella , USC/ICT

Talk Title: Virtual Humans

Date: Monday October 29, 2012
Time: 11:00 AM
Place: 3211, EBII; NCSU Centennial Campus (click for courtesy parking request)


Virtual humans are autonomous virtual characters that can have meaningful interactions with human users. They can reason about the environment, understand and express emotion, and communicate using speech and gesture. I will discuss various application areas of virtual humans in education, health intervention and entertainment. I will then go on to discuss the design of virtual humans with specific focus on their expressive capabilities.

Short Bio:

Stacy C. Marsella is a Research Associate Professor in the Department of Computer Science at the University of Southern California, Associate Director of Social Simulation Research at the Institute for Creative Technologies (ICT) and a co-director of USC’s Computational Emotion Group. His general research interest is in the computational modeling of cognition, emotion and social behavior, both as a basic research methodology in the study of human behavior as well as the use of these computational models in a range of gaming and analysis applications. His current research spans the interplay of emotion and cognition, modeling of the influence that beliefs about the mental processes of others have on social interaction and the role of nonverbal behavior in face-to-face interaction. He has extensive experience in the application of these models to the design of virtual humans, software entities that look human and can interact with humans in a virtual environment using spoken!
dialog. He is an associate editor of IEEE Transactions on Affective Computing and a member of the steering committee of the Intelligent Virtual Agents conference, as well as a member of the International Society for Research on Emotions (ISRE). Professor Marsella has published over 150 technical articles and received the Association for Computing Machinery's (ACM/SIGART) 2010 Autonomous Agents Research Award, for research influencing the field of autonomous agents.

Tuesday, October 23, 2012

Event: NSF Fellowship Application Reviews @ Thu Oct 25 6:45pm - 8pm (

invite.ics Download this file

Look like a useful seminar.

Dear education informatics and games students,
Next Thursday we will have a meeting for all students wishing to apply for NSF and other grad fellowships to get together, and review past successful fellowship applications and review each other's draft materials to apply for fellowships.

People who should come: seniors and 1st and 2nd year grad students
AND grad students with fellowships
AND anyone else interested in getting grad school $$

I've requested EBII 3211, I'll confirm ASAP.

NSF Fellowship Application Reviews

Review NSF and other fellowship proposals for undergrads and new graduates applying this fall. There might be food.
Thu Oct 25 6:45pm – 8pm 
Eastern Time
EB II (map)
Tiffany Barnes
Going?   Yes - Maybe - No    more options »

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Friday, October 19, 2012

Find: NYT Viz - How States Votes Have Shifted

Interesting visualization of bipolar values over time. Careful design here. 

Over the Decades, How States Have Shifted

An interactive graphic shows the political evolution of each state from 1952 through 2008 and the states' current standing in the FiveThirtyEight forecast.

Monday, October 15, 2012

Find: Path co-founder Dustin Mierau - 'an app without design is like a good story printed on a dot matrix printer'

He likes Greensboro NC dev shop iconfactory. 

Path co-founder Dustin Mierau: 'an app without design is like a good story printed on a dot matrix printer'

dustin mierau path 1020

Dustin Mierau is co-founder and Chief Designer at Path, a journal and social network for Android and iPhone. Before Path, he co-founded Macster, which eventually became Napster for Mac. Mierau took a few minutes to talk to The Verge about the finer points of designing great software, how to stay focused, and about remembering the internet before it was filled with ads. You can find him on Twitter at @dmierau.

Friday, October 12, 2012

Job: 15k opportunity for an open source coder/programmer

This is a great cause. 

Best, Ben 

Friday, October 05, 2012

Find: Maybe this change will be good - Cliff Bleszinski leaves Epic Games

Creative genius Cliff Bleszinski leaves Epic Games

Cliff BleszinskiIn a blog post, Cary-based Epic Games tells its millions of fans worldwide that Cliff Bleszinski, a driving creative force behind many of its its such as "Gears of War," has left the firm. Bleszinki says he needs "a much needed break."

Thursday, October 04, 2012

Find: Frog's Mark Rolston - the 'Minority Report' interface is a 'terrible idea'

Some provocative thinking here. 

Frog's Mark Rolston: the 'Minority Report' interface is a 'terrible idea'

Mark Rolston Frog

Mark Rolston holds the title of chief creative officer for Frog, the venerable design company responsible for the look of Sony Trinitron televisions in the seventies and Apple's minimalistic "Snow White" design language of the eighties. In 1999, it was Mark who personally drove the creation of to become the top-grossing e-commerce site in the world. Now, as a C-level executive with 18-years at Frog, Mark's responsible for driving the global creative vision for the 43-year old organization. More specifically, Mark's helping companies remove the "computer" from computing, making it a diffused and transparent part of our daily lives.

Wednesday, October 03, 2012

Find: Steve Jobs discusses 21st century technology in rare 1983 speech

A Steve jobs talk broken by our collaborators at cdi. 

Steve Jobs discusses 21st century technology in rare 1983 speech

1983 Steve Jobs speech tape

An additional 40 minutes of a speech that Steve Jobs gave at the International Design Conference in Aspen in 1983 has been released for the first time. The first 20 minutes of the recording were made available by the Center of Design Innovation in August, but answers to questions posed by the audience after Jobs’ initial speech were cut. After being handed a recording of the full session, Marcel Brown of Life, Liberty, and Technology made a digital copy, cleaning up background noise in the process before uploading the final copy for all to hear.

Jobs dives into several topics in the Q&A session, detailing how computers will become integral parts of everyday life while reshaping the way people communicate. The late Apple CEO also...

Monday, October 01, 2012

Find: Pew survey - Half of US adults now have smartphone or tablet, more reading in browser than apps

Survey: Half of US adults now have smartphone or tablet

News going mobile Half of all adult Americans now own either a tablet computer or a smartphone, and one-third use their mobile devices to view news stories and video clips at least once a week, a new report from Pew Research finds.