Innovation and Professional Development is a module of study on the Masters in Professional Games Development in the Institute of Arts, Media and Computer Games at University of Abertay Dundee
Tuesday, 22 November 2011
Dundee Regional Enterprise Day: 23 November 2011
SIE’s Dundee Regional Enterprise Day provides a full day of workshops and
enterprise activities to help raise awareness of student entrepreneurship and local
opportunities. These sessions take place in the Kydd Building, The University of
Abertay.
If you would like to attend the Dundee Regional Enterprise Day, please visit
www.sie.ac.uk and register your interest. SIE will aim to contact registrants approx 1
week before the event to confirm which individual sessions you would like to attend.
Wednesday, 2 November 2011
Windows Phone Camp
''Microsoft is coming to the University of Abertay on Wednesday 9th November! We want to give you the chance to develop your own phone app to be published on the Windows Phone Marketplace!
Windows Phones really are the next big thing in smartphone technology, and there is no better chance than now to get your apps developed. If you haven't created or published a Windows Pone app before then we are providing you with all the guidance and software you need, for free.
Firstly, check out our quick 4 steps video on how to prepare for our visit: http://www.youtube.com/watch?v=Nlka36emPYE
As mentioned in the video, all tools are all on www.dreamspark.com . Just click on the Windows Phone icon and get downloading by selecting your uni! You'll get the same tools as professional developers and designers, but without the costs. Once published, you'll even be able to make money from your apps.
The event will run in White Space from 10.00am - 2.00pm, including a lunch beak with pizza. We will be there to give you some useful presentations and help you get started and carry on with the development of your phone apps.
Spaces are limited so register on EventBrite for free here: http://abertaywindowsphonecamp.eventbrite.com/
Tuesday, 25 October 2011
The Future of Game Narrative
In terms of dynamic story telling Facade is a game that has come up pretty often in conversations and classes in the last few weeks, but that came out 6 years ago! However one of the creators Michael Mateas has just released a trailer of a spiritual successor they're developing at UCSC in Prom Week.
Here's the trailer: https://games.soe.ucsc.edu/project/prom-week
http://www.gamesetwatch.com/2011/10/prom_week_facade_follow-up_soc.php
It's essentially a more family friendly social take on facade with a bigger cast and where your actions have wider ramifications in the long term.
Some interesting talk on the subject with Michael here: http://www.gamasutra.com/view/news/34140/Future_Of_Games_Driving_Gameplay_Innovation_With_Technology_Research.php
Here's the trailer: https://games.soe.ucsc.edu/project/prom-week
http://www.gamesetwatch.com/2011/10/prom_week_facade_follow-up_soc.php
It's essentially a more family friendly social take on facade with a bigger cast and where your actions have wider ramifications in the long term.
Some interesting talk on the subject with Michael here: http://www.gamasutra.com/view/news/34140/Future_Of_Games_Driving_Gameplay_Innovation_With_Technology_Research.php
2011 Horizon Report
The Horizon Report has been created annually since 2002 by The New Media Consortium and the EDUCAUSE Learning Initiative, to look at emerging technologies that are likely to shape our lives in the coming years. There might be some interesting stuff to peruse, it includes:
One Year or Less:
- eBooks
- Mobiles
Two to Three years:
- Game-Based learning
- Augmented Reality
Four to Five years:
- Gesture-Based Computing
- Learning Analytics
Here's a link to the online version and pdf file.
http://wp.nmc.org/horizon2011/
One Year or Less:
- eBooks
- Mobiles
Two to Three years:
- Game-Based learning
- Augmented Reality
Four to Five years:
- Gesture-Based Computing
- Learning Analytics
Here's a link to the online version and pdf file.
http://wp.nmc.org/horizon2011/
Monday, 17 October 2011
Defined "Augmented reality"
Augmented reality (AR) is a term for a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one.
Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, working at Boeing.[1]
Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.
Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, working at Boeing.[1]
Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.
Friday, 14 October 2011
Lucky Numbers
A Bit Lucky's latest title was released at the end of last
month and is aimed squarely at the hardcore gaming market, so much so that its
developers describe it as "complex and overwhelming". The difference here is
Lucky Space is a Facebook game, a format associated with farming simulations and
casual play GI Biz
The Big Tablet Debate: a bright new media platform arrives
Steve Jobs and Apple never knowingly under-hyped the brand’s new product launches, but the arrival of the iPad has created a new market (the launch of some 80 rival tablet devices were announced earlier this year in the US) and offered new opportunities for publishers, advertisers, agencies and other players in the media industry. UBS estimates that, this year, 28 million tablets will be sold worldwide – in three years, more than 200 million tablets could be in consumers’ hands. Tablet Debate
Online gamers crack enzyme riddle
Online gamers have achieved a feat beyond the realm of Second
Life or World of Warcraft: they have deciphered the structure of an enzyme of an
AIDS-like virus that had thwarted scientists for a decade. ABC News
Monday, 10 October 2011
Newzoo Market Research
Newzoo is an international full service market research and consulting firm completely focused on the games industry. We aim to provide the best independent market data across all game platforms and business models as well as assist companies in finding the best international business partners. Our combination of activities gives us a deep understanding of the games industry and ensures we are always ahead of traditional market research companies.Newzoo.com
Monday, 3 October 2011
Games research and technology
Games Research Resources
This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between.
This page covers topics from abstract research on games to applied technology for commercial video game production. It aims to appeal to academic researchers and game developers, as well as those who fall somewhere in between.
Research Methods
Bridging the methodological divide in games research
The study of video game effects has been marked by two very different approaches. The first approach is represented by social scientists, who, with some exceptions, seek to understand the effects of games on users. The second approach is favored by humanists, who seek to understand the meaning and context of games. To date, these two groups have largely talked past one another due to their different goals and their different methodologies. Yet, for the advancement of science and understanding, both sets of scholarship are important and relevant. Each has contributions to make. However, unless these two groups come to possess at least
a cursory understanding of the other’s methodology, there will be little synthesis. This is a missed opportunity for scholars of every stripe, and ways are suggested to bridge these gaps.
The study of video game effects has been marked by two very different approaches. The first approach is represented by social scientists, who, with some exceptions, seek to understand the effects of games on users. The second approach is favored by humanists, who seek to understand the meaning and context of games. To date, these two groups have largely talked past one another due to their different goals and their different methodologies. Yet, for the advancement of science and understanding, both sets of scholarship are important and relevant. Each has contributions to make. However, unless these two groups come to possess at least
a cursory understanding of the other’s methodology, there will be little synthesis. This is a missed opportunity for scholars of every stripe, and ways are suggested to bridge these gaps.
Thursday, 29 September 2011
IC TOMORROW
IC TOMORROW
Both large and small businesses - as well as thousands of enthusiastic individuals - are always striving to develop and improve applications that could become a global success. When producing new apps like this, there's no substitute for real life testing, even for the larger companies who have access to proper development labs and substantial research budgets.
Where do you come in?
We'd like to give you the opportunity to play a part in this exciting innovation. This site will feature lots of new apps to try out and provide feedback on. You'll recognise some of the names... others will probably be new to you. Whichever is the case, you'll get the chance to experience and maybe help improve some great new stuff created by some of the UK's most talented businesses and individuals... before anyone else in the world does.https://www.ictomorrow.co.uk
ExperienceLab are an experience design research agency experiencelabhelping to drive innovation, shape new products and services, and direct strategic thinking for more than forty years.
Monday, 26 September 2011
50 Greatest Game Innovations
From gameplay, to presentation to input devices, videogames are a hotbed of innovation. Here are some that have already made their impact—and others that will shape the future of the medium
http://www.businessweek.com/innovate/content/nov2007/id2007115_528484.htm
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