lecture

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  • West China Metropolis Daily

    Professor uses facial recognition to spot bored students

    by 
    Jon Fingas
    Jon Fingas
    09.13.2016

    If you've been to college or university, you'll know the feeling: when your professor drones on for hours on end, but you're hesitant to bring it up out of politeness (or fear of said professor's wrath). You won't have to be quite so shy in Wei Xiaoyong's science classes, though. The Sichuan University educator is using a custom-built facial recognition system to scan students' faces and determine whether or not they're bored. The approach gauges the emotion in your face over time, helping Wei refine his lectures so that he doesn't lose your interest.

  • iTunes U opens up limited accounts to K-12 teachers

    by 
    Kelly Hodgkins
    Kelly Hodgkins
    07.26.2012

    During its Q3 2012 earnings conference call, Apple revealed that the quarter was its best yet for educational sales of the Mac and the iPad. To capitalize on this expansion into education, Apple updated iTunes U and now allows K-12 teachers to create private courses for their students. Previously, teachers could add their lectures to Apple's repository, but only if their school or institution was enrolled in the iTunes U program. Now, all K-12 teachers can sign in with their Apple ID and create private courses using the free iTunes Course Manager web app. Public courses, however, still require school or institution enrollment. Teachers can add traditional course material like a syllabus, handouts, and quizzes. They can also add audio and video recordings of their lectures and point to reference material that's available in the iBookstore, App Store and iTunes. The app is solely for disseminating course content and not management as there is no grading or attendance features built into the app. Teacher can send a code or the URL of the course to students, who can enroll in the course and access content via the iTunes U app on the iPad and iPhone. They can read the course material and even take timestamped notes when listening to a lecture. Interested teachers can read more about iTunes U on Apple's website. [Via AllThingsD]

  • Rob Pardo speaks about Blizzard game design

    by 
    Anne Stickney
    Anne Stickney
    03.12.2010

    The tenth annual Game Developers Conference is in full swing in San Francisco, CA -- and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard's success stories, but where they failed along the way, and what they did to fix it. Blizzard's design philosophy follows some key elements: Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game -- the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play -- but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes -- for example, only night elf males could be druids in Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids -- otherwise they couldn't have introduced the class at all. And that wouldn't be any fun.

  • Blizzard developers to speak at GDC 2010

    by 
    Michael Sacco
    Michael Sacco
    12.17.2009

    Following the pattern held in previous years, Blizzard will again be loaning out some of their top developers for panels at this year's Game Developer's Conference in San Francisco, CA. WoW's former Lead Producer Jeff Kaplan, a.k.a. Tigole, presented the keynote speech at last year's GDC, and this year two top developers will be on tap to give horribly esoteric panels. Brian Schwab, Blizzard's Senior AI/Gameplay Engineer, will be presenting a lecture on AI architecture ... "AI programmers rarely use a pure architecture such as a State Machine, Planner, or Behavior Tree in isolation. Rather, several symbiotic architectures are mashed together, resulting in an overall architecture that is unique and powerful in its own way. This lecture is designed as a series of three mini-lectures where you will hear about several mashed up AI architectures along with intriguing lessons and insights." ... and Erin Catto, Blizzard's Principle Software Engineer, will be presenting a workshop on physics engines. "This one-day tutorial continues the 10-year tradition of the Math for Programmers and Physics for Programmers tutorials by bringing together some of the best presenters in gaming physics. Over the course of a day they will get programmers up to speed in the latest techniques and deepen their knowledge in the topic of physical simulation." More information, including panel times and availability, can be seen on BlizzPlanet's writeup of the announcement. This is basically total nerd talk -- it's very unlikely that we'll have any new WoW-related info from these panels, unlike Kaplan's keynote, but anything is possible. We'll keep you posted.

  • GDC 2010 schedule and speakers partially revealed

    by 
    Griffin McElroy
    Griffin McElroy
    12.12.2009

    Though it lacks the glitz, glamor and booth babes of consumer-based expos, the Game Developer's Conference has plenty to capture the attention of the cerebral game enthusiast. The event's official site recently posted a smattering of the lectures, roundtables, and panels which will take place from March 9 - 13, showcasing the efforts of the creators of Brütal Legend, Uncharted 2 and Braid, to name a few. These events are broken into tracks representing the various types of work that go into making a game. For instance, Naughty Dog's Richard Lemarchand will be leading a post-mortem of Uncharted 2 as part of the Production Track. Double Fine's Peter Demoreuille and Drew Skillman will be talking about crafting the visuals of Brutal Legend for the Art Track. And Jonathan Blow is leading a discussion on implementing time travel in games as part of the sparsely populated Quantum Physics Phenomena Track. [Via Gamasutra]

  • Pear Note: note taking for the best of us

    by 
    Sang Tang
    Sang Tang
    10.14.2009

    Though I graduated from college (Go Bears!) not so long ago, in computer years it seems like ages: notebook computers have almost completely replaced spiral-bound notebooks, and PowerPoint and Keynote are increasingly supplanting the chalkboard. The changing dynamics of teaching demand a change in the way students take notes and learn, and Useful Fruit's Pear Note (available for free trial for 30 days, or $39.99 for purchase) addresses these changing dynamics for students. It's like TiVo for note taking.

  • ProfCast 75% off until January 24

    by 
    Megan Lavey-Heaton
    Megan Lavey-Heaton
    01.21.2009

    Humble Daisy's ProfCast is a well-respected tool for turning PowerPoint and Keynote slideshows into podcasts, among many other features (including the ability to record live presentations). The software was recently updated to version 2.3.0 and if you haven't been motivated to try it before, it is definitely worth a look now.Humble Daisy is currently offering the software for 75% off its retail price from today until January 24 to celebrate the Mac's 25th birthday. ProfCast normally retails for $59.95USD, and education discounts are available, but the sale brings the price down to $14.99. ProfCast requires OS X 10.4 and later.And for the confused, myself included, ProfCast's Web site does say that the discount is for 25% off rather than 75%. However, by clicking on the coupon for a single-seat license, you can see that the price really is $14.99.

  • Ladies and gentlemen, start your lectures: ProfCast 2.3.0 arrives

    by 
    Steve Sande
    Steve Sande
    01.05.2009

    Educators and professionals who need to record and podcast lectures often turn to Humble Daisy's ProfCast, a tool for adding enhancements to PowerPoint or Keynote slideshows to create powerful podcasts. ProfCast today received a major update to version 2.3. The original app allows recording of live presentations, syncing slides with an audio track, and full RSS feed generation and publishing support. The new version incorporates several improvements, the most significant being support for PowerPoint 2008. The app now automatically detects whether Keynote or PowerPoint is being used for a presentation, and then begins the process of recording and publishing the lecture with all slide timing and voice narration. Humble Daisy also killed a number of bugs from the previous version of ProfCast, and version 2.3.0 is a free upgrade to existing owners of the application. The program is $59.95 for first-time buyers, and educational discounts are available. ProfCast can be purchased from the online store.

  • Academic: games and virtual worlds teach better than teachers

    by 
    Samuel Axon
    Samuel Axon
    07.15.2008

    An academic named James Gee told lecture attendees at the Games, Learning, and Society Conference in Wisconsin that game and virtual world developers have a better handle on how to foster "passionate communities for learning" than most teachers do. He used World of Warcraft as an example of excellent game design that creates communities that share information and solve problems together.He also referenced Second Life, telling the story of a girl who started using Photoshop to make clothes for her Sims in The Sims. She went on to start a business selling her fashions in Linden Labs' virtual economy. "Education isn't about telling people stuff," said Gee. "It's about giving them tools that enable them to see the world in a new and useful way." Gee argued that game developers know how to do that, and that educators should learn from their example.Gamasutra has some more quotes and analysis, but the sum of it all is that Gee believes that since delivering raw information to students' brains isn't going to work in a rapidly changing, postmodern world, they should be trained to come up with their own unique ideas in response to all the data that makes up the complex system that is our society. So, think emergent gameplay, but real!

  • Blackstar and the importance of narrative design

    by 
    Akela Talamasca
    Akela Talamasca
    06.10.2008

    This year's ION Game Conference hosted a great cross-section of the finest minds in gaming, both industry veterans and up-and-coming developers. Among the latter was Spacetime Studios' Brandon Reinhart, Lead Designer for Blackstar, an MMO that's currently on our Droolworthy List.In Brandon's talk, entitled "Narrative Design for MMOs: Using Storytelling to Craft and Convey Vision", he applied the old maxim "Show, don't tell" to his own lecture and explained not only how to craft engaging narratives in a game, but also why doing so is important. Using his two laws of visionary design, three tools for promoting narrative design, and the Great Law of Conveying Vision, the designer didn't just make his thoughts plain, but also made us even more eager to see what Blackstar will eventually turn out to be.

  • Richard Garriott talks MMOs at GWU lecture

    by 
    Chris Chester
    Chris Chester
    12.11.2007

    Yesterday, the Washington DC chapter for the Association of Computer Machinery welcomed game design guru Richard Garriott to speak at its last meeting for the 2007 calendar year. Garriott, who has been writing and designing games professionally since the age of 19, is currently the executive producer on Tabula Rasa, though he's perhaps better known as the man behind Ultima Online, likely the MMO for which he will be most remembered. It helped pioneer the massively multiplayer game as we know it, and ushered in many gaming conventions that we're still familiar with today.While we were expecting something of a more technical speech from Garriott given the venue, the lecture was more autobiographical, with the esteemed Lord British explaining how, as one of the industry's oldest members, he's had to ride the wave of expectations in PC gaming over time. He also reflected on many aspects of Tabula Rasa's recent release, making it a relevant discussion for gamers who are more familiar with his more recent offerings in the genre.

  • TR PvP to incorporate clan-captured CPs

    by 
    Chris Chester
    Chris Chester
    12.10.2007

    Richard Garriott, founder of the legendary Ultima series and Executive Producer for Tabula Rasa, gave a lecture this evening to the Washington D.C. chapter for the Association of Computer Machinery. Of course, being your personal guide into the complex world of MMOs, we were on-hand to cover the event. While you'll have to wait until tomorrow to see the full write-up, we couldn't resist posting this juicy bit of information that fell from the lips of one Lord British.Addressing the issue of the near-constant feedback cycle that MMOs enjoy by virtue of being in a persistent state of development and refinement, Garriott cited Tabula Rasa's PvP as an element of the game that was being moved up the ladder of development priorities. PvP in the game's current state essentially amounts to guilds camping teleporters and hospitals, waiting for members of warring clans to appear, where they can be taken by surprise and slaughtered. Garriott's vision for the future of the PvP system is set to feature TR's popular Capture Point gameplay mechanic. Clans will be to capture CPs for themselves, generating money based on the activities of the NPCs within the CP. This will have the dual effect of giving warring clans something to do besides spawn-camping as well as give a context for PvP that makes slightly more sense within the lore. It's always been a bit of a rough sell having fellow members of the Allied Free Sentients slaughtering each other, but the idea of clans trying to control commerce is somehow more palatable. Again, we'll have a full write-up tomorrow.

  • Richard Garriott to speak at GWU on December 10th

    by 
    Chris Chester
    Chris Chester
    12.07.2007

    Just a heads up to any massively multiplayer nuts living in the DC Metro area, Destination Games head honcho and MMO luminary Richard Garriott will be speaking to the DC Chapter of the Association for Computer Machinery on December 10th at George Washington University from 7 to 9 p.m. EST. Garriott will be talking about some of the more technical aspects of modern game development, getting into the nitty gritty of design documentation, programming techniques, and UI creation. The lecture is free, so even if you just want to come to sit and swoon at the infamous Lord British, you're welcomed to do so.Of course, if you're from the other side of the country or just can't make it, you can check back here to Massively where we'll have a write-up of the lecture for your viewing pleasure.

  • More evidence: MMOs are good for you

    by 
    Samuel Axon
    Samuel Axon
    11.15.2007

    Some believe video games dumb us down. Dr. Constance Steinkuehler isn't one of them. She's an assistant professor of Educational Communication & Technology, and she spoke at Future Play 2007, a conference on future trends in the gaming industry. In her presentation she suggested that MMOs actually improve our mental performance for both verbal and scientific tasks.Fan fiction, forum arguments about which class does more l33t DPS, and complex social groups all keep our minds active, and these things could be educational tools for children. Even the oft-criticized MMO shorthand was shown in her talk to be more complex than one might first assume.Steinkuehler also talked a bit about the roles that friendships in MMOs play in peoples' lives. She runs a gaming club for at-risk kids and hopes to use video games and teamwork to help them overcome their academic troubles. Sadly, we couldn't find a transcript of the presentation, but Gamasutra wrote up a good summary.

  • US government warns UK that e-voting is finicky

    by 
    Darren Murph
    Darren Murph
    03.11.2007

    If there's anything we can appreciate, it's the irony of the United States trying to tell other nations how to run their e-voting setups, you know, considering that America can't even hire competent companies to run quality assurance tests on its own machines. Nevertheless, the US Government Audit Office (GAO) has warned in a recent document document entitled "All Levels of Government Are Needed to Address Electronic Voting System Challenges" that e-voting setups could cause some problems when it came to issues of integrity. Specifically, Randolph Hite, director of IT architecture and systems at the GAO, stated that "no voting technology, however well designed, can be a magic bullet that will solve all election problems," and even went so far as to suggest that e-voting technology "merits the combined and focused attention of federal, state, and local authorities responsible for election administration." Still, friendly advice typically sinks in better if the presenter tends to practice what they preach, so we'd suggest the Brits do everything they can to just, um, not do what we've done. [Warning: PDF read link][Via Inquirer]

  • Develop: Game design ideas worth stealing

    by 
    Jennie Lees
    Jennie Lees
    07.13.2006

    Game development gets accused of stagnation on a near-daily basis, and yet recent games have all featured innovative steps that can appeal to a variety of players. From minor design choices which somehow redeemed a title, to major decisions shaping the entire nature of a game, it's easier than you might think to make a difference. Margaret Robertson of EDGE gave her top picks from the last year or so's crop of games at the Develop Conference; read on for the lowdown.

  • Will Wright on gaming and time travel

    by 
    Jennie Lees
    Jennie Lees
    01.02.2006

    EA's Will Wright recently gave a talk at When 2.0, focusing on the interaction between players and time in games, and a video of the talk has been made available. According to Wright, games become a form of time travel--you can always restart from the beginning, starting with exactly the same state.   This is an interesting point and applies to most games, but what of multiplayer gaming (where mistakes are made and forgotten in a heartbeat, or remembered by your opponents for years to come) and MMOs (where your character gains levels, but never loses them)? Repeating the same game again and again in multiplayer games is akin to an eternal Groundhog Day, whereas in MMOs you can always start a new character, but we do lose the ability to wipe the slate clean every time, to roll back to a save point and to play out multiple "what if?" scenarios.     [via Gaming Steve]