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	<title>Learning Games &#187; Game Development</title>
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	<description>Learning about games, games about learning</description>
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		<title>Call for Papers: ICEC 2012</title>
		<link>http://lg.dlivingstone.com/2012/01/12/call-for-papers-icec-2012/</link>
		<comments>http://lg.dlivingstone.com/2012/01/12/call-for-papers-icec-2012/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 16:51:46 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[ICEC]]></category>

		<guid isPermaLink="false">http://lgdotdlivingstonedotcom.virtualba.co.uk/?p=1057</guid>
		<description><![CDATA[The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology. We solicit paper, poster and demonstration submissions, as well as [...]]]></description>
			<content:encoded><![CDATA[<p>The IFIP International Conference on Entertainment Computing explores the application of computational technology to entertainment. The conference brings together practitioners and researchers interested in the art and design of entertainment computing applications. ICEC welcomes submissions on the design, engineering, application and theory of entertainment technology. We solicit paper, poster and demonstration submissions, as well as proposals for tutorials and workshops. Papers will be published by Springer and archived in the SpringerLink digital library.</p>
<p>Download here the whole Call for Papers as <a href="http://icec2012.org/images/ICEC2012_CfP.pdf" target="_blank">PDF</a>.</p>
<p><span id="more-1057"></span></p>
<h2>Submission Types</h2>
<ul>
<li>Full Technical Papers (10-14 pages)</li>
<li>Short Technical Papers (4-8 pages)</li>
<li>Poster Papers (max. 4 pages)</li>
<li>Demonstrations / Interactive Installations (max. 4 pages)</li>
<li>Industry Full/Short Papers, Posters, Demonstrations (same page restrictions as above)</li>
<li>Tutorial / Workshop submissions (max. 4 pages)</li>
<li>Doctoral Consortium submissions (max. 4 pages)</li>
</ul>
<p>Submissions must be in <a href="http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0" target="_blank">Springer LNCS</a> format. All submissions will be reviewed by the conference&#8217;s international program committee. Accepted papers will be published as technical papers, poster papers, demo papers or extended abstracts. Authors might be asked by the program committee to resubmit their paper in a different category. Extended versions of selected papers will be invited for a special issue of the &#8220;Entertainment Computing&#8221; journal.</p>
<h2>Important Dates</h2>
<p>March 10<sup>th</sup>, 2012 Workshop proposal submission<br />
April 1<sup>st</sup>, 2012 Full/short paper submission<br />
May 20<sup>th</sup>, 2012 Notification for full/short papers<br />
May 30<sup>th</sup>, 2012 Poster/demo/installation/doctoral consortium submission<br />
June 15<sup>th</sup>, 2012 Notification for posters/demos/installations/doctoral consortium<br />
June 22<sup>nd</sup>, 2012 Camera ready submission (all submission types)<br />
Sep. 26<sup>th</sup> to 29<sup>th</sup>, 2012 Conference: University Bremen, Germany</p>
<h2>Topics</h2>
<p>We invite authors to submit original papers, posters or demos in all areas of Entertainment Computing including (but not limited to):</p>
<p><strong>Technologies for Entertainment Computing</strong></p>
<ul>
<li>Computer Graphics</li>
<li>Digital Audio</li>
<li>Human Machine Interfaces</li>
<li>Artificial Intelligence</li>
<li>Integrated Development</li>
<li>Computer, Video, Console and Internet Games</li>
</ul>
<p><strong>Design and Creative Environment</strong></p>
<ul>
<li>Game Design</li>
<li>Interactive Sound</li>
<li>Graphic Design</li>
<li>Art and Novel Media</li>
<li>New Genres of Entertainment Technology</li>
</ul>
<p><strong>Advanced Applications and Platforms</strong></p>
<ul>
<li>Augmented, Virtual or Mixed Reality</li>
<li>Ubiquitous / Pervasive Entertainment</li>
<li>Entertainment and Ambiant Intelligence</li>
<li>Robots and Cyberpets</li>
<li>Mobile Entertainment</li>
<li>Self-Reflecting Entertainment Computing</li>
</ul>
<p><strong>Application Domains of Entertainment Computing</strong></p>
<ul>
<li>Games / Serious Games</li>
<li>Interactive TV and Cinema</li>
<li>Edutainment</li>
<li>Authoring and Communication</li>
<li>Healthcare</li>
<li>Simulation</li>
<li>Digital Entertainment and Sports</li>
<li>Digital Entertainment and Pleasure</li>
<li>Games for Special Audiences / User Groups (elderly, childern, people with mental or physical disabilities)</li>
<li>Human Computation Games</li>
</ul>
<p><strong>Theory</strong></p>
<ul>
<li>Impact of Entertainment Technology on Users and Society</li>
<li>TransMedia, Art and Entertainment</li>
<li>Methodologies, Paradigms, Tools for Entertainment Applications</li>
<li>Narratives / Digital Storytelling</li>
<li>Social Impact, Social Networking, Sound and Music</li>
</ul>
<h2>Technical Papers</h2>
<p>Technical papers are the main medium for presenting new research results to the community at ICEC. Submissions should describe novel unpublished work relating to one or more of the topics listed above.</p>
<p>Papers must be submitted in the Springer LNCS format (see below). Papers must be written in English. As to account for the expected variety in submissions to this multidisciplinary conference, paper lengths may vary within a certain limit. Short paper submissions have to be between 4 and 8 pages in length. Full paper submissions have to be between 10 and 14 pages in length. In any case, reviewers will be instructed to judge the contribution of a paper relative to its length. Typical contributions presenting significant research advances/results should be around 12 pages in length (Full Technical Papers). Contributions presenting more focused approaches/results should be around 6 pages in length (Short Technical Papers). Papers with exceeding length relative to their contribution will be rejected. All papers will be reviewed by the ICEC 2012 program committee. Accepted papers will be divided into two categories, long presentations and short presentations. The committee may accept papers conditionally or for a different category. Authors may be asked to either shorten or lengthen their paper accordingly. Authors may also include a video (optional) in their submission. Video files should be at most 50MB in size. See the general submission information for more details about preparing your submission.</p>
<h2>Posters</h2>
<p>Posters provide an interactive forum in which authors can present work to conference attendees during special poster sessions. Posters provide an opportunity to describe new work or work that is still in progress and will be more lightly reviewed than papers. A poster submission should be in the form of a four-page paper in Springer LNCS format, describing the research problem, contribution, and value to ICEC attendees, submitted as a PDF file. Authors may also include a video (optional). Video files should be at most 50MB in size. See the general submission information for more details about preparing your submission. Posters will be displayed on cork boards during specific sessions. We expect to be able to accommodate posters of up to 3 feet by 4 feet (portrait format), so we suggest using that size or smaller. Additional details concerning the poster format will be made available following author notification.</p>
<h2>Demonstrations and Interactive Installations</h2>
<p>Peer-reviewed demonstrations show early implementations of novel, interesting, and important entertainment computing concepts or systems, or can serve to showcase commercial products not previously described in the research literature. At the ICEC, demonstrations also encompass interactive works of art or installations of interest to the entertainment computing community. Demonstrations should be brief, so that they can be shown repeatedly. We particularly encourage demonstrations with which attendees can interact. A demonstration or installation submission consists of: 1) an extended abstract that should be no more than four Springer-format pages in length, 2) an accompanying video which should be at most 50MB in size, and 3) a supplement document with a list of a) technical requirements including electrical and connectivity needs and b) space requirements including display and footprint needs. By default, demos will have a table, chairs and internet connection available. By their nature, interactive installations are intended for larger, potentially public spaces. We will try to accommodate for the needs of these types of installations, but please include a minimal set-up so that we know the range of requirements that we will need to meet. Successful demonstration/installation submissions will be contacted by the chair to confirm the availability of the requested resources. The abstract, digital video and requirements supplement must be submitted electronically.</p>
<h2>Industry Papers / Posters / Demonstrations</h2>
<p>Industry papers, posters, and demonstrations are intended to increase the knowledge transfer between academia and industry in entertainment computing. While regular contributions are mainly reviewed for their scientific novelty and contribution, industry papers should focus more on practical solutions and results that are of immediate interest to the industry or especially facilitate communication between industry and academia. Possible examples are (but are not limited to):</p>
<ul>
<li>Novel and interesting applications (both commercial and non-profit)</li>
<li>New frameworks, tools, or libraries</li>
<li>Business models (especially for serious games)</li>
<li>Development best practices</li>
<li>Novel input devices</li>
</ul>
<p>Industry contributions should follow the same guidelines as regular contributions in terms of layout, pages, additional material etc. (see above). We specifically invite industry members to consider submitting a poster or demo to present live working systems.<br />
If you work in the industry and would like to make a submission, but you are not used to working with scientific paper templates and publication procedures, please do not hesitate to contact us for assistance.</p>
<h2>Tutorials / Workshops</h2>
<p>We invite proposals for workshops that will be held in conjunction with ICEC 2012. We invite proposals in all areas of entertainment computing (see conference topics listed above) and particularly welcome proposals that will focus on and promote discussion on new and emerging trends. Workshop proposals are restricted to four pages in length (in the Springer LNCS format) and must include the following information:</p>
<ul>
<ul>
<li>Contact information (name, affiliation, address, phone number/fax, and email) of the workshop organizer(s)</li>
<li>Relevant CV information of the workshop leader(s)</li>
<li>Workshop title</li>
<li>Workshop objective</li>
<li>Background/relevance of workshop topic</li>
<li>Expected workshop outcomes (publications, activates, &#8220;take-home&#8221; skills development, etc.)</li>
<li>Names of potential workshop participants and expected number of participants</li>
<li>Workshop due dates (schedule of submission and review of submitted material for your workshop)</li>
</ul>
</ul>
<p>Workshops can be scheduled for either half a day or a full day (please indicate your choice). Please submit your workshop proposal via the electronic conference system.</p>
<h2>Doctoral Consortium</h2>
<p>The ICEC 2012 Doctoral Consortium provides an opportunity for doctoral students to explore and develop their research interests in an interdisciplinary workshop, under the guidance of a panel of distinguished researchers. We invite students who feel they would benefit from this kind of feedback on their dissertation work to apply for this unique opportunity to share their work with students in a similar situation as well as senior researchers in the field. The strongest candidates will be those who have a clear idea and an area, and have made some progress, but who are not so far along that they can no longer make changes. Also, as well as stating how you will gain from acceptance, both you and your advisor should be clear on what you can contribute to the Doctoral Consortium.<br />
The Consortium has the following objectives:</p>
<ul>
<li>Provide a supportive setting for feedback on students&#8217; current research and guidance on future research directions</li>
<li>Offer each student comments and fresh perspectives on their work from researchers and students outside their own institution</li>
<li>Promote the development of a supportive community of scholars and a spirit of collaborative research</li>
<li>Contribute to the conference goals through interaction with other researchers and conference events</li>
</ul>
<p>Current graduate students pursuing a PhD project who would benefit from detailed workshop discussions of their doctoral research should submit a single PDF file consisting of:</p>
<p>1. A 4-page extended abstract of your thesis work in <a href="http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0" target="_blank">Springer LNCS</a>format. Clearly specifying:</p>
<ul>
<li>Originality of the work with respect to current concepts and techniques</li>
<li>Importance of the work with respect to fundamental issues and themes in entertainment computing</li>
<li>Results to date and their validity</li>
<li>Contribution of the work (expected and/or achieved) to entertainment computing</li>
</ul>
<p>2. Your CV<br />
3. A one-paragraph statement of expected benefits of participation for both yourself and the other consortium participants (i.e., what will you contribute as well as gain).</p>
<h2>Submission Guidelines</h2>
<p>Papers and abstracts should be submitted through the submission web site in PDF format. All materials will be reviewed and processed electronically. The information about the work and a contact author&#8217;s email address, mailing address, and phone number must be submitted through the submission website by the deadline (see above). Submissions should not be anonymized for review. Movies or other materials can also be submitted through the submission web site. The movies must not exceed 50 megabytes in size. Any additional materials must also be received by the deadline. All submissions will be reviewed by the ICEC 2012 program committee.</p>
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		<item>
		<title>Bye Bye ICT&#8230; Hello CS</title>
		<link>http://lg.dlivingstone.com/2012/01/11/bye-bye-ict-hello-cs/</link>
		<comments>http://lg.dlivingstone.com/2012/01/11/bye-bye-ict-hello-cs/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 21:32:40 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[ICT]]></category>

		<guid isPermaLink="false">http://lgdotdlivingstonedotcom.virtualba.co.uk/?p=1066</guid>
		<description><![CDATA[As covered on every news site (e.g. BBC) and every blog everywhere&#8230; schools in England will be dropping ICT (Information &#38; Communication Technology, or &#8216;How to use office software and send email&#8217; as it was generally taught) and introducing Computer Science &#8211; including programming and software development &#8211; in its place. It seems that even [...]]]></description>
			<content:encoded><![CDATA[<p>As covered on every news site (e.g. <a title="School ICT to be replaced by computer science programme" href="http://www.bbc.co.uk/news/education-16493929">BBC</a>) and every blog everywhere&#8230; schools in England will be dropping ICT (Information &amp; Communication Technology, or &#8216;How to use office software and send email&#8217; as it was generally taught) and introducing Computer Science &#8211; including programming and software development &#8211; in its place. It seems that even Michael Gove can get things right sometimes.</p>
<p>Of course, software development (including game development) is already part of the Scottish Curriculum for Excellence &#8211; but the greater challenge comes with developing teacher skills and knowledge and getting the technology in place to support the curriculum. According the <a title="Ian Livingstone on ICT in schools" href="http://news.bbc.co.uk/today/hi/today/newsid_9675000/9675420.stm">Ian Livingstone interview on Today</a>, only 3 of 28,000 qualifying teachers in England in 2010 had Computing Science degrees (seems a dubious statistic myself, not sure what the origin of the stat is), so there will be significant need to support and develop teacher expertise. If schools are merely given the <em>option</em> of including programming, then relatively few may benefit from what has been announced as a very major shake-up.</p>
<p>I&#8217;ll leave final words to Prof Steve Furber (who as one of the creators of the BBC Computer, was responsible for the introducing many British school children to programming in schools):</p>
<blockquote><p>&#8220;We look forward to hearing more about how the government intends to support non-specialist teachers who make up the majority of the workforce in delivering an excellent ICT education without official guidance on lesson content,&#8221;</p></blockquote>
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		<slash:comments>0</slash:comments>
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		<title>CFP: Virtual Worlds III, July 2012, Paris (submissions: Jan 16th 2012)</title>
		<link>http://lg.dlivingstone.com/2011/11/14/cfp-virtual-worlds/</link>
		<comments>http://lg.dlivingstone.com/2011/11/14/cfp-virtual-worlds/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 21:08:19 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1035</guid>
		<description><![CDATA[Virtual Worlds III, 3-5 July, 2012, Paris, France http://www.virtual-worlds.net/vw2012/ Dear colleagues, We are delighted to announce and call for papers for the Third International Conference on Virtual Worlds (VW’2012) which will be held from July 3 to 5, 2012 in Paris (La Défense). Background A Virtual World can be defined as a computer-simulated environment with [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Virtual Worlds III, 3-5 July, 2012, Paris, France</strong></p>
<p><a href="http://www.virtual-worlds.net/vw2012/" target="_blank">http://www.virtual-worlds.net/vw2012/</a></p>
<p><span id="more-1035"></span></p>
<p>Dear colleagues,</p>
<p>We are delighted to announce and call for papers for the Third International Conference on Virtual Worlds (VW’2012) which will be held from July 3 to 5, 2012 in Paris (La Défense).</p>
<p><strong>Background</strong></p>
<p><strong> </strong></p>
<p>A Virtual World can be defined as a computer-simulated environment with its own physical and biological laws, populated by dynamic interacting entities such as artificial creatures and human avatars. Whereas Virtual Reality largely focuses on the design of 3D immersive spaces, and Artificial Life on the modeling and study of life-like systems, Virtual Worlds embrace both dimensions by synthesizing an entire digital universe. Their design and realization requires competency in various fields from Virtual Reality and Physics to Artificial Life and Ecology, Computer Graphics, High Performance Computing, and more.</p>
<p>Virtual Worlds have many applications in 3D simulation, computer games and online business. However, the approach is still broader and more fundamental. It also addresses the crucial problem of elucidating the constitutive principles by which large numbers of interacting elements can self-organize and produce emergent phenomena as they are observed in the natural world. Therefore the study of Virtual Worlds is particularly concerned with the formal basis of synthetic universes and offers a promising new way to contribute to the understanding of Nature and of complex systems in general.</p>
<p><strong>Subjects</strong></p>
<p><strong> </strong></p>
<p>Topics of interest for the conference include, but are not limited to:</p>
<p>&nbsp;</p>
<p><strong>Virtual World applications</strong></p>
<p>-           Video games and entertainment</p>
<p>-           Educational, medical and business solutions</p>
<p>-           Virtual economies</p>
<p>-           Social and philosophical implications</p>
<p>-           Virtual Worlds and Ecology</p>
<p><strong>Virtual World technologies</strong></p>
<p>-           High performance and low latency solutions</p>
<p><strong>Virtual and Augmented Reality</strong></p>
<p>-           “Avatarization”</p>
<p>-           Human-machine interfaces</p>
<p><strong>Virtual World fundamentals</strong></p>
<p>-           Artificial physics and chemistries</p>
<p>-           Complex systems, emergence, self-organization</p>
<p><strong>Artificial Life</strong></p>
<p>-           Artificial life and ecosystems</p>
<p>-           Evolution, co-evolution and adaptation</p>
<p>-           Collective intelligence, cooperation, communication</p>
<p><strong>Artificial creatures</strong></p>
<p>-           Avatars</p>
<p>-           Virtual creatures</p>
<p>-           Intelligent agents</p>
<p>-           Conversational agents</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><strong>Submissions</strong></p>
<p><strong> </strong></p>
<p>The Program Committee of VW’2012 is looking forward to high quality papers on substantial, original, and unpublished research.</p>
<p>Full papers may be submitted electronically from 16 October 2011 to 16 January 2012 via the conference website.</p>
<p>All submitted work will be assigned for double blind peer review. Authors of accepted papers will be asked to register to the conference and present their work.</p>
<p>&nbsp;</p>
<p>Papers must be submitted in LNCS format and be up to 10 pages in length including abstract, figures and references. Formatting instructions are available at :  <a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">http</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">://</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">www</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">.</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">springer</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">.</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">com</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">/</a><a href="http://www.google.com/url?q=http%3A%2F%2Fwww.springer.com%2Flncs&amp;sa=D&amp;sntz=1&amp;usg=AFQjCNEczxifQBtTNmgtzP0BD0UJxx73hg" target="_blank">lncs</a></p>
<p>Short papers (4 pages including abstract, figures and references) can also be submitted and selected ones will be presented as posters during demos session.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Artistic and technical demos are also welcome and can be submitted by contacting <a href="mailto:alainlioret@gmail.com" target="_blank">alainlioret</a><a href="mailto:alainlioret@gmail.com" target="_blank">@</a><a href="mailto:alainlioret@gmail.com" target="_blank">gmail</a><a href="mailto:alainlioret@gmail.com" target="_blank">.</a><a href="mailto:alainlioret@gmail.com" target="_blank">com</a> before 12 December 2011.</p>
<p>Final demos has to be set up before 05 May 2012.</p>
<p>&nbsp;</p>
<p><strong>Important Dates</strong></p>
<p><strong> </strong></p>
<p>Paper submission deadline:                16 January 2012</p>
<p>Notification of acceptance :                 05 March 2012</p>
<p>Early registration before :                    15 March 2012</p>
<p>Final paper deadline:                          05 April 2012</p>
<p>Conference days :                               03 July to 05 July 2012</p>
<p>&nbsp;</p>
<p><strong>Demos and Posters </strong></p>
<p><strong> </strong></p>
<p>Short Paper submission deadline:     16 January 2012</p>
<p>Notification of acceptance :                05 March 2012</p>
<p>Early registration before :                   15 March 2012</p>
<p>Final poster and demo deadline:        05 April 2012</p>
<p>&nbsp;</p>
<p>We look forward to welcoming you at the conference!</p>
<p>&nbsp;</p>
<h3>Steering Committee</h3>
<p>&nbsp;</p>
<p>- Alain Lioret,  Université Paris 8 (Chairman)</p>
<p>Contact : <a href="mailto:alainlioret@gmail.com" target="_blank">alainlioret</a><a href="mailto:alainlioret@gmail.com" target="_blank">@</a><a href="mailto:alainlioret@gmail.com" target="_blank">gmail</a><a href="mailto:alainlioret@gmail.com" target="_blank">.</a><a href="mailto:alainlioret@gmail.com" target="_blank">com</a></p>
<p>- Jean-Claude Heudin , Institut International du Multimédia (Co-chairman)</p>
<p>Contact : <a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">jean</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">-</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">claude</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">heudin</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">@</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">devinci</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.heudin@devinci.fr" target="_blank">fr</a></p>
<p>- Stefan Bornhofen, EISTI (Co-chairman)</p>
<p>Contact : <a href="mailto:sb@eisti.fr" target="_blank">sb</a><a href="mailto:sb@eisti.fr" target="_blank">@</a><a href="mailto:sb@eisti.fr" target="_blank">eisti</a><a href="mailto:sb@eisti.fr" target="_blank">.</a><a href="mailto:sb@eisti.fr" target="_blank">fr</a></p>
<p>- Jean-Claude Torrel, Institut International du Multimédia (Co-chairman)</p>
<p>Contact : <a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">jean</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">-</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">claude</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">torrel</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">@</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">devinci</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">.</a><a href="mailto:jean-claude.torrel@devinci.fr" target="_blank">fr</a></p>
<p>&nbsp;</p>
<h3>Provisional Program Committee</h3>
<p>&nbsp;</p>
<p>Bruce Damer, DigitalSpace, USA</p>
<p>Jeffrey Ventrella, CDM, Vancouver, Canada</p>
<p>Sébastien Barot, Bioemco,  France</p>
<p>Evelyne Lutton, INRIA, France</p>
<p>Emmanuel Cayla, ESTP, France</p>
<p>Kevin Korb, Monash, Australia</p>
<p>Marc Métivier, Univ. Paris Descartes, France</p>
<p>Tom Barbalet, BIOTA, USA</p>
<p>Frederic Fol Leymarie , University of London, GB</p>
<p>Pierre Berger, Paris ACM Siggraph, France</p>
<p>Penousal Machado, University of Coimbra, Portugal</p>
<p>Jon Mc Cormack, Monash, Australia</p>
<p>Maciej Komosinski, Poznan University, Poland</p>
<p>Mathew Lewis, Ohio State University, USA</p>
<p>Robyn Taylor, Alberta, Canada</p>
<p>Simon Richir, Ensam Angers, France</p>
<p>Marc Ebner, Univ. Tübingen, Germany</p>
<p>Gerald de Jong, Darwin @Home, USA</p>
<p>Joseph Nechvatal,  BIOTA, France</p>
<p>Alan Dorin, Monash, Australia</p>
<p>Daniel Thalmann, EPFL, Suisse</p>
<p>Nadia Magnenat-Thalmann, Miralab, Suisse</p>
<p>Tatsuo Unemi, Tokyo, Japan</p>
<p>Leonel Moura, Portugal</p>
<p>Joseph Nechvatal, School of Visual Arts, USA</p>
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		<title>Open Education: My Year</title>
		<link>http://lg.dlivingstone.com/2011/08/01/open-education-my-year/</link>
		<comments>http://lg.dlivingstone.com/2011/08/01/open-education-my-year/#comments</comments>
		<pubDate>Mon, 01 Aug 2011 22:23:39 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Education]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[OER]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=1003</guid>
		<description><![CDATA[Over the past couple of years I have become increasingly interested in Open Education Resources (OER). Though I have to admit that I often find the task of finding OER resources for use in my own classes more challenging than it should be &#8211; having to plough through pages of results from an Jorum search, [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past couple of years I have become increasingly interested in Open Education Resources (OER). Though I have to admit that I often find the task of finding OER resources for use in my own classes more challenging than it should be &#8211; having to plough through pages of results from an <a title="JORUM" href="http://www.jorum.ac.uk/">Jorum</a> search, for example, looking for resources that actually match what I need for my class.</p>
<p>As far as releasing my own resources, over the past few years I&#8217;ve increasingly been posting Creative Commons licensed images and documents to Flickr, Scribd and Slideshare &#8211; though these are often related more to my research &amp; development work than my teaching. This year I finally took some steps towards sharing my teaching resources with the wider public.</p>
<p>My 3D graphics classes rely heavily on copyright material from books written by others &#8211; which makes it a challenge to share what I&#8217;ve been doing. This last year, however, I started a blog  on <a title="3d Game Dev" href="http://3dgamedev.wordpress.com/">3d game development</a> where I could post some of my own additional lab and lecture materials. The very first post on <a title="Getting started with GLTools" href="http://3dgamedev.wordpress.com/2010/10/01/freeglut/">Getting Started with GLTools</a> details how to install the required software. I included notes on getting the libraries to work with the latest version of Visual Studio in an embedded Scribd document &#8211; which has now been viewed over 6,000 times, while the linked zip files have been downloaded over 1,000 times. I had around 50 students in my graphics classes, so I&#8217;ve been able to reach 20 to 100 times as many people as I actually taught &#8211; simply by placing some of my materials online. I didn&#8217;t post the notes to a repository, in the vague hope that another tutor might find the materials and think them useful. Instead, I simply posted the materials online in the form most convenient to me and let other students, tutors, professionals, or whoever, find them however they might.</p>
<p>In the second semester I took over a first year Computing Systems class &#8211; this was a bit of a challenge as it required a substantial rewrite as the class had to be applicable to a much wider audience than previously. I wanted to provide much greater context and to make the material much more approachable and up to date. I looked to Jorum and existing text-books, but generally the available materials were aimed squarely at Computer Science and Engineering students &#8211; too much depth, not enough context &#8211; and it would have been a major task to revise the material to suit. Instead I opted to pick a very general book that had broad coverage of material and provide additional depth myself through tutorials, lab exercises and additional notes. This would still have been impossible without <a title="Wikipedia" href="http://en.wikipedia.org/wiki/Main_Page">Wikipedia </a>and <a title="Wikimedia Commons" href="http://commons.wikimedia.org/wiki/Main_Page">Wikimedia Commons</a>, which respectively provided a great deal of information for use in lectures and images for the presentations. I could also refer students to Wikipedia for further reading, rather than trying to fit everything into the lectures. The PowerPoints I created are currently available online <a title="Computing Systems, 2011" href="http://www.box.net/computingsystems">here</a>, while Screencasts are available <a title="Computing Systems screencasts" href="http://www.screencast.com/users/dlivingstone/folders/Computing%20Systems">here</a>. To be honest, I think there is a mass of room for improvement, but I was working to a very tight deadline &#8211; and I&#8217;m happy how well these materials and other changes to the class (including online formative and summative tests and SMS polling in class) were received by the students. In the module review feedback at the end of semester I received probably the highest praise and most positive response from any class I&#8217;ve taught&#8230; ever.</p>
<p>I may not have deposited any OER into any recognised repository, and I may have only made minimal use of the same, but in using open resources and in sharing what I&#8217;ve produced openly online, I made my life easier, improved the classes for my own students, and reached out to an audience well beyond my university campus. Not a bad result, all told.</p>
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		<title>My OER 2011</title>
		<link>http://lg.dlivingstone.com/2011/06/08/my-oer-2011/</link>
		<comments>http://lg.dlivingstone.com/2011/06/08/my-oer-2011/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 14:58:10 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[OER]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=991</guid>
		<description><![CDATA[I&#8217;ve not written much about Open Education Resources recently, but I have produced some over the last year. While I was teaching 3D graphics, I produced a blog to collect some of my notes and materials &#8211; this might be of interest to C++ / OpenGL programmers out there: http://3dgamedev.wordpress.com/ (My notes on getting the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve not written much about Open Education Resources recently, but I have produced some over the last year.</p>
<p>While I was teaching 3D graphics, I produced a blog to collect some of my notes and materials &#8211; this might be of interest to C++ / OpenGL programmers out there: <a title="3dgamedev" href="http://3dgamedev.wordpress.com/">http://3dgamedev.wordpress.com/</a> (My notes on getting the OpenGL Superbible GLTools library to work with Visual Studio 2010 seem to be something of a hit, and some of the files I made available are regularly downloaded &#8211; so its of use to some people out there, which is nice).</p>
<p>I also took over a first year class in Computing Systems that needed substantial reworking. This had to meet a broad audience &#8211; with some of the students on programming focussed courses and others on more business oriented courses, I did not think that a traditional Computer Systems course was going to work. I needed something broader, but that allowed students to study individual topics in much greater depth according to their interests. So this was a complete re-write from ground up. With limited time, I turned to Wikipedia and Wikimedia Commons for help, alongside textbooks and other OER online courses. The resultant <a title="Computing Systems on Screencast" href="http://www.screencast.com/users/dlivingstone/folders/Computing%20Systems">Computing Systems lectures are available on Screencast</a>, and you can <a title="Computing Systems slides" href="http://www.box.net/computingsystems">download the lecture slides (for now at least) from box.net</a>.</p>
<p>I should package these up, and upload to some repository&#8230; perhaps when I have the time&#8230;</p>
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		<title>Free stuff for virtual worlds and game based learning</title>
		<link>http://lg.dlivingstone.com/2011/04/24/free-stuff-for-vw-and-gbl/</link>
		<comments>http://lg.dlivingstone.com/2011/04/24/free-stuff-for-vw-and-gbl/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 21:17:38 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=950</guid>
		<description><![CDATA[[Updated 7/6/2011 - More 2D &#38; sound resources] At the recent Game2Learn event in Dundee, I spoke about ways of reducing the costs of developing new learning games and/or virtual worlds. One of the key ways to reduce costs is to use free stuff &#8211; of which there is a lot out there. Many of [...]]]></description>
			<content:encoded><![CDATA[<p>[Updated 7/6/2011 - More 2D &amp; sound resources]</p>
<p>At the recent Game2Learn event in Dundee, I spoke about ways of reducing the costs of developing new learning games and/or virtual worlds. One of the key ways to reduce costs is to use free stuff &#8211; of which there is a lot out there. Many of these resources are also useful for students learning game development.</p>
<p>Before using any resource be sure to check the license and conditions for use &#8211; some resources allow reuse for any purpose, others are only for non-commercial use.</p>
<h3>3D Models</h3>
<p>If you are developing your own game or using Unity, then chances are that you can import models that are available in the popular Collada format (and with mesh import this should also come to Second Life/OpenSim before too long).</p>
<p>Google&#8217;s <a title="3D Warehouse" href="http://sketchup.google.com/3dwarehouse/">3D Warehouse</a> is home to thousands of static 3D models &#8211; particularly strong on models of notable buildings, due to the links between Google Sketchup, the 3D warehouse and Google Earth, but interiors, objects and vehicles can all be found.</p>
<p>An interesting new resource (especially if you want military type models, or models of things you might find in or around army bases) is the <a title="3D Repository" href="http://3dr.adlnet.gov/">ADL 3D Repository</a>. You&#8217;ll also find a lot of regular household items (chandeliers and bidets!) alongside the weaponry and vehicles, plus models of US soldiers and Afghan civilians.</p>
<p>More commercially oriented sites like <a title="TurboSquid" href="http://www.turbosquid.com/">TurboSquid </a>are marketplaces for the buying and selling of 3D models &#8211; prices vary dramatically but there is a lot of low cost and free content to be found, and the quality is sometimes of a very professional standard.</p>
<h3>2D Textures and Images</h3>
<p>You can search Flickr for Creative Commons licensed photos, but the photos are not normally very good for use as textures. Wikimedia Commons is another good source of photos, but few are ideal for use as textures.</p>
<p>In comparison, <a title="CGTextures" href="http://www.cgtextures.com/">CGTextures </a>specialises in textures that can be used in game development &#8211; and has thousands on offer. Free for commercial or non-commercial use. The only use that is explicitly not allowed is in creating your own texture packs (e.g. you can use some of these textures to build something in Second Life that you will sell commercially, but you are not allowed to create an in-world texture pack to sell or give away)</p>
<p><a title="HasGraphics" href="http://hasgraphics.com/">HasGraphics</a> links to a small but quite high-quality range of sprites, tilesets and  other 2D graphics resources, while Moosader has posted a range of her  own creations under public-domain license at <a title="OpenArt" href="http://openart.moosader.com/">OpenArt</a>.</p>
<p>Keith Ditchburn has collected <a title="Toymaker - resources" href="http://www.toymaker.info/html/links.html">more links for 2D textures and 3D models over at Toymaker</a>. You can also always do a search for images licensed for reuse at Flick or on Google.</p>
<h3>Music and Sound Effects</h3>
<p><a title="Freesound" href="http://www.freesound.org/">Freesound</a> is home to a huge number of Creative Commons licensed sound effects, while <a title="ccMixter" href="http://www.ccmixter.org/">ccMixter </a>homes similarly licensed music samples, loops and mixes. Also check the <a title="Free Music Archive" href="http://freemusicarchive.org/">Free Music Archive</a> and the <a title="Creative Commons - Audio" href="http://creativecommons.org/audio/">Creative Commons audio blog</a>.</p>
<p>Back at <a title="OpenArt" href="http://openart.moosader.com/">OpenArt</a>, Moosader has collected (and produced some of) a small range of retro-styled music files suitable for games.</p>
<h3>OpenSim and Second Life Specific</h3>
<p>There are two OpenSim specific archive formats &#8211; <a title="OAR files" href="http://opensimulator.org/wiki/OAR_Format">OAR</a> and <a title="IAR files" href="http://opensimulator.org/wiki/Inventory_Archives">IAR</a>. OAR files archive complete regions &#8211; including terrain and all objects including textures, scripts, sounds and more. IAR files archive users&#8217; inventory &#8211; again including all data required to fully restore the items (scripts, sounds, etc.).</p>
<p>A third archive option (for which I&#8217;ve been unable to find a specific name) is the xml format used when backing up objects from Second Life or OpenSim using the <em>export</em> option in Imprudence and other 3rd party client software. (See discussion e.g. <a title="Transfering Content from Second Life to an OpenSim Grid" href="http://metaverseheroes.helpserve.com/index.php?_m=knowledgebase&amp;_a=viewarticle&amp;kbarticleid=33">here</a>). While most online discussion of this format is based on how to transfer your own objects, it also provides another way to share OpenSim/Second Life objects.</p>
<p>OAR files</p>
<p><a title="Four sources for pre-made virtual worlds" href="http://www.hypergridbusiness.com/2009/11/four-sources-for-pre-made-virtual-worlds/">Four sources for OpenSim Archives</a> (OAR files, Hypergrid Business)</p>
<p><a title="OpenSim Creations" href="http://opensim-creations.com/">OpenSim Creations</a> (OAR files, IAR files, XML objects, terrains files, textures. Includes many NSFW)</p>
<p><a title="OpenSim terrains" href="http://www.flickr.com/photos/mentolyptus/sets/72157624766785381/">OpenSim Terrains</a> &#8211; Flickr Set</p>
<p><a title="OSavatars" href="http://osavatars.com/">OSAvatars</a> &#8211; Avatar textures, parts and clothing</p>
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		<title>UWS Degree show &#8211; Digital Futures 2011</title>
		<link>http://lg.dlivingstone.com/2011/04/14/uws-degree-show-digital-futures-2011/</link>
		<comments>http://lg.dlivingstone.com/2011/04/14/uws-degree-show-digital-futures-2011/#comments</comments>
		<pubDate>Thu, 14 Apr 2011 10:30:29 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Students]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=947</guid>
		<description><![CDATA[The annual degree show for UWS animation, games, and music technology students will be taking place at the University&#8217;s Paisley campus on the 14th of June. There should be some interesting work on show &#8211; hopefully including some of the fun stuff students have been doing with Kinect, and possibly including some degree year work [...]]]></description>
			<content:encoded><![CDATA[<p>The annual degree show for UWS animation, games, and music technology students will be taking place at the University&#8217;s Paisley campus on the 14th of June. There should be some interesting work on show &#8211; hopefully including some of the fun stuff students have been doing with Kinect, and possibly including some degree year work alongside the honours projects.</p>
<p>The current schedule for the day is as follows:</p>
<p><span id="more-947"></span></p>
<p>Digital Futures June 14th &#8211; Provisional Programme &#8211; All events in P Block (Paisley) unless noted</p>
<p>09.30am  Advice for graduates (sessions tbc)</p>
<p>10.30am Registration &amp; Exhibition</p>
<p>11.00am Industry-University Partnerships</p>
<p>12.00 noon Formal Welcome by Principal &amp; Lunch</p>
<p>12.30pm  Honours Year &amp; Research Students Showcase (J/H Block)</p>
<p>2.30pm Industrial Advisory Board Feedback Meeting with Employers</p>
<p>3.00pm Q&amp;A Session</p>
<p>3.45pm Prizegiving</p>
<p>4.00pm Close</p>
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		<title>Open Access Again</title>
		<link>http://lg.dlivingstone.com/2010/10/23/open-access-again/</link>
		<comments>http://lg.dlivingstone.com/2010/10/23/open-access-again/#comments</comments>
		<pubDate>Sat, 23 Oct 2010 13:42:03 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[OER]]></category>
		<category><![CDATA[Open Access]]></category>
		<category><![CDATA[OpenSim]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=897</guid>
		<description><![CDATA[Peter Miller reminds us that it&#8217;s Open Access week again, and shares instructions in a nice and brief tutorial that will get you set up with OpenSim on a USB stick and loading and saving sim archive OAR files. Very handy. Peter also points out usefully that OAR has some limitations &#8211; notably that it [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Putting my OAR in" href="http://tidalblog.blogspot.com/2010/10/putting-my-oar-in-well-almost.html">Peter Miller</a> reminds us that it&#8217;s Open Access week again, and shares instructions in a nice and brief tutorial that will get you set up with OpenSim on a USB stick and loading and saving sim archive OAR files. Very handy. Peter also points out usefully that OAR has some limitations &#8211; notably that it does not preserve (for now at least) information on who actually created the objects in the archive. I guess that that is one area where OAR (and OpenSim itself) could be improved &#8211; with the ability for objects &amp; entire sims to preserve real IDs for creators, and attached licenses.</p>
<p>My own contributions for Open Access this year are little to do with virtual worlds &#8211; but over on <a title="3D Game Dev" href="http://3dgamedev.wordpress.com/">3dgamedev.wordpress.com</a> I&#8217;ve been posting tutorials, labs and comments on 3D game development with OpenGL.</p>
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		<title>Yet another blog&#8230;</title>
		<link>http://lg.dlivingstone.com/2010/10/06/yet-another-blog/</link>
		<comments>http://lg.dlivingstone.com/2010/10/06/yet-another-blog/#comments</comments>
		<pubDate>Wed, 06 Oct 2010 14:26:58 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[OpenGL C++]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=889</guid>
		<description><![CDATA[This blog is overall pretty quiet of late &#8211; other things keeping me busy. One of them is http://3dgamedev.wordpress.com/ . I started this over a year ago, intending to put together a book based on my OpenGL classes. This didn&#8217;t get very far. So I&#8217;ve rebooted &#8211; instead I&#8217;ll be posting bits and bobs from [...]]]></description>
			<content:encoded><![CDATA[<p>This blog is overall pretty quiet of late &#8211; other things keeping me busy. One of them is <a title="3D Game Dev" href="http://3dgamedev.wordpress.com/">http://3dgamedev.wordpress.com/</a> . I started this over a year ago, intending to put together a book based on my OpenGL classes. This didn&#8217;t get very far. So I&#8217;ve rebooted &#8211; instead I&#8217;ll be posting bits and bobs from my classes as and when I can. Powerpoints, handouts, examples. Bits and bobs.</p>
<p>Many of my notes use content that I&#8217;m not free to repost online, so don&#8217;t expect to see a complete course appearing there in the immediate future &#8211; but I&#8217;m starting to replace this content with stuff that I generate myself or that is CC.</p>
<p>If enough stuff ends up there, I can always rework it into something resembling a book format later <img src='http://lg.dlivingstone.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Reward Systems that Drive Engagement</title>
		<link>http://lg.dlivingstone.com/2010/09/05/reward-systems-the-drive-engagement/</link>
		<comments>http://lg.dlivingstone.com/2010/09/05/reward-systems-the-drive-engagement/#comments</comments>
		<pubDate>Sun, 05 Sep 2010 07:47:27 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Assessment]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Games Based Learning]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Students]]></category>
		<category><![CDATA[Teaching]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://lg.dlivingstone.com/?p=884</guid>
		<description><![CDATA[Over the summer I&#8217;ve been &#8216;running&#8217; UNversity &#8211; an online choose-your-own-project summer un-school for UWS game technology and game development students. A key feature of this was that it had to require minimal investment of time from myself (other stuff to do!), but I wanted to try to engage students, and encourage regular participation. Using [...]]]></description>
			<content:encoded><![CDATA[<p>Over the summer I&#8217;ve been &#8216;running&#8217; UNversity &#8211; an online  choose-your-own-project summer un-school for UWS game technology and game  development students. A key feature of this was that it had to require minimal investment of time from myself (other stuff to do!), but I wanted to try to engage students, and encourage regular participation. Using a custom Moodle site, with some minor hacks, we have a points system and a leader board. We also have a basic badge system  &#8211; though I haven&#8217;t been able to spend the time to award badges, and they aren&#8217;t automatically awarded &#8211; so students have to self track their badges until UNversity wraps up and I&#8217;ll give out certificates and prizes.</p>
<p>The system has kind of worked &#8211; it has engaged some folk, and once folk have got into it, they have indeed kept up regular participation. But a number of students started, and quickly stopped &#8211; while others never really got started.</p>
<p>I&#8217;ve just watched a video of a presentation on by Amy Jo Kim from GDC 2010 that might have helped me better design my points and badge system &#8211; <a title="MetaGame Design" href="http://www.gdcvault.com/play/1012242/Meta-Game-Design-Reward-Systems">MetaGame Design: Reward Systems that Drive Engagement</a>. This has given me food for thought, and I can see a couple of ways I went wrong &#8211; particularly on the need to provide more &#8216;early&#8217; rewards for people getting started, and making those more visible. (A way to automatically tweet or send a Facebook message  from Moodle would be nice to make this easier!)<a title="MetaGame Design" href="http://www.gdcvault.com/play/1012242/Meta-Game-Design-Reward-Systems"><br />
</a></p>
<p>Overall, I think I&#8217;d have been limited by what I had time to implement though, so I&#8217;m not going to beat myself up too much about it&#8230; but perhaps there is a good student project in this &#8211; building the system I need to do this better next year.</p>
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