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New Technologies and Horizons for Serious Games

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Title: New Technologies and Horizons for Serious Games


1
New Technologies and Horizons for Serious Games
  • University of Washington

2
  • Who are we
  • The present
  • The future
  • Policy considerations

3
CSE Faculty
Brian Curless
Barbara Mones
Zoran Popovic
David Salesin
Steve Seitz
John Zahorjan
Rajesh Rao
CSE faculty
4
Faculty and collaborators
  • Local affiliate faculty

Michael Cohen
Rick Szeliski
Aseem Agarwala
Steve Drucker
Simon Baker
  • Remote affiliate faculty

Three post-doctoral researchers
Aaron Hertzmann
Maneesh Agrawala
Sameer Agarwal
Eli Shechtman
Adrien Treuille
5
Faculty and collaborators
  • More collaborators from MSR

Larry Zitnick
Hugues Hoppe
Sing-Bing Kang
Chuck Jacobs
  • More collaborators from Adobe

Mira Dontcheva
Dan Goldman
Wilmot Li
Jue Wang
6
Recent Faculty Alumni
  • Noah Snavely, Cornell, 2008
  • Adrien Treuille, CMU, 2008
  • Karen Liu, Georgia Tech, 2007
  • Li Zhang, U of Wisconsin, 2006

7
Industrial Lab Magnet
  • Microsoft Research
  • Intel Research Labs
  • Adobe Research Group
  • Google Seattle

8
Technology Transfer
  • Realtime Fluids SIGGRAPH 2006
  • Branded as DrafTrack in ESPN Live coverage of
    NASCAR
  • Photo tourism, SIGGRAPH 06
  • Licensed by Microsoft, released to the world as
    PhotoSynth
  • Continuum crowds, SIGGRAPH 06
  • Licensed to Electronic Arts
  • Style-based IK, SIGGRAPH 04
  • Licensed to Electronic Arts
  • Interactive digital photomontage, SIGGRAPH 04
  • Panoramic stitcher in Adobe Photoshop CS3
    Elements
  • Microsoft Groupshot, demo-ed by Bill Gates at CES
    2006 Keynote
  • Adaptive grid-based document layout, SIGGRAPH 03
  • New York Times Reader, released by NYT
    Microsoft

9
Phototourism
  • video

10
Realtime Fluids
11
ESPN NASCAR coverage
Nominated forSports Emmy in the Technical
Achievement category
12
Transfer of Learning principles to Games
13
Learning Scientists
John Bransford Philip Bell Reed
Stevens Nancy Vye UW LIFE Center Largest
NSF Learning Science Center
14
  • Incorporated February 2006
  • HQ Bellevue
  • Series A 7.1M (angels)
  • First Product DreamBox K-2 Math
  • Launch Date January 2009

15
Games That Put Math First
  • Over 350 lessons for K-2 Math -- curriculum
    develops computational fluency, conceptual
    understanding, and problem-solving ability
  • Students use virtual manipulative to develop
    solutions
  • Student personalizes the experience by choosing a
    game character and a themePirates, Dinosaurs,
    Pets, or Pixie

16
Adaptations
  • Individual placement
  • and customization

Jill
Lesson 2
Lesson 2
Lesson 2
Lesson 1
Lesson 2
Lesson 2
Confidential
17
Adaptations
  • Continuous product improvements

18
Itza Bitza
19
Turning the tables
20
Science discovery through Games
21
Protein Folding
1D Amino Acid Sequence
3D Structure
22
Rosetta_at_Home
UW Biochemistry, Baker Lab
23
Proteins as Puzzles
24
Fold It!
25
Fold It!
Funded by DARPA, NSFJoin in at http//fold.it/
26
Future games
DNA Manipulation
Vaccines
Biofuels
27
Rethinking Educationthrough Games
28
Institute for Learning Through Games
29
1. STEM
30
  • Rising above the Gathering Storm ReportForemost
    objective Improve K-12 STEM education
  • America COMPETES act passed by congress
  • National Mathematics Advisory Panel

31
2. Focus on early education
32
STEM Practitioners
Middle school
Elementary
STEM Potential
K-2
33
3. Scientific Approach
34
Game Development(CS, GD)
Game Design (CS, GD, LS, SE)
Learning Sciences (LS)Computer Science (CS) Game
Developers (GD)STEM, School Community Experts
(SE)
Game User-drivenRefinement(CS,GD,LS)
Analysis of STEM Learning(LS, SE)
Multi-MethodData Collection(LS)
35
4. Make games that stick
36
  • Learning takes time
  • Assessment of poor games leads to poor findings

37
Our Approach to Quality Games
  • Rapid prototyping
  • Continuous usability tests
  • Broad industry expert involvement

38
Industrial Expertise
Bungie ValveMonolithHidden Path Dreambox
Headsprout
Bungie ValveMonolithHidden Path Dreambox
Headsprout
Game Development(CS, GD)
Game Design (CS, GD, LS)
Learning Sciences (LS)Computer Science (CS) Game
Developers (GD)STEM, School Community Experts
(SE)
Game User-drivenRefinement(CS,GD,LS)
Microsoft Dreambox
Analysis of STEM Learning(LS, SE)
Multi-MethodData Collection(LS)
K12 Dreambox Microsoft
39
5. Comprehensive and innovative assessment
40
Nanotech
Creatures
Algebra
Academiceffect
Molecularstructures
Social identityeffect
Social interaction effect
Simulationgame
Fractions
Gendereffect
Patterns
41
5. Framework for Educators
42
Framework for Educators
  • Fellowship program for learning game development
  • Web community around principles for learning
    through games
  • Tools for educator-authored games
  • Self assessment checklist
  • Assessment Consortium

43
STEM, School, Community Experts
Game Development(CS, GD)
K12 School systems
Game Design (CS, GD, LS)
Learning Sciences (LS)Computer Science (CS) Game
Developers (GD)STEM, School Community Experts
(SE)
Game User-drivenRefinement(CS,GD,LS)
K12 NC school system Community colleges Bellevue
schools
Analysis of STEM Learning(LS, SE)
SLCs
Multi-MethodData Collection(LS)
School systems K12Dreambox SLCs
44
Outcomes
Publications on merging learning and game design
Game Development(CS, GD)
Game Design (CS, GD, LS)
Broadly distributed STEM games
Learning Sciences (LS)Computer Science (CS) Game
Developers (GD)STEM, School Community Experts
(SE)
Game User-drivenRefinement(CS,GD,LS)
Learning game design and assessment framework
for educators
Analysis of STEM Learning(LS, SE)
Educational policy Press outreach Multimediapubli
cations
Multi-MethodData Collection(LS)
Headline grabbing Publications on methods and
findings
Publications on analysis and principles
45
Industrial Support
46
35 Game of the year awards in 2004Half-life and
Half-life 2 top two most played online
games(not counting MMORPGs)
GDC 2008 Game of the year
800-pound gorilla
47
Learning game companies
48
In Short
  • Games are a vehicle that can revolutionize
    education (and science)
  • UW Institute can lead this revolution with
    groundbreaking research
  • We can establish Washington as a leader in this
    new industry

49
Why Seattle is the best home
  • state-of-the-art scientific methods for
    developing, assessing and analyzing the
    principles of successful learning games
  • We have a strong record of highest-quality
    research in science of learning as well as game
    technology and science game design
  • strong connections with all major institutions
    and influential governmental policy agencies
  • Strong groundings in issues of diversity
  • Unique strength in interactive physics-based
    simulations for games
  • Strong connections with local game industry as
    well as learning game industry

50
Policy Consideration I
  • Provide seed funding for Institute for Learning
    through Games
  • We have space, resources, connections, equipment
    donations

51
Policy Consideration II
  • Enhance state support for public research
    universities
  • UW is top public recipient of federal research
    dollars
  • Engine of the innovation economy
  • Ranks 47th in the nation in per capita state
    support
  • State support is vital for future research
    enterprise and provide educational opportunities

52
Thank you
  • Zoran Popovic
  • zoran_at_cs.washington.edu
  • http//www.cs.washington.edu/homes/zoran
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