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	<title>Grand Text Auto</title>
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	<link>http://grandtextauto.org</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>Musics Are Being Killz0red</title>
		<link>http://nickm.com/post/2010/03/musics-are-being-killz0red/</link>
		<comments>http://nickm.com/post/2010/03/musics-are-being-killz0red/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 06:03:18 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=776</guid>
		<description><![CDATA[
This was posted on March 12 and yet no more than 22,000 people know about it by now. So, I figured that I&#8217;d better mention: Home Taping is Killing Music. (Thanks to Allen on ifmud.) And remember &#8230; whenever you violate copyright, God kills a kitten.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=R3jkUhG68wY"><img src="http://nickm.com/post/wp-content/stuff/home_taping.jpg" alt="" title="Home Taping is Killing Music" width="500" height="291" style="margin: 5px" /></a></p>
<p>This was posted on March 12 and yet no more than 22,000 people know about it by now. So, I figured that I&#8217;d better mention: <a href="http://www.youtube.com/watch?v=R3jkUhG68wY">Home Taping is Killing Music.</a> (Thanks to Allen on ifmud.) And remember &#8230; whenever you violate copyright, God kills a kitten.</p>
]]></content:encoded>
			<wfw:commentRss>http://nickm.com/post/2010/03/musics-are-being-killz0red/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Scott Jennings on the Zynga Phenomenon</title>
		<link>http://eis-blog.ucsc.edu/2010/03/scott-jennings-on-the-zynga-phenomenon/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/scott-jennings-on-the-zynga-phenomenon/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 02:19:38 +0000</pubDate>
		<dc:creator>Chris Lewis</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1626</guid>
		<description><![CDATA[It doesn&#39;t look like the apocolypse
The title: Farmville Killed Gaming, V-Worlds, And Your Dog (tongue-in-cheek)
The premise: &#8220;&#8230;it seems the talk of GDC 2010 was… Farmville. Specifically, how metrics-driven game design (such as what F...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1627" class="wp-caption aligncenter" style="width: 500px"><a rel="attachment wp-att-1627" href="http://eis-blog.ucsc.edu/2010/03/scott-jennings-on-the-zynga-phenomenon/farmville1/"><img class="size-full wp-image-1627" title="Farmville" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/farmville1.jpg" alt="" width="490" height="375" /></a>
<p class="wp-caption-text">It doesn&#39;t look like the apocolypse</p>
</div>
<p>The title: <a href="http://www.mmorpg.com/showFeature.cfm/feature/4097/Scott-Jennings-Farmville-Killed-Gaming-VWorlds-And-Your-Dog.html">Farmville Killed Gaming, V-Worlds, And Your Dog</a> (tongue-in-cheek)</p>
<p>The premise: &#8220;&#8230;it seems the talk of GDC 2010 was… Farmville. Specifically, how metrics-driven game design (<a href="http://www.gamasutra.com/view/news/27310/DICE_2010_Zyngas_Reynolds_On_Social_First_And_Foremost.php" >such as what Farmville uses</a>) will <a href="http://www.gamasutra.com/view/news/27646/GDC_Heckers_Nightmare_Scenario__A_Future_Of_Rewarding_Players_For_Dull_Tasks.php" >destroy fun as we know it</a>.&#8221;</p>
<p>The response: &#8220;i take particular exception to your statements about killing dogs. zynga is a dog loving company named after my dearly departed dog zinga.&#8221; (<a href="http://brokentoys.org/2010/03/17/farmville-killed-gaming-virtual-worlds-and-your-dog/#comment-38893">Mark Pincus</a>, CEO of Zynga)</p>
<p>Other luminaries, such as Raph Koster, wade into the discussion at the <a href="http://brokentoys.org/2010/03/17/farmville-killed-gaming-virtual-worlds-and-your-dog/#comments">comments thread</a> at Broken Toys.</p>
<p>For what it&#8217;s worth, I personally agree with Jennings&#8217; conclusion that games aren&#8217;t cannibalizing themselves as we know them in order to cater to new markets. I think metrics-driven development is a useful, exciting tool that helps developers better understand their audience. No-one can ever claim Zynga&#8217;s game lineup is not catering to some segment of society. Just because we&#8217;re used to The West Wing, doesn&#8217;t mean other people can&#8217;t enjoy American Idol, whatever you think of it.</p>
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		<item>
		<title>Poetry, Games, and Excavating the Creator</title>
		<link>http://nickm.com/post/2010/03/poetry-games-and-excavating-the-creator/</link>
		<comments>http://nickm.com/post/2010/03/poetry-games-and-excavating-the-creator/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 20:59:23 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=774</guid>
		<description><![CDATA[Who would have guessed that an incredible (and very brief, and very well-illustrated) talk on poetry, videogames, and the relation of the reader/player to the poet/designer&#8217;s making would be delivered at GDC by my collaborator Ian Bogost?
]]></description>
			<content:encoded><![CDATA[<p>Who would have guessed that an incredible (and very brief, and very well-illustrated) talk on poetry, videogames, and the relation of the reader/player to the poet/designer&#8217;s making would be <a href="http://www.bogost.com/writing/play_with_us.shtml">delivered at GDC by my collaborator Ian Bogost?</a></p>
]]></content:encoded>
			<wfw:commentRss>http://nickm.com/post/2010/03/poetry-games-and-excavating-the-creator/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Playing the Race Avatar</title>
		<link>http://nickm.com/post/2010/03/playing-the-race-avatar/</link>
		<comments>http://nickm.com/post/2010/03/playing-the-race-avatar/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 20:13:02 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=770</guid>
		<description><![CDATA[Race in videogames is not an entirely overlooked topic, but mainstreams games, at their best, tend to play, strech, and poke up against stereotypes rather than offering affirming visions of our identities and communities and how they interrelate. So, I was glad read that discussion of this topic &#8220;found its way to GDC &#8216;10,&#8221; as [...]]]></description>
			<content:encoded><![CDATA[<p>Race in videogames is not an entirely overlooked topic, but mainstreams games, at their best, tend to play, strech, and poke up against stereotypes rather than offering affirming visions of our identities and communities and how they interrelate. So, I was glad read that discussion of this topic &#8220;found its way to GDC &#8216;10,&#8221; as noted in the post <a href="http://www.brainygamer.com/the_brainy_gamer/2010/03/what-color-is-your-hero.html">&#8220;What Color is Your Avatar?&#8221;</a> in <i>Brainy Gamer.</i> The writeup covers a industry/academic panel at GDC with Manveer Heir, Leigh Alexander, and my colleague here at MIT, Mia Consalvo. Although I wasn&#8217;t there, it seems to relate their important points well, and it certainly offers some food for thought.</p>
<p>As Michael Jackson sang, if you want to be my baby, it don&#8217;t matter if you&#8217;re black or while, but it might matter if video games&#8217; representation of minority races and women is absent, extremely scant, stiff, stereotypical, or obligatory. Why not add diversity of this sort to the list of things we&#8217;re willing to devote effort to &#8211; those things we want positively imagined and powerfully simulated in our games?</p>
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		<item>
		<title>EISBot Shows Potential Versus Human Players</title>
		<link>http://eis-blog.ucsc.edu/2010/03/eisbot-shows-potential-versus-human-players-2/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/eisbot-shows-potential-versus-human-players-2/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 06:58:09 +0000</pubDate>
		<dc:creator>Ben Weber</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1615</guid>
		<description><![CDATA[I developed a version of EISBot that plays a specific strategy, known as a 10-15 gate rush. The build was recently made famous by Nony. It is a Protoss build with the goal of harassing your opponent with ranged units as fast as possible and is most com...]]></description>
			<content:encoded><![CDATA[<p>I developed a version of <a href="http://eis.ucsc.edu/EISBot">EISBot</a> that plays a specific strategy, known as a 10-15 gate rush. The build was recently made famous by Nony. It is a Protoss build with the goal of harassing your opponent with ranged units as fast as possible and is most commonly used against Terran opponents. This strategy requires a large number of micro-management actions to maximize the efficiency of each unit. This is achieved by attacking enemy units and then backing off.</p>
<p>I tested the bot against several human players on the International Cyber Cup and was surprised to discover that the bot achieved a win rate of over 30% when tested in 40 matches.</p>
<p style="text-align: center;"><strong>Protoss versus Protoss (EISBot at 7 O&#8217; clock)</strong></p>
<p style="text-align: center;">
<div style="text-align:center;margin-top:20px;margin-bottom:20px"><!-- Smart Youtube --><span class="youtube"><object type="application/x-shockwave-flash" width="480" height="360" data="http://www.youtube.com/v/AxBHwpItv84&amp;rel=1&amp;color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;autoplay=0&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;ap=%2526fmt%3D18"><param name="movie" value="http://www.youtube.com/v/AxBHwpItv84&amp;rel=1&amp;color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;autoplay=0&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;ap=%2526fmt%3D18" /><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /></object></span></div>
</p>
<p style="text-align: center;"><strong>Protoss versus Terran (EISBot at 11 O&#8217; clock)</strong></p>
<p style="text-align: center;">
<div style="text-align:center;margin-top:20px;margin-bottom:20px"><!-- Smart Youtube --><span class="youtube"><object type="application/x-shockwave-flash" width="480" height="360" data="http://www.youtube.com/v/EAGVt0De0x0&amp;rel=1&amp;color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;autoplay=0&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;ap=%2526fmt%3D18"><param name="movie" value="http://www.youtube.com/v/EAGVt0De0x0&amp;rel=1&amp;color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;autoplay=0&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;ap=%2526fmt%3D18" /><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /></object></span></div>
</p>
<p style="text-align: center;"><strong>Protoss versus Zerg (EISBot at 7 O&#8217; clock)</strong></p>
<p style="text-align: center;">
<div style="text-align:center;margin-top:20px;margin-bottom:20px"><!-- Smart Youtube --><span class="youtube"><object type="application/x-shockwave-flash" width="480" height="360" data="http://www.youtube.com/v/MTO_albX5ZE&amp;rel=1&amp;color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;autoplay=0&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;ap=%2526fmt%3D18"><param name="movie" value="http://www.youtube.com/v/MTO_albX5ZE&amp;rel=1&amp;color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;autoplay=0&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;ap=%2526fmt%3D18" /><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /></object></span></div></p>
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			<wfw:commentRss>http://eis-blog.ucsc.edu/2010/03/eisbot-shows-potential-versus-human-players-2/feed/</wfw:commentRss>
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		<title>Ken Perlin visits UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/03/ken-perlin-visits-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/ken-perlin-visits-ucsc/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 06:12:58 +0000</pubDate>
		<dc:creator>Josh McCoy</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1601</guid>
		<description><![CDATA[Ken Perlin, Professor of Computer Science, New York University
Ken is giving a talk titled:
&#8220;Graphics, Games, Characters and Touchpads &#8212; a tour of recent research&#8221;
Date: Tuesday, March 16
Time: 11:00am
Place: E2-180 (The Simularium)
A...]]></description>
			<content:encoded><![CDATA[<p><strong>Ken Perlin, Professor of Computer Science, New York University</strong></p>
<p>Ken is giving a talk titled:</p>
<p><strong>&#8220;Graphics, Games, Characters and Touchpads &#8212; a tour of recent research&#8221;</strong></p>
<p><strong>Date: </strong>Tuesday, March 16<br />
<strong>Time: </strong>11:00am<br />
<strong>Place: </strong>E2-180 (The Simularium)</p>
<p><strong>Abstract</strong></p>
<p>This talk will provide an overview of various recent<br />
research,mincluding Games for Learning, pressure sensitive touch<br />
devices, emotively expressive procedurally animated characters,<br />
intuitive 3D modeling, and ideas about bridging the divide between<br />
programmers and non-programmers.</p>
<div id="attachment_1602" class="wp-caption aligncenter" style="width: 510px"><a rel="attachment wp-att-1602" href="http://eis-blog.ucsc.edu/2010/03/ken-perlin-visits-ucsc/kenperlin-responsiveface/"><img class="size-large wp-image-1602" title="KenPerlin-ResponsiveFace" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/KenPerlin-ResponsiveFace-500x313.png" alt="Ken Perlin's Responsive Face demo." width="500" height="313" /></a>
<p class="wp-caption-text">Ken Perlin&#39;s Responsive Face demo.</p>
</div>
<p><strong>Bio</strong></p>
<p>Ken Perlin is a professor in the Department of Computer Science at<br />
New York University, directs the NYU Games For Learning Institute. He<br />
was also founding director of the Media Research Laboratory and director<br />
of the NYU Center for Advanced Technology. His research interests<br />
include graphics, animation, user interfaces, science education and<br />
multimedia. He received an Academy Award for Technical Achievement from<br />
the Academy of Motion Picture Arts and Sciences for his noise and<br />
turbulence procedural texturing techniques, which are widely used in<br />
feature films and television, as well as the 2008 ACM/SIGGRAPH Computer<br />
Graphics Achievement Award, the TrapCode award for achievement in<br />
computer graphics research, the NYC Mayor&#8217;s award for excellence in<br />
Science and Technology and the Sokol award for outstanding Science<br />
faculty at NYU, and a Presidential Young Investigator Award from the<br />
National Science Foundation. He has also been a featured artist at the<br />
Whitney Museum of American Art. Dr. Perlin received his Ph.D. in<br />
Computer Science from New York University, and a B.A. in theoretical<br />
mathematics from Harvard University. Before working at NYU he was Head<br />
of Software Development at R/GREENBERG Associates in New York, NY. Prior<br />
to that he was the System Architect for computer generated animation at<br />
Mathematical Applications Group, Inc. He has served on the Board of<br />
Directors of the New York chapter of ACM/SIGGRAPH, and currently serves<br />
on the Board of Directors of the New York Software Industry Association.</p>
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		<title>Art as Process, BASIC Considered Helpful</title>
		<link>http://nickm.com/post/2010/03/art-as-process-basic-considered-helpful/</link>
		<comments>http://nickm.com/post/2010/03/art-as-process-basic-considered-helpful/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 21:22:38 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=767</guid>
		<description><![CDATA[Two quick interruptions to our unscheduled blog hiatus:
Francisco J. Ricardo of RISD&#8217;s Digital+Media Department has written a deep and detailed blog post, &#8220;From Objecthood to Processhood.&#8221; In it, he defends artists, their work, and their discourse about the digital, responding to Henry Jenkins&#8217;s 2000 article &#8220;Games, the New Lively Art,” which celebrates video games but [...]]]></description>
			<content:encoded><![CDATA[<p>Two quick interruptions to our unscheduled blog hiatus:</p>
<p>Francisco J. Ricardo of RISD&#8217;s Digital+Media Department has written a deep and detailed blog post, <a href="http://postmediumcritique.org/blog/2010/03/from-objecthood-to-processhood/">&#8220;From Objecthood to Processhood.&#8221;</a> In it, he defends artists, their work, and their discourse about the digital, responding to Henry Jenkins&#8217;s 2000 article <a href="http://web.mit.edu/cms/People/henry3/GamesNewLively.html">&#8220;Games, the New Lively Art,”</a> which celebrates video games but isn&#8217;t as keen on the work of artists. He also describes the transition from a focus on the artwork, an object, to consideration of art as process, concluding with reference to my <a href="http://nickm.com/poems/ppg256.html"><i>ppg256</i> series.</a></p>
<p>Also, a rather innovative defense of BASIC is advanced in <a href="http://reprog.wordpress.com/2010/03/09/where-dijkstra-went-wrong-the-value-of-basic-as-a-first-programming-language/">&#8220;Where Dijkstra went wrong: the value of BASIC as a first programming language,&#8221;</a> a post by Mike Taylor, who, by the way, has a totally sweet banner at the top of his blog. Edsger W. Dijkstra, who was my teacher at the University of Texas, is known for his work on structured programming and just about as well known for his quick denunciations of COBOL and BASIC. The post argues that BASIC is useful to programmers and allows them to discipline their thinking about programs. I would defend BASIC for a different, although not inconsistent, reason: The huge outpouring of innovative, diverse, creative programs &#8211; often very short ones &#8211; that were written in the 1970s and 1980s, making programming a widespread activity and showing people the potential of the computer for (among other things) amusement, simulation, play with language, and production of visual art. Noah Wardrip-Fruin and I wrote a bit more on this back in 2003 in our <a href="http://www.newmediareader.com/cd_samples/Basic/index.html">introduction to two BASIC programs on <i>The New Media Reader</i> CD-ROM.</a></p>
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		<title>Kevin Dill Talk at UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/03/kevin-dill-talk-at-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/kevin-dill-talk-at-ucsc/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 21:44:36 +0000</pubDate>
		<dc:creator>Ben Weber</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1563</guid>
		<description><![CDATA[One of Kevin Dill&#39;s game credits: Master of Orion 3
&#8220;The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse&#8221;
Kevin Dill, Lockheed Martin
Date: Monday, March 15
Time: 11:00am &#8211; 12:00pm
Place: E2-180 Simularium
Host...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1575" class="wp-caption aligncenter" style="width: 330px"><img class="size-full wp-image-1575" title="320px-MOO3_1" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/320px-MOO3_1.png" alt="Master of Orion 3" width="320" height="240" />
<p class="wp-caption-text">One of Kevin Dill&#39;s game credits: Master of Orion 3</p>
</div>
<p><strong>&#8220;The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse&#8221;<br />
<span style="font-weight: normal;">Kevin Dill, Lockheed Martin</span></strong></p>
<p><strong>Date:</strong> Monday, March 15<br />
<strong>Time:</strong> 11:00am &#8211; 12:00pm<br />
<strong>Place:</strong> E2-180 Simularium<br />
<strong>Hosted By:</strong> Michael Mateas</p>
<p><strong>Abstract<br />
</strong>This lecture will explore the challenges that are involved in constructing believable AI behavior, the mindset that one must adopt to accurately model these behaviors, and the techniques that can be used to construct them. The attendee will leave with a broad summary of how to approach the artistry of constructing artificial behaviors &#8211; and will likely have adopted the annoying habit of assigning values and formulas to everything they see around them.</p>
<p><strong>Biography<br />
</strong>Kevin Dill has 9 years experience in the games industry as an AI developer and AI lead. He has 7 game credits, including Master of Orion 3, Axis and Allies, Zoo Tycoon 2: Endangered Species, and Iron Man. He now works at Lockhead Martin, where he develops AI for training simulations that include a mix of live acting, mixed and augmented reality, and even animatronics. Kevin has a BA in Computer Science from Carleton College and an MS in Computer Science from Northwestern University.</p>
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		<title>EIS Research Demos at GDC</title>
		<link>http://eis-blog.ucsc.edu/2010/03/eis-research-demos-at-gdc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/eis-research-demos-at-gdc/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 21:50:42 +0000</pubDate>
		<dc:creator>mccoyjo</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1526</guid>
		<description><![CDATA[The CNET News article, GDC: What&#8217;s next for video game AI?, features demos of EIS research projects delivered at the  AI Summit at GDC along with the latest AI demos from Richard Evans and Ian Holmes. The AI Summit session, Experimental Game AI:...]]></description>
			<content:encoded><![CDATA[<p>The CNET News article, <a href="http://news.cnet.com/8301-27076_3-20000266-248.html">GDC: What&#8217;s next for video game AI?</a>, features demos of EIS research projects delivered at the <a href="http://www.gdconf.com/conference/ai.html"> AI Summit at GDC</a> along with the latest AI demos from Richard Evans and Ian Holmes. The AI Summit session, <a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10412">Experimental Game AI: Live Demos of Innovation</a>, included demos of EIS&#8217;s Starcraft agent and <em>The Prom</em>, a system featuring play in social space.</p>
<div id="attachment_1530" class="wp-caption aligncenter" style="width: 510px"><a rel="attachment wp-att-1530" href="http://eis-blog.ucsc.edu/2010/03/eis-research-demos-at-gdc/thepromgdcdemo-ss-2/"><img class="size-large wp-image-1530 " title="ThePromGDCdemo-ss" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/ThePromGDCdemo-ss1-500x281.png" alt="The Prom at GDC's AI Summit." width="500" height="281" /></a>
<p class="wp-caption-text">A demo of The Prom, or Promacolypse, was given by Michael Mateas at GDC&#39;s AI Summit.</p>
</div>
<div id="attachment_1545" class="wp-caption aligncenter" style="width: 510px"><a href="http://eis.ucsc.edu/EISBot"><img class="size-large wp-image-1545  " title="EISBot" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/scbot-500x375.png" alt="The Stacraft bot at GDC's AI Summit." width="500" height="375" /></a>
<p class="wp-caption-text">A demo of the Starcraft bot was given at GDC&#39;s AI Summit.</p>
</div>
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		<title>Epic Game Design Tour</title>
		<link>http://eis-blog.ucsc.edu/2010/03/epic-game-design-tour/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/epic-game-design-tour/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 23:44:20 +0000</pubDate>
		<dc:creator>Adam M. Smith</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1513</guid>
		<description><![CDATA[
This surprisingly broad lecture on game design was given by Noah Wardrip-Fruin to help students review for the final exam in our Foundations of Interactive Game Design class. However, if you are not one of the 300 students in the class, you might find...]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=9989216&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="300" src="http://vimeo.com/moogaloop.swf?clip_id=9989216&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://vimeo.com/9989216">This surprisingly broad lecture on game design</a> was given by Noah Wardrip-Fruin to help students review for the final exam in our <a href="http://www.soe.ucsc.edu/courses/course?cmps080k">Foundations of Interactive Game Design</a> class. However, if you are not one of the 300 students in the class, you might find it quite interesting to share with a friend. Perhaps you know someone who is very serious about games but is a little too attached to their fanboyism to see the bigger picture. Tell them to skip past the first two minutes of class business and jump right into the real intellectual meat.<br />
<span id="more-1513"></span></p>
<p>If nothing else, it&#8217;s some tasty 0-day pirated education.</p>
]]></content:encoded>
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		<title>Global Game Jam recap</title>
		<link>http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 13:51:11 +0000</pubDate>
		<dc:creator>Foaad Khosmood</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1490</guid>
		<description><![CDATA[
The Global Game Jam 2010 concluded over 30 days ago, but the treasure trove of indy creations it left behind remains largely unexplored. Then again, how is anyone supposed to review some 1000 games created specifically for an event that shuns any glob...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-1479" href="http://eis-blog.ucsc.edu/?attachment_id=1479"><img class="aligncenter size-large wp-image-1479" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/ggj_logo1-500x64.jpg" alt="global game jam 2010" width="500" height="64" /></a></p>
<p>The <a href="http://globalgamejam.org/" >Global Game Jam 2010</a> concluded over 30 days ago, but the treasure trove of <a href="http://globalgamejam.org/games" >indy creations</a> it left behind remains largely unexplored. Then again, how is anyone supposed to review some 1000 games created specifically for an event that shuns any global judging? Who has that kind of time anyway? Certainly not overworked grad students!</p>
<p>But I&#8217;m here to tell you, you should try! Among these games you can find some of the most innovative zero-budget designs ever devised in the span of 48 hours and you can see the source code that produced them. I&#8217;m writing this review partly in hope of inspiring similar reflections from GGJ enthusiasts and partly in anticipation of our <a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10550" >upcoming talk</a> at the GDC Education Summit on this year&#8217;s Global Game Jam.</p>
<p><span id="more-1490"></span></p>
<p><strong>THE 2010 EVENT</strong></p>
<p><a href="http://ggj.soe.ucsc.edu/" ><img class="alignleft size-medium wp-image-1491" style="margin: 5px;border: 1px solid black" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/IMG_1071-300x225.jpg" alt="" width="240" height="180" /></a>We kicked off the inaugural GGJ back in 2009 with 53 sites in 23 countries. At the end, we had over 330 games produced. At this year&#8217;s event we had <a href="http://globalgamejam.org/Locations" >138 jam sites</a> in 39 countries and nearly tripled the number of project submissions. In addition to the expected jam powerhouses, Nordic Game Jam (Denmark) and Dutch Game Garden we had big participation from Israeli Game Developers, METUTECH-ATOM (Turkey), NYU Game Center, Tumbleweed Game Jam (Norway),  and Game Jam Sydney. In the US we had 55 jam sites in 30 states which accounted for 40% of total sites. There was great representation from Canada (10 sites), UK (8 sites), Germany (5 sites), Brazil (5 sites) and Finland (4 sites). Participation in Japan was not as high as it could have been due to bad timing with Japanese University schedules. We also approved first-timer sites in Colombia, Russia, Poland, India, Pakistan and Philippines and Malaysia. See the <a href="http://globalgamejam.org/Locations" >whole list</a>.</p>
<p>There were many incredible stories from the jam sites. Only one actual jammer showed up to the site at the Johnson County Community College in Overland Park, Kansas. But he and the organizer worked all weekend and together submitted <a href="http://globalgamejam.org/2010/bacterial-invasion">Bacterial Invasion</a>. It&#8217;s actually a decent, polished game with at least 3 levels (that&#8217;s as far as I got). I personally spent the weekend with the <a href="http://ggj.soe.ucsc.edu/">jammers at Santa Cruz</a> who contributed 9 games. An audience choice vote was held with the &#8220;2D bullet hell shmup&#8221; <a href="http://globalgamejam.org/2010/robopunk">RoboPunk</a> narrowly beating the online virtual boardgame <a href="http://globalgamejam.org/2010/sinistrum">Sinistrum</a>.</p>
<p><strong>MY LIST OF INTERESTING GAMES</strong></p>
<p>Big disclaimer. I have probably played only about 50 games which is barely 5% of the total! I&#8217;m certain I left out great gems that I will have to get to later, but I&#8217;m sure great games will emerge on their own. So don&#8217;t take this as anything other than a personal favorites list in progress. As a reminder, the 2010 global constraint was &#8220;deception.&#8221; This actually make it harder to review these games because quite a few of them implement the constraint as a surprise which you don&#8217;t want to spoil.</p>
<div id="attachment_1501" class="wp-caption aligncenter" style="width: 510px"><a rel="attachment wp-att-1501" href="http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/kawaii-maximum-overkill/"><img class="size-large wp-image-1501" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/kawaii-maximum-overkill-500x375.jpg" alt="" width="500" height="375" /></a>
<p class="wp-caption-text">Kawaii Maximum Overkill</p>
</div>
<p>If you&#8217;re looking for cute, fuzzy, Mac friendly game of &#8220;love leading to death&#8221;, look no further than <a href="http://globalgamejam.org/2010/kawaii-maximum-overkill">Kawaii Maximum Overkill</a> from the <a href="http://globalgamejam.org/sites/paris">Paris Game Jam</a>. It&#8217;s a full 3D rendered game with beautiful art work. You play some kind of a limbless pig-like devil incarnate. Smaller creatures follow you around, express affection and try to touch you (which actually kills you). Your job is to lure them to a designated area so they can eaten! Yea, it&#8217;s a little dark, but brilliantly executed with just the right degree of difficulty, 3 nice levels and great music/sound.</p>
<p>One of the games making the biggest buzz, (if web hit rates are any indication) is <a href="http://globalgamejam.org/2010/gnilley">Gnilley</a>, from Game Jam Sydney. Advertised as &#8220;a thing with a microphone&#8221;, the game makes use of the mic as a controller in an otherwise routine 2D dungeon explorer game. The instructions are simple: &#8220;Yell &#8211;&gt; Succeed&#8221;. The team made a great demonstration video on their <a href="http://www.gnilley.com/">website</a>. This game is certain to be developed further and be published for real. Great job guys!</p>
<div id="attachment_1492" class="wp-caption alignleft" style="width: 160px"><a href="http://globalgamejam.org/2010/limonus"><img class="size-thumbnail wp-image-1492" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/limonus_team-150x150.png" alt="" width="150" height="150" /></a>
<p class="wp-caption-text">Limonus</p>
</div>
<p>Let me now ask you a question. What was the last game you played that featured suicide-bombing citrus fruit? That&#8217;s right, somebody went there! A team from <a href="http://globalgamejam.org/sites/igda-recife" >IGDA Recife</a> (Brazil), to be exact. In <a href="http://globalgamejam.org/2010/limonus" >Limonus</a> you deploy self-sacrificial lime-soldiers against insects who want to kill your lime-king. Your soldiers either blow themselves up taking an ant hill with them, or perform a <em>harakiri</em> and spread their acidic juices on to oncoming wasps. As you might have guessed, it&#8217;s not serious and it would be a real stretch to find any social commentary in this game. So, <a href="http://www.newsgaming.com/games/index12.htm" >September 12th</a>, it&#8217;s not, but  it does have great animation, engaging game-play and its own level designer. The latter is especially useful because the first level is rather difficult. It&#8217;s also web based. Always a plus in my book. <a href="http://www.midiaseducativas.com.br/ggj" >Play it online</a>.</p>
<p>In contrast to Limonus, <a href="http://globalgamejam.org/2010/mirror" >The Mirror</a> is designed to evoke some kind of social commentary, even if it is the &#8220;do it yourself&#8221; kind of commentary. The game is the latest work of Swedish experimental game developer <a href="http://www.cactus-soft.co.nr/" >Cactus</a> (Jonothan Soderstrom) and his teammates at the <a href="http://globalgamejam.org/sites/nordic-game-jam" >Nordic Game Jam</a>. Cactus is known for disturbing imagery and this game is no exception. You are interacting with what look like facial features on a vaguely phallic surface.  There are things that look like pimples with well known religious symbols on them and can pop them and move them around.</p>
<p>From <a href="http://globalgamejam.org/sites/retro-affect-studio" >Retro Affect Studio</a> in Gilbert, Arizona come the game <a href="http://globalgamejam.org/2010/depict1" >Depict1</a>. The graphics and text instructions definitely pay homage to many things &#8220;retro&#8221;. The game play starts out like a familiar platformer but takes a deceptive turn. I can&#8217;t say much more, except it would be worth your time to check it out.</p>
<p><img class="alignright size-medium wp-image-1502" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/432_0-300x163.gif" alt="" width="300" height="163" />Author / Professor <a href="http://www.jesperjuul.net" >Jasper Juul</a> of <em><a href="http://www.jesperjuul.net/ludologist" >Ludologist</a></em> fame, currently at <a href="http://globalgamejam.org/sites/new-york-university-game-center" >NYU Game center</a>, submitted what has to be considered the first &#8220;response&#8221; game in Global Game Jam&#8217;s short history. This &#8220;conceptual game&#8221; is called <a href="http://globalgamejam.org/2010/432" >4:32</a> and it is a response to Petri Purho&#8217;s 2009 GGJ submission <a href="http://www.kloonigames.com/blog/games/4mins33secs" >4 Minutes and 33 Seconds of Uniqueness</a>. That game itself was a reference to John Cage&#8217;s postmodern &#8220;musical&#8221; composition,<a href="http://en.wikipedia.org/wiki/4%E2%80%B233%E2%80%B3" > 4&#8242;33&#8243;</a>. In the spirit of the original Cage piece which pushed the boundaries of &#8220;music&#8221;, Purho&#8217;s 2009 submission pushed the boundaries of &#8220;game.&#8221; His submission lacked any interaction whatsoever beyond just starting the program. Now Juul&#8217;s response promises a boundary push of its own. Again, I won&#8217;t spoil it for you but a <a href="http://www.jesperjuul.net/ludologist/?p=887" >spirited discussion</a> has started already. Try playing it first, though. Start <a href="http://www.jesperjuul.net/4.32/" >here</a>.</p>
<div id="attachment_1503" class="wp-caption alignleft" style="width: 160px"><a rel="attachment wp-att-1503" href="http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/rrrj_ss1/"><img class="size-thumbnail wp-image-1503" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/rrrj_ss1-150x150.png" alt="" width="150" height="150" /></a>
<p class="wp-caption-text">RRRJ</p>
</div>
<p>Another game that gets downright philosophical is <a href="http://globalgamejam.org/2010/runrunrunjump" >RunRunRunJump</a> by <a href="http://globalgamejam.org/2010/runrunrunjump" >Singapore-MIT Gambit Game Lab</a>. You play a giant capital letter &#8220;I&#8221; traveling along a (mostly) 1D line made up of what looks like &#8220;Magnetic Poetry&#8221; tiles, each with a word written on it. The word is the thing you have to do like &#8220;run&#8221; or &#8220;jump.&#8221; If you land on &#8220;fail&#8221;, you promptly lose. I don&#8217;t know if the designers intended for this but playing this game immediately reminded me of Kian Bashiri&#8217;s <a href="http://en.wikipedia.org/wiki/You_Have_to_Burn_the_Rope" >You have to Burn the Rope</a>. If the comparison is valid, then RRRJ is like YHBR on steroids. This work takes performative deconstruction in games to a whole new level. Whereas YHBR gives you explicit instructions in the title and the initial screens, RRRJ gives them to you on every single step of the game! Whereas Henrik Nåmark&#8217;s &#8220;Now You&#8217;re A hero&#8221; is music that makes meta-references to the player in the game, Daniel Perry&#8217;s music in RRRJ makes meta-references to the music itself by literally singing &#8220;bass&#8221; and &#8220;melody&#8221; the whole time. More could be said of this, I&#8217;m sure. Just play it. You won&#8217;t be sorry.</p>
<p>Well, that&#8217;s all I have for now. I might follow up with more reviews later. I hope it was wroth your time.</p>
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		<title>CFP: Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2010</title>
		<link>http://eis-blog.ucsc.edu/2010/03/cfp-artificial-intelligence-and-interactive-digital-entertainment-aiide-2010/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/cfp-artificial-intelligence-and-interactive-digital-entertainment-aiide-2010/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 20:32:02 +0000</pubDate>
		<dc:creator>Ben Weber</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1487</guid>
		<description><![CDATA[
AIIDE 2010 has posted a call for papers, just in time to advertise the conference at GDC. The deadline for papers and the industry track is May 16, 2010.
This year AIIDE will also be hosting a StarCraft AI competition!
]]></description>
			<content:encoded><![CDATA[<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/zcfufGHskpY" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/zcfufGHskpY"></embed></object></p>
<p>AIIDE 2010 has posted a <a href="http://www.aiide2010.org/">call for papers</a>, just in time to advertise the conference at <a href="http://www.gdconf.com/">GDC</a>. The deadline for papers and the industry track is May 16, 2010.</p>
<p>This year AIIDE will also be hosting a <a href="http://eis.ucsc.edu/StarCraftAICompetition">StarCraft AI competition</a>!</p>
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		<title>Game Developers Conference: Current TV Features EIS Podcast</title>
		<link>http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 23:15:55 +0000</pubDate>
		<dc:creator>Sherol Chen</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1453</guid>
		<description><![CDATA[Intro: &#34;When I was 5 years old, I had a crush on Super Mario&#34;

EIS was featured on current.com
The Game Developer&#8217;s Conference is less than a week away, and for those who don&#8217;t get to see what goes on during this amazing week, we,...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1455" class="wp-caption aligncenter" style="width: 510px"><img class="size-large wp-image-1455  " src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/podcastintro-500x306.png" alt="" width="500" height="306" />
<p class="wp-caption-text">Intro: &quot;When I was 5 years old, I had a crush on Super Mario&quot;</p>
</div>
<p style="text-align: center;">
<div class="wp-caption alignleft" style="width: 290px"><img class=" " src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/podcastdeature-500x355.png" alt="" width="280" height="198" />
<p class="wp-caption-text">EIS was featured on current.com</p>
</div>
<p>The Game Developer&#8217;s Conference is less than a week away, and for those who don&#8217;t get to see what goes on during this amazing week, we, at the Expressive Intelligence Studio, put together a mini documentary about the &#8220;<a href="http://current.com/items/92251445_video-games-the-people-behind-the-products.htm">People Behind the Products</a>.&#8221; Now, we aren&#8217;t film-makers at EIS, but in addition to doing some awesome research, it&#8217;s important to make the things we do accessible to especially those who only experience games as consumers.  To be honest, the best part of what I do, isn&#8217;t that I get to &#8220;play games,&#8221; but that I&#8217;m able to be part of creating games.  The creating process involves so many talented and creative people, and some of the best parts of video gaming is a bit hidden from those outside our community. I&#8217;m not sure what stops people from knowing more about us, but the purpose of this mini documentary is to invite those who appreciate being on the audience side of games into our community.  My hope is that we can enable more and more people to embrace the technology in ways where they aren&#8217;t merely consumers and grow the community around this inevitably magnificent technology.</p>
<p><span id="more-1453"></span></p>
<div class="wp-caption aligncenter" style="width: 510px"><img src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/current-500x380.png" alt="" width="500" height="380" />
<p class="wp-caption-text">Interview with LittleBigPlanet on the red carpet after the Game Developers Choice Awards</p>
</div>
<p>The producers at <a href="http://current.com/">current.com </a>chose our video to be featured in the tech section, and we were instantly voted up to the #1 spot in tech and #7 spot overall.  Thanks to all those who helped make this possible.</p>
<p>So, here&#8217;s our video into the unseen world of video games (watch, vote, comment, enjoy!):</p>
<p><object id="ce_92251445" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="267" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://current.com/e/92251445/en_US" /><embed id="ce_92251445" type="application/x-shockwave-flash" width="400" height="267" src="http://current.com/e/92251445/en_US" allowscriptaccess="always" allowfullscreen="true" wmode="transparent"></embed></object></p>
<p>Credits:</p>
<ul>
<li>Sherol Chen</li>
<li>John Dalessi</li>
<li>Russ Fan</li>
<li>Fernando Galvan</li>
<li>Ken Hullet</li>
<li>Godric Johnson</li>
<li>Tim Kim</li>
<li>Kathleen Kralowec</li>
<li>Ron Liu</li>
<li>Bill Manegold</li>
<li>Mark Nelson</li>
<li>Adam Smith</li>
<li>Anne Sullivan</li>
<li>Jim Whitehead</li>
</ul>
<p>Special Thanks:</p>
<ul>
<li>Digital Media Factory</li>
<li>United Business Media</li>
<li>Expressive Intelligence Studio and Supporting Members</li>
</ul>
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		<title>Game Developers Conference: Current TV Features EIS Podcast</title>
		<link>http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/#comments</comments>
		<pubDate>Thu, 04 Mar 2010 23:15:55 +0000</pubDate>
		<dc:creator>Sherol Chen</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1453</guid>
		<description><![CDATA[Intro: &#34;When I was 5 years old, I had a crush on Super Mario&#34;

EIS was featured on current.com
The Game Developer&#8217;s Conference is less than a week away, and for those who don&#8217;t get to see what goes on during this amazing week, we,...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1455" class="wp-caption aligncenter" style="width: 510px"><img class="size-large wp-image-1455  " src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/podcastintro-500x306.png" alt="" width="500" height="306" />
<p class="wp-caption-text">Intro: &quot;When I was 5 years old, I had a crush on Super Mario&quot;</p>
</div>
<p style="text-align: center;">
<div class="wp-caption alignleft" style="width: 290px"><img class=" " src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/podcastdeature-500x355.png" alt="" width="280" height="198" />
<p class="wp-caption-text">EIS was featured on current.com</p>
</div>
<p>The Game Developer&#8217;s Conference is less than a week away, and for those who don&#8217;t get to see what goes on during this amazing week, we, at the Expressive Intelligence Studio, put together a mini documentary about the &#8220;<a href="http://current.com/items/92251445_video-games-the-people-behind-the-products.htm">People Behind the Products</a>.&#8221; Now, we aren&#8217;t film-makers at EIS, but in addition to doing some awesome research, it&#8217;s important to make the things we do accessible to especially those who only experience games as consumers.  To be honest, the best part of what I do, isn&#8217;t that I get to &#8220;play games,&#8221; but that I&#8217;m able to be part of creating games.  The creating process involves so many talented and creative people, and some of the best parts of video gaming is a bit hidden from those outside our community. I&#8217;m not sure what stops people from knowing more about us, but the purpose of this mini documentary is to invite those who appreciate being on the audience side of games into our community.  My hope is that we can enable more and more people to embrace the technology in ways where they aren&#8217;t merely consumers and grow the community around this inevitably magnificent technology.</p>
<p><span id="more-1453"></span></p>
<div class="wp-caption aligncenter" style="width: 510px"><img src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/current-500x380.png" alt="" width="500" height="380" />
<p class="wp-caption-text">Interview with LittleBigPlanet on the red carpet after the Game Developers Choice Awards</p>
</div>
<p>The producers at <a href="http://current.com/">current.com </a>chose our video to be featured in the tech section, and we were instantly voted up to the #1 spot in tech and #7 spot overall.  Thanks to all those who helped make this possible.</p>
<p>So, here&#8217;s our video into the unseen world of video games (watch, vote, comment, enjoy!):</p>
<p><object id="ce_92251445" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="267" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://current.com/e/92251445/en_US" /><embed id="ce_92251445" type="application/x-shockwave-flash" width="400" height="267" src="http://current.com/e/92251445/en_US" allowscriptaccess="always" allowfullscreen="true" wmode="transparent"></embed></object></p>
<p>Credits:</p>
<ul>
<li>Sherol Chen</li>
<li>John Dalessi</li>
<li>Russ Fan</li>
<li>Fernando Galvan</li>
<li>Ken Hullet</li>
<li>Godric Johnson</li>
<li>Tim Kim</li>
<li>Kathleen Kralowec</li>
<li>Ron Liu</li>
<li>Bill Manegold</li>
<li>Mark Nelson</li>
<li>Adam Smith</li>
<li>Anne Sullivan</li>
<li>Jim Whitehead</li>
</ul>
<p>Special Thanks:</p>
<ul>
<li>Digital Media Factory</li>
<li>United Business Media</li>
<li>Expressive Intelligence Studio and Supporting Members</li>
</ul>
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		<title>WoW Armory Data Mining: The Next Generation</title>
		<link>http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 18:20:02 +0000</pubDate>
		<dc:creator>Chris Lewis</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1449</guid>
		<description><![CDATA[The clustering of WoW Feral Druid forms (Bear on top, Cat on bottom)
Over at the Armory Data Mining blog, a plucky computational biology PhD student under the name of Darush has taken a look at some World of Warcraft Armory data and run some fascinatin...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1450" class="wp-caption aligncenter" style="width: 510px"><a rel="attachment wp-att-1450" href="http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/image004/"><img class="size-large wp-image-1450" title="Bears vs Cats in WoW" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/image004-500x375.png" alt="" width="500" height="375" /></a>
<p class="wp-caption-text">The clustering of WoW Feral Druid forms (Bear on top, Cat on bottom)</p>
</div>
<p>Over at the <a href="http://armorydatamine.wordpress.com/2010/03/02/druid-cats-and-bears-again/">Armory Data Mining blog</a>, a plucky computational biology PhD student under the name of <a href="http://go2.wordpress.com/?id=725X1342&amp;site=armorydatamine.wordpress.com&amp;url=http%3A%2F%2Fwww.wowarmory.com%2Fcharacter-sheet.xml%3Fr%3DCairne%26cn%3DDarush">Darush</a> has taken a look at some World of Warcraft Armory data and run some fascinating transformations to analyze the number of Druid players that favor bear form vs cat form when they play World of Warcraft. Note that this is <em>inferred </em>from statistics choices, it is not a simple flag that is set in the data itself.</p>
<p>I&#8217;ve been looking forward to seeing someone move beyond the common averages and deviations that are commonly performed on WoW Armory data; there&#8217;s so much more there than that!</p>
<p>A highly recommended read for anyone interested in the golden nuggets buried in that data set.</p>
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		<title>EIS Featured in Local News</title>
		<link>http://eis-blog.ucsc.edu/2010/03/eis-featured-in-local-news/</link>
		<comments>http://eis-blog.ucsc.edu/2010/03/eis-featured-in-local-news/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 20:36:16 +0000</pubDate>
		<dc:creator>Chris Lewis</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1441</guid>
		<description><![CDATA[The group (Copyright Robinson Kuntz/Santa Cruz Sentinel)
EIS is now able to claim &#8220;big in Santa Cruz&#8221; after being featured in the Santa Cruz Sentinel, the local newspaper (I&#8217;ve also heard reports of the story being syndicated to the S...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1442" class="wp-caption aligncenter" style="width: 410px"><a rel="attachment wp-att-1442" href="http://eis-blog.ucsc.edu/2010/03/eis-featured-in-local-news/20100228__css1f9c102_gallery/"><img class="size-full wp-image-1442" title="Mateas Army" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/20100228__CSS1F9C102_GALLERY.jpg" alt="" width="400" height="304" /></a>
<p class="wp-caption-text">The group (Copyright Robinson Kuntz/Santa Cruz Sentinel)</p>
</div>
<p>EIS is now able to claim &#8220;big in Santa Cruz&#8221; after being <a href="http://www.santacruzsentinel.com/localnews/ci_14486926">featured in the Santa Cruz Sentinel</a>, the local newspaper (I&#8217;ve also heard reports of the story being syndicated to the San Jose Mercury News for the wider Bay Area).</p>
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		<title>Passage in 10 Seconds</title>
		<link>http://nickm.com/post/2010/02/passage-in-10-seconds/</link>
		<comments>http://nickm.com/post/2010/02/passage-in-10-seconds/#comments</comments>
		<pubDate>Sun, 28 Feb 2010 01:27:35 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=765</guid>
		<description><![CDATA[If you never found the five minutes to play Jason Rohrer&#8217;s Passage, previously discussed, you can now play Passage in 10 Seconds as interpreted by Marcus Richert. Thanks to Jason Scott for the link.
]]></description>
			<content:encoded><![CDATA[<p>If you never found the five minutes to play <a href="http://hcsoftware.sourceforge.net/passage/">Jason Rohrer&#8217;s <i>Passage,</i></a> previously <a href="http://www.etc.cmu.edu/etcpress/node/281">discussed,</a> you can now play <a href="http://www.kongregate.com/games/raitendo/passage-in-10-seconds"><i>Passage in 10 Seconds</i></a> as interpreted by Marcus Richert. Thanks to Jason Scott for the link.</p>
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		<title>Metadata Crowdmining</title>
		<link>http://www.tiltfactor.org/?p=1446</link>
		<comments>http://www.tiltfactor.org/?p=1446#comments</comments>
		<pubDate>Thu, 25 Feb 2010 23:05:20 +0000</pubDate>
		<dc:creator>brendan</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.tiltfactor.org/?p=1446</guid>
		<description><![CDATA[We need to tag 64,000 photographs with expert data.
Thousands of people are going to come and help us, some for hours at a time, and we will attract them through the pleasure of play.  How can tagging an archive of old photographs ever be an enjoyable experience?
Contemporary designers are more and more mixing play [...]]]></description>
			<content:encoded><![CDATA[<p>We need to tag 64,000 photographs with expert data.</p>
<p>Thousands of people are going to come and help us, some for hours at a time, and we will attract them through the pleasure of play.  How can tagging an archive of old photographs ever be an enjoyable experience?</p>
<p>Contemporary designers are more and more mixing play with work, and at Tiltfactor, we&#8217;re interested in how this happens, and how one can foster expertise in the process. We&#8217;re also interested in how values manifest in these data-driven systems. In making games for the social good, and games that result in real-world contributions, the designer must rely on ideas beyond innovative game mechanics and  good old-fashioned playtesting.  The data entry system for repositories such as databases need to be so enjoyable, well-organized, and instantly rewarding that people approach the tasks with motivation <strong>playfully</strong> like&#8230; a game.</p>
<p><img src="http://wpcontent.answers.com/wikipedia/en/f/f3/Spelunker.gif" alt="spelunker" /></p>
<p><a href="http://en.wikipedia.org/wiki/Crowdsourcing">Crowdsourcing</a> is already being done successfully in a few other games. Particulary inspiring for us is the work of Luis von Ahn and his <a href="http://www.gwap.com/gwap/">&#8220;ESP Game&#8221;</a> that is reportedly played by some users more than 40 hours a week!  But there are obvious issues with crowdsourcing that such work suggests need fixing. Simple match mechanics inspire players to provide only the most common, obvious tags regarding a given image.  The key problem is that <em>archives</em> are <strong>specific</strong>. They require specialized, precise information in order for their contents to remain relevant or useful to the people who wish to use them. </p>
<p>Professor Mary Flanagan has said that &#8220;Crowdsourcing is great for lowest common denominator data. But we also need to go beyond crowdsourcing and tap groups from each group&#8217;s base of expertise.&#8221; Our design team is thus challenged to encourage  students, researchers and common users to be able to search for ridiculously specific items inside a given archive by traveling <a href="http://4.bp.blogspot.com/_LHMnZ1LYT18/S2sYeFHKqAI/AAAAAAAAAj4/zicgyCKG59M/s1600-h/Picture+1.png">paths</a> laid out by our players.</p>
<p>&#8220;Computer, show me happy pictures containing any species of duck in Florida before the year 1954.&#8221;</p>
<p><img src="http://www.bbc.co.uk/gloucestershire/content/images/2007/09/27/happy_duck_250_250x300.jpg" alt="duck" /></p>
<p>Boom.</p>
<p>Our designs for our metadata research are presented within a small suite of enjoyable games that encourages players to think harder and to dig deeper into the depths of human knowledge. More on these designs to come.  </p>
<p>~Tiltfactor Team Member Brendan S, who is using a mental-mapping program called x-mind that is insanely useful (and free!). Check it out at www.xmind.com.</p>
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		<title>NIckm on Paloma TV</title>
		<link>http://nickm.com/post/2010/02/nickm-on-paloma-tv/</link>
		<comments>http://nickm.com/post/2010/02/nickm-on-paloma-tv/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 07:25:51 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=760</guid>
		<description><![CDATA[Here&#8217;s an interview with me, on YouTube, focusing on ppg256.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.youtube.com/watch?v=vcNP6KajplI">Here&#8217;s an interview with me,</a> on YouTube, focusing on <a href="http://nickm.com/poems/ppg256.html">ppg256.</a></p>
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		<title>Heavy Rain vs Façade?</title>
		<link>http://eis-blog.ucsc.edu/2010/02/heavy-rain-vs-facade/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/heavy-rain-vs-facade/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 05:22:13 +0000</pubDate>
		<dc:creator>Noah Wardrip-Fruin</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1436</guid>
		<description><![CDATA[&#8220;Façade tried to solve this problem by replacing the parrot with something more like a brain-damaged human; Heavy Rain, by comparison, is probably the best-trained parrot in history.&#8221; From Archie Bland&#8217;s Control freak: Will David Cag...]]></description>
			<content:encoded><![CDATA[<p>&#8220;Façade tried to solve this problem by replacing the parrot with something more like a brain-damaged human; Heavy Rain, by comparison, is probably the best-trained parrot in history.&#8221; From Archie Bland&#8217;s <a href="http://www.independent.co.uk/life-style/gaming/control-freak-will-david-cages-heavy-rain-videogame-push-our-buttons-1902630.html">Control freak: Will David Cage&#8217;s &#8216;Heavy Rain&#8217; videogame push our buttons?</a></p>
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		<title>Bob Mitchell Talk at UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/02/bob-mitchell-talk-at-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/bob-mitchell-talk-at-ucsc/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 19:00:27 +0000</pubDate>
		<dc:creator>Gillian Smith</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1370</guid>
		<description><![CDATA[&#8220;Developing Games for 2020&#8243;
Bob Mitchell, ohai
Date: Thursday, February 25th
Time: 2:00pm
Place: Digital Media Theater, UCSC
Hosted By: Noah Wardrip-Fruin
Abstract
Students at UC Santa Cruz today will be among the engineers, artists, design...]]></description>
			<content:encoded><![CDATA[<p><strong>&#8220;Developing Games for 2020&#8243;</strong><a rel="attachment wp-att-1406" href="http://eis-blog.ucsc.edu/2010/02/bob-mitchell-talk-at-ucsc/japan348/"><img class="alignright size-medium wp-image-1406" title="bob-mitchell" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/02/japan348-300x225.jpg" alt="" width="300" height="225" /></a><br />
Bob Mitchell, ohai</p>
<p><strong>Date:</strong> Thursday, February 25th<br />
<strong>Time:</strong> 2:00pm<br />
<strong>Place:</strong> Digital Media Theater, UCSC<br />
<strong>Hosted By:</strong> Noah Wardrip-Fruin</p>
<p><strong>Abstract</strong><br />
Students at UC Santa Cruz today will be among the engineers, artists, designers, and producers leading game teams in 2020.Review some of the changes to interactive entertainment over the last ten years in order to look ahead to the possibilities in 2020. The most obvious changes will be in the hardware our games run on. The more difficult predictions will be figuring out what our players want from their games.</p>
<p>The challenge for the game industry is to adapt and to continue building fun and engaging experiences. Start preparing for this future today.</p>
<p><strong>Biography</strong><br />
Bob Mitchell is the Lead Client Engineer at ohai, an internet startup making handcrafted massively multiplayer online (MMO) games for everyone. He joined ohai after eleven years at Sony Online Entertainment where he was the Director of Technology and a programmer on four (MMOs): EverQuest, PlanetSide, EverQuest II, and Free Realms.  His various contributions to the games released at SOE included user interfaces, localization, game systems, server architecture, numerous Flash minigames, PlayStation3 downloadable titles, installers, web integration, and project management.</p>
<p>Bob graduated from Harvey Mudd College with a degree in systems engineering and was a technical manager at QUALCOMM before returning to his childhood passion: computer games.</p>
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		<title>In(ter)ventions in Medias Res</title>
		<link>http://nickm.com/post/2010/02/interventions-in-medias-res/</link>
		<comments>http://nickm.com/post/2010/02/interventions-in-medias-res/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 17:42:23 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=745</guid>
		<description><![CDATA[I&#8217;m here in Banff (in Alberta, Canada) at the cutting edge, or maybe the precipitous edge, or, as I&#8217;d prefer to think, the connecting edge. The occasion is In(ter)ventions: Literary Practice at the Edge: A Gathering, organized by Steven Ross Smith.
The presenters include: Charles Bernstein, Jen Bervin, Christian B&#246;k, J.R. Carpenter, Maria Damon, Ram Devineni, [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m here in Banff (in Alberta, Canada) at the cutting edge, or maybe the precipitous edge, or, as I&#8217;d prefer to think, the <a href="http://en.wikipedia.org/wiki/Graph_theory">connecting edge.</a> The occasion is <a href="http://www.banffcentre.ca/programs/program.aspx?id=925">In(ter)ventions: Literary Practice at the Edge: A Gathering,</a> organized by Steven Ross Smith.</p>
<p>The presenters include: Charles Bernstein, Jen Bervin, Christian B&ouml;k, J.R. Carpenter, Maria Damon, Ram Devineni, Craig Dworkin, Al Filreis, Christopher Funkhouser, Kenneth Goldsmith, D. Kimm, Larissa Lai, Daphne Marlatt, Nick Montfort, Erin Moure, Lance Olsen, Stephen Osborne, Kate Pullinger, Stephanie Strickland, Steve Tomasula, Fred Wah.</p>
<p>The presentations (which include critical papers, but also many readings, screenings, performances, and artists&#8217; talks) have been provocative and have unfolded new types of beauty and new understandings of process.</p>
<p>On Thursday, February 18, I was honored to join Larissa Lai and Chris Funkhouser as part of the opening reading. I read from <i><a href="http://nickm.com/implementation/">Implementation</a></i> and <a href="http://nickm.com/poems/ppg256.html">ppg256,</a> concluding with the premiere of a new poety generator in this series, <a href="http://nickm.com/poems/ppg256.html#ppg256-5">ppg256-5:</a></p>
<blockquote><p>
<code>perl -le '@a=split/,/,"conceptual,digit,flarf,maximal,modern,pixel,quiet,real";sub f{pop if rand>.5}sub w{$a[rand@a]}{print f("post").w."ism ".w."s ".f("the ").w."\n".(" "x45)."WHAT DOES ppg DO?";$a[rand@a]=~s/[aeio]/substr("aeio",rand 4,1)/e if $l++>5;sleep 5;redo}'</code>
</p>
</blockquote>
<p>As I explained in my talk the next morning, this program is based on a section in the middle of Tristan Tzara&#8217;s February 1921 <a href="http://www.ralphmag.org/AR/dada.html">Dada Manifesto,</a> a section that begins:</p>
<blockquote><p>
cubism constructs a cathedral of <i>artistic</i> liver paste</p>
<div style="text-align:right"><b><i>WHAT DOES DADA DO?</i></b></div>
<p>
expressionism poisons <i>artistic</i> sardines</p>
<div style="text-align:right"><b><i>WHAT DOES DADA DO?</i></b></div>
</blockquote>
<p>If you run ppg256-5 (which is the real way to experience the program) it might begin:</p>
<blockquote><p>
postmodernism flarfs digit</p>
<div style="text-align:right">WHAT DOES ppg DO?</div>
<p>realism reals the conceptual</p>
<div style="text-align:right">WHAT DOES ppg DO?</div>
</blockquote>
<p>Because this section of Tzara&#8217;s manifesto ends &#8220;50 francs reward to the person who finds the best way to explain DADA to us,&#8221; so I concluded by presentation similarly, offering a 50 character reward for the person who finds the best way to explain ppg to us. Chris Funkhouser said, &#8220;It does a lot with a little.&#8221; John Cayley offered that &#8220;ppg combines atoms of language.&#8221; These aren&#8217;t bad explanations, but the most impressive so far has been from Travis Kirton, who, without having any previous experience programming in Perl, created and sent me this modified version of ppg256-5:</p>
<blockquote><p>
<code>perl -le '@a=split/,/,"illmn,imgn,ltr,mut,pxl,popl,strlz,pnctu,typfc,poetc,glmr,idl,ion,cptl,cpsl,cvl,atom,pltc,txtul,erotc,rvl";sub f{pop if rand>.5}sub w{$a[rand@a]}{print f("de").f("over").w."izes ".w."ation".f("s")."\n".(" "x45)."IS WHAT ppg DOES!";sleep 5;redo}'</code>
</p>
</blockquote>
<p>A run of this may begin by outputting:</p>
<blockquote><p>
deltrizes ionation</p>
<div style="text-align:right">IS WHAT ppg DOES!</div>
<p>deoverltrizes mutations</p>
<div style="text-align:right">IS WHAT ppg DOES!</div>
</blockquote>
<p>I&#8217;ll have to see if anything can top that and earn the 50-character reward.</p>
<p>Here&#8217;s what&#8217;s being said <a href="http://search.twitter.com/search?q=%23interventions">on Twitter about the conference.</a> I&#8217;ve found that one participant, Claire Lacey, has been writing about In(ter)ventions on her blog <a href="http://poetactics.blogspot.com/">poetactics.</a> Finally, here are just a handful of memorable (mis)quotes to give you another impression, however slanted, of this gathering:</p>
<p>Stephanie Strickland: &#8220;The front  of your wave is the back of someone else&#8217;s.&#8221;</p>
<p>Steve Tomasula, in reference to <a href="http://foucault.info/documents/foucault.thisIsNotaPipe.en.html">Magritte:</a> No one ever says that this isn&#8217;t a cigarette:</p>
<p><img src="http://nickm.com/post/wp-content/stuff/no_smoking.jpg" alt="" title="No Smoking" width="50" height="50" /></p>
<p>My mishearing of Maria Damon, who was discussing healthy eating with someone as we were descending a staircase: &#8220;You need a multi-prawn strategy.&#8221;</p>
<p>D. Kimm: &#8220;We are always unknown to someone.&#8221;</p>
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		<title>John Davison of GamePro Talk at UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/02/john-davison-of-gamepro-talk-at-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/john-davison-of-gamepro-talk-at-ucsc/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 00:55:30 +0000</pubDate>
		<dc:creator>Chris Lewis</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1415</guid>
		<description><![CDATA[John Davison (image from the San Francisco Chronicle)
&#8220;The breadth of video game development&#8221; (working title)
John Davison, Executive Vice President of Content at GamePro
Date: Tuesday, February 23rd
Time: 2:00pm
Place: Digital Media Theate...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1416" class="wp-caption aligncenter" style="width: 509px"><a rel="attachment wp-att-1416" href="http://eis-blog.ucsc.edu/2010/02/john-davison-of-gamepro-talk-at-ucsc/lv_videogames01/"><img class="size-large wp-image-1416" title="John Davison" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/02/lv_videogames01-499x302.jpg" alt="John Davison" width="499" height="302" /></a>
<p class="wp-caption-text">John Davison (image from the San Francisco Chronicle)</p>
</div>
<p>&#8220;The breadth of video game development&#8221; (working title)</p>
<p>John Davison, Executive Vice President of Content at GamePro</p>
<p>Date: Tuesday, February 23rd<br />
Time: 2:00pm<br />
Place: Digital Media Theater, UCSC<br />
Hosted By: Chris Lewis, Noah Wardrip-Fruin</p>
<p>This lecture is free and open to the public, but visitors should purchase a parking pass from the visitor kiosk at the main entrance. There they can also provide a map showing the best parking for the Digital Media Theater.</p>
<p>I&#8217;m very pleased to announce John Davison will be coming down to UC Santa Cruz to give a talk on the wider business models in video games. He&#8217;s been in the video game journalism industry for almost twenty years, working his way up from magazines in the UK all the way to Executive Vice President of content at <a href="http://www.gamepro.com">GamePro</a> (stopping off at Ziff-Davis and founding <a href="http://www.whattheyplay.com">What They Play</a> along the way).</p>
<p>This promises to be a great talk, so don&#8217;t miss it!</p>
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		<title>John Davison of GamePro Talk at UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/02/john-davison-of-gamepro-talk-at-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/john-davison-of-gamepro-talk-at-ucsc/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 00:55:30 +0000</pubDate>
		<dc:creator>Chris Lewis</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1415</guid>
		<description><![CDATA[John Davison (image from the San Francisco Chronicle)
&#8220;The breadth of video game development&#8221; (working title)
John Davison, Executive Vice President of Content at GamePro
Date: Tuesday, February 23rd
Time: 2:00pm
Place: Digital Media Theate...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1416" class="wp-caption aligncenter" style="width: 509px"><a rel="attachment wp-att-1416" href="http://eis-blog.ucsc.edu/2010/02/john-davison-of-gamepro-talk-at-ucsc/lv_videogames01/"><img class="size-large wp-image-1416" title="John Davison" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/02/lv_videogames01-499x302.jpg" alt="John Davison" width="499" height="302" /></a>
<p class="wp-caption-text">John Davison (image from the San Francisco Chronicle)</p>
</div>
<p>&#8220;The breadth of video game development&#8221; (working title)</p>
<p>John Davison, Executive Vice President of Content at GamePro</p>
<p>Date: Tuesday, February 23rd<br />
Time: 2:00pm<br />
Place: Digital Media Theater, UCSC<br />
Hosted By: Chris Lewis, Noah Wardrip-Fruin</p>
<p>This lecture is free and open to the public, but visitors should purchase a parking pass from the visitor kiosk at the main entrance. There they can also provide a map showing the best parking for the Digital Media Theater.</p>
<p>I&#8217;m very pleased to announce John Davison will be coming down to UC Santa Cruz to give a talk on the wider business models in video games. He&#8217;s been in the video game journalism industry for almost twenty years, working his way up from magazines in the UK all the way to Executive Vice President of content at <a href="http://www.gamepro.com">GamePro</a> (stopping off at Ziff-Davis and founding <a href="http://www.whattheyplay.com">What They Play</a> along the way).</p>
<p>This promises to be a great talk, so don&#8217;t miss it!</p>
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		<title>Tiltfactor at Toyfair</title>
		<link>http://www.tiltfactor.org/?p=1470</link>
		<comments>http://www.tiltfactor.org/?p=1470#comments</comments>
		<pubDate>Tue, 16 Feb 2010 16:37:27 +0000</pubDate>
		<dc:creator>tiltfactor</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.tiltfactor.org/?p=1470</guid>
		<description><![CDATA[Some of the Tiltfactor team members are attending Toyfair this week researching product development and educational toys. We especially enjoyed meeting folks at Rubbing Hands, a small company in Connecticut. They showed us their games including Fred and Capture the Gag, which were very well designed with interesting play dynamics.
We in turn shared Vexata,

our awesome [...]]]></description>
			<content:encoded><![CDATA[<p>Some of the <a href="http://www.tiltfactor.org/">Tiltfactor</a> team members are attending <a href="http://www.toyassociation.org/AM/Template.cfm?Section=toy_Fair">Toyfair</a> this week researching product development and educational toys. We especially enjoyed meeting folks at Rubbing Hands, a small company in Connecticut. They showed us their games including <a href="http://fredthegame.com">Fred</a> and <a href="http://www.rubbinghands.com/gag.html">Capture the Gag</a>, which were very well designed with interesting play dynamics.<br />
We in turn shared <a href="http://www.tiltfactor.org/?page_id=610">Vexata</a>,<br />
<a href="http://www.tiltfactor.org/wp-content/uploads2/vexatasmall.jpg"><img src="http://www.tiltfactor.org/wp-content/uploads2/vexatasmall-150x150.jpg" alt="vexatasmall" title="vexatasmall" width="150" height="150" class="alignleft size-thumbnail wp-image-1473" /></a><br />
our awesome board game that manifests in the rules various human values. Aimed for the middle school market, it is informed by our work on <a href="http://www.tiltfactor.org/?page_id=607">Grow-a-Game</a>!</p>
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		<title>Space Invaders Enterprise Edition</title>
		<link>http://eis-blog.ucsc.edu/2010/02/space-invaders-enterprise-edition/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/space-invaders-enterprise-edition/#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:46:46 +0000</pubDate>
		<dc:creator>Chris Lewis</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1377</guid>
		<description><![CDATA[Space Invaders Enterprise Edition
I&#8217;m pleased to announce that I&#8217;ve released Space Invaders Enterprise Edition (Java, cross-platform executable), the first prototype program from my newly announced research direction, Zenet.
Space Invaders ...]]></description>
			<content:encoded><![CDATA[<div id="attachment_1378" class="wp-caption aligncenter" style="width: 510px"><a rel="attachment wp-att-1378" href="http://eis-blog.ucsc.edu/2010/02/space-invaders-enterprise-edition/space-invaders-enterprise-edition-fps_-89/"><img class="size-large wp-image-1378" title="Space Invaders Enterprise Edition" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/02/Space-Invaders-Enterprise-Edition-FPS_-89-500x398.png" alt="Arghh! Space Invaders in suits!" width="500" height="398" /></a>
<p class="wp-caption-text">Space Invaders Enterprise Edition</p>
</div>
<p>I&#8217;m pleased to announce that I&#8217;ve released <a href="http://github.com/downloads/Lewisham/Space-Invaders-Enterprise-Edition/siee.jar">Space Invaders Enterprise Edition</a> (Java, cross-platform executable), the first prototype program from my newly announced research direction, <a href="http://www.zenetproject.com">Zenet</a>.</p>
<p>Space Invaders EE is a clone of code from <a href="http://www.cokeandcode.com/spaceinvaderstutorial">Coke and Code</a>, and as a tutorial for how to create games. However, it&#8217;s not the game itself we&#8217;re interested in (although it is pretty fun&#8230;)</p>
<p>The magic of Space Invaders Enterprise Edition is actually under the hood. I&#8217;ve separated out the game logic from the Java source into a file parsed by a rules engine. This means we can easily view the game design, without it getting muddled with too much implementation code.</p>
<p>Rule engines are commonly used in enterprise-level companies to decide things like car insurance premium you pay. Let&#8217;s start using this for something more fun!</p>
<p>A description of how it all works is after the jump.</p>
<p><span id="more-1377"></span></p>
<p>Here&#8217;s a snippet from some of the rules file, written for the <a href="http://www.jboss.org/drools">Drools</a> rule engine:<br />
<script src="http://gist.github.com/303365.js?file=SpaceInvaders.java"></script></p>
<p>Hopefully, this is sort of readable, even to the non-programmers out there. Let&#8217;s start with the first rule, which reverses the aliens. The aliens, by default, keep moving every tick a certain amount horizontally. The rule says &#8220;find me an alien, where there is an alien somewhere in the game that has hit the edge of the screen. Then swap that alien&#8217;s movement direction and move it down by 10 pixels.&#8221; The rule repeats for all the aliens in the game, eventually being fired on every one and reversing the direction for all of them.</p>
<p>To help illustrate the value of this, compare the &#8220;Process bullets hitting aliens&#8221; code, to the original:<br />
<script src="http://gist.github.com/303366.js?file=BulletCollision.java"></script></p>
<p>Ouch! Not too readable! What&#8217;s happening here? Well, the code has two loops. The first loop gets all the objects in the game. The second loop does the same. When the first element of the first loop is tried, it then tests that object against all the other objects in the game to see if they have collided. Eventually, all the objects in the game will be tested against each other. If they do collide, there&#8217;s some code elsewhere to decide what to do (a bullet and an alien colliding results in them both being removed from the game).</p>
<p>This is exactly the same behavior as the collision code in the rule file gives. I much prefer the rule engine implementation, and I hope you do too. Double loops are hard enough for programmers to understand, let alone game designers who we can&#8217;t assume are able to understand all the nuts and bolts of modern games programming (which is very difficult).</p>
<p>Space Invaders Enterprise Edition offers a different approach. By separating the game logic from the implementation, we have a game design <em>specification</em> that we can give to programmers and game designers, that we can read easily and be able to spot any bugs in it. Try spotting a bug in that double loop code!</p>
<p>I haven&#8217;t even begun to scratch the surface of the power of the Drools rule engine yet. That&#8217;s for another post, and what forms the basis of the <a href="http://www.zenetproject.com">Zenet project</a> that I am working on. There&#8217;s more to come!</p>
<p>As with all my announced work, the code is open-sourced under the <a href="http://creativecommons.org/licenses/BSD/">BSD license</a>, so you can see how it works, modify it and re-release it without any limitation whatsoever. It&#8217;s not too easy to build (email me if you have trouble) but once you get going, try changing some of the rules, or adding new ones, and see how easy it really is.</p>
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		<title>Henry Lowood Talk at UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/02/henry-lowood-talk-at-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/henry-lowood-talk-at-ucsc/#comments</comments>
		<pubDate>Sun, 14 Feb 2010 17:00:01 +0000</pubDate>
		<dc:creator>Gillian Smith</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1365</guid>
		<description><![CDATA[&#8220;Players are Artists, Too&#8221;
Henry Lowood, Stanford University
Date: Thursday, February 18th
Time: 2:00pm
Place: Digital Media Theater, UCSC
Hosted By: Noah Wardrip-Fruin
This lecture is free and open to the public, but visitors should purcha...]]></description>
			<content:encoded><![CDATA[<p><strong>&#8220;Players are Artists, Too&#8221;</strong><br />
Henry Lowood, Stanford University</p>
<p><strong>Date: </strong>Thursday, February 18th<br />
<strong>Time: </strong>2:00pm<br />
<strong>Place: </strong>Digital Media Theater, UCSC<br />
<strong>Hosted By: </strong>Noah Wardrip-Fruin</p>
<p>This lecture is free and open to the public, but visitors should purchase a parking pass from the visitor kiosk at the main entrance. There they can also provide a map showing the best parking for the Digital Media Theater.</p>
<p><strong>Abstract</strong><br />
It is easy to provoke debate by posing a simple question, such as, “Are digital games a form of art?”   A less controversial observation would be that it takes a lot of artists to make a digital game.  This dichotomy between the theoretical exercise and the practical observation frames my interest in the creative player.  As I have written elsewhere, it strikes me that rumination about the status of games as artistic works, while stimulating and useful, often distracts attention from more important aspects of expression through the medium of interactive computer and video games.  Let me say before I am misunderstood that critical attention to game design, art and programming, all as parts of defining the authorial or artistic roles of game developers is a core problem for game studies. Players would not be using games to express their talents if game developers had not given them compelling games. Now that I have said that, let me reveal my point-of-view: The creativity of players is as compelling as game design.  Player creativity has defined the digital game as a platform for personal or artistic expression. Player creativity, including the multiple forms of performance and spectatorship that it has spawned, deserves more attention from game studies.  Players are artists, too.</p>
<p>Henry Lowood is curator for history of science &#038; technology collections and film &#038; media collections at Stanford University.  After being trained in the history of science and technology and receiving his Ph.D. from UC Berkeley, over a period of more than twenty years he has combined interests in history, technological innovation and the history of digital games and simulations to head several long-term projects at Stanford, including How They Got Game: The History and Culture of Interactive Simulations and Videogames in the Stanford Humanities Lab, the Silicon Valley Archives in the Stanford University Libraries and the Machinima Archives and Archiving Virtual Worlds collections hosted by the Internet Archive. He is leading Stanford&#8217;s work on game and virtual world preservation in the Preserving Virtual Worlds project funded by the U.S. Library of Congress. He is also the author of numerous articles and essays on the history of Silicon Valley and the development of digital game technology and culture. With Michael Nitsche, he is currently co-editing The Machinima Reader for MIT Press and just completed guest-editing a volume of IEEE Annals of the History of Computing on the history of computers and games.</p>
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		<title>“Geração sobre a fala” / “My Generation about Talking”</title>
		<link>http://nickm.com/post/2010/02/geracao-sobre-a-fala-my-generation-about-talking/</link>
		<comments>http://nickm.com/post/2010/02/geracao-sobre-a-fala-my-generation-about-talking/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 19:52:25 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=734</guid>
		<description><![CDATA[&#8220;Geração sobre a fala&#8221; (&#8220;My Generation about Talking,&#8221; Nick Montfort) Tradução para o português, Cicero Inacio da Silva.
&#8220;My Generation about Talking,&#8221; a text generator which I first presented at the Software Studies Workshop on May 21, 2008, is now available in Portuguese translation, thanks to Cicero Inacio da Silva. It was made for use in [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><b><a href="http://nickm.com/if/vozes_sim.py">&#8220;Geração sobre a fala&#8221;</a> (&#8220;My Generation about Talking,&#8221; Nick Montfort) Tradução para o português, Cicero Inacio da Silva.</b></p>
</blockquote>
<p>&#8220;My Generation about Talking,&#8221; a text generator which I first presented at the Software Studies Workshop on May 21, 2008, is now available in Portuguese translation, thanks to Cicero Inacio da Silva. It was made for use in a presentation, but the program is set up to allow a user to play the entire presentation or to access any of the fifteen individual voices, each of which affirms repeatedly in some way.</p>
<p>The program is in Python and will run from the command line in OS X and on many Linux systems. It will run on Windows after <a href="http://www.python.org/download/windows/">Python for Windows</a> has been installed.</p>
<ul>
<li><a href="http://nickm.com/if/vozes_sim.py">&#8220;Geração sobre a fala&#8221; (vozes_sim.py)</a></li>
<li><a href="http://nickm.com/if/yes_voices.py">&#8220;My Generation about Talking&#8221; (yes_voices.py)</a></li>
</ul>
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		<title>Tiltfactor’s Channel</title>
		<link>http://www.tiltfactor.org/?p=1315</link>
		<comments>http://www.tiltfactor.org/?p=1315#comments</comments>
		<pubDate>Thu, 11 Feb 2010 17:19:43 +0000</pubDate>
		<dc:creator>tiltfactor</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://www.tiltfactor.org/?p=1315</guid>
		<description><![CDATA[Did you know Tiltfactor has a YouTube channel? We have videos on the lab in general, the Playcube events, news coverage of the game LAYOFF, video of Massively Multiplayer Mushu and Massively Multiplayer Soba, and more.  
]]></description>
			<content:encoded><![CDATA[<p>Did you know Tiltfactor has a <a href="http://www.youtube.com/user/tiltfactorlab">YouTube channel</a>? We have videos on the lab in general, the Playcube events, news coverage of the game LAYOFF, video of <a href="http://www.youtube.com/watch?v=BiQ3_D1huJc">Massively Multiplayer Mushu</a> and Massively Multiplayer Soba, and more.  </p>
]]></content:encoded>
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		<title>Michael Neff Talk at UCSC</title>
		<link>http://eis-blog.ucsc.edu/2010/02/michael-neff-talk-at-ucsc/</link>
		<comments>http://eis-blog.ucsc.edu/2010/02/michael-neff-talk-at-ucsc/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 23:19:37 +0000</pubDate>
		<dc:creator>Gillian Smith</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://eis-blog.ucsc.edu/?p=1346</guid>
		<description><![CDATA[&#8220;Animating the Gesture Style of Particular Individuals&#8221;
Michael Neff, UC Davis
Date:  Friday, February 12th
Time:  12:00pm
Place:  Engineering 2, Room 599
Hosted By:  Professor Marilyn Walker, Dept. of Computer Science
This lecture is free ...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-1349" href="http://eis-blog.ucsc.edu/2010/02/michael-neff-talk-at-ucsc/cupstill/"><img class="alignright size-medium wp-image-1349" title="MichaelNeff-GestureImage" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/02/CupStill-300x264.jpg" alt="" width="300" height="264" /></a><strong>&#8220;Animating the Gesture Style of Particular Individuals&#8221;</strong><br />
Michael Neff, UC Davis</p>
<p><strong>Date: </strong> Friday, February 12th<br />
<strong>Time: </strong> 12:00pm<br />
<strong>Place: </strong> Engineering 2, Room 599<br />
<strong>Hosted By: </strong> Professor Marilyn Walker, Dept. of Computer Science</p>
<p>This lecture is free and open to the public, but visitors should purchase a parking pass from the visitor kiosk at the main entrance. There they can also provide a map showing the best parking for Engineering 2.</p>
<p><strong>Abstract</strong><br />
In this talk, I will provide an overview of some of the work we have done<br />
towards building gesture animation systems.  The motivating goal of this<br />
work is to develop systems that take novel text as input and provide as<br />
output an animated character that says the text while gesticulating<br />
appropriately in the style of a specified target subject.  Our process<br />
starts with video or motion capture of a person whose gesturing style we<br />
wish to imitate. An analysis of this data is used to build a statistical<br />
model of the person&#8217;s particular gesturing style. Using this model and<br />
input text tagged with theme, rheme and focus, our generation algorithm<br />
creates a gesture script. This script is passed to an animation system,<br />
which enhances the gesture description with additional detail. It then<br />
generates either kinematic or physically simulated motion based on this<br />
description. The system is capable of generating gesture animations for<br />
novel text that are consistent with a given performer&#8217;s style, as was<br />
successfully validated in an empirical user study.  Time permitting, I<br />
will also discuss recent work on modeling lower body movement and new<br />
tools for analysis-based synthesis.</p>
<p>Michael Neff is an assistant professor in Computer Science and<br />
Technocultural Studies at the University of California, Davis.  Before<br />
coming to Davis, he was a post-doctoral fellow at the Max Planck Institute<br />
for Informatics in Saarbruecken, Germany.  In 2005, he completed his<br />
Ph.D. in computer science at the University of Toronto.  His main research<br />
interests focus on character animation, in particular, the modeling of<br />
expressive movement, physics-based animation, human gesture, animation<br />
tools and the application of performing arts knowledge to computer<br />
animation.  At Davis, he is working to bridge the art and technology<br />
communities on campus, collaborating with computer scientists, dancers,<br />
choreographers and geologists.  He is the recipient of an NSF CAREER<br />
Award, the Alain Fournier Award for his dissertation (2005) and a best<br />
paper award from Intelligent Virtual Agents (2007).</p>
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	</channel>
</rss>
