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The Science of Games at IST

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My presentation with Carlos Martinho at Lisbon Game Conference (http://lisbongameconf.iscte-iul.pt/) about the importance of Videogames and the work on Videogames that we have been developing at IST and INESC-ID.

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The Science of Games at IST

  1. 1. Jogos e Simulação The Science of Games @ Técnico Lisboa Sistemas Multimedia e Sistemas Inteligentes Carlos Martinho, Inês Lynce, Pedro Santos, Rui Prada Aplicacional Carlos Martinho, Rui Prada
  2. 2. Outline • The Importance of Videogames • Some Facts • What Videogames are • Videogames at Instituto Superior Técnico and INESC-ID • Teaching • Research and Projects
  3. 3. The Importance of Videogames
  4. 4. Some Facts Age Gender Mature Content Playing Together Digital Sales
  5. 5. Demographics
  6. 6. Parents and Games
  7. 7. Online Gaming
  8. 8. Market
  9. 9. Market
  10. 10. Digital Distribution
  11. 11. What Videogames are
  12. 12. https://www.insertcoinclothing.com/blog/wp-content/uploads/2012/05/exterior.jpg http://www.flickr.com/photos/wiiuspiele/7157496315 A Big Industry
  13. 13. http://www.moma.org/explore/inside_out/2014/03/14/do-you-know-your-moma-31414 http://news.bbcimg.co.uk/media/images/66200000/jpg/_66200277_newedit.jpg Art
  14. 14. https://www.flickr.com/photos/jakobwells/14516251507/in/set-72157645379601078 Sports
  15. 15. http://www.flickr.com/photos/91074502@N00/5521955297 http://www.flickr.com/photos/judytuna/6315534191 Cultural Phenomena
  16. 16. http://www.amazon.co.uk/Video-Games-Teach-Learning-Literacy/dp/1403984530/ Learning Contexts GAMES & LEARNING ALLIANCE NONR-OLAEDISMUARPE FGOARM ES Personal & Ethics Non Academic Security Health Business Management Learning TRADITION ◀2014▶ METHODS MAKING IT BETTER WORK MATTER UNDER-STANDABLE Reuse of tools and components EASY tAdjustment tCustomization tLocalisation New Technology tracking tActivity tAttention tBrain Activity tLocation Reality fidelity tAuto mapping tReal time tNatural user interface Community analytics tMonitoring tPersonalisation tTailored support Improvement of findability and applicability Improvement of decision support tool Old tradition get replaced by new methods Game inventions transfer to the real world Transfer knowledge to the real world Collect evidence of effectiveness Investigate how in game feedback helps to improve learning outcomes Assessing user data tEngagement tMotivation tFlow Easier to reuse and adoption practices Develop and promote a shared vocabulary Build game development Game mechanics Collect and disseminate best practices Domain characteristic Metrics Knowledge gap between research and new models How learning in game can be described and understood Preferences relate to efficient learning Methodologies tGame development tData collection tPerformance masurement Digital rights on online communties Prevent game addiction 2030 Humanities Heritage Academic Employee Engagement Creative Learning General Knowledge Policy Making Serious Game Education Experience http://seriousgamessociely.org/roadmap © copyright PlayGen 2014
  17. 17. http://fitness-apps.findthebest.com/l/220/Endomondo-Sports-Tracker http://www.chorewars.com/ http://awards.ixda.org/sites/default/files/styles/entry-slideshow-image/ public/entry-images/2012_dis_ford-smartgauge_1.jpg Motivational Tools
  18. 18. http://super.abril.com.br/multimidia/info_405177.shtml http://super.abril.com.br/multimidia/info_405177.shtml Communication Artefacts
  19. 19. Aesthetic Objects
  20. 20. Child of Eden (Q Entertainment, Ubisoft, 2011) Sensations http://www.kotaku.com.au/2011/03/child-of-eden-has-a-beauty-unlike-rez-and-a-vibrating-belt/
  21. 21. The Last of Us (Naughty Dog, SCE, 2013) Story
  22. 22. Bioshock Infinite (Irrational Games Co, 2K Games, 2013) Fantasy
  23. 23. Brothers: A Tale of Two Sons (Starbreeze Studios, 505 Games, 2013) Emotions
  24. 24. Journey (Thatgamecompany, SCE, 2012) Experience
  25. 25. Technical Constructs
  26. 26. http://1.bp.blogspot.com/_e65bBmmUNdw/TN6uMYqdH7I/ AAAAAAAAADA/Z9Xk99SjMRU/s1600/IMG_5053.JPG Design http://www.itsartmag.com/features/itsart/wp-content/ uploads/2013/05/unity-3D.png Software http://upload.wikimedia.org/wikipedia/commons/thumb/d/d6/ Boy_wearing_Oculus_Rift_HMD.jpg/777px-Boy_wearing_Oculus_ Rift_HMD.jpg Hardware http://upload.wikimedia.org/wikipedia/commons/1/1f/ Tug_of_war%2C_at_Pushkar_Fair%2C_Rajasthan.jpg Teamwork
  27. 27. Videogames are... • A big industry • Aesthetic objects • Learning contexts • Motivational contexts • Technical constructs • Cultural phenomena
  28. 28. Game Education and Research @ Técnico Lisboa @ INESC-ID
  29. 29. Game Education @ Técnico Lisboa
  30. 30. Funded in 1911 11500 students in 19 degrees 4000 MSc’s students 1000 PhD’s students Faculty 850 Instituto Superior Técnico Tagus park Campus Instituto Superior Técnico Alameda Campus
  31. 31. MSc Eng. Informática Projecto de Mestrado + Dissertação de Mestrado 12 + 30 ECTS Área Aplicacional 2 UC - 12 ECTS Opção Livre 1 UC - 6 ECTS Área de Especialização Principal 5 UC - 36 ECTS Área de Especialização Secundária 3 UC - 21 ECTS soft skills 3 ECTS Lic. Eng. Informática
  32. 32. Experience-driven Technology
  33. 33. Montra de Jogos do IST ex-alunos do IST
  34. 34. Game Research @ IST INESC-ID Creating unforgettable characters
  35. 35. Believability Emotions, Attention, Social Awareness Pavilhão do Território Expo’98 Aini
  36. 36. Embodiement Empathy, Full-body and Long-term Interaction Long-term Interactions Real-life Affective Interaction Multi-user Affective Interaction Adaptive Empathic Responses
  37. 37. User Modelling Content Adaptation, Intention Recognition, Experience
  38. 38. Research Platforms Collaboration, Social Dilemmas in Virtual Worlds
  39. 39. NIMIS (1998-2000) SAFIRA (2000-2002) VICTEC (2003-2005) LIREC (2008-2012) MindRACES (2004-2007) INVITE (2011-2013) Applied Research International Dedicated Games Projects SIREN (2010-2013)
  40. 40. Thank You Carlos Martinho, Rui Prada {carlos.martinho, rui.prada}@tecnico.ulisboa.pt

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