Interactive Technologies and Games (ITAG) Conference 2014 PosterKarel Van Isacker
The ITAG Conference will take place on October 16-17, 2014 in Nottingham and brings together academics, practitioners, and education professionals to present research, run workshops, and exhibit projects involving interactive technologies and games in education, health, and disability. Attendees can choose from standard, concession, and member rates for both single and multi-day passes. Highlights include keynote speeches from international experts, interactive workshops and presentations, a gaming hackathon, and an exhibition of assistive and educational games.
We provide residential studios for artists, sculpture workshop facilities, skills programmes, digital media and sculpture workshop awards, and commission socially engaged and collaborative art projects. Our services include residential studios, sculpture workshops, skills training programmes, workshop awards for digital media and sculpture, and commissions for socially engaged art projects.
The document announces an awards competition hosted by ESUG in 2009 to encourage innovation and development of Smalltalk software. The goal is to advertise Smalltalk and related VM software by releasing and making publicly available Smalltalk code submissions. Any Smalltalk code is eligible for the awards, including free, commercial, academic, or other types of code. Winners will be determined based on number of submissions by country, dialect, and whether from academia or companies. Prizes totaling 1000 Euros will be awarded to the top submissions, with 500, 300, and 200 Euros for first, second, and third place respectively.
PR:EPARe: Developing Practitioner and Student Motivation in Relationship and Sex Education (RSE), through a Game Based Learning Approach by Sylvester Arnab, Samantha Clarke & Alex Woolner
International Journal of Game Theory and Technology ( IJGTT)ijgttjournal
IJGTT is an open access peer reviewed journal that helps bridge together both the research and development aspects of games theory and technology. Game theory is an inter-disciplinary field that focuses on studying games, creating innovative architectures and explores new ideas to develop games which can be used for learning purposes. This journal provides a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
By Ms. Winnie Wong, Head of Marketing, HK Cyberport Management Company Limited & Ms. Leona Wong, Executive Director, HK Wireless Technology Industry Association (WTIA)
paper Submission - International Journal of Game Theory and Technology ( IJGTT) ijgttjournal
International Journal of Game Theory and Technology ( IJGTT) is an open access peer -reviewed journal that helps bridge together both the research and development aspects of games theory and technology. Game theory is an inter-disciplinary field that focuses on studying games, creating innovative architectures and explores new ideas to develop games which can be used for learning purposes. This journal provides a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
Interactive Technologies and Games (ITAG) Conference 2014 PosterKarel Van Isacker
The ITAG Conference will take place on October 16-17, 2014 in Nottingham and brings together academics, practitioners, and education professionals to present research, run workshops, and exhibit projects involving interactive technologies and games in education, health, and disability. Attendees can choose from standard, concession, and member rates for both single and multi-day passes. Highlights include keynote speeches from international experts, interactive workshops and presentations, a gaming hackathon, and an exhibition of assistive and educational games.
We provide residential studios for artists, sculpture workshop facilities, skills programmes, digital media and sculpture workshop awards, and commission socially engaged and collaborative art projects. Our services include residential studios, sculpture workshops, skills training programmes, workshop awards for digital media and sculpture, and commissions for socially engaged art projects.
The document announces an awards competition hosted by ESUG in 2009 to encourage innovation and development of Smalltalk software. The goal is to advertise Smalltalk and related VM software by releasing and making publicly available Smalltalk code submissions. Any Smalltalk code is eligible for the awards, including free, commercial, academic, or other types of code. Winners will be determined based on number of submissions by country, dialect, and whether from academia or companies. Prizes totaling 1000 Euros will be awarded to the top submissions, with 500, 300, and 200 Euros for first, second, and third place respectively.
PR:EPARe: Developing Practitioner and Student Motivation in Relationship and Sex Education (RSE), through a Game Based Learning Approach by Sylvester Arnab, Samantha Clarke & Alex Woolner
International Journal of Game Theory and Technology ( IJGTT)ijgttjournal
IJGTT is an open access peer reviewed journal that helps bridge together both the research and development aspects of games theory and technology. Game theory is an inter-disciplinary field that focuses on studying games, creating innovative architectures and explores new ideas to develop games which can be used for learning purposes. This journal provides a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
By Ms. Winnie Wong, Head of Marketing, HK Cyberport Management Company Limited & Ms. Leona Wong, Executive Director, HK Wireless Technology Industry Association (WTIA)
paper Submission - International Journal of Game Theory and Technology ( IJGTT) ijgttjournal
International Journal of Game Theory and Technology ( IJGTT) is an open access peer -reviewed journal that helps bridge together both the research and development aspects of games theory and technology. Game theory is an inter-disciplinary field that focuses on studying games, creating innovative architectures and explores new ideas to develop games which can be used for learning purposes. This journal provides a platform for exchanging ideas in new emerging trends that needs more focus and exposure and will attempt to publish proposals that strengthen our goals.
Creativity in Ludoliteracy, Games Development and Games Studies in the UKNia Wearn
This document summarizes Nia Wearn's presentation on creativity in games development education in the UK. It finds that while the UK games industry succeeds due to creativity, creativity is not defined or emphasized as a distinct skill in FE or HE education programs. Vocational courses focus on technical skills but lack consistency. This disconnect between the industry's needs and education's focus on skills could limit students' creative abilities over time.
Make x competition 2019 NLB sponsored participationDarren Chia
National Library Board and Polaris are co-sponsoring entry to the MakeX 2019 competition in Singapore. This initiative aims to support those who may not ordinarily have a chance to participate. Please view the slides for more info.
Interactive Technologies and Games (ITAG) Conference 2014 flyerKarel Van Isacker
The ITAG Conference will take place from October 16-17, 2014 in Nottingham and brings together academics, practitioners, and education professionals to present research and projects involving games for education, health, and disability. Highlights include keynote speeches from international speakers, interactive workshops and paper presentations, a three-day gaming hackathon, and an exhibition of assistive technologies and games for health and education.
The ITAG conference, held annually in partnership with GameCity, aims to bring together academics and practitioners working with interactive technologies to explore and innovate within the areas of Education, Health and Disability.
Thursday 17 – Friday 18 October 2013
The Council House, Nottingham
www.itag.gamecity.org
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
Call for papers - International Journal of Game Theory and Technology ( IJGTT)ijgttjournal
International Journal of Game Theory and Technology ( IJGTT) is an open access peer -reviewed journal that helps bridge together both the research and development aspects of games theory and technology.
Global Game Jam: The Revolution in 48 hours – The Global Game JamDevGAMM Conference
What is a Game Jam and where do you sign-up? This session is for a wide audience of game developers who want to know what this trend is about. We will discuss how you do amazing things in an extremely short amount of time with participants of all experience levels. What happens when people come together to collaborate, innovate and experiment in games – a creative buzz is felt around the world. The session will answer how this event came about and started a revolu! tion in games. GGJ will discuss past success and give advice on how to organize a game jam and/or participate in the next Global Game Jam.
Techniche is the annual techno-management festival of IIT Guwahati held in early September for three days. It hosts various lectures, competitions, games, exhibitions and cultural events. Some key events include an acclaimed lecture series featuring prominent speakers, an industrial conclave allowing students to interact with industry leaders, and the Brain Child business plan competition where winners can receive funding and incubation support. Techniche also includes various technical competitions and rush-hour modules covering topics like robotics, cryptography, and coding.
The document announces the ITL Festival, taking place on October 15-16, 2010 at the CityWest Hotel in Dublin. The festival is the first of its kind in Ireland and will provide over 80 exhibits, seminars, and demonstrations on using technology effectively in the classroom as well as topics like internet safety and resources for teaching various subjects. Those who register for the event will have a chance to win an interactive whiteboard in a drawing.
Connected Innovation by playing soccer with robotsFrank Steeghs
This document discusses a project to develop an affordable soccer playing robot called TURTLE-5k in order to attract more teams to the middle sized leagues of RoboCup and drive knowledge sharing. The goals were to contribute to society, demonstrate capabilities, and collaborate with partners from Technical University. Key challenges included high costs, reliance on voluntary contributions, and constraints on resources. Ultimately the project was successful in creating a $7,000 robot, selling two teams, and generating exposure through media while strengthening cooperation between partners.
The document provides information about ENGAGE 3.0, the NorthCap University's annual hackathon. It discusses that the hackathon will begin on 10:30 am and will include tracks such as web3 and blockchain, cyber security, AI, AR/VR, and open innovation. It also introduces the mentors from industry who will be guiding the participants. There is a cash prize pool for the top three winning teams along with sponsor prizes. Participants are required to join the hackathon's Discord server and attend mentor evaluation sessions to be eligible for cash prizes.
IT Weekend Ukraine is an annual international IT conference held for the fourth time in Kyiv, Ukraine with about 1000 participants from software development, quality control, project management, and other IT fields. The conference includes 30 speakers from around the world holding sessions across 5 conference halls simultaneously. After the official conference, the Ukrainian IT Awards 2015 ceremony will take place, recognizing the best IT industry professionals. The document provides information on sponsorship packages for the event.
Learning with computer games for vocational sectorMaja Pivec
Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
The document discusses Tallinn University's experiences with serious games. It describes past projects involving educational games for teaching European history and supporting child development. It also outlines the current Serious Games Network (SEGAN) project, which aims to systematize European approaches to serious games. Additionally, it discusses an innovative teaching scenario piloted through the iTEC project where students design their own educational games.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Statistics show games captivate audiences and motivate players to continue, making them effective learning tools especially as younger generations enter the workforce. They offer demo workshops to explore how games could benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
Robotics and Education – EduRob Project Results Launch
10:45 Introduction to the EDUROB Project (Professor Penny Standen)
11:00 Robotic Learning Demos (Andy Burton, Nick Shopland, Steve Battersby)
11:30 Robots in Schools – initial findings (Joanna Kossewska, Lorenzo Desideri) See also ‘Education of children with disabilities using NAO robot mediation – the Polish experience’ - Joanna Kossewska, Elżbieta Lubińska-Kościółek, Tamara Cierpiałowska, Sylwia Niemiec-Elanany, Piotr Migo, Remigiusz Kijak (Pedagogical University of Krakow, Poland)
12:00 Interactive hands-on sessions with the robots
12:30 Discussion with attendees re: potential impact on educational practice and pedagogy (led by Penny Standen/Tom Hughes Roberts/Andrean Lazarov)
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Educational Robotics for Students with disabilities (EDUROB) - brochure
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
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Similar to Professor Nasser Sherkat, Acting Dean, School of Science and Technology introduces the Interactive Technologies And Games Conference.
Creativity in Ludoliteracy, Games Development and Games Studies in the UKNia Wearn
This document summarizes Nia Wearn's presentation on creativity in games development education in the UK. It finds that while the UK games industry succeeds due to creativity, creativity is not defined or emphasized as a distinct skill in FE or HE education programs. Vocational courses focus on technical skills but lack consistency. This disconnect between the industry's needs and education's focus on skills could limit students' creative abilities over time.
Make x competition 2019 NLB sponsored participationDarren Chia
National Library Board and Polaris are co-sponsoring entry to the MakeX 2019 competition in Singapore. This initiative aims to support those who may not ordinarily have a chance to participate. Please view the slides for more info.
Interactive Technologies and Games (ITAG) Conference 2014 flyerKarel Van Isacker
The ITAG Conference will take place from October 16-17, 2014 in Nottingham and brings together academics, practitioners, and education professionals to present research and projects involving games for education, health, and disability. Highlights include keynote speeches from international speakers, interactive workshops and paper presentations, a three-day gaming hackathon, and an exhibition of assistive technologies and games for health and education.
The ITAG conference, held annually in partnership with GameCity, aims to bring together academics and practitioners working with interactive technologies to explore and innovate within the areas of Education, Health and Disability.
Thursday 17 – Friday 18 October 2013
The Council House, Nottingham
www.itag.gamecity.org
This media kit describes a game development studio established in 2007 in Singapore that pioneers game experimentation and training. It has a diverse team of 8-20 developers with 4-20 years of experience. The studio creates games to enhance education, raise awareness, improve lives, and engage brands. It has won numerous awards for games like CarneyVale Showtime and One Upon Light. The studio has worked on projects with education institutes, partners to promote active living and technology adoption, and the Singapore National Research Foundation.
Call for papers - International Journal of Game Theory and Technology ( IJGTT)ijgttjournal
International Journal of Game Theory and Technology ( IJGTT) is an open access peer -reviewed journal that helps bridge together both the research and development aspects of games theory and technology.
Global Game Jam: The Revolution in 48 hours – The Global Game JamDevGAMM Conference
What is a Game Jam and where do you sign-up? This session is for a wide audience of game developers who want to know what this trend is about. We will discuss how you do amazing things in an extremely short amount of time with participants of all experience levels. What happens when people come together to collaborate, innovate and experiment in games – a creative buzz is felt around the world. The session will answer how this event came about and started a revolu! tion in games. GGJ will discuss past success and give advice on how to organize a game jam and/or participate in the next Global Game Jam.
Techniche is the annual techno-management festival of IIT Guwahati held in early September for three days. It hosts various lectures, competitions, games, exhibitions and cultural events. Some key events include an acclaimed lecture series featuring prominent speakers, an industrial conclave allowing students to interact with industry leaders, and the Brain Child business plan competition where winners can receive funding and incubation support. Techniche also includes various technical competitions and rush-hour modules covering topics like robotics, cryptography, and coding.
The document announces the ITL Festival, taking place on October 15-16, 2010 at the CityWest Hotel in Dublin. The festival is the first of its kind in Ireland and will provide over 80 exhibits, seminars, and demonstrations on using technology effectively in the classroom as well as topics like internet safety and resources for teaching various subjects. Those who register for the event will have a chance to win an interactive whiteboard in a drawing.
Connected Innovation by playing soccer with robotsFrank Steeghs
This document discusses a project to develop an affordable soccer playing robot called TURTLE-5k in order to attract more teams to the middle sized leagues of RoboCup and drive knowledge sharing. The goals were to contribute to society, demonstrate capabilities, and collaborate with partners from Technical University. Key challenges included high costs, reliance on voluntary contributions, and constraints on resources. Ultimately the project was successful in creating a $7,000 robot, selling two teams, and generating exposure through media while strengthening cooperation between partners.
The document provides information about ENGAGE 3.0, the NorthCap University's annual hackathon. It discusses that the hackathon will begin on 10:30 am and will include tracks such as web3 and blockchain, cyber security, AI, AR/VR, and open innovation. It also introduces the mentors from industry who will be guiding the participants. There is a cash prize pool for the top three winning teams along with sponsor prizes. Participants are required to join the hackathon's Discord server and attend mentor evaluation sessions to be eligible for cash prizes.
IT Weekend Ukraine is an annual international IT conference held for the fourth time in Kyiv, Ukraine with about 1000 participants from software development, quality control, project management, and other IT fields. The conference includes 30 speakers from around the world holding sessions across 5 conference halls simultaneously. After the official conference, the Ukrainian IT Awards 2015 ceremony will take place, recognizing the best IT industry professionals. The document provides information on sponsorship packages for the event.
Learning with computer games for vocational sectorMaja Pivec
Short webinar presenting two EC projects using and developing computer games for learning and upskilling.
GREAT Project – Lifelong learning and training - GBL for management training; http://www.projectgreat.eu/
Serious Sports – game-based learning in sports - with a link to the catalog of 35 COTS games for sports and fitness training; http://www.serious-sports.org/
The document discusses Tallinn University's experiences with serious games. It describes past projects involving educational games for teaching European history and supporting child development. It also outlines the current Serious Games Network (SEGAN) project, which aims to systematize European approaches to serious games. Additionally, it discusses an innovative teaching scenario piloted through the iTEC project where students design their own educational games.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Statistics show games captivate audiences and motivate players to continue, making them effective learning tools especially as younger generations enter the workforce. They offer demo workshops to explore how games could benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
This document discusses how Digital 2.0 uses digital games and play to provide learning solutions for training, education, and communication. They believe games provide an engaging experience that enhances learning. Their end-to-end service includes research, design, testing, and project management to create successful games tailored to customers' needs. Studies show games can improve focus, productivity, and reduce stress. Digital 2.0 offers demo workshops to show how games can benefit organizations.
Similar to Professor Nasser Sherkat, Acting Dean, School of Science and Technology introduces the Interactive Technologies And Games Conference. (20)
Robotics and Education – EduRob Project Results Launch
10:45 Introduction to the EDUROB Project (Professor Penny Standen)
11:00 Robotic Learning Demos (Andy Burton, Nick Shopland, Steve Battersby)
11:30 Robots in Schools – initial findings (Joanna Kossewska, Lorenzo Desideri) See also ‘Education of children with disabilities using NAO robot mediation – the Polish experience’ - Joanna Kossewska, Elżbieta Lubińska-Kościółek, Tamara Cierpiałowska, Sylwia Niemiec-Elanany, Piotr Migo, Remigiusz Kijak (Pedagogical University of Krakow, Poland)
12:00 Interactive hands-on sessions with the robots
12:30 Discussion with attendees re: potential impact on educational practice and pedagogy (led by Penny Standen/Tom Hughes Roberts/Andrean Lazarov)
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Educational Robotics for Students with disabilities (EDUROB) - brochure
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Communication in People with Autism? Data from a New Feasibility Study ( Matthew Belmonte, Emma Weisblatt, Alicia Rybicki, Beverley Cook, Caroline Langensiepen, David Brown, Manuj Dhariwal, Tanushree Saxena-Chandhok and Prathibha Karanth)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley Cook and Philip Twidle)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
The document summarizes and compares the game features of two cognitive training games: Protect BTS and Wii Big Brain Academy. It analyzes the games' interaction mechanics, progression mechanics, and contextualization. Both games use progression challenges and rewards to motivate players. However, Wii Big Brain Academy provides more enriched gameplay through its school narrative, character customization, social features, and variety of mini-games, which may better support players' psychological needs and facilitate intrinsic motivation according to self-determination theory. Future work could involve more rigorous analysis of how specific game mechanics impact engagement and motivation for cognitive improvement.
Enhancing the measurement of clinical outcomes using Microsoft Kinect choices (Philip Breedon, Bill Byrom, Luke Siena and Willie Muehlhausen)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
User involvement in design and application of virtual reality gamification to facilitate the use of hearing aids (Sue Cobb)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Our virtual selves, our virtual morals – Mass Effect players’ personality and in game (Eva Murzyn and Evelien Valgaeren)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
The document discusses using wearable assistive technology and analyzing real-time data to support dementia patients. It proposes a framework that would allow integration of real-time sensory and contextual data using rule-based Complex Event Processing techniques to infer a dementia patient's medical state in real-time. This could trigger alerts to patients and caregivers about abnormalities detected in behavior, movement or medical conditions. The framework aims to better support dementia patients through intelligent analysis of big data from wearables and sensors.
Breast Cancer Diagnosis using a Hybrid Genetic Algorithm for Feature Selection based on Mutual Information (Abeer Alzubaidi, Georgina Cosma, David Brown and Graham Pockley)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Keynote speakers – Dom Martinovs and Rachel Barrett, ‘ No One Left Behind’ project
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Playing games with observation, dependency and agency in a new environment for making construals
(Meurig Beynon, Rene Alimisi, Russell Boyatt, Jonathon Foss, Elizabeth Hudnott, Ilkka Jormanainen, Piet Kommers, Hamish Macleod, Nicolas Pope, Steve Russ, Peter Tomcsányi and Tapani Toivonen)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nikolaos Kartsanis and Eva Murzyn)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
A comparison of humanoid and non-humanoid robots in supporting the learning of pupils with intellectual disabilities (Sarmad Aslam, PJ Standen, Nick Shopland and Andy Burton)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Keynote speaker - Fiorella Operto, ‘Robotics, A New Science’
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
This document discusses the use of virtual and collaborative virtual environments for education, with a focus on students with special needs. It describes several projects led by Sue Cobb at the University of Nottingham to develop VEs and CVEs using participatory design methods. Evaluation of the projects found that students were engaged with the technologies and they showed potential for supporting collaboration, communication skills, and perspective taking. However, more work is needed to improve realism and robustness for use in classroom settings.
Matthew Bates, Aoife Breheny, David Brown, Andy Burton and Penny Standen
Using a blended pedagogical framework to guide the applications of games in non-formal contexts
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Urban Games: playful storytelling experiences for city dwellers
Maria Saridaki, Eleni Kolovou
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour
Angelica B. ortiz de Gortari
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Environment
Adam Gamlin, Philip Breedon and Benachir Medjdoub
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
More from Interactive Technologies and Games: Education, Health and Disability (20)
2. Conference Aims
• The aim of the conference is to bring together
academics and practitioners working with
interactive technologies to explore and innovate
within the areas of Education, Health and
Disability.
• We have a particular focus on the use of gaming
hardware and software to implement accessible
solutions, interaction design using new
input/output devices and the increasing impact
of ubiquitous computing on our everyday well
being.
3. Attendees
• ITAG is now in it’s fifth year, and is linked with
GameCity7 our annual Computer Games Festival.
You are also invited to the GAMECITY7 events
• Around 100 delegates are attending ITAG 12 on
each day.
• From countries including UK and
NI, Ireland, Belgium, Cyprus, Lithuania, Romania,
and Greece.
• All delegates are invited to the GameCity7
reception in the Market Square when the ITAG
exhibition finishes at 6.30pm on Tuesday 23rd.
4. ITAG Proceedings
• Previous ITAG 2008, 2009, 2010 and 2011
proceedings are archived on our conference
website @ http://itag.gamecity.org/
• This year the best papers will be published in
the International Journal of Games Based
Learning.
5. Prizes
• Best Paper Award: £250
• Best Student Paper award: £250
• Best Student Poster: £150.
• Session chairs will feedback information on
the quality of papers in each session to inform
this choice and the choice of papers
forwarded to the journal special issue.