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	<title>Educational Games Research &#187; Military Games</title>
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	<link>http://edugamesresearch.com/blog</link>
	<description>Research and discussion concerning instructional video games</description>
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		<title>Full Spectrum Warrior Used to Treat PTSS</title>
		<link>http://edugamesresearch.com/blog/2008/10/22/full-spectrum-warrior-used-to-treat-ptss/</link>
		<comments>http://edugamesresearch.com/blog/2008/10/22/full-spectrum-warrior-used-to-treat-ptss/#comments</comments>
		<pubDate>Thu, 23 Oct 2008 02:53:38 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Brain Science]]></category>
		<category><![CDATA[Medical Games]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[USC]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Full Spectrum Warrior]]></category>
		<category><![CDATA[PTSS]]></category>
		<category><![CDATA[Skip Rizzo]]></category>
		<category><![CDATA[The New Yorker]]></category>
		<category><![CDATA[Virtual Iraq]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=638</guid>
		<description><![CDATA[We’ve talked a lot about how the military uses video games for training and PR purposes. Here’s an interesting video over at The New Yorker about how a popular military video game is being used to treat post traumatic stress syndrome for soldiers returning from battle. The game is basically a modification of Full Spectrum [...]]]></description>
			<content:encoded><![CDATA[<p>We’ve talked a lot about how the military uses video games for training and PR purposes. Here’s an <a href="http://www.newyorker.com/online/video/2008/05/19/080519_halpern?xrail" target="_blank">interesting video</a> over at <em>The New Yorker</em> about how a popular military video game is being used to treat post traumatic stress syndrome for soldiers returning from battle. The game is basically a modification of Full Spectrum Warrior, called Virtual Iraq. The basic idea with immersion therapy and other such treatments is to provide repeated exposure to the patient so that the negative reflexes become muted. I was particularly interested to note that smells can be introduced to the regimen, including diesel fumes. The olfactory glands are the biggest in the brain, and can trigger strong reactions and memories. The work is spearheaded by <a href="http://www.usc.edu/uscnews/experts/894.html" target="_blank">Albert “Skip” Rizzo</a> over at USC. </span></p>
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		<title>Military Outreach: Giant Videogame Lures Recruits</title>
		<link>http://edugamesresearch.com/blog/2008/07/28/military-outreach-giant-videogame-lures-recruits/</link>
		<comments>http://edugamesresearch.com/blog/2008/07/28/military-outreach-giant-videogame-lures-recruits/#comments</comments>
		<pubDate>Mon, 28 Jul 2008 17:53:23 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Business Lit]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[WSJ]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Joseph De Avila]]></category>
		<category><![CDATA[Virtual Army Experience]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=426</guid>
		<description><![CDATA[Joseph De Avila has an interesting front page article in The Wall Street Journal this morning about Virtual Army Experience, a life size videogame the Army trucks out to state fairs and other events to give potential recruits a taste of military action.
There are four versions of the exhibit, which cost about $9 million to [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Joseph De Avila has an <a href="http://online.wsj.com/article/SB121721198768289035.html" target="_blank">interesting front page article</a> in <em>The Wall Street Journal</em> this morning about Virtual Army Experience, a life size videogame the Army trucks out to state fairs and other events to give potential recruits a taste of military action.</p>
<p class="MsoNormal">There are four versions of the exhibit, which cost about $9 million to develop. Almost $10 million is spent each year setting up the exhibits at various venues around the country such as Six Flags Amusement Parks. The exhibits are huge, almost 20,000 square feet, and involve life size Humvees, helicopters, and “guns” that visitors can use to “shoot” bad guys on large video screens.</p>
<blockquote>
<p class="MsoNormal"><span> </span>Participants enter a dark, inflatable dome. They climb into one of six modified Humvees or two Black Hawk helicopters. Each vehicle, mounted with fake M-249 Squad Automatic Weapons and M-4 rifles, faces three huge screens where the videogame is projected.</p>
<p class="MsoNormal">Players fire air-pressured guns, meant to mimic the recoil and kickback of real ones. The ethnicity of the bad guys they shoot at is ambiguous. The rat-a-tat-tat of gunfire blares from the game&#8217;s speakers and the Humvees shake from the simulated blasts of roadside bombs. Some participants hoot and holler. Despite the nature of the game, there is no blood or guts on screen.</p>
<p class="MsoNormal">Scores are higher if players only shoot people in uniform; they lose points for firing indiscriminately or at noncombatants.</p>
</blockquote>
<p class="MsoNormal">After the videogame experience, players meet with real soldiers in a sort of “debriefing” that focuses on a positive military message. Participants fill out contact information before playing. Those meeting the Army’s criteria are contacted by recruitment personnel shortly after. About 55,000 people visited the exhibit last year, and about 2,200 met criteria and expressed an interest in volunteering for military service.</p>
<p class="MsoNormal">The military always faces criticism for its recruiting efforts, from being kicked off college campuses and in some places chased out of town. Naturally, the notion of using videogames for recruiting has faced sharp criticism, too. De Avila spoke with one young man who brushed it off, saying, “Beer companies have hot women. They have a videogame.” Due to complaints at a music festival in Wisconsin,<span> </span>the Army modified the game portion of the exhibit so players shot targets instead of the usual race-neutral terrorists.</p>
<p class="MsoNormal"><strong>References</strong>:<br />
De Avila, J. (2008, July 28). War games: Army lures civilians by letting them play soldier. <em>The Wall Street Journal</em>. p.A1.</p>
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		<title>One (Video Game) Controller to Rule Them All: Game Technology Invades the Military</title>
		<link>http://edugamesresearch.com/blog/2008/07/20/one-video-game-controller-to-rule-them-all-game-technology-invades-the-military/</link>
		<comments>http://edugamesresearch.com/blog/2008/07/20/one-video-game-controller-to-rule-them-all-game-technology-invades-the-military/#comments</comments>
		<pubDate>Sun, 20 Jul 2008 20:52:38 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Business Lit]]></category>
		<category><![CDATA[BusinessWeek]]></category>
		<category><![CDATA[DARPA]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[David Hambling]]></category>
		<category><![CDATA[Farnborough Air Show]]></category>
		<category><![CDATA[Mark Scott]]></category>
		<category><![CDATA[Raytheon]]></category>
		<category><![CDATA[UCS]]></category>
		<category><![CDATA[Wired]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=388</guid>
		<description><![CDATA[Military reporters were buzzing this week about the new Universal Control System (UCS) from defense contractor Raytheon. The device is designed to control unmanned aerial vehicles (AEVs), and borrows liberally from videogame technologies.
Mark Scott from BusinessWeek reports from England:

On display at the biennial Farnborough Air Show in Britain, this next-generation ground control system for the [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Military reporters were buzzing this week about the new Universal Control System (UCS) from defense contractor Raytheon. The device is designed to control unmanned aerial vehicles (AEVs), and borrows liberally from videogame technologies.</p>
<p class="MsoNormal">Mark Scott from <em>BusinessWeek</em> <a href="http://www.businessweek.com/globalbiz/content/jul2008/gb20080716_470794.htm?chan=top+news_top+news+index_global+business" target="_blank">reports</a> from England:</p>
<blockquote>
<p class="MsoNormal">On display at the biennial Farnborough Air Show in Britain, this next-generation ground control system for the likes of General Atomics&#8217; Predator UAV has more in common with the Sony (SNE) PlayStation 3 than with the Northrop Grumman (NOC) F-14 Tomcat made famous by the classic 1980s movie <em>Top Gun</em>.</p>
</blockquote>
<p class="MsoNormal">David Hambling over at Wired <a href="http://blog.wired.com/defense/2008/07/wargames.html" target="_blank">notes</a> a variety of videogame technologies are finding their way into military applications.</p>
<p class="MsoNormal" style="margin-left:0.5in;text-indent:-0.25in;"><!--[if !supportLists]--><span>-<span style="font-family:&quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;"> </span></span><!--[endif]-->A Wii-mote controller is used for bomb disposal robots</p>
<p class="MsoNormal" style="margin-left:0.5in;text-indent:-0.25in;"><!--[if !supportLists]--><span>-<span style="font-family:&quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;"> </span></span><!--[endif]-->X-box contollers are used for piloting drones and robots</p>
<p class="MsoNormal" style="margin-left:0.5in;text-indent:-0.25in;"><!--[if !supportLists]--><span>-<span style="font-family:&quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;"> </span></span><!--[endif]-->The world’s fastest computer, to be used for nuclear simulations, is made using chips originally designed for gaming systems</p>
<p class="MsoNormal" style="margin-left:0.5in;text-indent:-0.25in;"><!--[if !supportLists]--><span>-<span style="font-family:&quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;"> </span></span><!--[endif]-->DARPA is developing technologies for ground forces from gaming chips that include radar, mapping, and tracking of enemy forces in real time while a soldier is in combat</p>
<p class="MsoNormal"><strong>References</strong>:<br />
Hambline, D. (2008, July 19). Game controllers driving drones, nukes. [Online]. Retrieved July 20, 2008 from http://blog.wired.com/defense/2008/07/wargames.html</p>
<p class="MsoNormal">Scott, M. (2008, July 16). Raytheon taps video games to pilot drones. <em>BusinessWeek</em>. [Online]. Retrieved July 20, 2008 from http://www.businessweek.com/globalbiz/content/jul2008/<br />
gb20080716_470794.htm</p>
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		<title>Why We Shouldn’t Ban “Ender’s Game” From AP Reading Lists</title>
		<link>http://edugamesresearch.com/blog/2008/06/28/why-we-shouldn%e2%80%99t-ban-%e2%80%9cender%e2%80%99s-game%e2%80%9d-from-ap-reading-lists/</link>
		<comments>http://edugamesresearch.com/blog/2008/06/28/why-we-shouldn%e2%80%99t-ban-%e2%80%9cender%e2%80%99s-game%e2%80%9d-from-ap-reading-lists/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 00:13:47 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Sims]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[University Wisconsin]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Alvin]]></category>
		<category><![CDATA[AP English]]></category>
		<category><![CDATA[Bobby Shaftoe]]></category>
		<category><![CDATA[Cryptonomicon]]></category>
		<category><![CDATA[Ender's Game]]></category>
		<category><![CDATA[Henry Jenkins]]></category>
		<category><![CDATA[Kurt Squire]]></category>
		<category><![CDATA[Middle Earth]]></category>
		<category><![CDATA[Narnia]]></category>
		<category><![CDATA[Neal Stephonson]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[Orson Scott Card]]></category>
		<category><![CDATA[Tokein]]></category>
		<category><![CDATA[US Marines]]></category>
		<category><![CDATA[USMC]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=342</guid>
		<description><![CDATA[I was interested to read about a recent kerfuffle erupting over Orson Scott Card’s Ender’s Game. A parent protested the book’s status as required reading in AP English at a junior high school in Alvin,  Texas (near Houston). The parent was concerned about violence and profanity in the book.
It has been a while since [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">I was interested to read about a <a href="http://www.thefacts.com/story.lasso?ewcd=b56d920d8eb0be82" target="_blank">recent kerfuffle</a> erupting over Orson Scott Card’s <em>Ender’s Game</em>. A parent protested the book’s status as required reading in AP English at a junior high school in Alvin,  Texas (near Houston). The parent was concerned about violence and profanity in the book.</p>
<p class="MsoNormal">It has been a while since I’ve read it, but I don’t recall being annoyed by the level of profanity in <em>Ender’s Game</em>. In contrast, I recently finished <em>Cryptonomicon</em> by Neal Stephenson. This book was overly laced with profanity. One of the lead characters is Bobby Shaftoe, a rough and ready US Marine who frequently drops the F-bomb whether planting corpses with false information intended for the Nazis or killing Japanese soldiers in the Philippines. Shaftoe comes up with a cornucopia of imaginative profanity, and spews it out page after page. I just don’t recall nearly so much profanity from the <a href="http://en.wikipedia.org/wiki/Orson_Scott_Card" target="_blank">Mormon author Card</a> in <em>Ender’s Game</em>.</p>
<p class="MsoNormal">What intrigues educational gaming advocates about <em>Ender’s Game</em> is the vision Card painted of training and educating with games. For instance, videogames were used effectively as battle simulators to train soldiers. Battle simulators are old news nowadays, but not in 1985. Kurt Squire and Henry Jenkins <a href="http://website.education.wisc.edu/kdsquire/manuscripts/insight.pdf" target="_blank">noted in 2003</a> the prophetic value of Card’s book for educational gaming:</p>
<blockquote>
<p class="MsoNormal">In Orson Scott Card’s 1985 science fiction novel <em>Ender’s Game</em>, the Earth is facing a life-and-death battle with invading aliens. The best and brightest young minds are gathered together and trained through a curriculum that consists almost entirely of games—both electronic and physical. Teachers play almost no overt role in the process, shaping the children’s development primarily through the recruitment of players, the design of game rules, and the construction of contested spaces. Games become the central focus of the students’ lives: they play games in classes, in their off-hours, even as part of their private contemplation. Much of the learning occurs through participation in gaming communities, as the most gifted players pass along what they have learned to the other players.</p>
</blockquote>
<p class="MsoNormal">As a parent myself, and educator to boot, I can certainly empathize with parents wishing to shield their children from inappropriate material. However, I also like to read the books my kids read. We’re all active readers. There are books that express worldviews I don’t agree with, and when my children read those we talk about the role of fiction and how we can enjoy a book or a movie or a television show while disagreeing with its worldview. This holds in videogames as well.</p>
<p class="MsoNormal">My oldest has rediscovered Oblivion on the Xbox, and has been leveling up a thief. He can sneak into a town and steal the shirt off a guard’s back and get away with it. But, we’ve discussed how thievery is not what we’re about in RL. I remind the kids of the time one of them walked out of the nearby country store with a pack of gum without paying. When I discovered it, we drove back to the store and paid for the gum. We are not thieves; it’s part of our morals, part of our worldview. However, leveling a thief in Oblivion, a fictional environment, is okay just as reading about a character who is a thief is also okay.</p>
<p class="MsoNormal">And so it goes. While I empathize with a parent wanting to monitor the fiction their child reads, I can’t agree with banning <em>Ender’s Game</em> from an AP reading list. The violence in the book involves killing enemy space aliens, and I don’t recall it being gratuitous or overly bloody. Battle scenes are common in many books for young people, including the Narnia series and Tolkein’s Middle Earth tales.</p>
<p class="MsoNormal">Finally, I was interested to find out the book is required reading for Marine privates wishing to level up to corporal. According to the Marine spokesman <a href="http://www.thefacts.com/story.lasso?ewcd=b56d920d8eb0be82" target="_blank">quoted in the news article</a>, the book is about leadership in combat; therefore, the Marine Corps says aspiring corporals should read it. I&#8217;m sure Bobby Shaftoe would approve.</p>
<p class="MsoNormal"><strong>References</strong>:<br />
Jenkins, H., &amp; Squire, K. (2003) Harnessing the power of games in education. <em>Insight</em>, 3, 5-33.</p>
<p class="MsoNormal">Tompkins, J. (2008, June 15). Alvin ISD mother protests novel. <em>The Facts</em>. [Online]. Available: http://www.thefacts.com/story.lasso?ewcd=b56d920d8eb0be82</p>
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		<title>Ambient Offers Sub-vocal Chat Device</title>
		<link>http://edugamesresearch.com/blog/2008/03/13/ambient-offers-sub-vocal-chat-device/</link>
		<comments>http://edugamesresearch.com/blog/2008/03/13/ambient-offers-sub-vocal-chat-device/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 02:59:31 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Brain Science]]></category>
		<category><![CDATA[Medical Games]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Ambient]]></category>
		<category><![CDATA[BCI]]></category>
		<category><![CDATA[Ender's Game]]></category>
		<category><![CDATA[interfaces]]></category>
		<category><![CDATA[neural interfaces]]></category>
		<category><![CDATA[TI]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=310</guid>
		<description><![CDATA[In the popular Ender’s Game series of science fiction novels, the hero communicated with his computer via sub-vocal conversations. We’re starting to see a variety of non-traditional input devices for videogames, from the Wiimote to Brain Computer Interfaces. Now, a company, Ambient Corp., has demonstrated a working model of a neckband that can translate sub-vocal [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">In the popular <i>Ender’s Game</i> series of science fiction novels, the hero communicated with his computer via sub-vocal conversations. We’re starting to see a variety of non-traditional input devices for videogames, from the Wiimote to <a href="http://edugamesblog.wordpress.com/2008/02/26/neural-interfaces-hyped-at-gdc/" target="_blank">Brain Computer Interfaces</a>. Now, a company, <a href="http://www.theaudeo.com/" target="_blank">Ambient Corp</a>., has demonstrated a working model of a neckband that can translate sub-vocal nerve signals into computer commands. The demo occurred at a <a href="http://technology.newscientist.com/article/dn13449-nervetapping-neckband-allows-telepathic-chat.html" target="_blank">Texas Instruments Developers Conference</a>. Applications include wheelchair control, dictation, and assistive technology for the speech impaired. Of course, videogame apps will be offered if there is sufficient interest and demand.</p>
<p class="MsoNormal">Imagine a videogame adaptation of <i>Ender’s Game</i> where players navigate the interface sub-vocally … Or how about a game the speech impaired can play as well as others? Or how about a military immersion training that users control on several levels, including vocally, hand-eye, and sub-vocally? The possibilities are intriguing.</p>
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		<title>Report: Brain Fitness Software Shows Strong Potential for Schools</title>
		<link>http://edugamesresearch.com/blog/2008/03/13/report-brain-fitness-software-shows-strong-potential-for-schools/</link>
		<comments>http://edugamesresearch.com/blog/2008/03/13/report-brain-fitness-software-shows-strong-potential-for-schools/#comments</comments>
		<pubDate>Thu, 13 Mar 2008 23:02:43 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Brain Science]]></category>
		<category><![CDATA[DS]]></category>
		<category><![CDATA[Gaming Statistics]]></category>
		<category><![CDATA[Medical Games]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[ADHD]]></category>
		<category><![CDATA[Brain Age]]></category>
		<category><![CDATA[brain fitness]]></category>
		<category><![CDATA[FDA]]></category>
		<category><![CDATA[SharpBrains]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/?p=308</guid>
		<description><![CDATA[The folks over at SharpBrains have released a new report: The State of the Brain Fitness Market, 2008. Highlights include the following:
1) 2007 was a seminal year for the US Brain Fitness software market, which reached $225 million in revenues – up from an estimated $100 million in 2005.
2) Over 20 companies are offering tools [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">The folks over at <a href="http://sharpbrains.com/blog/2008/03/11/report-the-state-of-the-brain-fitness-software-market-2008/" target="_blank">SharpBrains</a> have released a new report: <a href="http://www.sharpbrains.com/market-report/table-of-contents/" target="_blank">The State of the Brain Fitness Market, 2008</a>. Highlights include the following:</p>
<blockquote><p>1) <b>2007 was a seminal year</b> for the US Brain Fitness software market, which reached $225 million in revenues – up from an estimated $100 million in 2005.</p>
<p>2) <b>Over 20 companies</b> are offering tools to assess and train cognitive skills to four customer segments: consumers; healthcare and insurance providers; K12 school systems; and Fortune 1000 companies, the military, and sports teams.</p>
<p>3) <b>The Nintendo Brain Age phenomenon</b> has driven much of the growth. The consumer segment grew from a few million in 2005 to an estimated $80 million in 2007.</p>
<p>4) <b>There is major confusion</b> in the market, so education will be key. Users and buyers need help to navigate the maze of products and claims.</p>
<p>5) <b>Over 400 residential facilities</b> for older adults have launched computerized “brain fitness centers.” Sales to the healthcare and insurance provider segment grew from $35 million in 2005 to an estimated $65 million in 2007.</p>
<p>6) <b>More than five programs have shown</b> results in randomized controlled trials. Cognitive functions that can be trained include: visual and auditory processing, working memory, attention, and decision-making.</p>
<p>7) <b>A product has obtained 510(k) FDA clearance</b> for rehabilitation of stroke and Traumatic Brain Injury patients. Another product is being used by a growing network of ADHD specialists.</p>
<p>8 <b>Large-scale, fully-automated cognitive assessments</b> are being used in a growing number of clinical trials. This opens the way for the development of inexpensive consumer-facing, baseline cognitive assessments.</p>
<p>9) <b>The potential for K12 Education remains largely untapped</b> due to limited research linking cognitive training to academic performance.</p>
<p>10) <b>Companies, sports teams and the military</b> are finding opportunities to improve productivity. The aging workforce will make this a must.</p></blockquote>
<p class="MsoNormal">Total cost for the report is $495, with a 10% discount to blog readers until Mar. 20.</p>
<p class="MsoNormal">I’m particularly intrigued with the report’s findings on Brain Age, and the potential for brain fitness software in the form of educational videogames for K-12 schools.</p>
]]></content:encoded>
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		<title>CFP: Special Issue of Computer Graphics and Applications (CG&amp;A)</title>
		<link>http://edugamesresearch.com/blog/2008/01/15/cfp-special-issue-of-computer-graphics-and-applications-cga/</link>
		<comments>http://edugamesresearch.com/blog/2008/01/15/cfp-special-issue-of-computer-graphics-and-applications-cga/#comments</comments>
		<pubDate>Wed, 16 Jan 2008 05:13:59 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Business Games]]></category>
		<category><![CDATA[Educational Conferences]]></category>
		<category><![CDATA[Making Video Games]]></category>
		<category><![CDATA[Medical Games]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[CG&A]]></category>
		<category><![CDATA[Chris Shaw]]></category>
		<category><![CDATA[IEEE]]></category>
		<category><![CDATA[L. Miguel Encarnação]]></category>
		<category><![CDATA[Tiffany Barnes]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/2008/01/15/cfp-special-issue-of-computer-graphics-and-applications-cga/</guid>
		<description><![CDATA[Special Issue of IEEE CG&#38;A, January/February 2009
Guest Editors Tiffany Barnes, L. Miguel Encarnação, and Chris Shaw
Submissions due: 30 July 2008
Author notification: 31 October 2008
Final versions due: 28 November 2008
Video games for entertainment have been pushing the boundaries of
graphics research and capabilities for the last 2 decades. More
recently, these technologies have been extended to include
interaction with [...]]]></description>
			<content:encoded><![CDATA[<p>Special Issue of IEEE CG&amp;A, January/February 2009<br />
Guest Editors Tiffany Barnes, L. Miguel Encarnação, and Chris Shaw<br />
Submissions due: 30 July 2008<br />
Author notification: 31 October 2008<br />
Final versions due: 28 November 2008</p>
<p>Video games for entertainment have been pushing the boundaries of<br />
graphics research and capabilities for the last 2 decades. More<br />
recently, these technologies have been extended to include<br />
interaction with and modification of data-driven, complex 3D<br />
models, performed in real time on graphics processing units. As<br />
this industry has become more mature, other applications of video<br />
game technologies have become apparent for the purposes of<br />
scientific simulation and visualization, industrial and military<br />
training, medical and health training and education, geographic<br />
information systems, as well as public awareness and policy<br />
change. The models used in these serious game applications may<br />
contain millions of 3D primitives from point sets to voxels, to<br />
complex higher-dimensional data sets. The use of serious games for<br />
education, decision-making, health, and training applications makes<br />
the realistic, real-time representation of models and data through<br />
geometry, appearance, illumination, visibility, and behavior<br />
critically important.</p>
<p>Another significant set of problems concerns the representation and<br />
animation of avatars and other life-like characters in a game, and<br />
the interaction of the player with their own avatars as well as the<br />
avatars of the other players. For training scenarios, a significant<br />
challenge is the provision of artificially intelligent characters<br />
for players to interact with. For persuasive applications, e.g. the<br />
realism of the social behavior of the characters bears additional<br />
importance. Characters must react to the player(s) in a way that<br />
supports the application goals and is immediately and realistically<br />
responsive.</p>
<p>Serious games require the real-time acquisition, processing, and<br />
visualization of changing data sets at high bandwidth and low<br />
latency, often with multiple simultaneous users. Rendering rates<br />
and interaction in these games are ideally at or above 30-60 frames<br />
per second. Advances that accelerate the management and<br />
interaction of large data sets, including techniques based on<br />
sample-based representation and rendering, polygon rasterization<br />
and shader hardware, and ray tracing are important for serious<br />
games, but the examination of the effects of these techniques on<br />
fidelity for decision making and training is particularly salient.<br />
Towards maximizing real-world training effects as well as making<br />
game play a more ubiquitous aspect of everyday life, serious games<br />
increasingly aim at bridging the real world behavior and the<br />
virtual world performance of the player. The emergence of<br />
sophisticated low-cost sensor technologies to monitor activities,<br />
biometrics, geospatial location, proximity, and contextual<br />
influences promises to greatly enhance players&#8217; direct and indirect<br />
interaction with games, and therefore has great potential to<br />
improve their effectiveness. However, the richness of these new<br />
modalities will also require a rethinking of the general<br />
interaction paradigms commonly associated with video games in order<br />
to draw maximum benefit from multimodal input capabilities.<br />
This special issue seeks papers examining some of the latest<br />
advances with respect to data representation, algorithms and data<br />
structures, systems issues, and applications for serious games that<br />
include real-time interaction with complex models. Topics of<br />
interest include, but are not limited to:</p>
<p>· multi-player systems architectures,<br />
· player-to-player coordination<br />
· automated and semi-automated modeling techniques,<br />
· compression and playback of simulation data,<br />
· scripting and control of animated characters,<br />
· training scenario planning &amp; execution,<br />
· human figure animation for training,<br />
· intelligent characters,<br />
· individual, group, and crowd behavior modeling and simulation,<br />
· lighting, and relighting sampled models,<br />
· representation and storage of large data sets,<br />
· scalable parallel algorithms and architectures,<br />
· rendering of complex and hybrid data sets,<br />
· sampling and filtering for complex models,<br />
· image- or sample-based representations,<br />
· simplification and compression,<br />
· visibility computations,<br />
· data-driven procedural modeling,<br />
· hardware for processing large data sets,<br />
· data and resource management,<br />
· configuration management and change control,<br />
· delivery considerations (networking, system configuration),<br />
· novel interaction techniques for massive data sets,<br />
· sensor-based input and interaction technologies and<br />
techniques, and<br />
· systems and applications.</p>
<p>Articles should be no more than 10 magazine pages, where a page is<br />
800 words and a quarter page image counts as 200 words. Cite only<br />
the 12 most critical references, and consider providing technical<br />
background in sidebars for nonexpert readers. Color images can be<br />
interspersed through the article and should be limited to a total<br />
of 10. Visit CG&amp;A style and length guidelines online.<br />
Please direct any correspondence prior to submission to one of the<br />
guest editors:</p>
<p>Tiffany Barnes<br />
Woodward 403E<br />
Computer Science Department<br />
UNC Charlotte<br />
9201 University City Blvd.<br />
Charlotte, NC 28223<br />
tbarnes2 at uncc. edu</p>
<p>L. Miguel Encarnaçãcao<br />
500 W Main St., HUM10<br />
Innovation Center<br />
Humana Inc.<br />
lme at computer. org</p>
<p>Chris Shaw<br />
13450 102 Ave.<br />
Simon Fraser University Surrey<br />
Surrey, BC, V3T 5X3<br />
Canada<br />
shaw at sfu. ca</p>
]]></content:encoded>
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		<title>CFP: Fourth Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE &#039;08)</title>
		<link>http://edugamesresearch.com/blog/2008/01/11/cfp-fourth-conference-on-artificial-intelligence-and-interactive-digital-entertainment-aiide-08/</link>
		<comments>http://edugamesresearch.com/blog/2008/01/11/cfp-fourth-conference-on-artificial-intelligence-and-interactive-digital-entertainment-aiide-08/#comments</comments>
		<pubDate>Sat, 12 Jan 2008 04:18:01 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Brain Science]]></category>
		<category><![CDATA[Educational Conferences]]></category>
		<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Game Studies]]></category>
		<category><![CDATA[Game Writing]]></category>
		<category><![CDATA[Making Video Games]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Video Game Research]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AIIDE]]></category>
		<category><![CDATA[Chris Darken]]></category>
		<category><![CDATA[Michael Mateas]]></category>
		<category><![CDATA[Stanford]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/2008/01/11/cfp-fourth-conference-on-artificial-intelligence-and-interactive-digital-entertainment-aiide-08/</guid>
		<description><![CDATA[Call for Papers

AIIDE'08
The Fourth Conference on
Artificial Intelligence and Interactive Digital Entertainment
October 22-24, 2008
Stanford University, Palo Alto, CA, USA

Submissions deadlines:
Papers and Industry Track abstracts due April 22, 2008
Extended abstracts for demonstrations due May 6, 2008

www.aiide.org &#60;http://www.aiide.org/&#62;

AIIDE'08 - the Fourth Conference on Artificial Intelligence and
Interactive Digital Entertainment - is intended to be the definitive
point of interaction between [...]]]></description>
			<content:encoded><![CDATA[<pre>Call for Papers

AIIDE'08
The Fourth Conference on
Artificial Intelligence and Interactive Digital Entertainment
October 22-24, 2008
Stanford University, Palo Alto, CA, USA

Submissions deadlines:
Papers and Industry Track abstracts due April 22, 2008
Extended abstracts for demonstrations due May 6, 2008

www.aiide.org &lt;<a href="http://www.aiide.org/" target="_blank">http://www.aiide.org/</a>&gt;

AIIDE'08 - the Fourth Conference on Artificial Intelligence and
Interactive Digital Entertainment - is intended to be the definitive
point of interaction between entertainment software developers
interested in AI and academic and industrial AI researchers. AIIDE'08
will include invited speakers, research and industry presentations,
project demonstrations, and product exhibits. While traditionally
emphasizing commercial computer and video games, we invite researchers
and developers to share their insights and cutting-edge results on all
topics at the interface of entertainment and artificial intelligence,
including serious games, entertainment robotics, and beyond. AIIDE'08 is
sponsored by the Association for the Advancement of Artificial
Intelligence (AAAI).

PAPERS

Because AIIDE'08 crosses disciplinary boundaries, submissions will be
evaluated based on their accessibility to both commercial game
developers and researchers in addition to their technical merit.

Research Track
Research Track papers describe AI research results that make advances
towards solving known game AI problems or enabling a new form of
interactive digital entertainment. The novel technique should be
validated in a game prototype or test-bed, but need not be validated in
a commercial game. Research Track papers are evaluated by the highest
standards of academic rigor. The highest rated papers will be presented
in short lecture format. We hope to offer the next highest rated group
of papers the opportunity to present their work in a poster session.
Applicants submit a paper of no more than 6 pages in the AAAI format for
blind review (i.e. authors names and affiliations are omitted). All
papers will be allocated 6 pages in the proceedings regardless of
presentation format.

Industry Track
Individuals that have game development experience but lack the time or
need for publishing rigorous academic papers can alternatively apply to
the Industry Track. This track will include presentations of AI
techniques, issues, or case studies from the perspective of implementing
a product in the current commercial environment. Presentation proposals
will be evaluated on their potential for conveying clearly elaborated
ideas that have not been previously described to an adequate degree.
Industry Track applicants submit an extended abstract describing the
content of the proposed talk that also includes one paragraph describing
their game industry experience. An extended abstract of two pages is
sufficient, although any length up to that of a full paper (6 pages) is
acceptable. Abstracts will be published in the conference proceedings.

Example Topics (List is Suggestive Only)
- Novel Solutions for Traditional AI Problems (Path planning,
animation/camera control, tactical/strategic decision making, terrain
analysis, user modeling)
- AI Supporting Novel Game Concepts or Gameplay Elements  (Interactive
drama, narrative/character development, NPC coordination, NPC
belief/attitude/emotion modeling)
- AI Architectures for Games  (Automata, scripting, planning, level of
detail)
- AI Support for Game Production  (Game design, content creation,
testing)
- Other Entertainment Applications of AI Technologies (Robotics, natural
language processing, reinforcement learning, neural networks, Bayesian
networks, genetic algorithms, logic, rule based systems)
- Commercial AI Implementations (Case studies, implementation analysis,
comparative evaluations)

Submissions
Electronic submission of papers and extended abstracts is required. All
submissions must be in PDF format, no longer than 6 pages including
references, and formatted in AAAI two-column, camera-ready style (see
the author instructions page at
<a href="http://www.aaai.org/Publications/Author/author.php" target="_blank">http://www.aaai.org/Publications/Author/author.php</a>). Full submission
instructions will be available at the AIIDE web site (www.aiide.org
&lt;<a href="http://www.aiide.org/" target="_blank">http://www.aiide.org/</a>&gt; ) after March 15, 2008. Research Track papers
and Industry Track extended abstracts must be submitted by April 22,
2008. All accepted papers and extended abstracts will be published in
the conference proceedings. At least one author must register for the
conference by the deadline for camera-ready copy submission. As AIIDE is
an academic conference, all attendees including presenters pay a
registration fee. AIIDE'08 will not accept any paper that, at the time
of submission, is under review for or has already been published or
accepted for publication in another journal or conference.

DEMONSTRATIONS

We invite researchers and practitioners to share insights and
cutting-edge results from a wide range of topics and encourage the
demonstration of a) research systems in the context of existing
commercial games, b) new games authored by researchers, c) contributions
demonstrating the adoption and/or extension of AI research results
published games, and d) completely new forms of interactive digital
entertainment made possible by AI research. An electronic submission of
a 2-page abstract and demonstration materials is required. Demonstration
materials can take the form of a recorded demonstration session, an
executable version of the demonstration with written instructions, or a
detailed description of the demonstration heavily illustrated with
screenshots. Please note that these materials are for review only; it is
hoped that all demonstrations will be conducted live at AIIDE'08.
Demonstration materials can be submitted electronically by email or FTP
up-load. Demonstration authors should submit abstracts and materials by
May 6, 2008. Submissions will be judged on technical merit,
accessibility to developers and researchers, originality, presentation,
and significance. Demonstration abstracts will be published in the
conference proceedings.

EXHIBITS

AIIDE'08 will have exhibit space available. Companies, publishers and
other groups are encouraged to consider purchasing either a table top
display or an exhibit booth. Exhibit space is limited and will be
allocated on a first come, first serve basis. Please contact AAAI at
aiide08@aaai.org for more information.

IMPORTANT DATES

- March-April: Authors register on the AIIDE web site
- April 22, 2008: Electronic submission of  Research/Industry Track
papers/abstracts
- May 6, 2008: Electronic submission of extended abstract for a
demonstration
- June 11, 2008: Notification of acceptance decision

PUBLICATION

All accepted papers and abstracts will be allocated six (6) pages in the
conference proceedings. Up to two (2) additional pages may be used at a
cost to the authors of US$ 275 per page. Authors will be required to
transfer copyright of their paper to AAAI.

CONFERENCE CHAIR
Michael Mateas
University of California, Santa Cruz

PROGRAM CHAIR
Chris Darken
Naval Postgraduate School

ORGANIZATIONAL COMMITTEE MEMBERS
Ruth Aylett (Heriot-Watt University, UK), Kevin Dill (Mad Doc Software),
Richard Evans (Maxis), Ana Paiva (Technical University of Lisbon,
Portugal), Michael Youngblood (University of North Carolina, Charlotte),
Robert Zubek (Three Rings Design)

For additional information, please see www.aiide.org
&lt;<a href="http://www.aiide.org/" target="_blank">http://www.aiide.org/</a>&gt;  or email the conference organizers at
aiide08 at aaai.org.</pre>
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		<item>
		<title>Using the Wiimote as a Cheap Smart Board</title>
		<link>http://edugamesresearch.com/blog/2007/12/30/using-the-wiimote-as-a-cheap-smart-board/</link>
		<comments>http://edugamesresearch.com/blog/2007/12/30/using-the-wiimote-as-a-cheap-smart-board/#comments</comments>
		<pubDate>Sun, 30 Dec 2007 13:35:10 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Business Games]]></category>
		<category><![CDATA[Carnegie Mellon]]></category>
		<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Game Writing]]></category>
		<category><![CDATA[Making Video Games]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Johnny Chung Lee]]></category>
		<category><![CDATA[Smart Board]]></category>
		<category><![CDATA[smartboard]]></category>
		<category><![CDATA[white board]]></category>
		<category><![CDATA[whiteboard]]></category>
		<category><![CDATA[Wii controller]]></category>
		<category><![CDATA[Wiimote]]></category>
		<category><![CDATA[Will Richards]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/2007/12/30/using-the-wiimote-as-a-cheap-smart-board/</guid>
		<description><![CDATA[Uber-blogger Will Richards notes that Johnny Chung Lee has devised a nifty hack to take an ordinary Wiimote and turn it into a Smart Board replication device, all for about a hundred bucks.
Although the links to Lee’s pages over at Carnegie Mellon were not working last I looked, the YouTube video where he shows how [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Uber-blogger Will Richards <a href="http://weblogg-ed.com/2007/the-wii-as-99-smartboard/" target="_blank">notes</a> that Johnny Chung Lee has devised a nifty hack to take an ordinary Wiimote and turn it into a Smart Board replication device, all for about a hundred bucks.</p>
<p class="MsoNormal">Although the links to Lee’s pages over at Carnegie Mellon were not working last I looked, the YouTube video where he shows how to do the trick is still up and working on Richards’ site. Some of Richards’ commenters discuss other ways to leverage inexpensive laser technology this way.</p>
<p class="MsoNormal">In the video, Lee connects the Wiimote to the computer that is being projected, then uses a laser pen to create an instant interactive white board. Besides walls, he demonstrates on a table and a common LCD screen.</p>
<p class="MsoNormal">Richards attests that educators watching the video get very excited about the possibilities for creating cheap interactive whiteboards on the fly. We’ve seen this appropriation of common videogame hardware for ulterior purposes before, mainly with the <a href="http://edugamesblog.wordpress.com/2007/03/04/xbox-controllers-for-military-use/" target="_blank">military using Xbox controllers</a> to guide robots. These days, gaming hardware is off the shelf compatible with regular computers and software, using standards like USB, and can be repurposed for other things. It will be nice to see more educational uses in the future.</p>
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		<item>
		<title>America’s Army Tournaments Help Recruiters Target Candidates</title>
		<link>http://edugamesresearch.com/blog/2007/12/27/america%e2%80%99s-army-tournaments-help-recruiters-target-candidates/</link>
		<comments>http://edugamesresearch.com/blog/2007/12/27/america%e2%80%99s-army-tournaments-help-recruiters-target-candidates/#comments</comments>
		<pubDate>Fri, 28 Dec 2007 00:23:31 +0000</pubDate>
		<dc:creator>John Rice</dc:creator>
				<category><![CDATA[Game Discussion]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Military Games]]></category>
		<category><![CDATA[Serious Games]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[America’s Army]]></category>
		<category><![CDATA[Diana Nanez]]></category>
		<category><![CDATA[Dianna M. Náñez]]></category>
		<category><![CDATA[The Arizona Republic]]></category>
		<category><![CDATA[tournaments]]></category>
		<category><![CDATA[videogame tournaments]]></category>

		<guid isPermaLink="false">http://edugamesblog.wordpress.com/2007/12/27/america%e2%80%99s-army-tournaments-help-recruiters-target-candidates/</guid>
		<description><![CDATA[Here’s an interesting article out of The Arizona Republic on Uncle Sam’s Army leveraging it’s America’s Army franchise in recruiting efforts. Recall that I included America’s Army in my Top 10 Free Educational Video Games earlier this month. Besides serving as a recruiting tool, the game instills values such as teamwork and cooperation, and gives [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">Here’s an <a href="http://www.azcentral.com/community/chandler/articles/1227cr-recruiting1228.html" target="_blank">interesting article</a> out of The Arizona Republic on Uncle Sam’s Army leveraging it’s America’s Army franchise in recruiting efforts. Recall that I included America’s Army in my <a href="http://edugamesblog.wordpress.com/2007/12/15/the-top-10-free-educational-video-games/" target="_blank">Top 10 Free Educational Video Games</a> earlier this month. Besides serving as a recruiting tool, the game instills values such as teamwork and cooperation, and gives potential recruits a simulated taste of boot camp.</p>
<p class="MsoNormal">Article author Dianna M. Náñez indicates the Army is getting creative in its recruitment efforts through local sponsorship of gaming tournaments. Such efforts are an attempt to cut through media-instilled perceptions of military life.</p>
<p class="MsoNormal"><b>References</b>:<br />
Náñez, D. M. (2007, December 27). Army using video game as recruiting tool. The Arizona Republic. [Online]. Retrieved December 27, 2007 from: http://www.azcentral.com/community/chandler/articles/<br />
1227cr-recruiting1228.html</p>
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	</channel>
</rss>

