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Sunday, 27 March 2011
GTA design document made public
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King's Quest series reboot?
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Friday, 25 March 2011
Fundamentals of Computer and Video Games Development short course at Bournemouth University
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You will be taught in state-of-the-art, dedicated games development laboratory facilities at Bournemouth University’s Talbot Campus, using industry-standard software such as Autodesk’s 3D Studio Max (used to create content for games such as the Assasin’s Creed series), Epic’s UnrealEd (used in games such as the Gears Of War series and Batman Arkham Asylum) and Unity (a very popular up-and-coming multiplatform indie engine capable of producing browser-based 3D games.
Thursday, 24 March 2011
Centre for Digital Entertainment conference
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New PhD studentship advertised at Bournemouth University
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Sunday, 20 March 2011
Kinect used by surgeons
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Dare To Be Digital documentary on C4
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Skullgirls, another cartoon-shaded beat 'em up
Saturday, 19 March 2011
UDK-type product in preparation from Crytek
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Sunday, 13 March 2011
City Kit, the new kid on the block in automated virtual city generation apps
Saturday, 12 March 2011
Argon, the mobile AR web browser
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Monday, 7 March 2011
Member of the International Program Committee for ICADIWT 2011
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AR hotel reviews on the iPad
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You can find the application here.
Sunday, 6 March 2011
Valve is a strong supporter of biometrics in games
Ambinder, currently holding the (particularly ungame-like!) role of experimental psychologist at Valve focuses, as revealed from the above statement on, for example, how players feel while in a heated battle or when encountering a tough puzzle. A number of technologies have been examined for this so far such as heart-rate measurement devices, eye-trackers, brain-wave activity monitoring interfaces and others.
Interestingly, Adminder dismisses (for now) BCIs (brainwave interfaces) as the brain is too noisy to read with current inexpensive devices. Instead, in an experiment using the Left 4 Dead game (discussed during the GDC talk) Valve measured electrical resistance of the player’s skin. This was in order to get an impression of their interest and emotional investment in the game. The data from this was used to increase the challenge of the game during lull of activity, thus producing adaptive manipulation of the games difficulty.
The subsequent survey demonstrates that when the biometrics adaptive mode was in play the subjects found the game significantly more fun. It'll be great to see where Valve can take this and also very impressive to see a company that could be churning out another installment of Half-Life instead investing some of its resources to more visionary research like this.