The Siren project Serious games for conflict resolution.

Slides:



Advertisements
Similar presentations
Generations Online in Europe: The study of radio listening among baby boomers, generation X and generation Y in relation to their audio content consumption.
Advertisements

M-learning thru M-devices- Is it real learning?. Real challenges? Mobility – a fad, trend or a culture? Learning – have we change our learning behaviour?
GaLA Final Review European Commission Information Society and Media GaLA Game and Learning Alliance The European Network of Excellence on Serious Games.
HQ: Copenhagen, Denmark The beginning: 2006 – research project – Palestine 20 employees Produced 20+ serious games Partners we have worked with: Businesses,
Game-based learning in schools - A teacher survey PhD, Cand. Psych. Simon Egenfeldt-Nielsen Assistant Professor IT-University Copenhagen CEO Serious Games.
IAB Europe’s acceleration plan: April 05 – February 07 IAB Europe Leadership Council.
1 Fabrizio Sestini New Paradigms and Experimental Facilities DG Information Society and Media "The views expressed in this presentation are those of the.
Project REPLAY Gaming Platform for the Assessment and Reintegration of Young People Marginalised by Anti-Social Behaviour A presentation by Jim Playfoot,
Deanery of Business & Computer Sciences Research Methods Week 1 Collecting, Processing and Analyzing Data.
ICS 131: Social Analysis of Computerization Lecture 17: Computer Games.
ICANN workshop, September 14, Athens, Greece Intelligent Affective Interaction technologies and applications.
Selected productions Serious Games Interactive © Introduction Games-4-Change Festival, New York, 22th June ‘11 Simon Egenfeldt-Nielsen, PhD CEO,
TU/e faculty of industrial design Presentation of the ID Research Groups Department of Industrial Design Loe Feijs Visit Poly. Univ. Hong Kong April 22,
IT-University Copenhagen | Rued Langgardsvej 7 | DK-2300 Kbh. S Next generation serious games based on commercial game technology. Creating a prototype.
A review of A Panorama of Artificial and Computational Intelligence in Games G. N. Yannakakis & J. Togelius October 2014 Elizabeth Camilleri.
Footer DG INFSO support for innovative R&D in advanced gaming Giorgio Zoia, EC, ICT for Inclusion Loretta Anania, EC, Networked Media Systems.
An Introduction to Social Simulation Andy Turner Presentation as part of Social Simulation Tutorial at the.
Presenter : Zamarak. Agenda Overview Related Literature Process Deliverable Diagram An Example.
Date of Presentation Guidelines for Industry on Child Online Protection © UNICEF/NYHQ /OLIVIER ASSELIN.
Real borders and virtual borders. An approach to Spanish scene Antonio García Jiménez Communication Across Borders Conference IDC Herzliya. Israel July,
1.2 Cultural understanding Exploring how ideas, experiences and emotions are conveyed in a range of music from different times and cultures. 1.3 Critical.
Virtual Reality Design and Representation. VR Design: Overview Objectives, appropriateness Creating a VR application Designing a VR experience: goals,
O 2012 edition o Widely recognised as the industry standard consumer research study on the European media landscape o Includes historical data back to.
It´s all about LEARNING The 4Cs of the 21 st century skills.
Political Psychology: Citizen Behaviors and Opinions Lecture 1 Political psychology.
VICTEC (Virtual ICT with Empathic Characters): An innovative approach for dealing with bullying problems Sarah Woods Dieter Wolke.
1 English (II) 英文 (二) 99 學年度第二學期 莊媖纓 老師 ( 應用外語系 ) Office: TEL:
Journalism education, professional values and cultural diversity Verica Rupar, Cardiff University.
2.6 EbD Community Culture and Socioeconomic Demographics 1 ® ®
Internet and Media Technology A Perspective on the Culture and Libraries of Denmark By Eric Saltz.
Africa Unit 1 Africa Unit 1.) Why study Africa? 2.) African history
Sandra Dietsch, Jan Grippenkoven, Anja Naumann German Aerospace Center
Ruder Finn Interactive ePR. 91% of internet users use a search engine 6B searches per month in the U.S. *Pew Internet Project.
American History: Cooperation, Toleration, and Conflict in Early America 1 st Grade.
2.03A Evolution of Virtual Reality 2.03 Explore virtual reality design and use.
Cross-Cultural Psychology Psychology Raymond T. Garza, Ph.D. Professor of Psychology Spring 2009 M.W. 4:00-5:15.
IT-University Copenhagen | Rued Langgardsvej 7 | DK-2300 Kbh. S Next generation educational games based on commercial game technology. Creating a prototype.
THE POWER OF SENSE. DEBRIEF THE BRAND: TARGET AUDIENCE:GOALS: -Raise Awareness about deafblindness desease -Raise the profile and public engagement of.
Global Consumer Trend Monitoring University of Sydney Aslinda Hafeez, Client Development July 2007.
Exploring Dynamic Interactive Narrative Jason Merrin Advisors: Norman Badler and Aline Normoyle Department of Computer and Information Science- University.
Creating Engaging and Challenging Standards- Based ESL Lessons Using Multiple Technologies Marybeth Hegel Jenny Murphy Rowan University.
ICT – classes 1-2 – first language Basis: national core curriculum for basic education, its values, concept of learning, culture of action and goals of.
Kristishaw.wikispaces.com/moodle. Moodle – Student Benefits  Caters for varied learning styles.  Provides opportunity for extension. 
PROPRIETARY AND CONFIDENTIAL INFORMATION OF ADVERTISING.COM, INC. 1 ONLINE MARKETING SOLUTIONS FOR.
Using Research Logs to Build Information Literacy Skills Violet H. Harada University of Hawaii IRA Annual Conference May 6, 2003.
Unit 34 2D Animation Essay Learning Outcome 1: Understand the techniques and development of 2D animation.
Introduction to HCI Lecture #1.
1 The Workbook Process The Workbook starts by building an understanding of the context of the school and the Prevent agenda. It then focuses on 4 aspects.
G325: Critical Perspectives in Media A2 Media Studies.
To complete this activity you need to access the following website:
“ Is education in virtual worlds becoming part of our identity and what are the implications for the future?”
Children’s Digital Libraries developments and trends LIDA 2009 Ivanka Stričević Assistant professor University of Zadar, Croatia
ViS:AT Abteilung IT/3 – Systems for Educational Purposes Using educational programming language to enhance teaching in computer science Dr. David Smith,
Serious Games Interactive | Købmagergade 11A, 4. sal | DK-1150 Kbh. K | Create next generation of educational computer games Vision.
Unit 72: Computer Game design
Horizon 2020 Information and Networking Day ICT 21 Advanced Digital Gaming/Gamification technologies HORIZON 2020 Marco Marsella Deputy Head of Unit DG.
COMENIUS 3 NETWORK Neothemi COMENIUS 3 NETWORK Neothemi Network Co-ordinator Prof. Claudia Saccone Network Co-ordinator Prof. Claudia Saccone.
Games-Based Learning Some Initial Findings. Blood, Guts and Violence. Negative publicity about Games hides many potential benefits IT Admins established.
2D Game Programming with XNA 4.0. Principles of Game Programming Game Programming Basics Mouse & Keyboard Controls Sounds Sprites and Animation Collision.
The Impact of New Media A Level Media Studies. Key Questions Has new media democratised the production of media texts by shifting the control of media.
Unit 6 Application Design.
Technologies curriculum
Professional Bodies in the games industry
جشنواره ی روش های برتر تدریس مبتنی برICT
What is the (sub)objective of WP8 by the end of the project?
Human-centric digital age
What are the Boundaries of a Networked Culture
  Adventure Quest.
Chapter 2: The Project Management and Information Technology Context
Outline Consumer behavior Social and cultural influences on consumers Psychological influences on consumers The decision process Chapter 5 Account Planning.
Presentation transcript:

The Siren project Serious games for conflict resolution

Why games? Children already familiar with first-person games –Emotion and behaviour expressed in a natural, ‘unfiltered’ manner Proven relation of games to serious concepts and learning References to games from many ICT units (TeL, eHealth, content, networked media, cognition) Dedicated conferences and journals –Trans. AI in CG, Entertainment Computing, Trans Affective Computing, etc. Gaming, personalised learning, redefinition of learning spaces and teacher-generated open content  Top 10 Global trends in ICT and Education

The main elements of Siren A serious game –With social implications –And some cutting-edge technologies That deals with conflict resolution –A major issue in today’s Europe –Both across countries and within And children/schools –At the end of the day, Siren is a technology-enhanced learning project –Which puts students in the design/evaluation loop

The main elements of Siren Solid objectives –A game which helps investigate how children handle and resolve conflicts at school –Children already familiar with game genre Puts users in the loop –Both in the design and the evaluation phase Foreseen measurable targets No need for extremely fancy technology

Design cycle Design phase just started Plan: use a fair subset of schools, not a convenient one –Better representation –Different approaches may exist also within schools, not just across them Deploy design paradigm in the UK –And then adapt it to Greece and Portugal and report on the cultural differences –Game scenario adaptivity is an open issue

Natural interaction Hot topic in affective computing in the past decade –  hot product in the gaming industry Will work with usual hardware (webcam+mic)

The SIREN people Project website: –NTUA (GR): affective user modeling, natural interaction –ITU (DK): user and behavior modeling, game AI, development, procedural quest generation, adaptation –INESC (PT): game design, narrative –UBATH (UK): user studies and requirements, evaluation, cross-cultural studies –SGI (DK): game art and development –UCSC (USA): adaptive narrative