• Florian ‘Floyd’ Mueller, Director of Exertion Games Lab at RMIT University Melbourne, Australia. Title: “Bodily Play”, Abstract:Playing with computers mostly means focusing on the mind, rather than the body. However, sports teaches us how powerful experiences can be if the active human body is involved. In consequence, I propose to see the body as a design opportunity to facilitate powerful digital play experiences. I argue that this can be achieved by framing the body’s limitations as challenges that can facilitate bodily play, as inspired by sports. As such, I propose to put the human body into the center of the digital play experience. I illustrate this thinking by presenting recent work from the Exertion Games Lab, including a flying robot as jogging companion, games for commuters on public transport, 3D printed heart rate souvenirs, illuminated bicycle helmets, exercise gym equipment that incorporates computer gaming, augmented skateparks and interactive basketball hoops.
  • Yvonne Rogers, Professor of Interaction Design, the director of UCLIC and the deputy head of Computer Science Department at UCL. Title: “Why Suspense Matters”Abstract. New technologies, in the form of IoT, sensors, and wearables offer many opportunities to rethink the design of future games and what it means to play. However, much of today’s game design remains screen-based, entrenched in principles of reaching high scores, getting to the next level or moving up the leaderboard. How might we change this mindset to come up with new possibilities of playing? What might happen if we took as our starting point the state or feeling of being excited, anxious and uncertain? In my talk I will explain how bringing back suspense matters if the next generation of games is to become truly entertaining.
  • Alf Inge Wang, Professor in Game Technology at NTNU, Co-founder/Co-Inventor/Game designer Kahoot! (Mobitroll). Title: “Kahoot: A Game-based classroom response system”, Abstract: “Kahoot! flips the classroom with a pedagogy based on encouraging a loop from ‘learner to leader’ within the learning space, which maximises the precious learning time spent in the classroom and empowers learners to lead. Kahoot! empowers educators and captivates learners. Through the creation of a trusted learning space, educational content is delivered by asking meaningful questions in real-time, creating a social, fun and game-like environment.”
  • Axel Tidemann, Researcher and Artist, Telenor Research. Title: “Artificial Intelligence in Artistic Applications”, Abstract: “As more artistic computer systems are developed, the need for interaction and learning becomes important for works that are not merely pre-programmed by the designers. The talk will highlight the role of artificial intelligence in such applications, and how they can be used to implement learning and generation of novel content. The talk will focus on two projects in particular: SHEILA, a simulated robot drummer that learns by imitating human drummers, and [self.], an art installation that tries to shed light on the interplay between human and artificial intelligence. Both projects are implemented using biologically inspired models.”

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