Dr Katrin Becker - Mink Hollow Media
Katrin is an award winning, internationally known expert in the design and analysis of Serious Games and in gamification in the classroom. She holds two degrees in computer science and a PhD in Educational Technology with a focus on instructional game design. She is a certified instructional designer with a graduate certificate in serious game design and research. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games and is the author of two books; one on the technical aspects of simulations and games written for non-technical people published in 2011, and another on choosing and using digital games for the classroom, due out in 2016.
Abstract: 4PEG: A Structured Rating System for Games for Learning
Videogames are interactive by nature - people proceed in games by doing things, and this experiential quality lies at the very core of game design. Without interaction, it isn’t a game. Videogames are popular precisely because of the experience - games designed for learning can do no less. However, to be feasible for use in formal educational settings, they must do more, and while we are making progress studying games in classrooms, there remain few structured approaches to analyzing games that do not include classroom testing.
This presentation will outline the author’s Four Pillars of Game-Based Learning (4PEG) and show using examples how they can be used to perform a predictive assessment of both COTS and serious games to assess whether or not a game has potential for use in the classroom.
Jeff Boyd - University of Calgary
Jeff Boyd is an associate professor in the Department of Computer Science at the University of Calgary. He was previously at the Visual Computing Laboratory at the University of California, San Diego, TRIUMF, and the Department of Computer Science at the University of British Columbia. His research interests include computer vision, video, optical flow, motion, sound, and interactive art.Jeff completed his PhD in the Computer Science Department at the University of British Columbia in 1994. He completed his BSc and MSc in Electrical Engineering at the University of Calgary in 1983 and 1986 respectively. From 1996 to 1997 Jeff held an NSERC postdoctoral fellowship while he studied at the Visual Computing Laboratory at the University of California, San Diego.
Abstract: Testing of Mobile Surveillance Systems for Emergent Vulnerability
Modern surveillance systems for practical applications with diverse and mobile sensors are large, complex, and expensive. It is known that unexpected behaviors can emerge from such systems, and when these behaviors correspond to weaknesses in a surveillance system, we call them emergent vulnerabilities. Given their cost and importance to security, it is essential to test these systems for such vulnerabilities prior to deployment. To that end, we automate the testing process with multiagent systems and machine learning. However, the conventional - and most intuitive - approach is to focus the machine learning on the subject system, which leads to a high-dimensional problem that is intractable. Instead, we demonstrate in this paper that learning attacks on the system is tractable and provides a viable testing method. We demonstrate this with a small-scale model system featuring elements typically found real surveillance systems. Our machine learning method finds successful attacks in simulation which we can duplicate with the physical system. The method is scalable, with the implication that it could be used to test larger, real surveillance installations.
Jerremie Clyde - University of Calgary Libraries
Jerremie is the Principal Investigator on a Partnership Development Grant that brings together the University of Calgary, Calgary Police Service, Youthlink, Calgary Police Foundation, and the University of Wolverhampton. The project is exploring the use of game based technology to build localized scenarios for the simulation based training of police officers. His research interests are predominantly focused around serious games, game based learning, and games as a medium for communication (including scholarly games). He is also the Head of the Military Museums Library and Archive for the University of Calgary, a branch library serving UofC students and researchers, Department of National Defence Staff, and the wider community. His academic background is a mix of education, library science, and military history.
Abstract: Officer Perception of Game Based Simulation Training
In partnership with the Calgary Police Service, the University of Calgary has developed a simulation based training tool to test out the effectiveness of small scale localized computer training for various aspects of Community policing. Currently, training focuses on tactical issues and group cooperation that pairs with live field exercises. The results of the training and officers attitudes towards the simulation will be used to guide further development including the potential to expand into both complex command and control situations (providing training for incidence commanders) and softer skills such as emotional intelligence that is key to community policing. This short presentation will discuss the collaborations initial findings and development.
Dr Sonny Chan - University of Calgary
Sonny Chan recently joined the University of Calgary as an Assistant Professor in the Computer Science and Biomedical Engineering programs. His research interests are visual and interactive computing for surgery and medicine, with the mission of advancing computational technologies to improve medical education and healthcare delivery. His expertise include computer graphics, medical image analysis, and computer haptics. Sonny holds a Ph.D. in Computer Science from Stanford University where he studied surgical robotics and simulation in the BioRobotics Lab.
Abstract: Mission Rehearsal for Surgery?
Opportunities for proper surgical rehearsal have been virtually non-existent, but a confluence of medical imaging and computing technologies is beginning to make this kind of safe practice possible for surgeons. Imagine if an accurate and realistic virtual model of a patient¹s specific anatomy could be constructed from pre-operative image data. What if the surgeon could use a familiar instrument to perform a virtual dissection, feeling contact forces during the operation while the virtual patient responds in a realistic manner? In this talk, I will discuss how we can use computer haptics and medical visualization technologies to achieve some of these capabilities.
Dr Christian Jacob - University of Calgary
Christian Jacob is a Professor in the Department of Computer Science at the University of Calgary and in the Department of Biochemistry & Molecular Biology in the Cumming School of Medicine, where he is the Director of Bioinformatics in the Bachelor of Health Sciences program. Dr. Jacob is also the Director of the LINDSAY Virtual Human project. Dr. Jacob has written two books on evolutionary computing and natural programming paradigms and has published more than 100 papers. His research interests include evolutionary computing, swarm intelligence, and agent-based modelling and simulation of complex biological systems. The LINDSAY team has received the ASTech 2015 award for Innovation in Information and Communication Technologies.
Abstract: Body Universes: Telling Stories about the Human Body through Virtual and Augmented Reality
Christian’s current interests are in the connection of virtual reality and augmented reality in the context of building illustrative models of biological systems of human physiology. The creation of Body Universes, at multiple levels of scale in space and time, using game development environments is at the forefront of Christian’s research team. In the presentation, Christian will give an overview of projects developed with LINDSAY and demonstrate what the next steps are towards the building of Body Universes.
Dr Gail Kopp - University of Calgary
Gail Kopp, Ph.D., is an Associate Professor Emeritus in Educational Technology at the University of Calgary. With a focus on contextual factors for learning, her work in simulation includes development of astronaut and mission controller training with the Canadian Space Agency, plant management for oil and gas, and collaborating with physicians and surgeons for medical and surgical training. Currently, Gail is working with Dr. Michel Levy in the Faculty of Veterinary Medicine here at the University of Calgary to design online, video-based case simulations for teaching veterinary students how to diagnose neurological diseases in horses.
Abstract: Rocket Science and Wet Jello
Imagine designing, developing and implementing training for a technology that does not yet exist. Moreover, people must be fully trained when the real technology is ready for deployment. Further, there will be no facility to practice with the real technology, housed in the most hostile environment known to man. The first time each trainee uses the real technology will be for a real mission. Finally, if the training doesn’t transfer to the real mission – that is, if the trained people make a mistake -- people could die and billions of dollars of International equipment could be damaged.
This was the situation and the challenge surrounding the training for Canada’s Space Station robotic arm, Canadarm2. This presentation outlines some of the issues that we faced in designing and developing this training for “Rocket Science”… and some of the solutions we used to solve the problems of “wet jello” information and knowledge.
Dr Richard Levy - University of Calgary
Dr. Levy is a Professor of Planning and Urban Design at The University of Calgary, where he also serves as the Co-Director of the Computational Media Program and is an Adjunct Professor in the Department of Computer Science. Dr. Levy has conducted research projects with faculty from Archaeology, Computer Science, Geomatics Engineering, Kinesiology and Psychology. Dr. Levy speaks at international and national conferences in the fields of archaeology, serious games, urban planning, and virtual reality. His published work has been published in the Journal of Archaeological Science, International Journal of E-Planning Research (IJEPR), Arctic, Computer Internet Archaeology, and the Journal of Visual Studies, Environment and Planning, Plan Canada, and IEEE, Journal.
Abstract: Making it Real for Virtual Reality
This presentation will examine issues of fidelity in games and simulation. For simulations having accurate behaviors in virtual environments for simulations can be critical when used for training and education. Issues of physics, object behavior and realism all need to be considered in creating a simulation or game. Where virtual worlds train or prepare a user for an actual activity, a high level of realism may be essential. In these cases the simulation must replicate the response encountered in the real world to user inputs. Whether flying an airplane or playing a sport, having the simulated world behave like the real world may be critical to the transference of skills from the virtual to the real world. In contrast, educational environments must be believable and entertaining, important in maintaining the interest of the learner. In examining these issues, examples and case studies from simulations and games will be used as illustrations.
Dr James Parker - University of Calgary
Jim Parker is a full Professor in the department of Art at the University of Calgary, teaching game design and media art, and before that he taught Computer Science at the same school for 26 years (image processing, game development), Drama for 2 years, and Art for the past five.
He is the author of seven books, the latest being"Game development in Processing", and is completing an into programming text for release later this year. He has most recently has been conducting research in virtual theatre and in computer games, especially Serious Games.
>Jim is also the principal designer at MinkHollow Media Ltd, a serious game developer in Cochrane, Alberta, Canada.
Abstract: Impaired Driving in Gamespace - The Booze Cruise
A video game was created as a project in the first course in Canada on Serious Game development. The assessment in the course was based on a project, and the game project used was a simulation of impaired driving called the 'Booze Cruise'. The game was designed in conjunction with the alcohol unit from the Calgary Police Service, and was intended to show how difficult it would be to drive while impaired. A huge media response occurred when the game was announced, including print, radio, and television both nationally and internationally. This is a summary of the design process for that game, relates the stages of development, and summarizes the response by the media, the University, and by NGOs.
Dr Ehud Sharlin - University of Calgary
Dr Sharlin has been a member of the University of Calgary's Computer Science Department since 2004. In 2014-2015 he served as the director of the University of Calgary’s
Computational Media Design (CMD) Graduate Program, and currently serves as an Adjunct Professor with Simon Fraser University's Centre for Digital Media (CDM), in Vancouver. Since 2004 Dr Sharlin has co-run the University of Calgary’s Interactions Lab, together with Drs. Sheelagh Carbondale, Lora Oehlberg, Wesley Willett, Sonny Chan, Anthony Tang and Saul Greenberg. The lab employs around 40 students and researchers, and Dr Sharlin directs a smaller research group, called uTouch, within the Interactions Lab, which pursues research on interaction with physical objects and entities: human-robot interaction (HRI), tangible user interfaces, physical interaction, mixed reality and computer game interfaces.
Abstract: “Counting Electric Sheep” Human-Robot Interaction in a Nutshell
This talk presents an overview of the emerging research domain of human-robot interaction (HRI). Robots are shifting from manufacturing machines that require and enable little interaction with humans, to autonomous entities that can tackle various complex tasks and are more aware of their environment and their users. The interdisciplinary HRI research effort explores the design space of new interaction techniques between humans and robots. I will present a survey of
cutting edge research in HRI, pointing to a very possible future of partnership between humans and robots. The discussion will include some of the more intriguing aspects of current HRI research, such as synthetic emotions and sociable robots. The talk will touch on some current and near term HRI applications, and on some of the projects my students and I are pursuing at the University of Calgary's Interactions Lab.