The Exertion Games Lab has a new poster! Thanks to Jonathan Marques and Tim Jeffs, who did a wonderful job. Josh, Chad and Harry already used it to display the many projects at the last conference they exhibited at.
Inger Mewburn from the Thesis Whisperer gave a great workshop in the Exertion Games Lab today on
How to write a journal article in 7 days
All the material and references from the workshop are here:
Venue: Exertion Games LabRMIT City Campus
Building 9, Level 1, Room 27
Bowen St, Melbourne, VIC, 3000Open Dates: 17-20 November 2011, 10am-5pmLaunch Night: 17 November 2011, 7pm
On Thursday, 10 Nov 2011, the Exertion Games Lab proudly hosted a pizza-catered talk on Tangible Play by the brilliant Elise van den Hoven, which also marked the final day of her visit to the lab. We thank her for all the hard work she put in and all the insights she provided to each one of the projects in the lab. By having visiting researchers spending their sabbaticals in the lab, we ensure a holistic approach to research and international outlook on the current trends in the research community.
Thursday, 10 Nov 2011, 5-6pm
Exertion Games Lab, RMIT 9.1.27 (exertiongameslab.org/about)
The Exertion Games Lab is fortunate to have Elise van den Hoven from the Netherlands visiting RMIT and talk about her design research on Tangible Interaction in Games and Play. Her talk is entitled Tangible Play and will cover the following three studies: 1- TouchMeDare (see picture below), an interactive festival installation, 2- Game balancing to help weaker players in a board game, and 3- Marbowl, a moving marble bowl.
To celebrate the occasion, we’ll provide free pizza (organized by our Italian Michele, thanks!)
Dr. Elise van den Hoven MTD received her PhD in 2004, based on design research into tangible interaction and remembering, executed at Philips Research. Since 2003 she has been assistant professor at the User-Centered Engineering group, Industrial Design, Eindhoven University of Technology, the Netherlands. Elise has been working on tangible interaction and remembering with a user-centered design research approach since 1999. In 2007 and 2008 she chaired the only dedicated conference on tangible interaction: Tangible, Embedded and Embodied Interaction, and since then she has been on its steering committee.
Elise was the university’s representative in the Dutch Music Art Design-network and the president of the university’s Women’s network. Earlier this year she became program manager of the No Switches Allowed track within the Intelligent Lighting Institute, which focuses on innovative interaction styles with light and lighting of the future.
She was a visiting scientist at the Synaesthetic Media Lab, Georgia Institute of Technology, USA, the Memoir project, University of Sheffield, UK, and currently at the Interactivation Studio, DAB, UTS. For more information, see: www.elisevandenhoven.com
Other talks by Elise
Elise will also give the following talks:
Department of Information Systems Seminar Series
ICT Building Theatre 3, The University of Melbourne, Level 2, ICT Building, 111 Barry Street, Carlton.
11:15-12:30, Friday, 4th of November, 2011
Elise van den Hoven will talk about her design research into supporting everyday human memory through interactive systems. Her talk is entitled Materializing memories, which tries to convey the importance of the physical in combination with memory. The talk will cover three studies: 1- a digital photo browser using physical interaction (her PhD-project), 2- a study into time capsules for families, and 3- a design to facilitate communication about the past, between parents and teens.
Physical Interaction Design
IDEAS Lab, Department of Information Systems
The University of Melbourne, Level 4, ICT Building, 111 Barry Street, Carlton.
3:00-4:00pm. Friday, 4th of November, 2011
In this presentation, entitled Physical Interaction Design, Elise van den Hoven will focus on her design research into tangible and embodied interaction. She will present a selection of projects, including a study into supporting children learning sound concepts through embodied interaction, a recent study into designing for the periphery of the attention and the new field of tangible gesture interaction.
Date:: Tuesday 11 October
Time:: 12.30 – 1.30pm
Place:: Virtual Reality Lab, Bldg. 91, Ground Floor (NOTE CHANGE OF VENUE DUE TO LIVE DEMO)
Peter Wilson and Jonathan Duckworth will talk about their game for rehabilitation:
Re Spiel for Elements System
Patients with brain injury frequently exhibit impaired upper limb function. The Elements virtual reality system addressed this disability by using an intuitive desktop workspace that affords basic gestural control. The system design provides tactility, texture, and audio visual feedback to entice patients to explore their own movement capabilities in a directed and self directed fashion. Its effectiveness has been demonstrated in several studies.
The Exertion Games Lab (exertiongameslab.org) in Melbourne, Australia, is seeking exceptional PhD candidates to research the future of exertion games and play.
Using the skills developed in a career as a lead designer at games developers such as Krome Studios Australia, Sony Computer Entertainment Europe and Kuju Games, London, Harry is now working with the Australian Broadcasting Commission helping them reshape the way they communicate with their audiences and defining the role that games play in this vision.
Time: 12.30pm-1.30 Tuesday – 27th September
Place: Building 14, level 11, Room 37
Title: Developing DroneSwarm Command for the iPad
Conor will discuss the challenges of developing a game on your own
and offer tips and tools for small teams. The presentation will also cover
techniques for promoting your game, working with a publisher (in this case
Chillingo) and testing.
Date: Tuesday 13 September
Place: RMIT, 14.11.37
Simon Joslin from The Voxel Agents explains the lessons they have
learnt about the business of indie games design.
How they funded their set up, the choices they made and the things that
they may have wished to do differently if they knew then what they know
The Voxel Agents are developers of original hand-crafted games for
“on-the-go” fun times. They are an independent team with five
core members and four part-time helpers. They are one of the most
exciting indie teams in Australia, and are situated in the game
development hub of Melbourne. Creators of the smash hit Train Conductor
series, The Voxel Agents are proud producers of addictive game
substances for millions of players worldwide.
Wouter Walmink will talk about his company Studio Ludens and Eberhard Graether about the Marble Run, the in-browser game that won the Mozilla Game On Challenge.
Date: Tuesday 6th September
Wouter Walmink (walmink.com) just joined the Exertion Games Lab
(exertiongameslab.org) at RMIT, coming from the Netherlands; he has
previously worked at CSIRO in Canberra. He is an award-winning
interaction designer who creates design tools that help you “make
beautiful things”. He helps designers to work together with their users
in creating customized products (without ever meeting in person) and
allowing the general public to experience the joy of creating
firsthand. Wouter’s talk will focus on 2 points:
1. What have I learnt from 5 years of designing for creative
experiences? (examples & findings)
2. How can you make better games / interfaces that use creativity for a
general public? (linking it to the field of gaming)
Eberhard Gräther is student of MultiMediaTechnology at Salzburg
University of Applied Sciences. He is a visiting researcher at RMIT’s Exertion Games Lab.
Eberhard will talk about his study and his projects including Marble
Run, the in-browser game that won the Mozilla Game On Challenge.
Coding, hacking, and prototyping are fun, as well as playing, interacting, and social gaming! Can we insert the “fun” from gaming experiences into collaborative design projects solving real-world problems? Dr. Flora Salim (http://florasalim.com), a Research Fellow at Spatial Information Architecture Laboratory (SIAL), RMIT University, is interested in enabling transdisciplinary design teams to work collaboratively to produce exciting outcomes. With background in Computer Science, she is interested in applying computational approaches, particularly distributed and mobile computing, data analysis, augmented reality, and tangible interactions to architecture and urban design problems. She initiated the development of UbiMash (http://ubimash.com), an open source software platform for designing between physical and digital, enabling data exchange between physical and digital models using game consoles, microelectronics, sensor devices, social networks, and the Web.