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Computer Games Empower Deep Learning Research | Two Minute Papers #105
 
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The paper "Playing for Data: Ground Truth from Computer Games" is available here: http://download.visinf.tu-darmstadt.de/data/from_games/ Computer graphics / VR challenge grant at Experiment: https://experiment.com/grants/graphics-and-virtualreality Other popular datasets: - CamVid - http://mi.eng.cam.ac.uk/research/projects/VideoRec/CamVid/ - CityScapes - https://www.cityscapes-dataset.com/dataset-overview/ WE WOULD LIKE TO THANK OUR GENEROUS PATREON SUPPORTERS WHO MAKE TWO MINUTE PAPERS POSSIBLE: Sunil Kim, Julian Josephs, Daniel John Benton, Dave Rushton-Smith, Benjamin Kang. https://www.patreon.com/TwoMinutePapers Subscribe if you would like to see more of these! - http://www.youtube.com/subscription_center?add_user=keeroyz Music: Dat Groove by Audionautix is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Artist: http://audionautix.com/ Splash screen/thumbnail design: Felícia Fehér - http://felicia.hu Károly Zsolnai-Fehér's links: Facebook → https://www.facebook.com/TwoMinutePapers/ Twitter → https://twitter.com/karoly_zsolnai Web → https://cg.tuwien.ac.at/~zsolnai/
Views: 23298 Two Minute Papers
Your brain on video games | Daphne Bavelier
 
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How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus and, fascinatingly, multitask. TEDTalks is a daily video podcast of the best talks and performances from the TED Conference, where the world's leading thinkers and doers give the talk of their lives in 18 minutes (or less). Look for talks on Technology, Entertainment and Design -- plus science, business, global issues, the arts and much more. Find closed captions and translated subtitles in many languages at http://www.ted.com/translate Follow TED news on Twitter: http://www.twitter.com/tednews Like TED on Facebook: https://www.facebook.com/TED Subscribe to our channel: http://www.youtube.com/user/TEDtalksDirector
Views: 4174824 TED
Thrones of Britannia - a computer game that bothers with historical research!
 
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I was tempted to a junket with the promise of food and castles and games, and I got to interview the head creator of a new game. Can you spot the typo in the end captions? Support me on Patreon: https://www.patreon.com/Lindybeige Thrones of Britannia is of course not a history lesson, but a game. However, it is good to see that the creators have clothed the soldiers in period-appropriate clothing, and created the various factions that players can lead by basing them on feasible historical counterparts, albeit with a bit of massaging for the sake of game balance. This video is not a paid-for advert. I was paid nothing, but was given an appreciated invitation to the event, and had free transport AND food. In this video you will find both criticism and praise for the game, as well as discussion of things that have nothing to do with the game. Buy the music - the music played at the end of my videos is now available here: https://lindybeige.bandcamp.com/track/the-mandeville-march More weapons and armour videos here: https://www.youtube.com/playlist?list=PLCA860ECD7F894424 Lindybeige: a channel of archaeology, ancient and medieval warfare, rants, swing dance, travelogues, evolution, and whatever else occurs to me to make. ▼ Follow me... Twitter: https://twitter.com/Lindybeige I may have some drivel to contribute to the Twittersphere, plus you get notice of uploads. Facebook:https://www.facebook.com/Lindybeige (it's a 'page' and now seems to be working). Google+: "google.com/+lindybeige" website: http://www.LloydianAspects.co.uk http://www.youtube.com/user/"Lindybeige"
Views: 205874 Lindybeige
New Research on Computer Games
 
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New Research on Computer Games
Can Video Games Make You Smarter?
 
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Are video games good for you? SUBSCRIBE! It's Free: http://bit.ly/10kWnZ7 Follow us! (Links Below) What If You Stopped Going Outside? (and the negative effects of sitting): http://bit.ly/19FALLb Instagram and Twitter: @whalewatchmeplz and @mitchellmoffit Clickable: http://bit.ly/16F1jeC and http://bit.ly/15J7ube Facebook: http://on.fb.me/1fjWszw Twitter: http://bit.ly/1d84R71 Tumblr: http://bit.ly/1amIPjF Vine: Search "AsapSCIENCE" on vine! Written and created by Mitchell Moffit (twitter @mitchellmoffit) and Gregory Brown (twitter @whalewatchmeplz). Further Reading -- Mario 64 Study: http://www.nature.com/mp/journal/vaop/ncurrent/full/mp2013120a.html http://www.kurzweilai.net/video-game-playing-found-beneficial-for-the-brain Dyslexia: http://www.cell.com/current-biology/retrieve/pii/S0960982213000791 Elderly Effects: http://www.nature.com/nature/journal/v501/n7465/full/nature12486.html Vision: http://www.rochester.edu/news/show.php?id=3342 Daphne Bavelier TED Talk: http://www.youtube.com/watch?v=FktsFcooIG8 Surgeries: http://archsurg.jamanetwork.com/article.aspx?articleid=399740
Views: 6394359 AsapSCIENCE
Computer game research at the University of Sussex
 
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Research in human-computer interaction at the Interact Lab aims to analyse how people of all ages and abilities play video games, with the overall aim of improving the game experience for everyone. Find out more at www.sussex.ac.uk/research/research2009
Computer program that learns to play classic NES games
 
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This is an explanation and demo of software I wrote that learns how to play a Nintendo Entertainment System game and then automatically plays it. This is real. Research paper published in SIGBOVIK 2013: "The first level of Super Mario Bros. is easy with lexicographic ordering a and time travel ...after that it gets a little tricky." http://tom7.org/mario/mario.pdf Follow-up video with more games: http://www.youtube.com/watch?v=YGJHR9Ovszs And episode 3: http://www.youtube.com/watch?v=Q-WgQcnessA For more info and source code, see: http://tom7.org/mario/
Views: 1912201 suckerpinch
research paper computer games addiction
 
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Click link: https://goo.gl/TIo1T2?98668
Games in Education - How Games Can Improve Our Schools - Extra Credits
 
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Sticking a game into a classroom agenda or homework assignment doesn't automatically make it more educational *or* entertaining. Integrating games into school requires rethinking education itself! Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC (---More below) (Original air date: August 7, 2013) _______ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Play games with us on Extra Play! http://bit.ly/WatchEXP Watch more episodes from this season of Extra Credits! http://bit.ly/2qMiJ6G Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator _________ Would you like James to speak at your school or organization? For info, contact us at: contact@extra-credits.net _________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "Little Painter Girl" by Adam Dachis http://ocremix.org/remix/OCR01358/
Views: 263383 Extra Credits
Effects of Video Games on Children That Many are Not Aware Of
 
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Wondering whether video games are good or bad for your children? You are not alone! Since the time video games were devised, extensive research has been conducted to study the effects of these games on kids. The results of these studies have shown that there are both good and bad effects of video games, depending on whether children play age-appropriate games and the time they spend in gaming. In this video, we shall look at the possible positive and negative effects of video games on children. On that note, do visit: http://www.buzzle.com/articles/effects-of-video-games-on-children.html
Views: 15017 Buzzle
Can computer games make learning grammar fun?
 
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Education research: the big questions Learning grammar is one of the hardest parts of learning a foreign language. But it’s really important. Grammar helps language learners express and understand meaning in a sentence. Dr Rowena Kasprowicz, Lecturer in Second Language Education at the University of Reading’s Institute of Education, describes how a computer game can help young learners focus on learning grammar. The game was developed as part of an education research project by Dr Rowena Kasprowicz, Professor Emma Marsden and the Digital Creativity Labs (University of York). This is the first of a series of films about research at Reading’s Institute of Education, to answer big questions in education research. Find out more: https://research.reading.ac.uk/education/ http://digitalcreativity.ac.uk/projects/gaming-grammar-games-teaching-foreign-language-grammar
Views: 11 UniofReading
Running an experiment in the IBM Quantum Experience
 
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IBM Research is making quantum computing available to the public for the first time, providing access to a quantum computing platform from any desktop or mobile device via the cloud. Users of the platform called the IBM Quantum Experience can create algorithms and run experiments on an IBM quantum processor, learn about quantum computing through tutorials and simulations, and get inspired by the possibilities of a quantum computer. To learn more about IBM’s quantum computing research and get access to the IBM Quantum Experience please visit: http://ibm.com/quantumcomputing
Views: 156632 IBM Research
Computer Game Technology & Future of Serious Games
 
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This video is a snap shot of some of today's technology used in computer games and some research and development ideas for the future of Serious Games (including Augmented Reality).
Views: 20551 Penny de Byl
Jacob Sherson - The quantum computer game: democratic research and game-based learning
 
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Jacob Sherson* speaking at the Games for Quantum Research Workshop. 22nd February 2013 * AU Ideas Center for Community Driven Research, CODER, Department of Physic and Astronomy, Aarhus University
Views: 328 suzannemce
Game Theory: The Science of Decision-Making
 
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With up to ten years in prison at stake, will Wanda rat Fred out? Game theory is looking at human interactions through the lens of mathematics. Hosted by: Hank Green ---------- Support SciShow by becoming a patron on Patreon: https://www.patreon.com/scishow ---------- Dooblydoo thanks go to the following Patreon supporters -- we couldn't make SciShow without them! Shout out to Kevin Bealer, Justin Lentz, Mark Terrio-Cameron, Patrick Merrithew, Accalia Elementia, Fatima Iqbal, Benny, Kyle Anderson, Mike Frayn, Tim Curwick, Will and Sonja Marple, Philippe von Bergen, Chris Peters, Kathy Philip, Patrick D. Ashmore, Thomas J., charles george, and Bader AlGhamdi. ---------- Like SciShow? Want to help support us, and also get things to put on your walls, cover your torso and hold your liquids? Check out our awesome products over at DFTBA Records: http://dftba.com/scishow ---------- Looking for SciShow elsewhere on the internet? Facebook: http://www.facebook.com/scishow Twitter: http://www.twitter.com/scishow Tumblr: http://scishow.tumblr.com Instagram: http://instagram.com/thescishow ---------- Sources: https://www.khanacademy.org/economics-finance-domain/microeconomics/nash-equilibrium-tutorial http://levine.sscnet.ucla.edu/general/whatis.htm http://assets.cambridge.org/97805213/61774/sample/9780521361774ws.pdf https://www.youtube.com/watch?v=qcLZMYPdpH4 http://link.springer.com/chapter/10.1007/978-1-349-20181-5_1 http://www.gametheory.net/dictionary/Game.html Image Links: https://en.wikipedia.org/wiki/John_Forbes_Nash_Jr.
Views: 1680316 SciShow
How your gameplay helps ScienceAtHome build a quantum computer
 
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What are quantum computers and how does playing games help physicist in cutting edge research? ScienceAtHome.org is an online platform for collaborative volunteer research. We invite you to play our games, have fun and contribute to real discoveries on quantum physics, human thinking and much more! Download Quantum Moves from the App Store and Google Play and get ready to push the boundaries of scientific research by playing computer games! https://www.scienceathome.org/
Views: 22708 ScienceAtHome
Computer origami and VR - How games help science.
 
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Games and science are inextricably linked. For example, puzzles and games are full of math, and origami can also be seen as a set of mathematical folding techniques. And when economists see society as one big game, how can they change the rules and steer the game? Meanwhile, the game world and the reality are increasingly fusing. What does this mean for our place in the world? Original title: De speler Mathematical player Erik Demaine was a homeschooled prodigy, and went to university at 12. At 20, Erik Demaine became a teacher of computer science at the MIT in Boston, and is now a professor. Demaine investigates how to capture daily practice in algorithms. An important part of that work is his research into computational origami, in which he uses the computer to discover new folding patterns. His work contributes through smarter folding to new medicine, telecommunications, architecture and more. To study the mathematics behind folding patterns, he studies games, from Tetris and Mario World to origami and board games. More than 20 years ago, when you had never heard of it, Carolina Cruz-Neira was one of the world's largest virtual reality experts. Her VR lab, the Emerging Analytic Center in Little Rock (Arkansas, USA) is world-renowned. Cruz-Neira wants to fuse virtual reality with real reality. What is reality actually and what is mixed reality? In what world will we live, and how does that change our identity? She learns a lot of her son Alexander, who gets drunk with VR. "Do not guess, experiment!" That's the motto of economist and game distributor John A. List. If your economy can be seen as a big game, List questions, how can we change the rules of the game so that the game will bring more winners than losers? Economics is primarily a theoretical subject, on which policy is made at the highest and most impactful level. But are those theories correct? John List found a workable way to test big economic in practice. The Mind of the Universe is an international science documentary series and open source platform about the rapid evolution of our knowledge. It explores the human destiny and the world of tomorrow through the eyes of the greatest thinkers and scientists of our time. In each episode, a typical human quality takes centre stage, in which the scientists and their research are embedded. Originally broadcasted by VPRO in 2017. © VPRO Backlight June 2017 On VPRO broadcast you will find nonfiction videos with English subtitles, French subtitles and Spanish subtitles, such as documentaries, short interviews and documentary series. VPRO Documentary publishes one new subtitled documentary about current affairs, finance, sustainability, climate change or politics every week. We research subjects like politics, world economy, society and science with experts and try to grasp the essence of prominent trends and developments. Subscribe to our channel for great, subtitled, recent documentaries. Visit additional youtube channels bij VPRO broadcast: VPRO Broadcast, all international VPRO programs: https://www.youtube.com/VPRObroadcast VPRO DOK, German only documentaries: https://www.youtube.com/channel/UCBi0VEPANmiT5zOoGvCi8Sg VPRO Metropolis, remarkable stories from all over the world: https://www.youtube.com/user/VPROmetropolis VPRO World Stories, the travel series of VPRO: https://www.youtube.com/VPROworldstories VPRO Extra, additional footage and one off's: https://www.youtube.com/channel/UCTLrhK07g6LP-JtT0VVE56A www.VPRObroadcast.com Credits: Presented by: Robbert Dijkgraaf Editor in chief and script: Rob van Hattum Direction & Editor: Kees Brouwer, Gijs Swantee, Sander Cijsouw Research: Frederique Melman, Remy van den Brand, Anna Gimbrere, Wiesje Kuijpers, Gerko Wessel Production: Madeleine Somer, Jordy van Langen (stage), May-Linn Tsiang (stage) Cross Media Manager: Eef Grob Redaction: Elmar Veerman, Marijn van der Waa, Bram van Dijk (stage), Imani van Oosterhout (stage), Yfke van der Ploeg (stage) Media Manager & Assistant: Olivier Schuringa, Pardis Faqiri (stage) Camera: Chris Blokhuis, Hans Bouma, Martijn Cousijn, Jacko van ’t Hof, Job Kraaijeveld, Sjoerd Vogel, Karsten Hohmann Sound: Daan Arens, Dennis Kersten, Jillis Schriel, Mark Witte,Gregor Koppenburg, Bidisha Das, Pedro Rodriques da Silva Translation: Lei Fang, Sasja Yakovleva, Alexandra de Vries Script editing: Caroline Ligthart Editing: Jeroen van den Berk, Sander Cijsouw, Tim van der Maden, Olivier van der Zee Design: Jurriaan Schalken Composition: Jos Jansen (Big Orange) International partners and Education: Fred Mulder In cooperation with: Tijl van Huijkelom English, French and Spanish subtitles: Ericsson. French and Spanish subtitles are co-funded by European Union.
Views: 2821 vpro documentary
Escaping video game addiction: Cam Adair at TEDxBoulder
 
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Today, millions of people around the world from all ages struggle with video game addiction. This issue affects all of life including school grades, job retention, career aspirations and even marriages yet too often the conversation focuses on whether we should play games instead of helping those who want to stop but cannot. A video game addict for more than ten years, Cam joins us to share his story on overcoming and how he changed his life. Videography credits Jenn Calaway, Enhancer Michael Hering, Lodo Cinema Sarah Megyesy, Side Pocket Images Satya Peram, Flatirons Films Sean Williams, RMO Films Anthony Lopez, Cross Beyond David Oakley
Views: 340326 TEDx Talks
Playing for Data: Ground Truth from Computer Games
 
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More info at http://goo.gl/6MZgWl Playing for Data is a research project by Stephan R. Richter*, http://stephanrichter.org Vibhav Vineet*, http://vibhavvineet.com Stefan Roth, http://www.visinf.tu-darmstadt.de Vladlen Koltun, http://vladlen.info * authors contributed equally To appear at the European Conference on Computer Vision (ECCV) 2016
Views: 81036 Visual Inference
Brief introduction to the Quantum Computer Game
 
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Extracts from a scientific talk held at the Games for Quantum Research Workshop at Heriot-Watt University Edinburgh, 22/2-2013
Views: 584 Jacob Sherson
Video game violence linked to bad behavior, study says
 
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A new study finds a link between violent video games and aggressive behavior in children. Dr. Harold Koplewicz, child psychiatrist, and president of the Child Mind Institute, talks about the study with the "CBS This Morning" co-hosts.
Views: 47989 CBS This Morning
Research Directions for Educational/Serious Games
 
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Talk title: Research Directions for Educational/Serious Games Speaker: Peter Hastings, DePaul University Talk Date: March 11, 2008 Abstract: Last year, a study sponsored by the US Department of Education took a close, scientific look at the effects of technology in education. The study included 140 schools, 439 teachers, almost 10,000 students, and 16 software products (12 of which had won awards) aimed at improving students' learning of reading and math. The bottom line? Students who used the technology were no better off than those who didn't. A recent call for proposals from the Institute of Educational Sciences suggested that the remedy for this problem could be ... video games. In this talk, Peter starts by summarizing empirical studies of how people learn. Then he describes two typical technological approaches for improving learning. The rest of the talk focuses on how computer games might provide a win for education, and the types of research needed to back that up. Speaker Bio: Peter Hastings is an associate professor in the School of Computer Science, Telecommunications and Information Systems at DePaul University. His research projects involve intelligent tutoring for research methods and natural language processing. He teaches courses in computer science, human-computer interaction, and introductory statistics. The Future of Games • http://dgrc.ncsu.edu/index.php/activities/the-future-of-games Department of Computer Science • http://www.csc.ncsu.edu/ Department of Industrial Design • http://ncsudesign.org/content/index.cfm/fuseaction/page/filename/industrial_design.html
Views: 2315 NCState
How to Select and Evaluate Educational Computer Games - Research Based Prezi Presentation
 
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A short Prezi (www.prezi.com) on how to select and evaluate educational computer games. All is based on research with my references below. References: Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263-281. Retrieved from www.aace.org/pubs/jemh Goyne, J. S., McDonough, S. K., & Padgett, D. D. (2000). Practical guidelines for evaluating educational software. The Clearing House, 73(6), 345-348. Retrieved from http://www.taylorandfrancisgroup.com Lofgren, K. (2016, February 8). 2016 Video Game Statistics & Trends | Big Fish Blog. Retrieved April 19, 2017, from http://www.bigfishgames.com/blog/2016-video-game-statistics-and-trends/ Panoutsopoulos, H., & Sampson, D. G. (2012). A study on exploiting commercial digital games into school context. Journal of Educational Technology & Society, 15(1), 15-n/a. Retrieved from http:// www.ifets.info Angry Birds is used for educational example only and is the sole copyright of Rovio Entertainment Ltd. Creative Commons Music Licence: Ace of Clubs by RoccoW : http://freemusicarchive.org/music/RoccoW/~/Ace_of_Clubs Neogauge by Rolemusic : http://freemusicarchive.org/music/Rolemusic/~/neogauge
Views: 29 Higher E-Learning
Stanford Seminar - How to Design Addictive Games
 
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EE380: Computer Systems Colloquium Seminar How to Design Addictive Games Speaker: Chuck Clanton, Aratar A great game seduces its player into flow state. Since we know a lot about what flow state is and what it requires, you might imagine that game's design to be a lot of work, but not mysterious. Yet 99% of all games fail. The vast majority of game designers have never designed an addictive game. In HCI research, games are analyzed based on flow state properties but that's descriptive, not prescriptive. Designing such games remains mystical. Like other performing arts, game design needs accident, luck, inspiration, perspiration, and knowledge. I would like to justify my being invited to talk so on top of the skeleton of flow, I will add some meat that you would not likely hear from anyone else. I will talk about what I learned playtesting my own work and what I was taught by great game designers, in creating games that were indeed addictive. As such, this will be a very idiosyncratic and personal introduction to the art of designing irresistible engagement. About the Speaker: Chuck Clanton is a software user experience designer, who likes working on new problems. He invented touch screen interactions on the star7 at FirstPerson in 1991-2, avatar-centric communication in virtual worlds in 2000-2004 (which won a technical Emmy award), and very effective "adver-gaming" on floor and wall displays using 3d gestures in space in 2004-8 (prior to Microsoft's Kinect). Around 1995, he decided that he needed to know the secrets of game designers. He went to Electronic Arts UK Studio outside London where he user tested every game from the studio. He eventually worked on the design of four platinum games: Populous the Beginning, Sim Theme Park, Dungeonkeeper II, and the first Harry Potter for advanced consoles. He was named EA'`s first Design Fellow. In this talk, he will share what he learned himself and was taught by some of the industry's greatest game designers on how to create addictive games. For more information about this seminar and its speaker, you can visit http://ee380.stanford.edu/Abstracts/170524.html Support for the Stanford Colloquium on Computer Systems Seminar Series provided by the Stanford Computer Forum. Colloquium on Computer Systems Seminar Series (EE380) presents the current research in design, implementation, analysis, and use of computer systems. Topics range from integrated circuits to operating systems and programming languages. It is free and open to the public, with new lectures each week. Learn more: http://bit.ly/WinYX5
Views: 5385 stanfordonline
Video Games Don't Cause Violent Behavior
 
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Everyone just knows that violence is on the rise, especially among kids. Everyone just knows that violent video games have something to do with it. Except violence isn't on the rise, as we showed in our "Sky isn't falling episode". And there's really no evidence that video games are the cause of violence anyway. Step away from my video games! Those of you who want to read more and see references can go here: http://theincidentaleconomist.com/wordpress/?p=55217 John Green -- Executive Producer Stan Muller -- Director, Producer Aaron Carroll -- Writer Mark Olsen -- Graphics http://www.twitter.com/aaronecarroll http://www.twitter.com/crashcoursestan http://www.twitter.com/realjohngreen http://www.twitter.com/olsenvideo
Views: 268470 Healthcare Triage
Think Computer Science '11 Talks - Playing the Game of Research
 
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Thore Graepel, a principal researcher at Microsoft Research Cambridge, talks about how games can be used to investigate how people behave in strategic situations and how we can use peoples' competitive drive, curiosity, and social impulses to accomplish useful tasks.
Views: 192 MSRC08
Video Games Aren't Actually Bad For Kids
 
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Good news, gamers! A decade-long landmark study on the impact of video games on kids has been released, and you're safe! Anthony is joined by Rev3 Game's Tara Long to detail their report. Read More: Game Play Has No Negative Impact on Kids, UK Study Finds http://www.gamesandlearning.org/2013/11/15/game-play-has-no-negative-impact-on-kids-uk-study-finds/ "A massive study of some 11,000 youngsters in Britain has found that playing video games, even as early as five years old, does not lead to later behavior problems." Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study http://adc.bmj.com/content/early/2013/02/21/archdischild-2011-301508.full.pdf+html "Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences" Welcome to the Millennium Cohort Study http://www.cls.ioe.ac.uk/page.aspx?&sitesectionid=851&sitesectiontitle=Welcome+to+the+Millennium+Cohort+Study "The Millennium Cohort Study (MCS) is a multi-disciplinary research project following the lives of around 19,000 children born in the UK in 2000-01. It is the most recent of Britain's world-renowned national longitudinal birth cohort studies." Study of 11,000 Children Shows No Correlation Between Video Games & Bad Behavior http://gamerant.com/violent-video-games-study-children/ "From comic books to that new-fangled rock 'n' roll and those dangerous role-playing games, it seems that there's always some new form of media threatening to tear apart the fabric of civilized society and corrupt the minds of the innocent." Watch More: How GTA5 Affects Your Brain https://www.youtube.com/watch?v=HWwVe8PQHm4 TestTube Wild Card: http://testtube.com/dnews/dnews-452-time-perception?utm_campaign=DNWC&utm_medium=DNews&utm_source=YT Sex vs. Guns on TV https://www.youtube.com/watch?v=noWV-llPg6I ____________________ DNews is dedicated to satisfying your curiosity and to bringing you mind-bending stories & perspectives you won't find anywhere else! New videos twice daily. Watch More DNews on TestTube http://testtube.com/dnews Subscribe now! http://www.youtube.com/subscription_center?add_user=dnewschannel DNews on Twitter http://twitter.com/dnews Anthony Carboni on Twitter http://twitter.com/acarboni Laci Green on Twitter http://twitter.com/gogreen18 Trace Dominguez on Twitter http://twitter.com/trace501 DNews on Facebook http://facebook.com/dnews DNews on Google+ http://gplus.to/dnews Discovery News http://discoverynews.com
Views: 223919 Seeker
Computer Science & Game Design | DigiPen Institute of Technology
 
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http://www.DigiPen.edu | DigiPen Institute of Technology DigiPen Institute of Technology is a world-renowned leader in education and research in computer interactive technologies. As the first school in the world to offer a four-year degree in video game development, DigiPen Institute of Technology has advanced the game industry for more than two decades by helping students become world-class programmers, engineers, and digital artists. DigiPen Institute of Technology offers degree programs in Video Game Programming, Game Design, Animation, Computer Science, Sound Design, and Computer Engineering. Graduate degree programs include a Master of Science in Computer Science and a Master of Fine Arts in Digital Arts.
Study Links Video Game Use With Weaker School Performance
 
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A new study warns that too much time spent playing computer games can affect a child's performance at school. Britain's National Children's Bureau Northern Ireland on Monday published the results of research showing that excessive computer use hampers students' chances of getting good exam grades. VOA's Zlatica Hoke has more. Originally published at - http://www.voanews.com/media/video/3003552.html
Views: 602 VOA News
Study BSc Computer Games Design & Development at Cardiff Metropolitan University
 
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This programme covers the key concepts of computer games design and development along with developing highly transferable computational thinking, analytical and problem solving skills, and a broad range of software development skills. Find out more: http://bit.ly/2bxzrSe *This programme is subject to validation for September 2017.
Computer Tycoon #2 - Expanding Our Computer Parts / Research!
 
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Computer Tycoon Gameplay with Splat! Let's Play Computer Tycoon and check out a slick building strategy tycoon management game that lets you build your PC empire from scratch and make money! Download Computer Tycoon : http://store.steampowered.com/app/686680/Computer_Tycoon/ The Nerd Castle on Steam : http://steamcommunity.com/groups/Splattercat Twitter : https://twitter.com/SplattrCatGames Facebook : https://www.facebook.com/SplattercatGaming Support The Nerd Castle on Patreon : www.patreon.com/splattercat Steam Curator : http://steamcommunity.com/groups/Splattercat#curation Fan Submissions : PO Box 10602 820 Randolph Street Napa CA 94558
Views: 24855 SplatterCatGaming
MSc Computer Games Design
 
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The MSc in Computer Games Design aims to provide students the opportunity to acquire knowledge and learn state of the art techniques within the context of the computer games industry and to develop research perspectives relevant to computer games design and development. This award has been designed to be flexible and can be tailored to students' research aspirations and allows graduates from many different backgrounds to benefit from this MSc and ultimately benefit the games industry. Find out more about studying at Staffordshire University visit: http://www.staffs.ac.uk/postgraduate
BSc (Hons) Computer Games Development at UCLan
 
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Students from the BSc (Hons) Computer Games Development degree at the University of Central Lancashire, talk about their experiences studying the course. Further information: http://www.uclan.ac.uk/information/courses/bsc_hons_computer_games_development.php
Views: 2281 uclanvideo
Artificial Intelligence Research in Games [AI & Games Lecture #1]
 
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The first in a multi-part series of public lectures on AI in games. Recorded on 20th October 2014 at the University of Derby. In this first video, we detail some of the most interesting work in using video games as benchmarks within the AI research community. This is largely focussed on four competition benchmarks: - The Ms. Pac-Man Competition - The Mario AI Competition - The 2K BotPrize - The Starcraft AI Competition Full credit must be given to the following authors of videos used in this presentation: "Ms. Pac-Man AI - ICE Pambush 3" (RTNO1) https://www.youtube.com/watch?v=Zo0YujjX1PI "ICEP-IDDFS (Ms. Pac-Man) vs Memetix (Ghosts)" (RTNO1) https://www.youtube.com/watch?v=Zo0YujjX1PI "Infinite Mario AI - Long Level" (Robin Baumgarten) https://www.youtube.com/watch?v=DlkMs4ZHHr8 "Infinite Mario AI vs Hard Level" (UCSCweber) https://www.youtube.com/watch?v=V06nEHw70b4 "CIG 2010 Level Generator Entry" (UCSCweber) https://www.youtube.com/watch?v=8Eu8sRV2yd4&index=46 "BotPrize Video" (Sean Williams) https://www.youtube.com/watch?v=mUNfjMDhCpM "2012 AIIDE StarCraft AI Competition - Highlight Reel" (serendib7) https://www.youtube.com/watch?v=jYzSffdvvwo The remaining videos have all been crafted by myself. More videos and articles on work in Ms. Pac-Man and Super Mario can be found at the following links: "The Mario AI Competition": http://www.patreon.com/creation?hid=614578 "What's the Deal with Pac-Man?": http://www.patreon.com/creation?hid=614536 For those interested in a copy of the slides (without videos), they can be found at: https://t2thompson.files.wordpress.com/2015/02/part-1-ai-research-in-video-games-minus-video.pptx
Views: 18003 AI and Games
UCI's Game Day 2016
 
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Game Day 2016 is a celebration of game development, teaching and research at UC Irvine. The campus is located in a region long known as a hub of the game industry, and many UCI alumni work at or have founded local game companies. UCI is a leader in undergraduate game education with its computer game science (CGS) major, and conducts pioneering game research, spearheaded by the campus's Institute for Virtual Environments and Computer Games. The Video Game Development Club (VGDC), with more than 200 active members, sponsors game jams, holds workshops where students teach each other, and frequently invites local industry leaders to campus to talk with students. Team Specter: 3:30 Team Skipper: 11:30 Team Diamond: 21:56 Team Bridge: 27:35 Team Boulder: 36:31 Team Tsunami: 43:55 Team Moonlight: 53:10 Team Tavern: 1:00:32 https://www.ics.uci.edu/gameday/ March 9, 2016
Views: 1163 UCIBrenICS
Excerpt from the 633rd official contact conversation -  Harmful Computer Games and Motion Pictures
 
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http://au.figu.org/harmful_media.html Billy Ask Ptaah - You told me once that you have conducted studies of many years in regard to terrestrial films and computer games in order to research which Gewalt-based and compulsive effects arise for the human being out of war-based, anti-war-based, terrifying, horrific, criminal and felonious and also torturous, murderous and homicidal films. Can you tell me today which results you have arrived at regarding this? ========================== --------------------------------------------------- ========================== Gewalt - There is no English word that conveys the true meaning of the German word ‹Gewalt›. ‹Gewalt› is the brutal execution of elemental might and force, but it is far above all might and all force. ‹Gewalt› exists in different and relative forms, one example being a ‹gewalttätige Gesinnung› – expression from the character, personality, thoughts, feelings and emotions that shows the inclination to act with Gewalt. When human beings possess or carry out acts of Gewalt and it is not based in logic, then this usually involves violence, brutality, degradation and is terribly destructive. ↑ furthermore on Gewalt1: Explanation from Ptaah – Gewalt has nothing to do with the terms ‹heftig› (violent) and ‹Heftigkeit› (violence), because the old-Lyranian term with regard to ‹Gewalt› means ‹Gewila›, and it is defined as using, with all the coercive means that are at one’s disposal, physical, psychical, mental, and consciousness-based powers, abilities and skills, in order to carry out and carry through terrible actions and deeds.
Views: 642 SKiLLsSoLoN
The Mathematica Solution for Game Design, Special Effects, and Generative Art
 
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Move ideas and algorithms from artistic concepts or graphics research to computer games and special effects, rapidly prototype and validate models, and instantly visualize your results—all in one system, with one integrated workflow. Mathematica is a great solution for game design, special effects, and generative art. It provides a uniquely flexible framework for creating realistic games and animations using high-precision physics, advanced 2D and 3D graphics primitives, artistic color schemes, and built-in geometric art entities. For more information, please visit: http://www.wolfram.com/solutions/VisualArts
Views: 4704 Wolfram
"Serious Games"- Playing for Research | Shift
 
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In their work, more and more scientists use internet surfers do acquire data. With the help of online games, they get people to play along, helping the scientists to solve riddles large and small about humanity.One sensational"serious games" success was the biology game"Foldit"in 2011. Conceived at the University of Washington, it allows researchers to figure out in days what they'd failed to do for years - they decoded the structure of a protein, in an important step in the study of HIV-AIDS."Galaxy Zoo"is another example. Researchers at Oxford wanted to classify about a million galaxies according to structure, form, shape, color and size. Computers are unsuitable for such a task because they are poor at recognizing patterns. So the researchers made a game of it, and several hundred thousand people accomplished the task. And the Finnish national archive in Helsinki is asking internet users to decode letters used in old newspapers.
Views: 345 DW English
The ethics of exploiting psychological research in video games: Johnny Soraker at TEDxTwenteU
 
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Dr. Johnny Hartz Søraker is Assistant Professor of Philosophy of Technology at the Department of Philosophy, University of Twente. Johnny has been awarded teacher of the year 2012 and has many publications on his name. In this talk Johnny inspires by his view on the ethics of exploiting psychological research in video games. In the spirit of ideas worth spreading, TEDx is a program of local, self-organized events that bring people together to share a TED-like experience. At a TEDx event, TEDTalks video and live speakers combine to spark deep discussion and connection in a small group. These local, self-organized events are branded TEDx, where x = independently organized TED event. The TED Conference provides general guidance for the TEDx program, but individual TEDx events are self-organized.* (*Subject to certain rules and regulations)
Views: 12765 TEDx Talks
Thumb Candy - The history of computer games 2000
 
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Thumb Candy was a Channel 4 documentary about the history of computer games which was made by Talkback in 2000. It was hosted by Iain Lee who interviewed the people who were involved in creating the first big video games. The programme features interviews with: * Steve Russell - creator of Spacewar! * Nolan Bushnell of Atari * Al Alcorn - creator of Pong * Toshihiro Nishikado - creator of Space Invaders * Ed Logg - creator of Asteroids * Toru Iwatani - creator of Pac-Man * Clive Sinclair discussing the ZX Spectrum * Matthew Smith on Manic Miner and Jet Set Willy * Shigeru Miyamoto on Donkey Kong * Alexey Pazhitnov on Tetris * Toby Gard on the Tomb Raider video game series * Steven Poole, author of Trigger Happy
Views: 39191 QLvsJAGUAR
LJMU - Computer Games Development BSc (Hons)
 
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About your course Taught by leading experts, the BSc (Hons) Computer Games Development at Liverpool John Moores University offers you exciting paid work placement opportunities with leading games development companies plus access to state-of-the-art facilties. - Dedicated Gaming lab with Playstation 3 Development Kit - Opportunity to undertake a year’s paid industrial placement thanks to our links with over 450 local, national and international organisations, including SCEE, Lucid Games, Atomicom, Damibu, Setgo Games, TribePlay in China - Regular visits by game industry professionals who offer career and technical advice - Exciting career opportunities with games development companies like Sony Computer Entertainment Europe, Rockstar North, Electronic - Arts, Lucid Games, TT-Games, TT-Fusion, Hello Games and more - International Foundation Year course available offering direct progression onto this degree programme For more information on this course and find more about the University visit https://www.ljmu.ac.uk/study/courses/undergraduates/2016/computer-games-development
Computer Games for a Better Life | Rainer Malaka | TEDxOsnabrückUniversity
 
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"Computer games constitute a risk for players' health and mental capacities." This view, frequently expressed and discussed in the media, is challenged by Rainer Malaka in his talk at TEDxOsnabrückUniversity. To the contrary, computer games can (and already do) contribute in many ways to a longer and healthier life, a development additionally supported through new game paradigms and novel forms of interaction with games and computers in general. Rainer Malaka is Professor for Digital Media at Bremen University, where he leads the Digital Media Group and serves as director of the Center for Computing and Communication Technologies. Before his move to Bremen in April 2006, he headed the research department of the European Media Laboratory (EML). The focus of Rainer Malaka’s work is intelligent mobile systems, but he and his group are also involved in research on entertainment computing, human computation, human-computer interaction, semantics and context, spatial media and computing, and visual computing. This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at http://ted.com/tedx
Views: 4047 TEDx Talks
Rules in Computer Games Compared to Rules in Traditional Games
 
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At DiGRA 2013 I recently presented a short talk to go with my conference paper in the Game Design track. The presentation expands on a couple of the most discussed entries I've written for my videogame development blog, HobbyGameDev. I've added to the core ideas to include a few new ways of explaining and thinking about the distinction, while better accounting here for how readers responded to those entries. The PDF of the full paper will available soon through DiGRA's online proceedings. Follow HGD on Twitter as @HobbyGameDev or Like on Facebook at http://facebook.com/hobbygamedev
Citizen science: playing games and the fate of humanity with Jacob Sherson
 
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Can the general public playing online computer games outcompete experienced researchers and power computer algorithms? How will the concept of citizen science influence the way we think of research in the 21st century? Which tasks are we humans still superior at solving? Can we identify sets of human skills optimally suited for solving any given task? Technological development is at the moment accelerating so fast that some scientists claim that within a few decades we will reach a singularity in which the technology will be more intelligent than Man. This development could potentially render the entire human race obsolete. The current fault line between artificial and human intelligence is probed by an emerging field called citizen science in which complicated research challenges are posed as online computer games and solved by players around the world with no formal training. Ordinary citizens have already contributed to research in as diverse fields as astronomy, protein and RNA folding, and neuron mapping. In the www.scienceathome.org project, Jacob Sherson and his group have extended this democratized research to the realm of quantum physics by gamifying a class of challenges related to the development of a so-called quantum computer, which could potentially have more computational power than all conventional computers in the world combined. Data from the more than 150,000 players clearly demonstrates that humans using their intuition can outperform the most powerful optimization algorithms. In general, humans have through millennia of evolution developed an uncanny ability to very often reach the right decisions although seemingly not having enough data. Using a suite of online games, Jacob Sherson’s group currently investigates this smart-data, rather than Big-data, processing in an interdisciplinary team involving researchers from physics, chemistry, didactic and cognitive science, psychology, economy, and researchers studying human problem solving, creativity, and innovation. If we can understand the subtle mechanisms underlying human innovation then potentially in the future we can create “an equation for innovation and creativity” telling us exactly which skills are required for any given challenge. We may also develop entirely new forms of artificial intelligence based on smart- rather than Big-Data. Or, we may “fail” and eventually find that there is just an unquantifiable “human core” to innovation and creativity.
Views: 249 Science & Cocktails

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