Wednesday, 3 August

Wednesday, 3 August

5:15 - 5:55 pm

Room 502B

In the spring of 2004, a small first-person shooter game engine was adapted as the basis for a non-violent educational game titled "Go Fish." Produced within the Georgia Tech Research Institute, the project was surprisingly modest, but the insight it generated was remarkable. Structural differences between play and education were exposed. Resolving these differences, completing the project, and making sure that it was both fun and educational required merging educational content into individual acts of play. The result was an attempt to solve the problem of "Fake Fun": the lack of enjoyment found in educational games. Bypassing the finer points of the narratology vs. ludology debate and remaining within conservative educational boundaries, the authors hope to provide simple, practical advice for those seeking to transform educational challenges into challenges of play.

Stephen L Guynup

University of Baltimore

steve_guynup (at) hotmail.com

Jim Demmers

Georgia Tech Research Institute

Wednesday, 3 August

5:15 - 5:55 pm

Room 502B

A new method of sign-language subtitling for motion pictures aimed at deaf children who cannot read English yet and can communicate only via signs. The method is based on the recently introduced concept of "semantroid" (an animated 3D avatar limited to head and hands) and on implementation of a new scrolling technique that allows for concurrent display of four subtitling windows at the bottom of the screen.

The highlights of the presentation are:

Nicoletta Adamo-Villani

Purdue University
nadamovi (at) purdue.edu