Ects 2004 – 2

ECTS 2004 takes place from September 1-3 at Earl’s Court , London. This years lineup features the Game Developer Conference Europe, as well as featuring the World Cyber Games. Please note that this is generally a trade only event, featuring a lot of companies, but not the major publishers. The IDA are also exhibiting. More @

Ects 2004 – 3

ECTS 2004 takes place from September 1-3 at Earl’s Court , London. This years lineup features the Game Developer Conference Europe, as well as featuring the World Cyber Games. Please note that this is generally a trade only event, featuring a lot of companies, but not the major publishers. The IDA are also exhibiting. More @

Gdc Europe 2004 – 4

The Game Developers Conference Europe 2004 takes place from August 31st until September 3rd at Earl’s Court , London. It is running alongside the ECTS.

The key topics this year are:

· Managing the risk associated with bigger teams and multiple projects
· Delivering an ever more sophisticated AAA games experience in shorter time-scales
· Managing the tight deadlines of delivering games tied to film release
· Funding models: how they work, what they cost the developer and how they change the business model
· Developing for PSP and Xbox2
· Post-mortems on AAA games
· Tutorials on leading games software tools for new platforms

There are a wide range of speakers including Ernest Adams and Tim Ansell.

More @

European Games Network 2004

EGN 2004 takes place from September 1-3 at ExCeL, near Canary Wharf in the London Docklands. This is the official ELSPA industry event of the London Games Week, and also features Game Stars Live. The event has seven components:

The Market Place
The Waterfront Rooms
The Hub Club
The TIGA International Content Market
The Net Bar
The Meeting Planner
The Conference and Seminar Programme

It also features all the big-name publishers and developers.

More info is available @ http://www.europeangamesnetwork.co.uk/

European Games Network 2004 – 2

EGN 2004 takes place from September 1-3 at ExCeL, near Canary Wharf in the London Docklands. This is the official ELSPA industry event of the London Games Week, and also features Game Stars Live. The event has seven components:

The Market Place
The Waterfront Rooms
The Hub Club
The TIGA International Content Market
The Net Bar
The Meeting Planner
The Conference and Seminar Programme

It also features all the big-name publishers and developers.

More info is available @ http://www.europeangamesnetwork.co.uk/

European Games Network 2004 – 3

EGN 2004 takes place from September 1-3 at ExCeL, near Canary Wharf in the London Docklands. This is the official ELSPA industry event of the London Games Week, and also features Game Stars Live. The event has seven components:

The Market Place
The Waterfront Rooms
The Hub Club
The TIGA International Content Market
The Net Bar
The Meeting Planner
The Conference and Seminar Programme

It also features all the big-name publishers and developers.

More info is available @ http://www.europeangamesnetwork.co.uk/

Isea2004

Collaboration between researchers, artists, scientists and businesses is expected over the event. Among the delegates will be Katherine Morawaki from NTRG (Networks and Telecommunications Research Group, Ireland), who will present design concepts related to fashion and technologies, emerging communication infrastructures, networks and the body.The cruiser ferry itself will host 20 installations, around 10 performances, interactive games and numerous DJ and live acts as it sails from Helsinki to Stockholm and on to Tallinn via the Åland islands. Delegates on board include:

*Kelly Dobson from MIT Media Lab USA (Machine Therapy project in the gym)
*Tuomo Tammenpaa, Finland (Float, a locative sound installation)
*Tamas Szakala, Hungary (who will turn the ship into a play-head by translating GPS coordinates, distance to islands, depth, direction and speed to a slowly developing soundscape).

Tallinn and Helsinki keynotes include Arturo Escobar (University of North Carolina, USA), Sarah Kember (Goldsmith College, UK), Joanna Berzowska (Concordia University, UK), Michel Maffesoli (Sorbonne, France), Shuddhabrata Sengupta (Sarai New Media Initiative, India), Erkki Huhtamo (UCLA, USA), Wendy Hui Kyong Chun (Brown University, USA), and Matthew Fuller (Piet Zwart Institute, the Netherlands).

Dates:
ISEA2004 Cruise: August 15-17
ISEA2004 Tallinn: August 17-19
ISEA2004 Helsinki: August 19-22

For more details:
www.isea2004.net

For group bookings, contact:
Mika Minetti
mailto:mika@isea2004.netmika@isea2004.net
+358 40 719 2280.

Isea 2004 Conference And Ferry Ride

Dates:
ISEA2004 Cruise: August 15-17
ISEA2004 Tallinn: August 17-19
ISEA2004 Helsinki: August 19-22

Details:
The ISEA2004 Symposium is an interdiscpilinary event taking in the Northern European capitals of Estonia and Finland and showcasing technological and artistic innovations from media labs from all over the world. This event is probably unique this year in that it is really two events connected by a ferry! The full conference and accomodation package includes two nights on the Silja Opera cruiser ferry from Talinn to Helinki, plus breakfasts, buffet dinners with wine and beer, and an entertainment event over 3 stages over 2 nights with 25 DJs as well as entry to both conferences.

Collaboration between researchers, artists, scientists and businesses is expected over the event. Among the delegates will be Katherine Morawaki from NTRG (Networks and Telecommunications Research Group, Ireland), who will present design concepts related to fashion and technologies, emerging communication infrastructures, networks and the body.The cruiser ferry itself will host 20 installations, around 10 performances, interactive games and numerous DJ and live acts as it sails from Helsinki to Stockholm and on to Tallinn via the Åland islands. Delegates on board include:

*Kelly Dobson from MIT Media Lab USA (Machine Therapy project in the gym)
*Tuomo Tammenpaa, Finland (locative sound installation, Float
*Tamas Szakala, Hungary (who will turn the ship into a play-head by translating GPS coordinates, distance to islands, depth, direction and speed to a slowly developing soundscape).

Tallinn and Helsinki keynotes include Arturo Escorbar (University of North Carolina, USA), Sarah Kember (Goldsmith College, UK), Joanna Berzowska (Concordia University, UK), Michel Maffesoli (Sorbonne, France), Shuddhabrata Sengupta (Sarai New Media Initiative, India), Erkki Huhtamo (UCLA, USA), and Wendy Hui Kyong Chun (Brown University, USA).

For more details:
www.isea2004.net

For group bookings, contact:
Mika Minetti
mailto:mika@isea2004.netmika@isea2004.net
+358 40 719 2280.

Isea2004 – 2

Collaboration between researchers, artists, scientists and businesses is expected over the event. Among the delegates will be Katherine Morawaki from NTRG (Networks and Telecommunications Research Group, Ireland), who will present design concepts related to fashion and technologies, emerging communication infrastructures, networks and the body.The cruiser ferry itself will host 20 installations, around 10 performances, interactive games and numerous DJ and live acts as it sails from Helsinki to Stockholm and on to Tallinn via the Åland islands. Delegates on board include:

*Kelly Dobson from MIT Media Lab USA (Machine Therapy project in the gym)
*Tuomo Tammenpaa, Finland (Float, a locative sound installation)
*Tamas Szakala, Hungary (who will turn the ship into a play-head by translating GPS coordinates, distance to islands, depth, direction and speed to a slowly developing soundscape).

Tallinn and Helsinki keynotes include Arturo Escobar (University of North Carolina, USA), Sarah Kember (Goldsmith College, UK), Joanna Berzowska (Concordia University, UK), Michel Maffesoli (Sorbonne, France), Shuddhabrata Sengupta (Sarai New Media Initiative, India), Erkki Huhtamo (UCLA, USA), Wendy Hui Kyong Chun (Brown University, USA), and Matthew Fuller (Piet Zwart Institute, the Netherlands).

Dates:
ISEA2004 Cruise: August 15-17
ISEA2004 Tallinn: August 17-19
ISEA2004 Helsinki: August 19-22

For more details:
www.isea2004.net

For group bookings, contact:
Mika Minetti
mailto:mika@isea2004.netmika@isea2004.net
+358 40 719 2280.

Cool As Ice – 2

The resources/courses/index.php?article_number=13Higher National Certificate in Interactive Computer Entertainment(ICE) programme began in September 2003. An introduction to game programming – with classes in C++, 2D graphics and engine tools, mathematical concepts and techniques – progressed to 3D graphics, music production, and a journey into the heart of Torc’s Instinct Engine. “I enjoyed the course’s design aspects, in particular,” said graduate Emma Robinson. “From researching games to creating final models, levels, etc. It was rewarding to see the game evolve from ideas to something that you could actually walk around in.”

“The course offered a taste of all aspects of the computer game industry, from business through to 3D Modelling,” continued Sean Ward. “The most enjoyable aspect was the inclusion of a project in which we created a basic tech demo in tandem with our course subjects. This created a real world scenario as it highlighted the importance of pre-planning, in research and in creating an efficient game design document. It allowed us to apply each topic of the course practically and gave a real insight into the work and effort that is needed to create an enjoyable (and profitable) gaming experience.”

Robbie Hegarty had been negotiating the slippery path to ICE as far back as the mid-1990’s. At that time, he sought funding via Northern Ireland’s Peace Programme. Although the proposal reached economic appraisal it was eventually turned down because, at £20,000stg a workstation, the Programme’s pockets simply weren’t deep enough. Last year’s HNC was eventually bankrolled by Co-Operation Ireland using Peace II money.

“For years all I’ve done is apply for outside funding,” said Robbie. “The set-up costs for equipment, space and staff training, are very expensive. There was also cynicism about the nature of the course. People who were to approve this project were saying, Games? What do you want to be making games for? The initial programme was called GAP – Games Application Programming – so I ended up removing the word games and calling it Interactive Computer Entertainment. As soon as I did that, I got funded!”

According to another graduate, Kyle Gilmore, Robbie was decisive in ICE’s success. “I think one of the main requirements for the course is enthusiasm, Robbie certainly has a lot and that helped drive most of us on when the workload was piling up.”

Torc’s Instinct Engine proved a crucial element to ICE’s structure. Instinct is at the standard of Doom III’s engine, yet currently costs about €2m less, and gave the students first-hand knowledge of a technology likely to cause major ripples in the market. The Torc team are also based in nearby Donegal, which proved helpful in terms of advice and support. This mutual arrangement between developer and educational institute also sends a message to the rest of the world: not only does the North West of Ireland offer one of the finest game engines, but it’s also nurturing experts who can use it.

“The first time I saw the tech demo Torc did for Havok I was blown away,” said Kyle Gilmore. “The engine was great to work with, even though it wasn’t a finished version we were using. I think the problem most people in the class had was that after seeing the tech demos we were trying to make levels that looked really, really good and weren’t concentrating on gameplay. It’s all a learning process though. I thought the xml integration for impact sounds; lighting etc. was easy to use, though I understand they’re working to make it even more user friendly.”

The upcoming incubation project is a brave attempt to bring contracts into Ireland (in line with Torc’s Engine), and create an indigenous industry much like the one Scotland’s Dundee currently enjoys. At a cost of £50,000stg per person – funded by business support – it is a colossal capital venture. However, both Robbie and the students are quietly confident.

“During the course we all realised that our level of skill was extremely high,” contended Sean. “If not yet at a professional level, then definitely a stone’s throw away from it. The incubation will give us a chance to hone these skills and I expect some very rewarding work to be produced both visually and financially. I also expect that the success of the incubation will encourage growth and co-operation within the sector in the North West.”

A new intake of students will start the HNC course in September, alongside a new feeder course called CREAM (Computer Rendered Entertainment and Animated Media) for students at National Certificate Level. Under a new Northern Irish Peace scheme, the Institute is also receiving £50,000 in funding for the creation of a game to be handed out to schools in promotion of peace and reconciliation.

The graduates are vocal about the course’s teething problems and are quick to propose ways in which it might be improved. Suggestions include a module on planning the development of a game, more in-depth level editing and character modelling. Guest speakers from within the industry were also considered a bonus.

Kyle Gilmore is quick to add that, on the whole, the course proved a huge success. “It’s given me great base knowledge as regards getting into and working in the games industry. I use the analogy of people who are really good at, say, 3D modelling. It has probably taken them years to get to the standard they’re at, but if you put them in front of a level editor they probably wouldn’t be as good as someone who has been concentrating on level design for the same amount of time. Anyone who has passed the ICE course can work well in all fields… It’s certainly given me the base knowledge to pursue a career in the games industry.”

Anyone interested in ICE or CREAM, contact: http://www.nwifhe.ac.uk/www.nwifhe.ac.uk/

The North West Institute of Further & Higher Education is hosting IGDA’s Awakenings 04 event in October. For more info. on this event keep an eye on the IGDA’s thread on the forums. See
community/forums/forumdisplay.php?s=&forumid=13here

Cool As Ice

The resources/courses/index.php?article_number=13Higher National Certificate in Interactive Computer Entertainment(ICE) programme began in September 2003. An introduction to game programming – with classes in C++, 2D graphics and engine tools, mathematical concepts and techniques – progressed to 3D graphics, music production, and a journey into the heart of Torc’s Instinct Engine. “I enjoyed the course’s design aspects, in particular,” said graduate Emma Robinson. “From researching games to creating final models, levels, etc. It was rewarding to see the game evolve from ideas to something that you could actually walk around in.”

“The course offered a taste of all aspects of the computer game industry, from business through to 3D Modelling,” continued Sean Ward. “The most enjoyable aspect was the inclusion of a project in which we created a basic tech demo in tandem with our course subjects. This created a real world scenario as it highlighted the importance of pre-planning, in research and in creating an efficient game design document. It allowed us to apply each topic of the course practically and gave a real insight into the work and effort that is needed to create an enjoyable (and profitable) gaming experience.”

Robbie Hegarty had been negotiating the slippery path to ICE as far back as the mid-1990’s. At that time, he sought funding via Northern Ireland’s Peace Programme. Although the proposal reached economic appraisal it was eventually turned down because, at £20,000stg a workstation, the Programme’s pockets simply weren’t deep enough. Last year’s HNC was eventually bankrolled by Co-Operation Ireland using Peace II money.

“For years all I’ve done is apply for outside funding,” said Robbie. “The set-up costs for equipment, space and staff training, are very expensive. There was also cynicism about the nature of the course. People who were to approve this project were saying, Games? What do you want to be making games for? The initial programme was called GAP – Games Application Programming – so I ended up removing the word games and calling it Interactive Computer Entertainment. As soon as I did that, I got funded!”

According to another graduate, Kyle Gilmore, Robbie was decisive in ICE’s success. “I think one of the main requirements for the course is enthusiasm, Robbie certainly has a lot and that helped drive most of us on when the workload was piling up.”

Torc’s Instinct Engine proved a crucial element to ICE’s structure. Instinct is at the standard of Doom III’s engine, yet currently costs about €2m less, and gave the students first-hand knowledge of a technology likely to cause major ripples in the market. The Torc team are also based in nearby Donegal, which proved helpful in terms of advice and support. This mutual arrangement between developer and educational institute also sends a message to the rest of the world: not only does the North West of Ireland offer one of the finest game engines, but it’s also nurturing experts who can use it.

“The first time I saw the tech demo Torc did for Havok I was blown away,” said Kyle Gilmore. “The engine was great to work with, even though it wasn’t a finished version we were using. I think the problem most people in the class had was that after seeing the tech demos we were trying to make levels that looked really, really good and weren’t concentrating on gameplay. It’s all a learning process though. I thought the xml integration for impact sounds; lighting etc. was easy to use, though I understand they’re working to make it even more user friendly.”

The upcoming incubation project is a brave attempt to bring contracts into Ireland (in line with Torc’s Engine), and create an indigenous industry much like the one Scotland’s Dundee currently enjoys. At a cost of £50,000stg per person – funded by business support – it is a colossal capital venture. However, both Robbie and the students are quietly confident.

“During the course we all realised that our level of skill was extremely high,” contended Sean. “If not yet at a professional level, then definitely a stone’s throw away from it. The incubation will give us a chance to hone these skills and I expect some very rewarding work to be produced both visually and financially. I also expect that the success of the incubation will encourage growth and co-operation within the sector in the North West.”

A new intake of students will start the HNC course in September, alongside a new feeder course called CREAM (Computer Rendered Entertainment and Animated Media) for students at National Certificate Level. Under a new Northern Irish Peace scheme, the Institute is also receiving £50,000 in funding for the creation of a game to be handed out to schools in promotion of peace and reconciliation.

The graduates are vocal about the course’s teething problems and are quick to propose ways in which it might be improved. Suggestions include a module on planning the development of a game, more in-depth level editing and character modelling. Guest speakers from within the industry were also considered a bonus.

Kyle Gilmore is quick to add that, on the whole, the course proved a huge success. “It’s given me great base knowledge as regards getting into and working in the games industry. I use the analogy of people who are really good at, say, 3D modelling. It has probably taken them years to get to the standard they’re at, but if you put them in front of a level editor they probably wouldn’t be as good as someone who has been concentrating on level design for the same amount of time. Anyone who has passed the ICE course can work well in all fields… It’s certainly given me the base knowledge to pursue a career in the games industry.”

Anyone interested in ICE or CREAM, contact: http://www.nwifhe.ac.uk/www.nwifhe.ac.uk/

The North West Institute of Further & Higher Education is hosting IGDA’s Awakenings 04 event in October. For more info. on this event keep an eye on the IGDA’s thread on the forums. See
community/forums/forumdisplay.php?s=&forumid=13here

European Games Network Trade Show

This event, a spin-off from ITV’s Games Stars programme, will include software publishers, game developers, multimedia and gaming exhibits, educational software, wireless and mobile technology exhibits and packaging services.

Exhibitors include:
*Nokia N-Gage
*Electronic Arts
*Activision
*Vivendi Universal
*Blitz Games
*Rebellion
*Atari
*Elixir Studios
*IOMO

Dates and times: September 1 – 10:00 – 18:00
September 2 – 10:00 – 18:00
September 3 – 10:00 – 16:00

Cost: Standard £25 +vat for one day, £50 + vat for three days
‘Hub Club’ VIP tickets -£300 +vat

For more information, visit:
http://www.gamestarslive.co.uk/www.gamestarslive.co.uk

‘Getting Back To Business’

Dates and times: September 1 – 10:00 – 18:00
September 2 – 10:00 – 18:00
September 3 – 10:00 – 16:00
Event: European Games Network trade show
Location: ExCeL, London Docklands
Cost: Standard £25 +vat for one day, £50 + vat for three days
‘Hub Club’ VIP tickets -£300 +vat

This event, a spin-off from ITV’s Games Stars programme, will include software publishers, game developers, multmedia and gaming exhibits, educational software, wireless and mobile technology exhibits and packaging services.

Exhibitors include:
*Nokia N-Gage
*Electronic Arts
*Activision
*Vivendi Universal
*Blitz Games
*Rebellion
*Atari
*Elixir Studios
*IOMO

For more information, visit:
http://www.gamestarslive.co.uk/www.gamestarslive.co.uk

European Games Network Trade Show – 2

This event, a spin-off from ITV’s Games Stars programme, will include software publishers, game developers, multimedia and gaming exhibits, educational software, wireless and mobile technology exhibits and packaging services.

Exhibitors include:
*Nokia N-Gage
*Electronic Arts
*Activision
*Vivendi Universal
*Blitz Games
*Rebellion
*Atari
*Elixir Studios
*IOMO

Dates and times: September 1 – 10:00 – 18:00
September 2 – 10:00 – 18:00
September 3 – 10:00 – 16:00

Cost: Standard £25 +vat for one day, £50 + vat for three days
‘Hub Club’ VIP tickets -£300 +vat

For more information, visit:
http://www.gamestarslive.co.uk/www.gamestarslive.co.uk

Learning By Playing – 2

Common wisdom says that the post-MTV generation needs constant and elevated levels of stimulation. But this generation can more appropriately be called the digital generation. Children today develop skills and capabilities compatible with constant exposure to computers and computer games, digital TV, DVDs, and iPods. For several years now, the technology-based learning and multimedia industry have invested many R+D hours and resources in video, rich media and game-based activities. Innovative education researchers have also realised the learning potential of computer games.

Whereas previously a game was used as a way of enticing students into a learning space, now the real learning potential of these games are being seriously explored. E-learning companies and ICT researchers once concentrated on the power of the technology itself but what really interests researchers of educational games is the interaction between the player and the context of technology. Researchers at the Centre for Society, Technology and Media (http://www.stem.dcu.ieSTeM) in DCU and research/group.php?id=4Media Lab Europe in the Digital Hub are looking into the very nature of play and the Centre for Research in IT in Education in TCD recently showcased their work – see http://www.cs.tcd.ie/research_groups/crite/this link). Game researchers are exploring the dynamics of complex player-game relationships. They are finding that there needs to be new definitions of learning in the digital age, as there are greater transformations in both player and the game environment than ever before during the act of play.

Multimedia educators and researchers build upon the work of Howard Gardner, who proposed in his theory of multiple intelligences that learners see the world in different ways when they engage in an educational activity. Each person has an individual scale of talent across these intelligences, some scoring higher on verbal ability, others on mathematical, or visual intelligences. Using various platforms and formats allows a greater number of students to choose the medium they want to use. Rich media computer games provide the necessary range across all these intelligences.

One challenge for the commercial sector is to maximise the power of play for certain types of content that suit this delivery. "There is a wide range of content that can be used successfully in game-based education," says Tony Kelly from Intel, whose R+D group worked on games concepts for the educational website www.skoool.co.uk, the British precursor to www.skoool.ie. "But it works best for adaptive learning systems, where students must figure things out while the game changes to suit their level of understanding. It doesn’t suit rote-learning." Kelly maintains that many in the educational software industry use the fact that people often learn despite themselves, in what is referred to by the new phrase du jour as ‘learning by stealth.’ "The trick is that the educational component is tied up in the story," Kelly says, and he picks out Hungry Red Planet, a nutritional game by Health Media Lab for special mention as a great example, as well the old favourite Civilisation.

James Gee, author of What Video Games Have to Teach Us About Learning and Literacy has referred to ‘stealth’ learning as "an activity where the learners are so caught up in their goals that they don’t realise they are learning, or how much they are learning, or where they actively seek new learning." The implication is that children learn by having fun and not realising the learning objectives. For example, in Where in the World is Carmen San Diego, the player learns history and geography in the process of being a detective searching for a missing person.

Stealth learning gets bad press, however. Among the charges are that it is a delusion which goes against accepted educational goals like reflexivity, and taking responsibility for learning. Shouldn’t learners be aware that they’re learning even when they’re having fun?

Peter Mee, CEO of Meedja Ltd., is unclear as to how exactly you could "con" someone into learning. "It’s a matter of perspective. If something is packaged and marketed as e-learning or training, I don’t see how it could be learning by stealth. Yes, gaming techniques may be used but this simply makes the material more palatable to the end user."

Another challenge for commercial development is that educational software tends to have a very modest production and marketing budget by comparison with the games industry. Meedja is currently developing an interactive 3D movie studio for 7-14 year olds with open architecture, based on the concept of "digital play". It provides many of the tools available in a real movie or TV studio such as adjustable cameras, lighting, scenery, and props and players can make their own animated 3D movies. On a question of market scale, Meedja can’t compete with movies and games. "The educational sector in Ireland is not large enough to support serious software development in this area", says Mee. "Teachers at primary and secondary level often bemoan the lack of Irish produced software for their sector but the reality is that it’s not commercially viable to produce quality software tailored to the Irish curriculum." Another aproach is pursued by DCU’s prospective/deginfo.php?classname=GEMMSc in Education and Training Management which trains teachers to program their own software to use in classrooms, including games.

There appears be common ground here though between the goals of entertainment and education. Intelligently designed games where learning is an integral part of the game has been part of computer games for a long time (such as Civilisation, mentioned above). Anyone who saw Ernest Adams give his lecture to the inauguration of the Irish chapter of the http://www.igda.org/ireland/International Game Developers Association(IGDA) last January will also remember how passionately he argued for more thought to be placed into game concept design. On the other side, as researchers understand more about the social and cognitive gains of playing games, there is more of an onus on teachers and educators to use games as part of their overall lesson plan, rather than wait for a magic bullet software or platform application that can be used as a centre point to every subject.

The bottom line is schoolroom technology like edutainment and electronic whiteboards are an important motivational tool and, lets face it, anything that injects more fun into maths or science is no bad thing. Collaborative ICT projects like terminalfour/SIPManager?descID=84Wired for Learning and the prospective/deginfo.php?classname=GEMMSc in Education and Training Management shown great student interest. But motivation is just one small part of the learning experience and there shouldn’t be an assumption that everyone dislikes the learning process. Broadly speaking, everyone likes to learn. It’s the subject and the way the subject is presented that turns students off. Education researchers must now focus on the multi-layered and fascinating new ways that ‘the digital generation’ acquire knowledge, ways that we haven’t thought about until now and, what’s more, ways of having fun doing it.

Padraig Murphy is currently doing doctoral research on science and technology education as part of the BioSciences and Society Group at DCU. Previously he was content development manager for an e-learning company.

Further information:

Theory:

Gros, B. 2003. The impact of digital games in education. First Monday. [Online]
Available from:http://www.firstmonday.dk/issues/issue8_7/xyzgros/http://www.firstmonday.dk/issues/issue8_7/xyzgros/

Gee, J. 2003. What video games have to teach us about learning and literacy. New York: Palgrave: Macmillan

Jenkins, H. 2004. Look, listen, walk. Available from:
articles/04/04/wo_jenkins040204.asparticles/04/04/wo_jenkins040204.asp

Lev Vygotsky: http://userwww.service.emory.edu/~eusher/quotes/vygotsky.htmlhttp://userwww.service.emory.edu/~eusher/quotes/vygotsky.html

US sites:

MIT Games-to-teach programme: http://www.educationarcade.org/gtt/http://www.educationarcade.org/gtt/

Marc Prensky website: writing/default.aspwriting/default.asp

Social Impact Games:

Irish sites:

Meedja Ltd. URL: www.meedja.com
email:
mailto:info@meedja.cominfo@meedja.com

CRITE: http://www.cs.tcd.ie/research_groups/crite/http://www.cs.tcd.ie/research_groups/crite/

Media Lab Europe: research/group.php?id=4research/group.php?id=4

Centre for Science, Technology and Media (SteM) http://www.stem.dcu.ie/www.stem.dcu.ie

MSc in Education and Training prospective/deginfo.php?classname=GEMprospective/deginfo.php?classname=GEM

Schools Integration Project and Wired for Learning
terminalfour/SIPManager?descID=84#terminalfour/SIPManager?descID=84#

Learning By Playing

Common wisdom says that the post-MTV generation needs constant and elevated levels of stimulation. But this generation can more appropriately be called the digital generation. Children today develop skills and capabilities compatible with constant exposure to computers and computer games, digital TV, DVDs, and iPods. For several years now, the technology-based learning and multimedia industry have invested many R+D hours and resources in video, rich media and game-based activities. Innovative education researchers have also realised the learning potential of computer games.

Whereas previously a game was used as a way of enticing students into a learning space, now the real learning potential of these games are being seriously explored. E-learning companies and ICT researchers once concentrated on the power of the technology itself but what really interests researchers of educational games is the interaction between the player and the context of technology. Researchers at the Centre for Society, Technology and Media (http://www.stem.dcu.ieSTeM) in DCU and research/group.php?id=4Media Lab Europe in the Digital Hub are looking into the very nature of play and the Centre for Research in IT in Education in TCD recently showcased their work – see http://www.cs.tcd.ie/research_groups/crite/this link). Game researchers are exploring the dynamics of complex player-game relationships. They are finding that there needs to be new definitions of learning in the digital age, as there are greater transformations in both player and the game environment than ever before during the act of play.

Multimedia educators and researchers build upon the work of Howard Gardner, who proposed in his theory of multiple intelligences that learners see the world in different ways when they engage in an educational activity. Each person has an individual scale of talent across these intelligences, some scoring higher on verbal ability, others on mathematical, or visual intelligences. Using various platforms and formats allows a greater number of students to choose the medium they want to use. Rich media computer games provide the necessary range across all these intelligences.

One challenge for the commercial sector is to maximise the power of play for certain types of content that suit this delivery. "There is a wide range of content that can be used successfully in game-based education," says Tony Kelly from Intel, whose R+D group worked on games concepts for the educational website www.skoool.co.uk, the British precursor to www.skoool.ie. "But it works best for adaptive learning systems, where students must figure things out while the game changes to suit their level of understanding. It doesn’t suit rote-learning." Kelly maintains that many in the educational software industry use the fact that people often learn despite themselves, in what is referred to by the new phrase du jour as ‘learning by stealth.’ "The trick is that the educational component is tied up in the story," Kelly says, and he picks out Hungry Red Planet, a nutritional game by Health Media Lab for special mention as a great example, as well the old favourite Civilisation.

James Gee, author of What Video Games Have to Teach Us About Learning and Literacy has referred to ‘stealth’ learning as "an activity where the learners are so caught up in their goals that they don’t realise they are learning, or how much they are learning, or where they actively seek new learning." The implication is that children learn by having fun and not realising the learning objectives. For example, in Where in the World is Carmen San Diego, the player learns history and geography in the process of being a detective searching for a missing person.

Stealth learning gets bad press, however. Among the charges are that it is a delusion which goes against accepted educational goals like reflexivity, and taking responsibility for learning. Shouldn’t learners be aware that they’re learning even when they’re having fun?

Peter Mee, CEO of Meedja Ltd., is unclear as to how exactly you could "con" someone into learning. "It’s a matter of perspective. If something is packaged and marketed as e-learning or training, I don’t see how it could be learning by stealth. Yes, gaming techniques may be used but this simply makes the material more palatable to the end user."

Another challenge for commercial development is that educational software tends to have a very modest production and marketing budget by comparison with the games industry. Meedja is currently developing an interactive 3D movie studio for 7-14 year olds with open architecture, based on the concept of "digital play". It provides many of the tools available in a real movie or TV studio such as adjustable cameras, lighting, scenery, and props and players can make their own animated 3D movies. On a question of market scale, Meedja can’t compete with movies and games. "The educational sector in Ireland is not large enough to support serious software development in this area", says Mee. "Teachers at primary and secondary level often bemoan the lack of Irish produced software for their sector but the reality is that it’s not commercially viable to produce quality software tailored to the Irish curriculum." Another aproach is pursued by DCU’s prospective/deginfo.php?classname=GEMMSc in Education and Training Management which trains teachers to program their own software to use in classrooms, including games.

There appears be common ground here though between the goals of entertainment and education. Intelligently designed games where learning is an integral part of the game has been part of computer games for a long time (such as Civilisation, mentioned above). Anyone who saw Ernest Adams give his lecture to the inauguration of the Irish chapter of the http://www.igda.org/ireland/International Game Developers Association(IGDA) last January will also remember how passionately he argued for more thought to be placed into game concept design. On the other side, as researchers understand more about the social and cognitive gains of playing games, there is more of an onus on teachers and educators to use games as part of their overall lesson plan, rather than wait for a magic bullet software or platform application that can be used as a centre point to every subject.

The bottom line is schoolroom technology like edutainment and electronic whiteboards are an important motivational tool and, lets face it, anything that injects more fun into maths or science is no bad thing. Collaborative ICT projects like terminalfour/SIPManager?descID=84Wired for Learning and the prospective/deginfo.php?classname=GEMMSc in Education and Training Management shown great student interest. But motivation is just one small part of the learning experience and there shouldn’t be an assumption that everyone dislikes the learning process. Broadly speaking, everyone likes to learn. It’s the subject and the way the subject is presented that turns students off. Education researchers must now focus on the multi-layered and fascinating new ways that ‘the digital generation’ acquire knowledge, ways that we haven’t thought about until now and, what’s more, ways of having fun doing it.

Padraig Murphy is currently doing doctoral research on science and technology education as part of the BioSciences and Society Group at DCU. Previously he was content development manager for an e-learning company.

Further information:

Theory:

Gros, B. 2003. The impact of digital games in education. First Monday. [Online]
Available from:http://www.firstmonday.dk/issues/issue8_7/xyzgros/http://www.firstmonday.dk/issues/issue8_7/xyzgros/

Gee, J. 2003. What video games have to teach us about learning and literacy. New York: Palgrave: Macmillan

Jenkins, H. 2004. Look, listen, walk. Available from:
articles/04/04/wo_jenkins040204.asparticles/04/04/wo_jenkins040204.asp

Lev Vygotsky: http://userwww.service.emory.edu/~eusher/quotes/vygotsky.htmlhttp://userwww.service.emory.edu/~eusher/quotes/vygotsky.html

US sites:

MIT Games-to-teach programme: http://www.educationarcade.org/gtt/http://www.educationarcade.org/gtt/

Marc Prensky website: writing/default.aspwriting/default.asp

Social Impact Games:

Irish sites:

Meedja Ltd. URL: www.meedja.com
email:
mailto:info@meedja.cominfo@meedja.com

CRITE: http://www.cs.tcd.ie/research_groups/crite/http://www.cs.tcd.ie/research_groups/crite/

Media Lab Europe: research/group.php?id=4research/group.php?id=4

Centre for Science, Technology and Media (SteM) http://www.stem.dcu.ie/www.stem.dcu.ie

MSc in Education and Training prospective/deginfo.php?classname=GEMprospective/deginfo.php?classname=GEM

Schools Integration Project and Wired for Learning
terminalfour/SIPManager?descID=84#terminalfour/SIPManager?descID=84#

2 Year Post Doc Position

A post- doc position with Space Synapse Ltd is available through the Marie Curie fellowship scheme. Salary €60k per annum (plus travel) for a two year post. The purpose of the scheme is to encourage talented post doc researchers back to Ireland, thereby reversing the “brain drain”.

Applicants from Europe or US must have spent at least 12 months not resident in Ireland .

The position will entail working from a great space in the hub of Dublin’s new media centre in the Digital Depot.

The research post in brief, involves writing theoretical papers, space and cultural research / assistance with funding applications.

Candidates from different disciplines may apply (science communication, cultural studies, space bio-engineering) but must be a creative thinker, highly motivated with a progressive synergy with the potential reach and mission of the project.

Interested candidates visit:

www.spacesynapse.com

Anna Hill
Space Synapse Ltd
The Digital Depot,
The Digital Hub,
Thomas Street, Dublin 8
Ireland

Tel ++353 1 488 5853
Fax ++353 1 488 5801
Mobile ++353 86 171 5740
www.spacesynapse.com
mailto:anna@spacesynapse.comanna@spacesynapse.com

‘Wireless Wednesday’ Event

Date: Wednesday July 21st 8am – 10.30am
Location: The Herbert room, The Berkeley Court Hotel, Lansdowne Rd., Dublin 4.
Admission: Euro 40 per person group discount available

Investnet in association with Wireless Wednesday and Invest NI present a breakfast briefing:

Future wireless services and business opportunities

This event looks at 3G and the next generation of business, technology, and public policy issues and also investigates the future of wireless in terms of these continuing developments.

To register please contact: David Neville mailto:dneville@firsttuesday.ie dneville@firsttuesday.ie

Presentations from:

Denis Murphy, Co-founder and Executive Chairman Board Member – Mobile Cohesion

Paul Lambert, IT and IP Lawyer – Merrion Legal
M-legals: Commercial and regulatory issues for future wireless services

Martin Bradley, Managing Director – Axis Three scanning/index.phpwww.axisthree.com

Presentations will be followed by a panel Q&A session.

For further information on this event visit:
events/eventsb.htmlevents/eventsb.html

Please contact mailto:dneville@firsttuesday.iedneville@firsttuesday.ie if you are interested in speaking or sponsoring at this event or future Wireless Wednesday events.

Sagas: Writing Interactive Fiction

sagas: Writing Interactive Fictionis a cross-disciplinary event which brings together scriptwriters, directors, producers, artists, designers, developers, and programmers from across Europe. The event is a joint non-profit initiative of the European MEDIA Plus Programme Training and the Academy for Film and TV, Munich.

The workshop will expore the relationship between storytelling, visual media techniques and interactivity. Participants will:
*learn to apply their knowledge of filmmaking by developing their own interactive ideas, which are then processed in a group scripting phase.
* develop short treatments in teams for an interactive film, story, or narrative game (there is no limitation on genre, target audience or platform); this is then discussed.

Although the event is aimed towards MEDIA member countries, applicants from other countries are welcome. Places are limited so please contact below for details.

sagas Writing Interactive Fiction,
c/o Bayerisches Filmzentrum,
Bavariafilmplatz 7,
D-82031 Muenchen-Gruenwald,
tel:+ 49 89 64 98 11 30
fax:+ 49 89 64 98 13 30
mobile: + 49 (0) 171 45 28 0 52
URL: http://www.lrz-muenchen.de/~b7101dx/webserver/webdata/http://www.sagas.de
e-mail: mailto: info@sagas.de info@sagas.de

2 Year Post Doc Position – 2

A post- doc position with Space Synapse Ltd is available through the Marie Curie fellowship scheme. Salary €60k per annum (plus travel) for a two year post. The purpose of the scheme is to encourage talented post doc researchers back to Ireland, thereby reversing the “brain drain”.

Applicants from Europe or US must have spent at least 12 months not resident in Ireland .

The position will entail working from a great space in the hub of Dublin’s new media centre in the Digital Depot.

The research post in brief, involves writing theoretical papers, space and cultural research / assistance with funding applications.

Candidates from different disciplines may apply (science communication, cultural studies, space bio-engineering) but must be a creative thinker, highly motivated with a progressive synergy with the potential reach and mission of the project.

Interested candidates visit:

www.spacesynapse.com

Anna Hill
Space Synapse Ltd
The Digital Depot,
The Digital Hub,
Thomas Street, Dublin 8
Ireland

Tel ++353 1 488 5853
Fax ++353 1 488 5801
Mobile ++353 86 171 5740
www.spacesynapse.com
mailto:anna@spacesynapse.comanna@spacesynapse.com

Creative Writing Workshop

This is a cross-disciplinary event which brings together scriptwriters, directors, producers, artists, designers, developers, and programmers from across Europe. sagas: Writing Interactive Fiction is a joint non-profit initiative of the European MEDIA Plus Programme Training and the Academy for Film and TV, Munich.

The workshop will expore the relationship between storytelling, visual
media techniques and interactivity. Participants will:
*learn to apply their knowledge of filmmaking by developing their own interactive ideas, which are then processed in a group scripting phase.
* develop short treatments in teams for an interactive film, story, or narrative game (there is no limitation on genre, target audience or platform); this is then discussed.

Although the event is aimed towards MEDIA member countries, applicants from other countries are welcome. Places are limited so please contact below for details.

sagas Writing Interactive Fiction,
c/o Bayerisches Filmzentrum,
Bavariafilmplatz 7,
D-82031 Muenchen-Gruenwald,
tel:+ 49 89 64 98 11 30
fax:+ 49 89 64 98 13 30
mobile: + 49 (0) 171 45 28 0 52
URL: http://www.lrz-muenchen.de/~b7101dx/webserver/webdata/http://www.sagas.de
e-mail: mailto: info@sagas.de info@sagas.de

Creative Writing Workshop – 2

This is a cross-disciplinary event which brings together scriptwriters, directors, producers, artists, designers, developers, and programmers from across Europe. sagas: Writing Interactive Fiction is a joint non-profit initiative of the European MEDIA Plus Programme Training and the Academy for Film and TV, Munich.

The workshop will expore the relationship between storytelling, visual
media techniques and interactivity. Participants will:
*learn to apply their knowledge of filmmaking by developing their own interactive ideas, which are then processed in a group scripting phase.
* develop short treatments in teams for an interactive film, story, or narrative game (there is no limitation on genre, target audience or platform); this is then discussed.

Although the event is aimed towards MEDIA member countries, applicants from other countries are welcome. Places are limited so please contact below for details.

sagas Writing Interactive Fiction,
c/o Bayerisches Filmzentrum,
Bavariafilmplatz 7,
D-82031 Muenchen-Gruenwald,
tel:+ 49 89 64 98 11 30
fax:+ 49 89 64 98 13 30
mobile: + 49 (0) 171 45 28 0 52
URL: http://www.lrz-muenchen.de/~b7101dx/webserver/webdata/http://www.sagas.de
e-mail: mailto: info@sagas.de info@sagas.de

Games For Health 2004

Dates: September 16-17, 2004
Location: Monona Terrace Community and Convention Centre, on the shore of Lake Monona, downtown Madison.

Games for Health 2004 Conference is a meeting of developers, researchers, and health Professionals hosted by the Academic ADL Co-Lab addressing how games and game technologies can meet health care needs. It will examine how interactive games and emerging game technologies could improve consumer health education, and professional clinical practice, including disease and injury prevention, service delivery, and professional education and training.

It will be co-sponsored by the Serious Games Initiative (http://www.gamesforhealth.org/events.htmlhttp://www.gamesforhealth.org/events.html), the Academic Advanced Distributed Learning (ADL) Co-Lab (http://www.academiccolab.org/http://www.academiccolab.org/)at the University of Wisconsin System in Madison, and the Federation of American Scientists’ Learning Federation Project (http://www.thelearningfederation.org/http://www.thelearningfederation.org/).

Tentative speakers include:
speak include: Brenda Wiederhold (VRPhobia.com), Debra Lieberman (University of California, Santa Barbara), Doug Whatley (Breakaway Games), Paul Wessel (Guidance Interactive Healthcare), Barbara Hayes-Roth (Extempo Systems), Barry Silverman (University of Pennsylvania), Eric Lott (Legacy Interactive), Phineas Barnes (Respondesign), David Shaffer (University of Wisconsin), Brian Winn (Michigan State University), David Rejeski (Woodrow Wilson International Center for Scholars), Kurt Squire (University of Wisconsin), and Mary Derby (Pulluin Interactive).

Full release at:
http://www.gamesforhealth.org/archives/000025.htmlhttp://www.gamesforhealth.org/archives/000025.html

The cost of the event will be $99.00

The Monona Terrace Community and Convention Centre is a known local landmark due to its Frank Lloyd Wright-inspired design.
Details on the event including how to register, the latest schedule, and speaker lineup are available at: http://www.gamesforhealth.org/events.htmlhttp://www.gamesforhealth.org/events.html

Dare To Be Digital Award Ceremony

Event: Announcement of Dare to be Digital competition award winners

Location: Dundee Contemporary Arts Centre, Dundee, Scotland.

Time: 4-9 pm

www.daretobedigital.com

Eirplay Deal

To read the full story:
news/news.nv?uid=&sid=&storyid=single3423click here

Eirplay Deal – 2

To read the full story:
news/news.nv?uid=&sid=&storyid=single3423click here

Torc Gets Interactive – 2

Currently Torc has three business strands: middleware, the varsity support programme and the development or content studio. Their middleware business revolves around the Instinct Engine, which they took to GDC 2004 in tandem with Havok and which gamedevelopers.ie feature readers should be familiar with. They plan to launch the engine commercially early next year, probably at GDC 2005 and they are working with a couple of hardware vendors currently, but unfortunately they wouldn’t name names. Chris, Brian and Pete gave an interesting overview of the technical specifications, modelling, animation, and texturing capabilities of the Instinct Engine and an insight into techniques development companies will need to employ moving forward into the next-generation.

Through Wendy, their varsity programme seems to be taking off and having used the NWIFE courses in Derry as a test bed for their engine and supporting educational materials this past year they will be working with UCG in 04 and are talking to 14 other colleges in Ireland. This work involves both advising colleges to create state of the art courses and developing a version of their engine which is geared towards students and which can be licensed to them. Torc are also partnering with the Sonic Arts Research Centre in Queens University on a research and development project. They view their work with education as both helping to grow the industry more generally in Ireland as well as ensuring there is an adequate talent pool to fulfil their own future skill needs.

The third strand of their business is what a lot of people in the audience wanted to hear about. This is their game development studio and currently a small number of the middleware team and some contractors are working on some demos and a mini-game for clients. Torc hopes that based on the technical expertise they have built up over the past number of years – the beginnings of the company actually date back to 1999, although the company was formally established in late 2002 – the contacts they have established with people in the industry and the pool of talent they are actively involved in creating they will be scaling up their game development team in 2005. That news brought a smile to many peoples faces!

Part of the company’s preparation for growth is to hire a ‘Producer’ and in case you haven’t heard it on the grapevine, Tony Kelly, formerly of Intel, will be moving to Torc in the next month to take up this position. Tony gave us some insights into the game business and how Torc plans to grow in terms of future hiring needs should either contract or original IP projects come to pass. Torc currently employ 15 people. Should they secure a publishing deal in 2005 they will be expanding to somewhere between 25 to 40 approximately – depending on the type of game project.

In other words, they will probably be hiring a couple more people this year and if things go according to plan, and they secure a publishing deal, they may be expanding rapidly in the next 24 months or so.

As I left the building another remark circulated in my head – ‘experience isn’t everything if you are outrageously talented!’ That should provide some hope to those who are currently hoping to get into the industry in Ireland.

More info:

Torc Gets Interactive

Currently Torc has three business strands: middleware, the varsity support programme and the development or content studio. Their middleware business revolves around the Instinct Engine, which they took to GDC 2004 in tandem with Havok and which gamedevelopers.ie feature readers should be familiar with. They plan to launch the engine commercially early next year, probably at GDC 2005 and they are working with a couple of hardware vendors currently, but unfortunately they wouldn’t name names. Chris, Brian and Pete gave an interesting overview of the technical specifications, modelling, animation, and texturing capabilities of the Instinct Engine and an insight into techniques development companies will need to employ moving forward into the next-generation.

Through Wendy, their varsity programme seems to be taking off and having used the NWIFE courses in Derry as a test bed for their engine and supporting educational materials this past year they will be working with UCG in 04 and are talking to 14 other colleges in Ireland. This work involves both advising colleges to create state of the art courses and developing a version of their engine which is geared towards students and which can be licensed to them. Torc are also partnering with the Sonic Arts Research Centre in Queens University on a research and development project. They view their work with education as both helping to grow the industry more generally in Ireland as well as ensuring there is an adequate talent pool to fulfil their own future skill needs.

The third strand of their business is what a lot of people in the audience wanted to hear about. This is their game development studio and currently a small number of the middleware team and some contractors are working on some demos and a mini-game for clients. Torc hopes that based on the technical expertise they have built up over the past number of years – the beginnings of the company actually date back to 1999, although the company was formally established in late 2002 – the contacts they have established with people in the industry and the pool of talent they are actively involved in creating they will be scaling up their game development team in 2005. That news brought a smile to many peoples faces!

Part of the company’s preparation for growth is to hire a ‘Producer’ and in case you haven’t heard it on the grapevine, Tony Kelly, formerly of Intel, will be moving to Torc in the next month to take up this position. Tony gave us some insights into the game business and how Torc plans to grow in terms of future hiring needs should either contract or original IP projects come to pass. Torc currently employ 15 people. Should they secure a publishing deal in 2005 they will be expanding to somewhere between 25 to 40 approximately – depending on the type of game project.

In other words, they will probably be hiring a couple more people this year and if things go according to plan, and they secure a publishing deal, they may be expanding rapidly in the next 24 months or so.

As I left the building another remark circulated in my head – ‘experience isn’t everything if you are outrageously talented!’ That should provide some hope to those who are currently hoping to get into the industry in Ireland.

More info:

Technology Roadmap For Korean Broadband

Title: Technology Roadmap for Korean Broadband: fixed wire and mobile

Time: 14:30
Location: Rooms 1&2 Enterprise Ireland, Merrion Hall, Strand Road, Dublin 4.
Admission free, book early.

The Korean broadband and mobile market has taken off in recent years, This event looks at the following:
*What are they doing with that infrastructure, what’s next and how are they using it?
*What applications, content and services are commercially successful?
*What is their likely evolution in the short to medium term?

Jae-Bong Bae, Partner, Communications Segment, Accenture, Korea will discuss.

To book a place, email your details to
mailto:techroadmap@enterprise-ireland.comtechroadmap@enterprise-ireland.com before Friday 25th June 2004 or visit http://www.irc-ireland.ie/events.aspwww.irc-ireland.ie/events.asp for further details.

Innovation And Creativity In Enterprise

‘Innovation and Creativity in Enterprise’ will be taking a closer look at three animation based companies currently located at Digital Hub and investigate how creativity can work in business.

Venue: The Digital Hub Development Agency, 10 -13 Thomas Street,
Dublin 8
Time: 6.30pm – 8.00pm
These talks are free of charge and all are welcome.

Speakers:
Peter Lynch – EirplayGames www.eirplaygames.com
Andrew Kavanagh – Kavaleer www.kavaleer.com
Alan Quigley – Boulder Media www.bouldermedia.tv

For more information on speakers please visit:

www.thedigitalhub.com

Digital Hub Development Agency
10 – 13 Thomas Street
The Digital Hub
Dublin 8

T: 01 4806200
F: 01 4806201
e: mailto:exhibit@thedigitalhub.comexhibit@thedigitalhub.com

Investnet Event – Mobile Content

Investnet in association with Wireless Wednesday present a breakfast briefing:

Delivering mobile content: Realising content delivery revenue opportunities, Now!

Time: 8am – 10.30am
Location: The Adams Suite, The Shelbourne Hotel, Stephens Green, Dublin 2.
Admission: Euro 40 per person group discount available

To register please contact David Neville mailto:dneville@firsttuesday.iedneville@firsttuesday.ie

Presentations from:

Campbell Scott, Product Director http://web.o2.ie/http://web.o2.ie (O2)

Jonathan Geoghegan, Director, Product Management (Anam)

John O’Shea, Commercial Director zamano/default.aspwww.zamano.com (Zamano)

Gavin Henrick, Managing Director, Technology Division www.operatelecom.com (Opera Telecom)

Presentations will be followed by a panel Q&A session.

For further information on this event click here:
events/eventsb.htmlwww.firsttuesday.ie/events/eventsb.html

Carlow It To Launch Degree In Computer Games Development

It’ll take you about an hour and a half from Dublin to get to the Institute of Technology in Carlow, or so I was told. That didn’t take into account the road works and the rain. Drive into Carlow and follow the signs for the Kilkenny Road. It is a fairly unassuming place from the outside but inside there was art works on show for the Éigse art festival, lego robots on the floor and transition year students being taught how to programme simple games. There is a nice buzz about the place for a college during the summer.

The people behind the degree in Computer Games Development include, Joesph Kehoe, acting head of the Department of Computing, Physics and Mathematics, Ross Palmer and Noel O’Hara, both lecturers in the school. The obvious question to ask them is why a games course and why in Carlow?

Ross – ‘Well it was Joseph’s idea originally. We were having a department strategy meeting I suppose about a year and a half ago and we were generally talking about the drop in numbers … so Joe suggested we run a course in computer games. We were aware that there were plenty of courses in the UK but there didn’t seem to be anything in Ireland.’

So along with many other Schools of Computing in the state the IT in Carlow was experiencing a drop in numbers entering their computer courses and saw games as a way of addressing this. They also felt that they had the networking, software engineering, maths and physics skills to run such a course. None of the current full time staff have any research or teaching interests specifically in games but it is hoped that any knowledge deficits can be addressed through in service training.

image2
L-R: Head of School, Joseph Kehoe and Ross Palmer.

If the course is approved this week by the Department of Education it will take in 30 students this Autumn. Interested students can use the direct entry facility of the CAO to apply to the course even for this year and basic entry requirements are 2 Hons and a B in pass Maths. If accepted students can expect to study programming, computer architecture, computer graphics, applied mathematics and computer games in first year. It is quite Maths heavy but a course called ‘Computer Games’ – now what does that course entail?

Ross again. ‘They play as many games, different genre games on different platforms, .. as possible. They do critical reviews of these games that they play from the point of view of the interface, playability, all aspects really. I think this is the one real subject that they will really like in first year. It is a heavy enough going course, there is a lot of maths in the course so computer games is a way of getting a balance in there.’ Unfortunately there are no play rooms with comfy couches being planned. And will the staff be playing all these games? Well one of the recommendations of the review panel was that there should be gaming sessions for staff.

After year one, there are three more years. Programming (C++) is a subject in all years and games engineering is studied in year two and three. There is a visual stream which offers 3D graphics and audio in year one, two, and three and AI in year four. Applied Physics, Human Computer Interaction, Online Gaming Technologies and practical projects will keep the students busy while in year four a module called Programming for Games Devices will give students a taste of mobile and other gaming platforms.

In year 3 students go on a six month work placement. Do they have any worries about where the students will go on work placement and where they will find jobs on completion of the course given the size of the industry in Ireland? Ross explained that people coming off the course will have three main skills sets; graphics, programming and maths and people will be able to work as dedicated programmers in any type of games company when they graduate. The first job placements will be needed in three years time and if the industry is as small as it is now Ross admits they will clearly have to look to companies abroad.

The design of the course is based on a lot of consultation with game companies in Ireland and analysis of game courses abroad. They received a letter of support from Havok and Microsoft’s Xbox team in Redmond examined the course proposals and made recommendations. In addition industry professionals were involved in the accreditation process with HETAC, who approves all courses in the ITs.

There is no major capital investment being made for this course as there is sufficient computer equipment currently for an intake of 30 students. By year 4 a dedicated laboratory will be made available to students. The main expenditure will be on gaming platforms, new journals, books and training. When asked about software and engines it was pointed out that a lot of the software needed for the course is freely available on the Internet.

In a college of 3,000 students the School of Computing has almost 600 students. They already offer certificates, diplomas and degrees in computers and networking and they see a games course as a natural development of their existing courses. And why would you do this course in Carlow? Well it is the only degree course with a programming focus available if you are coming out of secondary school this year and they are pushing the fact that Microsoft has been very supportive and will be taking some of their students on work placement. Anyway, it is all up to the Department of Education now- and we will let you know very soon how that goes.

Further information: www.itcarlow.ie

Address: Institute of Technology, Carlow,
Kilkenny Road, Carlow.

Contact person: Joseph Kehoe, Head of Department of Computing.
Tel: 059-917 0435

Carlow It To Launch Degree In Computer Games Development – 2

It’ll take you about an hour and a half from Dublin to get to the Institute of Technology in Carlow, or so I was told. That didn’t take into account the road works and the rain. Drive into Carlow and follow the signs for the Kilkenny Road. It is a fairly unassuming place from the outside but inside there was art works on show for the Éigse art festival, lego robots on the floor and transition year students being taught how to programme simple games. There is a nice buzz about the place for a college during the summer.

The people behind the degree in Computer Games Development include, Joesph Kehoe, acting head of the Department of Computing, Physics and Mathematics, Ross Palmer and Noel O’Hara, both lecturers in the school. The obvious question to ask them is why a games course and why in Carlow?

Ross – ‘Well it was Joseph’s idea originally. We were having a department strategy meeting I suppose about a year and a half ago and we were generally talking about the drop in numbers … so Joe suggested we run a course in computer games. We were aware that there were plenty of courses in the UK but there didn’t seem to be anything in Ireland.’

So along with many other Schools of Computing in the state the IT in Carlow was experiencing a drop in numbers entering their computer courses and saw games as a way of addressing this. They also felt that they had the networking, software engineering, maths and physics skills to run such a course. None of the current full time staff have any research or teaching interests specifically in games but it is hoped that any knowledge deficits can be addressed through in service training.

image2
L-R: Head of School, Joseph Kehoe and Ross Palmer.

If the course is approved this week by the Department of Education it will take in 30 students this Autumn. Interested students can use the direct entry facility of the CAO to apply to the course even for this year and basic entry requirements are 2 Hons and a B in pass Maths. If accepted students can expect to study programming, computer architecture, computer graphics, applied mathematics and computer games in first year. It is quite Maths heavy but a course called ‘Computer Games’ – now what does that course entail?

Ross again. ‘They play as many games, different genre games on different platforms, .. as possible. They do critical reviews of these games that they play from the point of view of the interface, playability, all aspects really. I think this is the one real subject that they will really like in first year. It is a heavy enough going course, there is a lot of maths in the course so computer games is a way of getting a balance in there.’ Unfortunately there are no play rooms with comfy couches being planned. And will the staff be playing all these games? Well one of the recommendations of the review panel was that there should be gaming sessions for staff.

After year one, there are three more years. Programming (C++) is a subject in all years and games engineering is studied in year two and three. There is a visual stream which offers 3D graphics and audio in year one, two, and three and AI in year four. Applied Physics, Human Computer Interaction, Online Gaming Technologies and practical projects will keep the students busy while in year four a module called Programming for Games Devices will give students a taste of mobile and other gaming platforms.

In year 3 students go on a six month work placement. Do they have any worries about where the students will go on work placement and where they will find jobs on completion of the course given the size of the industry in Ireland? Ross explained that people coming off the course will have three main skills sets; graphics, programming and maths and people will be able to work as dedicated programmers in any type of games company when they graduate. The first job placements will be needed in three years time and if the industry is as small as it is now Ross admits they will clearly have to look to companies abroad.

The design of the course is based on a lot of consultation with game companies in Ireland and analysis of game courses abroad. They received a letter of support from Havok and Microsoft’s Xbox team in Redmond examined the course proposals and made recommendations. In addition industry professionals were involved in the accreditation process with HETAC, who approves all courses in the ITs.

There is no major capital investment being made for this course as there is sufficient computer equipment currently for an intake of 30 students. By year 4 a dedicated laboratory will be made available to students. The main expenditure will be on gaming platforms, new journals, books and training. When asked about software and engines it was pointed out that a lot of the software needed for the course is freely available on the Internet.

In a college of 3,000 students the School of Computing has almost 600 students. They already offer certificates, diplomas and degrees in computers and networking and they see a games course as a natural development of their existing courses. And why would you do this course in Carlow? Well it is the only degree course with a programming focus available if you are coming out of secondary school this year and they are pushing the fact that Microsoft has been very supportive and will be taking some of their students on work placement. Anyway, it is all up to the Department of Education now- and we will let you know very soon how that goes.

Further information: www.itcarlow.ie

Address: Institute of Technology, Carlow,
Kilkenny Road, Carlow.

Contact person: Joseph Kehoe, Head of Department of Computing.
Tel: 059-917 0435

European Dev Forum, Sept. 04. – 2

Irish developers can showcase their wares, learn more about their craft, and exchange ideas with fellow industry compadres at a new conference to be held in London, September 1st to 3rd 2004. The European Developers’ Forum: The Interactive Entertainment Conference is brought to us by TIGA, the Independent Games Developers’ Association.

Fred Hasson, TIGA CEO, reckons the Forum will be of direct interest to Irish developers. “The issues facing developers in Ireland are the same as in the rest of Europe – too little profit for too much work,” he says. “EDF will help you contemplate and resolve some of these (if not all) issues. You’ll also get a chance to meet others who you can discuss these issues with. EDF will be affordable and importantly we have a group of dedicated developers putting the programme together.”

The Forum’s Steering Committee includes developer notables such as Chris van der Kuyl (VIS & BAM!), Hermen Hulst (Guerrilla Games), Harald Riegler (Sproing), Ian Baverstock (Kuju), Jason Kingsley (Rebellion) and Mark Hewitt (Elixir).

“The conference will be similar to GDCE,” says Fred. “In fact our advisory group, currently designing the programme, is full of defectors from GDCE who want to do even better [than that conference]. So the core focus will be technical issues for programmers, artists and designers about 3rd gen technology, about doing things better and more efficiently, all wrapped up with some keynotes that put a perspective on where we are in the evolution of the industry.”

The European Developers’ Forum takes place alongside the European Games Network (EGN) at London’s Exhibition and Conference Centre (ExCeL). TIGA also has an exclusive agreement with the three-day event to create the TIGA International Content Market: a developers’ exchange with an ambitious programme of activity. This business forum will be hosted on the main floor of EGN, consisting of a mix of open plan meeting areas, low cost closed presentation rooms, private meeting rooms and demo areas.

“The TIGA International Content Market is a clearly focused event in which we line up third party publisher representatives who make the decisions on what games to buy. Irish developers can buy a booth and invite publishers to visit you to look at your new ideas. We hope that way you can potentially meet eight or so a day for the duration of three days.”

Does Fred expect The European Developers’ Forum to become an annual event?

“Absolutely. EDF must become an annual event. Next year the newly created European Developers Federation will have a lot more say on how it is run. This is an event which will be partly owned by the industry, rather than by a conference owner whose key ambition is to make money from the industry.”

European Games Network takes place alongside Game Stars Live, the consumer games show that runs from Wednesday 1st to Sunday 5th, September 2004, at ExCeL.

For further information please contact:
Fred Hasson
CEO
TIGA
Tel: 00447788-563723

More info:
http://www.tiga.org.ukhttp://www.tiga.org.uk
http://www.excel-london.co.ukhttp://www.excel-london.co.uk
http://www.gamestarslive.co.uk/http://www.gamestarslive.co.uk/

Shindig

Informal gathering of game developers, academics and those interested in games…drinking guaranteed, may be some dancing!

Venue: Upstairs in Toners pub on Baggott Street, Dublin.

Time: any time after 7.30 pm

European Dev Forum, Sept. 04.

Irish developers can showcase their wares, learn more about their craft, and exchange ideas with fellow industry compadres at a new conference to be held in London, September 1st to 3rd 2004. The European Developers’ Forum: The Interactive Entertainment Conference is brought to us by TIGA, the Independent Games Developers’ Association.

Fred Hasson, TIGA CEO, reckons the Forum will be of direct interest to Irish developers. “The issues facing developers in Ireland are the same as in the rest of Europe – too little profit for too much work,” he says. “EDF will help you contemplate and resolve some of these (if not all) issues. You’ll also get a chance to meet others who you can discuss these issues with. EDF will be affordable and importantly we have a group of dedicated developers putting the programme together.”

The Forum’s Steering Committee includes developer notables such as Chris van der Kuyl (VIS & BAM!), Hermen Hulst (Guerrilla Games), Harald Riegler (Sproing), Ian Baverstock (Kuju), Jason Kingsley (Rebellion) and Mark Hewitt (Elixir).

“The conference will be similar to GDCE,” says Fred. “In fact our advisory group, currently designing the programme, is full of defectors from GDCE who want to do even better [than that conference]. So the core focus will be technical issues for programmers, artists and designers about 3rd gen technology, about doing things better and more efficiently, all wrapped up with some keynotes that put a perspective on where we are in the evolution of the industry.”

The European Developers’ Forum takes place alongside the European Games Network (EGN) at London’s Exhibition and Conference Centre (ExCeL). TIGA also has an exclusive agreement with the three-day event to create the TIGA International Content Market: a developers’ exchange with an ambitious programme of activity. This business forum will be hosted on the main floor of EGN, consisting of a mix of open plan meeting areas, low cost closed presentation rooms, private meeting rooms and demo areas.

“The TIGA International Content Market is a clearly focused event in which we line up third party publisher representatives who make the decisions on what games to buy. Irish developers can buy a booth and invite publishers to visit you to look at your new ideas. We hope that way you can potentially meet eight or so a day for the duration of three days.”

Does Fred expect The European Developers’ Forum to become an annual event?

“Absolutely. EDF must become an annual event. Next year the newly created European Developers Federation will have a lot more say on how it is run. This is an event which will be partly owned by the industry, rather than by a conference owner whose key ambition is to make money from the industry.”

European Games Network takes place alongside Game Stars Live, the consumer games show that runs from Wednesday 1st to Sunday 5th, September 2004, at ExCeL.

For further information please contact:
Fred Hasson
CEO
TIGA
Tel: 00447788-563723

More info:
http://www.tiga.org.ukhttp://www.tiga.org.uk
http://www.excel-london.co.ukhttp://www.excel-london.co.uk
http://www.gamestarslive.co.uk/http://www.gamestarslive.co.uk/

Siggraph 2004

Event: SIGGRAPH 2004 Advanced Content for Game Developers
When: August 8-12 with an exhibition from 10-12
Where: Los Angeles

SIGGRAPH is a week-long conference taking in exhibitions on cutting-edge research, new techniques and technologies. The official website says:

"Molecular interiors, galactic visions, tomorrow’s visual effects.
Responsive machines, extra-human intelligence, alternative realities.
Code, concepts, mathematics, theories, applications.
World-class experts teach all this and more. Creative adventurers show 2004’s most advanced achievements in computer graphics and interactive techniques. And you acquire the inside data you need to succeed in this amazing industry. "

For full details of the programme:
http://www.siggraph.org/s2004/games/http://www.siggraph.org/s2004/games/

Gdce 2004 Update

The event takes place in Earl’s Court, London from August 31 to September 3 and promises to attract game designers, programmers, artists, producers and investors to share ideas.

Register at: index.aspwww.gdceurope.com/index.asp

Gdce 2004 Update – 2

The event takes place in Earl’s Court, London from August 31 to September 3 and promises to attract game designers, programmers, artists, producers and investors to share ideas.

Register at: index.aspwww.gdceurope.com/index.asp

Tcd It Researcher/ Postgrad Showcase

Where:Regent House in Front Square, Trinity College
Time: 12-5pm

The Centre for Research in IT in Education in Trinity College Dublin showcases their work on Thursday June 10 in Regent House in Front Square.

The event will include current projects by researchers in the Centre as well as students from the MSc (IT in Education) and will explore themes from primary and secondary education as well as the commercial sector.

Among the projects on demonstration will be:
*Drumsteps a music composition tool which was the focus of a recent BBC UK-wide completion culminating in a public performance with the BBC Philharmonic Orchestra (the software is currently being deployed in 100 "computer clubhouses" around the world)
* Lego robotics for teaching children with learning difficulties and adults
*Transition year digital video
*Primary school children as "game designers"
*Creative applications for mobile phones and PDAs.

Further details including attendance form can be found at:
http://www.cs.tcd.ie/crite/showcase2004/www.cs.tcd.ie/crite/showcase2004/

Trinity College It Showcase

The event will include current projects by researchers in the Centre as well as students from the MSc (IT in Education) and will explore themes from primary and secondary education as well as the commercial sector.

Among the projects on demonstration will be:
*Drumsteps a music composition tool which was the focus of a recent BBC UK-wide completion culminating in a public performance with the BBC Philharmonic Orchestra (the software is currently being deployed in 100 "computer clubhouses" around the world)
* Lego robotics for teaching children with learning difficulties and adults
*Transition year digital video
*Primary school children as "game designers"
*Creative applications for mobile phones and PDAs

The event will run from 12 noon to 5pm.

Further details including attendance form can be found at:
http://www.cs.tcd.ie/crite/showcase2004/www.cs.tcd.ie/crite/showcase2004/

Mle Open House Event

Event: Media Lab Europe Open House 013
Title: Changing Reality
Date: June 15, 2004
Location: Crane St., Dublin

Agenda:
08.15 – 09.00 Registration
09.15 – 09.30 Welcome Address Simon Jones, Managing Director, Media Lab Europe
09.30 – 10.00 Keynote 1 Matt Adams, Blast Theory "Uncle Roy All Around You"
10.00 – 10.30 Keynote 2 Rebecca Allen, Principal Research Scientist, Media Lab Europe
10.30 – 11.00 Coffee Break
11.00 – 11.25 Joe Paradiso, Co-Director, Things That Think, MIT Media Lab
11.25 – 12.40 Media Lab Europe research group introductions
12.40 – 12.50 Closing Comments
12.50 – 14.00 Lunch
14.00 – 17.30 Open House

For information on getting invitations for this event:

http://www.medialabeurope.org/events/event.php?id=11www.medialabeurope.org/events/event.php?id=11

Trinity College It Showcase – 2

The event will include current projects by researchers in the Centre as well as students from the MSc (IT in Education) and will explore themes from primary and secondary education as well as the commercial sector.

Among the projects on demonstration will be:
*Drumsteps a music composition tool which was the focus of a recent BBC UK-wide completion culminating in a public performance with the BBC Philharmonic Orchestra (the software is currently being deployed in 100 "computer clubhouses" around the world)
* Lego robotics for teaching children with learning difficulties and adults
*Transition year digital video
*Primary school children as "game designers"
*Creative applications for mobile phones and PDAs

The event will run from 12 noon to 5pm.

Further details including attendance form can be found at:
http://www.cs.tcd.ie/crite/showcase2004/www.cs.tcd.ie/crite/showcase2004/

Accessibility And Web:Seminar

The Research Institute for Networks and Communications Engineering (RINSE) at Dublin City University is hosting the last in its present series of seminars on Friday, June 11th , 2004 at 3.00 p.m in DCU Room HG19 . It will be followed by a wine reception.

Title: Accessibility: The Inclusive Web – One for Everyone in the Audience?
Presented by Dr. Barry McMullin, eAccessibility Lab, RINCE, DCU

Conference At Microsoft, Uk

The event, held at the Microsoft Campus in Reading between 8-10 November, will have three keynote speakers (yet to be announced) and will concentrate on ten ‘special sessions in areas of current interest to games developers’.

Students will be permitted a reduced registration fee and the best papers, demos and competition winners will receive prizes from the sponsors. There will be spaces available for software providers and companies to show their latest packages, games, and books and give hands-on tutorials as well as recruitment opportunities.

Sessions will include the following topics:

1. Neural Networks in Games
2. Education for Games Design and Development
3. AI Tools – genetic algorithms, case-based reasoning, fuzzy systems,Markov processes, search algorithms
4. Intelligent agents – believable characters,
5. Tools and systems for Games / Virtual Reality (or Interaction)
Technologies for Games – games platforms, games engines, middleware,
sound,
interfaces and controllers, speech
6. Learning and Adaptation in Games – reinforcement leaning, machine
learning
7. Graphics Developments
8. Mobile and Multiuser Games
9. Games Design – creative aspects, art and design, modelling, animation, 3dsmax, Maya, interactive story-telling
10. Social/humanities aspects of games; gender issues, violence, usability, pervasive gaming.

For more information on the programme and submission of papers, visit the prelimary conference site at:

http://www.scit.wlv.ac.uk/~cm1822/cgaide.htmhttp://www.scit.wlv.ac.uk/~cm1822/cgaide.htm

Intl. Conference On Computer Games

Dates: 8-10 Movember, 2004
Location: Microsoft Campus, Reading

The University of Wolverhampton has announced the hosting of a three-day games conference in November in association with Microsoft Academic.

The event, held at the Microsoft Campus in Reading between 8-10 November, will have three keynote speakers (yet to be announced) and will concentrate on ten ‘special sessions in areas of current interest to games developers’.

Students will be permitted a reduced registration fee and the best papers, demos and competition winners will receive prizes from the sponsors. There will be spaces available for software providers and companies to show their latest packages, games, and books and give hands-on tutorials as well as recruitment opportunities.

Sessions will include the following topics:

1. Neural Networks in Games
2. Education for Games Design and Development
3. AI Tools – genetic algorithms, case-based reasoning, fuzzy systems,Markov processes, search algorithms
4. Intelligent agents – believable characters,
5. Tools and systems for Games / Virtual Reality (or Interaction)
Technologies for Games – games platforms, games engines, middleware,
sound,
interfaces and controllers, speech
6. Learning and Adaptation in Games – reinforcement leaning, machine
learning
7. Graphics Developments
8. Mobile and Multiuser Games
9. Games Design – creative aspects, art and design, modelling, animation, 3dsmax, Maya, interactive story-telling
10. Social/humanities aspects of games; gender issues, violence, usability, pervasive gaming.

For more information, visit the prelinary conference site at:

http://www.scit.wlv.ac.uk/~cm1822/cgaide.htmhttp://www.scit.wlv.ac.uk/~cm1822/cgaide.htm

Conference At Microsoft, Uk – 2

The event, held at the Microsoft Campus in Reading between 8-10 November, will have three keynote speakers (yet to be announced) and will concentrate on ten ‘special sessions in areas of current interest to games developers’.

Students will be permitted a reduced registration fee and the best papers, demos and competition winners will receive prizes from the sponsors. There will be spaces available for software providers and companies to show their latest packages, games, and books and give hands-on tutorials as well as recruitment opportunities.

Sessions will include the following topics:

1. Neural Networks in Games
2. Education for Games Design and Development
3. AI Tools – genetic algorithms, case-based reasoning, fuzzy systems,Markov processes, search algorithms
4. Intelligent agents – believable characters,
5. Tools and systems for Games / Virtual Reality (or Interaction)
Technologies for Games – games platforms, games engines, middleware,
sound,
interfaces and controllers, speech
6. Learning and Adaptation in Games – reinforcement leaning, machine
learning
7. Graphics Developments
8. Mobile and Multiuser Games
9. Games Design – creative aspects, art and design, modelling, animation, 3dsmax, Maya, interactive story-telling
10. Social/humanities aspects of games; gender issues, violence, usability, pervasive gaming.

For more information on the programme and submission of papers, visit the prelimary conference site at:

http://www.scit.wlv.ac.uk/~cm1822/cgaide.htmhttp://www.scit.wlv.ac.uk/~cm1822/cgaide.htm

Search Engine Strategies Workshop

Venue: National College of Ireland
Time: Registration 9.15am – 5.00pm
Cost: IIA members EUR195, Non members EUR250

Due to demand for places on the recent May workshop, the Irish Internet Association is hosting this workshop again on search engine strategies. The speaker is Fergal O’Byrne, former Content Development Manager for eircom.net and founder of the internet marketing company, Interactive Return.

There are a limited number of places available at the event so early registration is advised.

Register at:
events.asp?eventid=44events.asp?eventid=44

Tea/Coffee and Lunch will be served during the day

Brief:

*Search Engine Strategies – high visibility on search engines is
essential to promote your products, services and company. This workshop will empower individuals to develop and implement their own
search engine strategy. It will focus on getting a good ranking for
free and how to use pay per click advertising to get a return on
investment.

*Introduction to Search Engine Marketing (SEM)
*What SEM can do for your business
*Case studies of successful implementation of SME campaigns
*How to get high ranking in search engines for free
*Understanding the importance of Meta tags and site content
*How to implement a SEM Campaign – Step by Step
*What are the pitfalls to avoid
*How to maximize the return on your SEM investment
*Implementing Google Adwords, Overture and paid inclusion
*Real examples of online campaigns – successes and failures.

A full manual will be provided for each attendee.

Iia Search Engine Workshop – 2

The speaker at this National College of Ireland event is Fergal O’Byrne, former Content Development Manager for eircom.net and founder of the internet marketing company, Interactive Return.

The event runs from 9.15am to 5.00pm on July 1st and the cost for IIA members is EUR195, and EUR250 for non-members.

There are a limited number of places available at the event so early registration is advised.

Register at:
events.asp?eventid=44events.asp?eventid=44

Tea/Coffee and Lunch will be served during the day.

Topics:

*Introduction to Search Engine Marketing (SEM)
*What SEM can do for your business
*Case studies of successful implementation of SME campaigns
*How to get high ranking in search engines for free
*Understanding the importance of Meta tags and site content
*How to implement a SEM Campaign – Step by Step
*What are the pitfalls to avoid
*How to maximize the return on your SEM investment
*Implementing Google Adwords, Overture and paid inclusion
*Real examples of online campaigns – successes and failures.

A full manual will be provided for each attendee.

Ureka For Undergrad Research Support – 2

The SFI Undergraduate Research Experience and Knowledge Award (UREKA) programme supports active research participation by undergraduate students in any of the areas of research funded by the Foundation. The objective of the programme is to inspire undergrads to remain in research positions by encouraging researchers into inderdisciplinary collaboration with other third level institutions, commercial labs, research centres and ongoing projects.

There are two aspects to the SFI scheme of benefit to researchers – UREKA Supplements and UREKA sites.

For more information including a list of FAQs, visit content/content.asp?section_id=420&language_id=1

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