Second Indie Games Space

The second indie games space event takes place in Filmbase, Temple Bar in Dublin on the 26th of March, 12.30-5pm. Tickets are free and still available at

The event which is aimed at, and organised by, indie developers, is providing a social and work space for indie developers to collaborate on projects of their choice.

The event is kindly supported by Filmbase who are providing a training room and facilities for the event. Filmbase is a not-for-profit resource centre for filmmakers to network, train and receive support. is also supporting the initiative.

How it will work

After the intros the attendees will choose a theme for a game design challenge (audience suggestions out of a hat).

Collaborations and team formations are recommended, but working solo is also fine. You can aim to finish your game before the day is out, or you can continue and enter in a monthly challenge.

The event will also include a talk by Limerick based indie company Digital Sideburns – see

Attendees are asked to bring their own laptop, notebook, pens etc. Internet connection, desks etc. will be provided.


Attendance at the event is free and tickets were limited to approx 20 on a first come first served basis for this first event.

Tickets are now available at

Future Events

The organisers plan to hold one more event on the 30th of April.

This event is aimed at people who have some game development or related experience and can contribute either, or both, artistic and programming skills. It is not suitable for complete beginners.

For more information see

or the Facebook pg

Audio Mostly Cfp

Call for papers published for Audio Mostly 2011– “A conference on interaction with sound” in co-operation with ACM – SIGCHI
September, 7 – 9 – Coimbra, Portugal.


Audio in all its forms – music, sound effects, or dialogue – holds
tremendous potential to engage, convey narrative, inform, create
attention and enthrall. However, in computer-based environments, for example games and
virtual environments, the ability to interact through and with sound are still today underused.

The Audio Mostly Conference provides a venue to explore and promote this untapped potential of audio by bringing together audio experts, content creators and designers, interaction designers, and behavioral researchers.

The area of interest includes interactivity through sound, tools and methods to support sound design work and evaluation and new and innovative applications of sound. It implies cognitive, psychological and social research studies, as well as applied research and technological innovations in audio analysis, processing and rendering.

The theme this year is “Sound and Context”

We do not limit contributions to narrow themes, because the Audio Mostly conference series is strongly interdisciplinary and makes a space for creative approaches. The following areas of interest are indicative, but not exclusive.

Areas of Interest (including but not limited to):
– Interactivity through sound and speech
– Sound and music in context
– Sound and music in games and other interactive applications
– Sound design for emotions, moods and values
– Sound design for information and mobility contexts
– Sound design for communication, education or therapy
– Alternative interfaces for interactive sound and music
– Affective audio interfaces
– Affective soundscapes
– Audio technologies for social networking
– Tools and methods for sound design
– Tools and methods for the evaluation of sound design
– Sound and music classification, recommendation and user feedback
– Semantic speech, music, and sound analysis
– Semantic audio processing
– Interactive composing, authoring and performance
– Generative music and dynamic composition
– Design of dynamic soundscapes
– Computational creativity techniques in sound design and music
– Cognition of sound and music

— Important dates:

Deadline for submission – Friday, April 29
Notification of acceptances – Friday, June 3
Final paper camera ready – Friday, July 8
Deadline for author registration – Friday, July 8
Conference – September, 7 – 9

— Submissions:

We ask researchers, sound designers and creators, game developers, audio engineers, etc. who are interested in sharing their results, perspectives and insights to a multidisciplinary audience, to submit full paper and posters by the respective deadline.

Please specify whether your paper is for a full paper or a poster.

Position papers from industrial strategists are also

– Full Paper format: up to 6-8 pages, anonymized, in ACM HCI Archival
Format with up to 150 word abstract.

– Poster format: the poster format is intended to provide a venue for researchers and practitioners to discuss their work-in-progress. Submit a 2-6 page extended abstract or short paper prepared using ACM CHI Extended Abstracts format.

— Conference Location and Venue:

The International Conference “Audio Mostly 2011 – 6th Conference on Interaction with Sound” is hosted by Universidade de Coimbra, and will be held at the Center for Informatics and Systems of the University of Coimbra (CISUC).

The Audio Mostly 2011 conference will be held in co-operation with ACM, and all accepted articles will be published in the ACM Digital Library.

Authors are requested to use the ACM Word or LaTeX style templates to prepare their articles. See:

For more information, please contact us

New Irish Motion Control Game

OmniMotion Technology, the Irish games and digital services company, has released Sumo, a new casual and social game for iPhone, iPad and Online. The launch of Sumo represents a broader R&D investment of in excess of €2 million, and is the first in a range of next-generation casual and social games that OmniMotion plans to release this year.

Sumo is a physics-based combat and puzzle game where the player must guide their character through Sumo School before taking on a host of enemies in survival quests and challenges.

The iPhone and iPad version is one of the first handheld games in the world to feature Hi-Def, 50 frames-per-second ‘bump-map’ graphics, delivering a more immersive, fun playing experience.

Sumo is also available as a unique online game with next-generation ‘controller-free’ technology for PC and MAC (, being the first game in the world to feature OmniMotion’s gesture recognition software ‘Motion-Flow’, which brings accurate, 3D motion control gaming to PC or MAC downloads using only a standard Webcam.

So, whether your sitting in front of your Webcam waving your hands, or standing back three paces from the screen, the on-screen action is dictated entirely by the movement of a player’s head, hands or body, with no requirement to purchase expensive console peripherals and software. A browser-based ‘classic’ version of the game is also available to sample and share on Facebook.

Niall Austin, Managing Director of OmniMotion, says:

“The addition of exciting new technologies and innovative marketing means that an Irish-owned and operated company has a real shot at international success within the rapidly expanding Apps and Online games industry. And most importantly, whether it’s on your iPhone, iPad or Online, Sumo is great fun to play and might even help people to get in shape!”

The launch of Sumo is being supported by a TV campaign featuring Irish boxing legend, Bernard Dunne, as well as a poster campaign that capitalises on the spherical nature of the game’s characters to challenge potential players with the question ‘Do You Have The Balls?’.

Look out for ‘OmniMotion Sumo’ in the Apps Store or check out

Game Based Learning (Cfp)

This is a Call for Papers (CFP) for a Symposium on Game-Based Learning (GBL) which will be organised at Waterford Institute of Technology on 19th -20th May 2011.

The purpose of this symposium is to:
– Report on the use of GBL in Irish primary, secondary and third-level education
– Define the roadmap for GBL in Ireland
– Provide evidence of the effectiveness of GBL to both motivate and learn
– Identify how GBL can be included and facilitated in Irish instructional settings.

Target Audience
This symposium will bring together teachers, lecturers, students and researchers, and provide insights from different perspectives such as educational psychology, sociology, Human Computer Interaction (HCI), Artificial Intelligence, Game Design, or Instructional Design. It will also be a great opportunity to network and share ideas with other researchers and

Topics for the Presentations
Recommended topics include (but are not limited to):

– Instructional design and video games:
* Theoretical models and empirical evidence
* Instructional design and game design
* Intelligent Tutoring Systems and GBL
* Adaptive games design
* Accounting for disabilities in educational games
* Engaging students with learning difficulties

– Educational game design:
* Theoretical models and empirical evidence
* Design patterns
* Theoretical frameworks

– Psychological aspects of educational games:
* Theoretical models and empirical evidence
* HCI and Interaction design in video games
* Motivation
* Emotions and personality
* Learning styles
* Sound, motivation and the cognitive process in video games
* Video games and sociology

– Teaching strategies:
* Guidelines and successful experiences
* Conditions for successful integration of digital games in the classroom
* Integrating educational games with Learning Management Systems (LMS)
* The role of instructors (e.g., teaching strategies)
* Barriers and possible solutions for the introduction of educational games

– Emergent media for GBL:
* Mobile GBL
* Virtual worlds
* Augmented Reality (AR)

Submission Procedure
Researchers and practitioners are invited to submit, on or before March 10th 2011, a 300-400 words abstract for review to

The abstract should clearly explain how the presentation will meet the objectives of the symposium. Authors will be notified of the status of their proposal by March 15th 2011.

Important Dates
– March 10th 2011: Abstract submission deadline
– March 15th 2011: Notification of acceptance
– April 15th 2011: Registration deadline
– May 19th – 20th: Symposium

Inquiries and submissions can be forwarded to:

Dr. Patrick Felicia
Department of Computing, Maths and Physics
Waterford Institute of Technology,
Waterford, Ireland.
Mobile: +353 86 083 51 04
E-mail: pfelicia [at] wit [dot]ie