Thursday, May 23rd, 2013

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May 2, 2013, Neuro-Gaming Conference, San Francisco—The gaming industry could have important effects for brain illnesses like memory loss, attention, and emotional issues. The panel moderator was Casey Lynch from NeuroInsights. Panel members were Sheryl Flynn from Blue Marble Game Company, Andrew Faulkner from Personal Neuro Devices, Evian Gordon from Brain Resources, and Henry Mahncke [...]

May 2, 2013, Neuro-Gaming Conference,San Francisco—It is now possible to control sounds with the brain and personal scent delivery devices are around the corner. A panel moderated by Richard Warp from LeapFrog evaluated the potential for these additional sensory experiences for games. The panel members were Steve Horowitz from The Code International, Jim Hedges from [...]

May 1, 2013, Neurogaming Conference, San Francisco—The new and emerging sensors are enabling new game interfaces. A panel moderated by Jim Gatto from Pillsbury Winthrop Shaw Pittman LLP reviewed the possibilities and considered future applications. The panel members were Stanley Yang from Neurosky, Anders Grunnet-Jepsen from Intel, and Ali Israr from Disney Research. Yang opened [...]

May 1, 2013, Neuro-Gaming Conference, San Francisco—The ability to add low-cost sensors as interfaces to games allows the games to track, react to, and incorporate emotions into the game play. A panel moderated by Hugh Brown from Bowen Research considered the issues. Panel members were Ariel Garten from InteraXon, Mike Ambinder from Valve, Susan O’Connor [...]

May 1, 2013, Neuro-Gaming Conference, San Francisco—Closing the loop from monitoring to feedback can be used to track, understand, and boost attention and cognitive performance of players. A panel moderated by Zack Lynch from the Neurotech Industry Organization looked at opening up new avenues for experience development. The panel members were Mike Oxley form Foc.us, [...]

March 27, 2013, Game Developers Conference, San Francisco—Joost van Dreunen from SuperData Research talked about how new devices will change games. Developers who take advantage of the new platforms can take advantage of alternative business models to increase revenues and make more money. The trends in these devices are changing distribution and publication. In the [...]

March 26, 2013, Game Developers’ Conference, San Francisco—Four educators offered their thoughts on teaching game development. Clara Fernandez-Vara from MIT, Michael Mateas from UC Santa Cruz, Ian Schreiber, an independent developer, and Jose Zagal from DePaul offered their opinions on the state and nature of game education. Zagal started out decrying the practice of using [...]

Game Developers Conference, San Francisco—This conference had many technical sessions presenting at the Dev Days. The usual suspects included Intel with their perceptual computing and UltraBook groups, Google, Facebook, Unity Technologies, Imagination Technologies, Microsoft, Samsung, Amazon Web Services, Xsens, ARM, Sony Entertainment, Autodesk, AMD, Nvidia, and Adobe. In these sessions, the sponsors talked about the [...]

October 27, 2012, AES Convention, San Francisco—A panel looked at the technologies and capabilities of mind-controlled interactive music. These active input technologies enhance the contextual responsiveness and reality of a game. Adam Gazzaley from UCSF moderated the panel. Panel members included Nicolas Tomasino from IGN Entertainment, Al Gurlalei from UCSF, Kyle Machulis from Nonpolynomial Labs, [...]

September 18, 2012, MIT-Stanford Venture Lab, Stanford, CA—A panel of game experts discussed the ramifications and requirements for making work into games. Margaret Wallace moderated the panel. Panel members included Courtney Guertin, CTO from Kiip, Rajat Paharia, chief product officer from Bunchball, Amy Jo Kim, CEO from Shufflebrain, Joshua Williams, senior software design engineer from [...]