GAMEON'2010, November 17-19, 2010, Holiday Inn, Leicester, United Kingdom, Invited Speakers

Invited Speakers

Professor Dimitrios Rigas
Professor of Computer Science
Head of the Department of Media Technology
Head of the Innovative Interactive Systems Research Group (IIS)
Faculty of Technology
De Montfort University
Gateway House, Room 4.32
Leicester LE1 9BH
United Kingdom
Tel: +44 (0)116 257 7485
Email: drigas@dmu.ac.uk

Edutainment and Games in eLearning

The use of Edutainment and Games in eLearning has been investigated for several years at the Interactive Innovative Systems (IIS) research group at the Department of Media Technology at De Montfort University. This research presentation will explore usability aspects and empirically derived guidelines for multimodal edutainment and game-based eLearning interfaces. Multi-platform experiments demonstrated an increased user enjoyment, learning retention and that the Game-based learning interface outperformed other eLearning interfaces. Experiments showed that using multimodal features in addition to game-based approach was more efficient, more effective and more satisfactory compared to the other two investigated e-learning interfaces. The presence of an expressive avatar in an edutainment e-learning interface also increased the users’ interest, motivation, and retention and aided thinking and reasoning.

Simon Colton
Reader in Computational Creativity
Computational Creativity Group
Department of Computing,
Imperial College, London, UK
Tel: +44 (0)20 7594 8315
Fax: +44 (0)20 7581 8024
Email:sgc@doc.ic.ac.uk

Computational Creativity and Game Design

Computational Creativity is the study of how to build software which takes
on some of the creative responsibility in arts and science projects. In the
computational creativity group at Imperial (www.doc.ic.ac.uk/ccg), we develop
new AI techniques and combinations of existing ones in order to build software
for applications in pure mathematics, graphic design, the visual arts and game
design. In particular, our projects with video game companies contribute to the
long-term goals of in-game directors and the full automation of game design. In
the talk, I will describe these projects within a computational creativity context.
The topics I will cover will include automated board game design, adaptive
arcade games, player classification from social networking analyses and
capturing player experience in a first person shooter. I will describe the trials
and tribulations of working with games companies, in addition to the great
benefits to be gained, and I will endeavour to present a roadmap for the usage
of AI techniques in video game design.