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CTIN 511
Interactive Media Seminar

Seminars on latest trends in interactive media content, technology, tools, business and culture. Graded CR/NC.


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IMD Forum for 4/30/08: IMD Project Presentations

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Time: Wednesday, April 30, 6-9pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Featuring Spring Semester Class Projects from :
- CTIN 485L Advanced Game Development - Brinson
- CTIN 544 Experiments in Interactivity (Hoberman)
- CTIN 463 Anatomy of a Game (Hight)
- CTIN 405 Design and Technology for Mobile (Bleecker)
- CTIN 406 Sound Design for Games ­(Diamante)
- CTIN 488 Game Design Workshop (Swain/Arey/Diamante)
- CTIN 484/489 Intermediate Game Design (Brinson & Fullerton)
- CTIN 491 Advanced Game Project ( Swain)
- CTIN 492 Experimental Game Topics (Bleecker)
- CTIN 544 Experiments in Interactivity( Production 1) (Kratky)
- CTIN 542 Interactive Experience Design (Bolas)
- CTIN 590 Directed Research - Fisher

and more....

Food and Drink will be provided starting at 5:45.

***SCHEDULE below*****

IMD Forum for 4/23/08: Tom DeFanti, Dan Sandin, Greg Dawe, Todd Margolis

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Speakers: Tom DeFanti, Dan Sandin, Greg Dawe, Todd Margolis, (University of California San Diego/CalIT2, University of Illinois at Chicago, Electronic Visualization Laboratory)
Time: Wednesday, April 23, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


"CineGrid: Networked Digital Cinema Challenges"
Tom DeFanti

"VR W/O Attachments"
Dan Sandin

"The Calit2 StarCAVE, a 3rd Generation VR Room"
Greg Dawe

"CRCA: Examples of Collaborative Practice for Large Scale New Media Art Projects"
Todd Margolis

BIOS

Tom DeFanti is an internationally recognized expert in computer graphics since the early 1970s. DeFanti has amassed a number of credits, including: use of EVL hardware and software for the computer animation produced for the 1977 “Star Wars” movie; contributor and co-editor of the 1987 National Science Foundation-sponsored report “Visualization in Scientific Computing;” recipient of the 1988 ACM Outstanding Contribution Award; appointed an ACM Fellow in 1994; and appointed one of several USA technical advisors to the G7 GIBN activity in 1995. He also shares recognition along with EVL director Daniel J. Sandin for conceiving the CAVE™ Virtual Reality Theater in 1991. Currently he is a research scientist at the California Institute for Telecommunications and Information Technology (Calit2). At the University of Illinois at Chicago, DeFanti was director of the Electronic Visualization Laboratory (EVL), a distinguished professor and a distinguished professor emeritus in the department of Computer Science, and the director of the Software Technologies Research Center. Striving for a more than a decade to connect high-resolution visualization and virtual reality devices over long distances, DeFanti has collaborated with Maxine Brown to lead state, national and international teams to build the most advanced production-quality networks available to scientists, with major NSF funding.

Dan Sandin is an internationally recognized pioneer in computer graphics, electronic art and visualization. He is Professor Emeritus of the School of Art & Design, University of Illinois at Chicago, and Director Emeritus of the Electronic Visualization Laboratory at the University of Illinois at Chicago. He has worked on a number of inventions such as the Sandin Image Processor (1971-1973), a patch programmable analog computer for real-time manipulation of video inputs through the control of the grey level information. This modular design was based on the Moog synthesizer, the Sayre Glove (1977), the first data glove, as part of a grant from the National Endowment for the Arts, a type of VR photography called PHSColograms (1988), a system whereby a number of still images were situated in an auto-stereoscopic manner and back-projected with light. In 1991, in conjunction with Tom DeFanti and graduate students, he designed the CAVE™ Virtual Reality Theater. More recently, he has been working on The Varrier™ Auto-Stereographic Display.

Greg Dawe's unique background mixes mastery in electronics, optics, video technology, material fabrication, computers, and software, complemented by a Florida building contractor’s license acquired in the early 1990s. Dawe holds a BFA in design from the University of Illinois at Chicago and an MFA in video art from the School of the Art Institute of Chicago, working under Phil Morton, the legendary video artist. Working with colleagues Tom DeFanti and Dan Sandin at EVL, Dawe is known for his contributions to the CAVE™ Virtual Reality Theater and its derivatives, the ImmersaDesk™, and PARIS™. The CAVE is a multi-screen, projection-based, virtual-reality system, and the ImmersaDesk is a single-screen, drafting table-style device. Both are commercial products sold by Fakespace Systems (formerly Pyramid Systems Inc.). Dawe also did the mechanical design for and assembled the Varrier™ auto-stereographic display, many large tiled displays and recently a six-wall CAVE (StarCAVE) installed on the ground floor of the UCSD Calit2 building.

Todd Margolis is artist, educator and technologist. He received his MFA in Electronic Visualization from the Electronic Visualization Laboratory at the University of Illinois at Chicago. He is a founding member of the immersive and interactive art and technology non-profit organization, Applied Interactives, and also a member of the art collaborative Sine::apsis Experiments. Margolis ic currently appointed the Technical Director of the Center for Research in Computing and the Arts(CRCA) at UCSD. Margolis was previously a Visiting Research Programmer at UIC developing a new virtual reality system, The Varrier™ Auto-Stereographic Display with Dan Sandin.

IMD Forum for 4/16/08: Zied Rieke

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Speakers: Zied Rieke, Infinity Ward
Time: Wednesday, April 16, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Overview: Infinity Ward design and philosophy.
Question and answer session discussing anything and everything related to designing and developing games and what little Zied knows about that. Confusing and rambling explanations are supplemented by in game and in-tool demonstrations.

Bio: Zied Rieke is a 10 year industry veteran and was Lead Designer on Call of Duty 1, 2 and 4. Before that he worked on Medal of Honor: Allied Assault and some stuff you hopefully have never heard of. Co-author of the Game Developer Call of Duty 4 Post-Mortem, he once visited USC to drop off his sister at a Dave Mathews concert.

IMD Forum for 4/9/08: SIGGRAPH 08

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Speakers: Mk Haley, Jill Smolin, and Josh Grow, SIGGRAPH 2008 committee members
Time: Wednesday, April 9, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


This week the CTAN 522 John C Hench Animation & Digital Arts Seminar combines forces with the CTIN 511 Interactive Media Seminar. Our visiting speakers will be three of the committee members for SIGGRAPH 2008 here in LA: Mk Haley, Jill Smolin, and Josh Grow. Jill represents the Animation Festival, Josh represents the Student Volunteer Program, and Mk represents the Interactive Installations. They will talk about the SIGGRAPH conference itself, as well as provide some examples of student submitted work, and a discussion related to how to best submit your work for consideration.

ACM SIGGRAPH's mission is to promote the generation and dissemination of information on computer graphics and interactive techniques and to foster a membership community whose core values help them to catalyze the innovation and application of computer graphics and interactive techniques. Some highlights of the annual conference are its Animation Theater and Electronic Theater presentations, where recently created CG films are played, and an installation of Emerging Technologies that showcases recent work from the crossroads of science, art, and technology and celebrates the best in creativity and innovation from the past year. Dozens of research papers are presented each year, and SIGGRAPH is widely considered the most prestigious forum for the publication of computer graphics research. In addition to the papers, there are numerous panels of industry experts set up to discuss a wide variety of topics, from computer graphics to machine interactivity to education. This year, the conference is also co-located with the 3rd annual Sandbox Videogame Symposium.

IMD Forum for 4/2/08: Big Stage Entertainment

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Speakers: Jonathan Strietzel and John Snoddy, Big Stage Entertainment
Time: Wednesday, April 2, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)

Big Stage is a media company whose breakthrough technology allows users to easily create and integrate a life-like 3-D avatar of themselves into everything from famous movie scenes, TV shows and video games, to music videos, short video clips, virtual worlds, still images, user-generated content, instant messages, e-mails, social networks and more – instantly. All Big Stage content can then be shared across social networks,mobile phones, and more.

The privately held, Pasadena, Calif.-based company was founded by three tech entrepreneurs who shared a vision for a new media paradigm in which users themselves inhabited the very content which they consumed, and in which the digital fidelity of 3-D animated people -- created and controlled by average consumers -- would soon render virtual performances almost indistinguishable from original performances captured in high-resolution media.

Big Stage’s life-like avatar creation system stems from advanced stereo reconstruction technology funded by multiple government grants, including the CIA, as part of a nineyear cumulative research project at USC. Company Co-Founder Jonathan Strietzel first saw the potential for this technology while meeting with the project’s chief scientist, Doug Fidaleo, Ph.D., at USC. He then assembled Co-Founders Jon Kraft and Jon Snoddy, who each brought unique skills and perspectives to the table, and were able to craft a powerful business vision, secure funding, obtain the core technology license from USC, and hire Fidaleo to officially help bring their vision to life.

Building on the USC research, Chief Technology Officer Snoddy, Chief Scientist Fidaleo and their team were able to take the quality and accuracy of complex, expensive 3-D scanning technology previously only available to production houses and animation companies and offer it to any consumer with a digital camera through a free, fun and easy to use Internet-based platform, for wide-spread entertainment immersion.

BACKCHANNEL LOG from PRESENTATION: Download file

IMD Forum for 3/26/08: Anne Bray

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Speaker: Anne Bray, LA Freewaves
Time: Wednesday, March 26, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


HollyWould?
LA Freewaves Executive Director Anne Bray will present a preview of this year's festival and several related projects and opportunities for media art, activism and public media culture. This year's Freewaves festival is titled HollyWould and will be distributed across every screen on Hollywood Boulevard. Since 1989, LA Freewaves has been presenting biennial festivals of film, video and new media art, under the direction of Anne Bray, who founded the concept of LA Freewaves and has administered the festival for two decades. http://www.freewaves.org/

Anne has been working in the field of media arts since the mid 1970s as an administrator, artist and art teacher. As the Freewaves Executive Director, she has continued to see the organization through the technological, social and aesthetic changes of the 1990s to the present, exploring innovative venues, curatorial models and distribution strategies ranging from traditional screenings to online distribution to public art venues. In addition to presenting on LA Freewaves, Anne teaches in the IML's Honors in Multimedia Scholarship program and the public art program at Claremont Graduate University.

***Special Bonus Presentation: Proceeding Ann's talk, first year IMD MFA student, Taiyoung RYU will give an encore presentation of his GDC '08 talk on "Game Design based on Micro-transactions in Online Games". ***

IMD Forum for 3/12/08: Flying Off The Handle

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Presenters: 2nd Year MFA students in CTIN 542, 544, 548
Time: Wednesday, March 12, 6pm-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC),
Room 201 Zemeckis Media Lab (ZML)


Title: "Flying Off The Handle - CTIN 542, 544, 548 Second Year MFA Combined One-Week Interactive Design Project, Spring 2008"

Instructors/Jurors: Mark Bolas, Perry Hoberman, Michael Naimark, Peggy Weil

Project Description:
"In the center of the table in front of you is a pile of handles, knobs and pulls. These objects, specifically shaped for the human hand, can be attached to other objects or surfaces, allowing them to be pushed, pulled, grabbed, closed, opened, turned, twisted, switched, lifted, shifted, operated, poured, tossed, etc. Handles can be attached to either movable and immobile objects. Handles can have both symbolic and/or practical functions - a handle is a kind of affordance. Affordances provide clues to how an object can or should be used (clues that can be useful, but also misleading). Your assignment is to conceive of, design, and produce an interactive experience in which the operation of one or more of these handles by a human user is a central component. This experience should be one or more of the following: surprising, shocking, bewildering, addictive, amazing, exquisite, subtle, provocative."

IMD Forum for 3/5/08: Richard Lemarchand

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Speaker: Richard Lemarchand, Game Designer, Naughty Dog
Time: Wednesday, March 5, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Title: "Audacious Feats of Daring: An Expanded Uncharted: Drake’s Fortune Post-Mortem"

Brace yourself for a rollicking ride as Naughty Dog game designer Richard Lemarchand leads a collaborative presentation deconstructing the successes and pitfalls of his studio’s first PlayStation 3 release, Uncharted: Drake’s Fortune. A contemporary reinvention of classic pulp adventure, the game was released at the end of 2007 to wide critical acclaim, public w00ts and the massive salez0rs.

In an Easter egg and bonus content-laden reprise of his GDC 2008 talk, Lemarchand covers the open, meritocratic, intensively collaborative way that Naughty Dog works, the iterative, play-test oriented development methodology that the studio subscribes to, and the technological, design and production challenges that the project faced.

Subjects ripe for discussion in this uniquely interjectional seminar format include interactivity design as exploration, managing large, talented teams through creative chaos, player attention as it relates to immersion, flow and variably scheduled activities, interactive storytelling techniques and emotion in games, wide-linear versus open-world gameplay, and gaming as mass entertainment, literature and fine art. The takeaway promises to be both practically applicable for game developers and stimulating for thinkers about interactive media.

Bio: Richard Lemarchand has made story-based character-action games the main focus of his design career, and has worked with some of the industry’s best and brightest in the field along the way. He spends his days building games with his metaphorical sleeves rolled up, advocating for the player and helping keep the development team on track. His credits include the Gex and Soul Reaver series of games, Jak 3 and Jak X: Combat Racing, and he was most recently the Lead Game Designer for Uncharted: Drake’s Fortune. He’s a contributor to Game Developer Magazine, and a frequent visitor to USC.

IMD Forum for 2/27/08: Patrick Goddi & Kurt MacDonald

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Speakers: Patrick Goddi & Kurt MacDonald, HP Labs
Time: Wednesday, February 27, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Title: "Mediascapes make fun of GPS"


This talk covers the current state of HP Labs' mscape platform, a software toolkit for building, playing and sharing discreet location-based games and rich media experiences for handheld GPS devices. Each "mediascape" can be opened in the editor so that everyone can see how it's built. The non-commercial beta version of the software is freely available for download and use. And mscapers.com is a community-driven, sharing website where many examples of games, tours and other experimental locative media can be downloaded.

Patrick Goddi is a senior researcher at HP Labs in Palo Alto.
Kurt MacDonald is an independent designer and USC Interactive Media alum.

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BACKCHANNEL LOG: Download file

IMD Forum for 2/20/08: Rob Legato

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Speaker: Rob Legato
Time: Wednesday, February 20, 6:30 - 8:30 PM
Location: Lucas Building, Room 108


Meet Academy Award-winning visual effects artist Rob Legato as he shares his perspective on the VFX industry and art form. Legato has been the driving VFX force behind some of Hollywood’s biggest films, including The Departed, Aviator, Harry Potter and the Sorcerer’s Stone, Cast Away, Armageddon, Titanic and Apollo 13. In 1997, he received an Oscar for Best Visual Effects for Titanic. Legato most recently created the Virtual Cinematography System that will be used on the upcoming James Cameron films Avatar and Battle Angel, as well as the new Steven Spielberg/Peter Jackson film Tintin.

Doors open to all at 6:20p.m. on a first-come, first-served basis. (Priority seating for all Animation & Digital Arts and Interactive Media division students who arrive prior to 6:15.)

IMD Forum for 2/13/08: John KNOLL

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Speaker: John Knoll, Industrial Light & Magic
Time: Wednesday, February 13, 6:30 - 8:30 PM
Location: Lucas Building, Room 108


Join visual effects master John Knoll for an in-person presentation of his Oscar-nominated work in The Pirates of the Caribbean: At Worlds End!

Knoll is an Academy Award-winning, visual effects supervisor at Industrial Light & Magic (ILM). He is known for his innovative CG work on The Pirates of the Caribbean series, Star Wars Episodes I, II, III, Mission: Impossible and The Abyss. Knoll, a USC alumnus, and his brother Thomas are the original creators of Photoshop software.

(Priority seating for all Animation & Digital Arts and Interactive Media division students who arrive prior to 6:15.)

IMD Forum for 2/6/08: Machiko KUSAHARA

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Speaker: Machiko KUSAHARA, Waseda University
Time: Wednesday, February 6, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Title: "Device Art: Latest Trend in Media Art and Technology from Japan"

Why does Japanese media art tend to be playful? Why are artists so design-conscious, sometimes even designing gadgets themselves? Where does the Japanese "love for technology" come from and how is it reflected in media art? Questioning borders between art, design, technology, or even entertainment, is a worldwide phenomenon today. Such tendency has been most visible and widely accepted in Japan. Analyzing this phenomenon brings a new aspect in the role of media art in our society. This lecture will introduce the concept "Device Art," providing ample examples from Maywa Denki and other artists working within this realm. It will also analyze this Japanese trend within what's currently happening worldwide in art and design.

Bio: Machiko Kusahara is a media scholar and curator. She has published internationally in the field of art, technology, culture and history, including essays on Japanese games and mobile phone culture. With her background both in art, science and technology, she has been teaching computer graphics, multimedia and media study since 1985. She taught at UCLA in 2002-03, and is currently a professor at Waseda University, Tokyo. Kusahara holds a Ph. D. in engineering from University of Tokyo. Her recent research studies the correlation between digital media and traditional culture.

IMD Forum for 1/30/08: Eddo Stern

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Speaker: Eddo Stern
Time: Wednesday, January 30, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Eddo Stern works on the disputed borderlands between fantasy and reality, exploring the uneasy and otherwise unconscious connections between physical existence and electronic simulation. His work explores new modes of narrative and documentary, experimental computer game design, fantasies of technology and history, and cross-cultural representation in computer games, film, and online media. He works in various media including computer software, hardware and game design, kinetic sculpture, performance, and film and video production. His short machinima films include "Sheik Attack", "Vietnam Romance", ”Landlord Vigilante” and "Deathstar". He is the founder of the now retired cooperative C-level where he co-produced the physical computer gaming projects "Waco Resurrection", "Tekken Torture Tournament", "Cockfight Arena”, and the internet meme conference "C-level Memefest" He is currently developing the sensory deprivation game “Darkgame" recently featured at the 2008 Sundance Film Festival. Online at http://www.eddostern.com

For this seminar, Eddo will talk about "Empirical game design , extra-diegetic Machinima", and his new sensory deprivation game Darkgame.

BACKCHANNEL LOG HERE: Download file

Kate Hayles' "Hyper and Deep Attention"

Saw some interesting ideas and discussion on the IMD wiki about our use of Backchannel in various ZML events and classes and reminded me of a recent publication on this topic by UCLA professor Kate Hayles. She references IMD's backchannel efforts. The paper is called "Hyper and Deep Attention: The Generational Divide in Cognitive Modes" and is online here.
Also just discovered some related (but kind of dense) notes on a "conversation" that Kate and I gave for HASTAC a while ago that Cathy Davidson has posted here.

IMD Forum for 1/23/08: Flavia Sparacino

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Speaker: Flavia Sparacino, Founding Principal, Sensing Places
Time: Wednesday, January 16, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Talk Title: "Interactive Media Environments & Architectural Machines"

Contemporary digital information has led us to question the traditional
meaning of presence, matter, and the human body. When confronted with
virtual landscapes on the internet such as Second Life, architecture
potentially takes on a new process of redefining itself through the
exploration of new identities and new venues. Flavia Sparacino, a former
researcher at MIT's Media Lab
, believes we are witnessing the birth
of a new architectural science, combining the research of exquisite
organic forms with increasingly complex functions and communications, all
tied into areas of sustainability. She will identify current areas of her
particular research and professional work which, she argues, call for
defining new professional roles, design methodologies, and educational
directions. She will present numerous examples that her company, Sensing
Places, is developing; media-enhanced responsive environments which
incorporate tactile and visually-immersive display technology,
architecture, and filmmaking.

Bio:
Flavia Sparacino, Ph.D., is a technology inventor, experience designer,
and fellow of MIT. She is the founder and director of Sensing Places,
a company based in Santa Monica, California, dedicated to creating
cutting-edge interactive architecture. She has designed
responsive media environments for museums, corporate headquarters,
retail stores, theaters, theme parks, airports and cities around the
world. Her emphasis has been on natural computational interfaces that,
through advanced computer vision algorithms and electronic sensors,
allow people to freely interact with physical objects, digital video
displays, graphics, and light. Her installations have been displayed
in MOMA, SFMOMA, and La Scala Opera Theater in Milan, and have been
featured in numerous newspapers, magazines, such as The New York Times,
the Boston, The Wall Street Journal, and television documentaries
aired on the Discovery Channel, Japan's NHK, and
Italy's RAI. A nominated Knight of the Republic of Italy, she holds
six academic degrees, a Ph.D. from MIT, and works as a technology
consultant for large architecture studios and museums around the world.

For more information on Flavia Sparacino, please visit:
http://www.sensingplaces.com
and also review some of her publications here.

BACKCHANNEL LOG from presentation: Download file

IMD Forum for 1/16/08: Anthony Borquez

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Speaker: Anthony Borquez
Time: Wednesday, January 16, 6-8pm
Location: USC's Robert Zemeckis Center for Digital Arts (RZC)
Room 201 Zemeckis Media Lab (ZML)


Anthony Borquez is the Vice President for Online and Mobile Business Development at Konami Digital Entertainment. His responsibilities include: identifying new business opportunities across multiple platforms, content strategy, technology innovation, social communities, and digital distribution. He is currently developing a strategy to leverage Konami’s back catalog of products, as well as new IP, for the online market. Additionally, Anthony’s team is evaluating digital distribution models enabling consumers to purchase online and mobile content from a variety of digital platforms.

Anthony has also been teaching at the University of Southern California since 1994. He has designed nine video game courses and currently teaches Video Game Production to Engineering, Cinema, and Business students. In 2003, he started an annual high school summer program in Video Game Design that attracts students nationwide. Anthony received his Undergraduate, Masters, and Doctoral Degrees all from the University of Southern California.

Tonight's presentation will focus on new Konami projects such as DDR - flash version, game widgets across web 2.0 sites, the impact of in-game advertising and HUD design, the convergence of mobile/PC/XBLA/Wiiware for future titles. We will also discuss the design and development of 'fear mechanics' for games in the survival horror genre (Silent Hill, Resident Evil, etc.) for a possible collaborative project.

Backchannel Log from presentations: Download file