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<channel>
	<title>usc interactive media division</title>
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	<link>http://interactive.usc.edu</link>
	<description></description>
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		<title>Nevermind nominated at Games For Change</title>
		<link>http://interactive.usc.edu/2013/05/13/nevermind-nominated-at-games-for-change/</link>
		<comments>http://interactive.usc.edu/2013/05/13/nevermind-nominated-at-games-for-change/#comments</comments>
		<pubDate>Mon, 13 May 2013 21:00:12 +0000</pubDate>
		<dc:creator>Tracy Fullerton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Main]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15615</guid>
		<description><![CDATA[Congratulations to Erin Reynolds (MFA 2012) and team! Her thesis project &#8220;Nevermind&#8221; has been nominated as &#8220;Most Innovative&#8221; at the...<br /><a class="more-link" href="http://interactive.usc.edu/2013/05/13/nevermind-nominated-at-games-for-change/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>Congratulations to Erin Reynolds (MFA 2012) and team! Her thesis project &#8220;<a href="http://www.nevermindgame.com/">Nevermind</a>&#8221; has been <a href="http://www.gamesforchange.org/festival2013/games/">nominated as &#8220;Most Innovative&#8221;</a> at the Games for Change Festival in NYC this summer.</p>
<p><em>Nevermind</em> is a biofeedback-enhanced psychological horror game  in which the player must leave the comforts of reality to explore the  dark and twisted world of the subconscious. Nevermind strives to be a  compelling virtual experience that leaves the player with the tools to  face the stresses of the real world.</p>
<p>The Most Innovative category at Games for Change honors games excelling in creativity and aspiring to bring new ideas into  &#8220;games for change&#8221; &#8211; whether through unique game design, technology, or  audiences. Creatively and technically experimenting in a manner that may  pave new ways.</p>
<p>Great work by all involved!</p>
<p>&nbsp;</p>
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		<title>Professor Lemarchand interviewed by USC Alumni Kris Ligman</title>
		<link>http://interactive.usc.edu/2013/05/10/professor-lemarchand-interviewed-by-usc-alumni-kris-ligman/</link>
		<comments>http://interactive.usc.edu/2013/05/10/professor-lemarchand-interviewed-by-usc-alumni-kris-ligman/#comments</comments>
		<pubDate>Fri, 10 May 2013 18:52:55 +0000</pubDate>
		<dc:creator>athompson</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15597</guid>
		<description><![CDATA[Check out this Gamasutra article by Kris Ligman on IMGD&#8217;s very own Professor Richard Lemarchand: Leaving AAA: Why Naughty Dog&#8217;s star...<br /><a class="more-link" href="http://interactive.usc.edu/2013/05/10/professor-lemarchand-interviewed-by-usc-alumni-kris-ligman/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>Check out this Gamasutra article by Kris Ligman on IMGD&#8217;s very own Professor Richard Lemarchand: <strong><a href="http://www.gamasutra.com/view/news/191785/Leaving_AAA_Why_Naughty_Dogs_star_designer_became_a_teacher.php">Leaving AAA: Why Naughty Dog&#8217;s star designer became a teacher</a></strong></p>
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		<title>Spacewalk — An Oculus Rift-enabled space exploration game</title>
		<link>http://interactive.usc.edu/2013/05/05/spacewalk-%e2%80%94-an-oculus-rift-enabled-space-exploration-game/</link>
		<comments>http://interactive.usc.edu/2013/05/05/spacewalk-%e2%80%94-an-oculus-rift-enabled-space-exploration-game/#comments</comments>
		<pubDate>Mon, 06 May 2013 02:10:57 +0000</pubDate>
		<dc:creator>Richard Emms</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[ctin542]]></category>
		<category><![CDATA[ctin548]]></category>
		<category><![CDATA[HMD]]></category>
		<category><![CDATA[oculus rift]]></category>
		<category><![CDATA[Stereoscopy]]></category>
		<category><![CDATA[vr]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15552</guid>
		<description><![CDATA[I just finished some changes to Spacewalk, a networked multiplayer game where you play as astronauts piloting EMUs to explore...<br /><a class="more-link" href="http://interactive.usc.edu/2013/05/05/spacewalk-%e2%80%94-an-oculus-rift-enabled-space-exploration-game/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>I just finished some changes to Spacewalk, a networked multiplayer game where you play as astronauts piloting <a title="Extravehicular Mobility Unit" href="http://en.wikipedia.org/wiki/Extravehicular_Mobility_Unit" target="_blank">EMU</a>s to explore the exterior of the International Space Station. I developed the game over the course of five days as a prototype for thesis prep (CTIN-542/548). It now supports the Oculus Rift, which alters the experience dramatically. <a title="Spacewalk - An Oculus Rift-enabled space exploration game" href="http://www.youtube.com/watch?v=bg7Sm6fF8vg">Here is an unedited video of the game in action.</a></p>
<p><strong>Spacewalk</strong> is a networked interactive experience about taking a  space walk outside of the International Space Station. Players  collectively take on the role of astronauts navigating and exploring the  structure of the space station. Spacewalk is an interactive experiment  in alternative control schemes, free-form play, virtual embodiment, and  metagame communication. Although it  connects to other players across the internet, it is intended to be  played with people in the same physical space.</p>
<p>You can download Spacewalk for free here: <a title="Spacewalk website" href="http://spacewalk.spadille.org/" target="_blank">http://spacewalk.spadille.org/</a></p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2013/05/screen1.png"><img class="size-medium wp-image-15554 aligncenter" title="Spacewalk - Screenshot 1" src="http://interactive.usc.edu/wp-content/uploads/2013/05/screen1-300x168.png" alt="Spacewalk - Screenshot 1" width="300" height="168" /></a><a href="http://interactive.usc.edu/wp-content/uploads/2013/05/screen3.png"><img class="size-medium wp-image-15556 aligncenter" title="Spacewalk - Screenshot 3" src="http://interactive.usc.edu/wp-content/uploads/2013/05/screen3-300x168.png" alt="Spacewalk - Screenshot 3" width="300" height="168" /></a><a href="http://interactive.usc.edu/wp-content/uploads/2013/05/screen2.png"><img class="size-medium wp-image-15555 aligncenter" title="Spacewalk - Screenshot 2" src="http://interactive.usc.edu/wp-content/uploads/2013/05/screen2-300x168.png" alt="Spacewalk - Screenshot 2" width="300" height="168" /></a></p>
<p>Spacewalk was recently featured on <a title="'Spacewalk' at the International Space Station from your couch - NBC News.com" href="http://www.nbcnews.com/technology/spacewalk-international-space-station-your-couch-6C9804867" target="_blank">NBC News</a>, the <a title="The PA Report - Going to space: how the Oculus Rift will change both how we game in and explore our virtual worlds" href="http://penny-arcade.com/report/article/oculus-rift" target="_blank">Penny Arcade Report</a>, and <a title="We Are Floating In Space: Spacewalk | Rock, Paper, Shotgun" href="http://www.rockpapershotgun.com/2013/05/10/we-are-floating-in-space-spacewalk/" target="_blank">Rock, Paper, Shotgun</a>.</p>
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		<title>Interactive Technology Integration in Theme Parks</title>
		<link>http://interactive.usc.edu/2013/05/01/interactive-technology-integration-in-theme-parks/</link>
		<comments>http://interactive.usc.edu/2013/05/01/interactive-technology-integration-in-theme-parks/#comments</comments>
		<pubDate>Thu, 02 May 2013 01:15:17 +0000</pubDate>
		<dc:creator>Michael Libby</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Main]]></category>
		<category><![CDATA[511]]></category>
		<category><![CDATA[511-interactive_media_seminar]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15534</guid>
		<description><![CDATA[Introduction Extending guest experience beyond the gates of a traditional theme park, and essentially, into guests’ homes, is already happening...<br /><a class="more-link" href="http://interactive.usc.edu/2013/05/01/interactive-technology-integration-in-theme-parks/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><strong>Introduction</strong></p>
<p>Extending guest experience beyond the gates of a traditional theme park, and essentially, into guests’ homes, is already happening — through online presence, social networking and other strategic technologies.</p>
<p>Traditionally the guest experience began at the park turnstiles, but that model is changing. Now the strategy is about circular flow that begins when the guest initially considers and begins planning their trip. These new technologies and social mediums help the guest personalize their visit so when they return home they can relive their experience online, customize their memories, and share the experience with their network of friends and family.  In this way, the visit is never truly over, and one visit can connect seamlessly into the next one.</p>
<p><strong>Social Media</strong></p>
<p>Walt Disney was an excellent social networker, and was many years ahead of his time. Before Disneyland opened, he signed an unprecedented deal with the ABC Television Group that allowed him to promote Disneyland via an hour-long television special. <em>The Wonderful World of Disney</em> premiered on October 27, 1954 under the name <em>Disneyland</em> and introduced viewers to the magical theme park he was building on the west coast.  This brilliant act of synergy allowed Disney to air what was essentially a weekly, hour-long commercial for his park, thereby building a fervor that reached critical mass when the park opened the next year— everyone in the country knew about it and wanted to visit it.</p>
<p>Flash-forward to today where many new socially interactive technologies have taken the place of television marketing, all of which can be used to promote and customize a theme park resort experience.  The rise of Facebook, Twitter, blogging, and a myriad of other information streams have saturated the consumer market to the point where major companies have recognized their potential and started to embrace the concept of maintaining an online presence.  A clever example of this is Sea World’s “official” Twitter feed for Shamu, in which they hired a writer to regularly send out witty messages to subscribers that were actually written in the first-person character of the park chain’s aquatic mascot.  These “tweets” are not blatant advertisements and marketing, just clever messages that spread by word-of-mouth and help build brand allegiance over time.</p>
<p>Again, this extended the park experience outside of the turnstiles, as guests could interact with Shamu before their visit, and share their experience long after it.</p>
<p><strong>Exclusive Access</strong><strong></strong></p>
<p><em>Disney’s Magical Express</em> at the Walt Disney World resort in Orlando utilizes a simple online interface so guests are able to print out luggage tags that they then affix to their bags at the airport before they even depart for their flight to Orlando. The next time they see their luggage is when they step into their hotel room in Orlando. So, Disney takes the tagged bags and delivers them directly to their corresponding hotel rooms that have been booked online.  A fleet of busses is also ready and waiting at the airport to take guests to their hotels. This investment in “courtesy” infrastructure is invaluable, as guests now have a tangible amenity (one less thing to worry about) and no reason to leave the property.</p>
<p>The advent of RFID-wristbands continues the trend of simplifying guest experience by linking everything from a hotel room key to credit card information on a lightweight, waterproof wristband.  No longer do guests have to worry about losing the valuable contents of their wallet, getting their credit cards wet on waterslides, or losing their park admission ticket. With a simple tap of their wrists, guests can charge a meal to their room, rent a locker, or open their hotel room door.  Of course, this wonderful convenience only works for facilities that are integrated into the overall resort. If the same family of guests wants to dine off-property, they would be subject to the inconvenience of cash transactions.</p>
<p>Here we see again that a resort can create an exclusive amenity that provides incentive to stay on-property and helps increase per capita spending, while the end user also wins because their experience is “plussed” in terms of convenience.</p>
<p><strong>Interactivity and Repeatability</strong></p>
<p>We are quickly becoming a videogame culture, where guests expect a degree of interactivity in their entertainment.   The <em>Toy Story Mania!</em> attraction located at Disney’s Hollywood Studios and Disney’s California Adventure is essentially a virtual shooting gallery where guests ride on a moving vehicle through a physical space, shooting at targets while wearing 3D glasses.  At the end of the ride, guests receive a score that reflects their abilities. The targets are all presented via 3D media on large screens, allowing for the potential of new content updates (different targets, seasonal overlays, etc.) with little or no impact on facility or footprint.  The next logical step, which has yet to be taken, is user-generated content.</p>
<p>The reality is, guests are already doing this: creating their own attraction soundtracks, audio tours, and in-park Smartphone applications. For example, an ambitious fan and computer programmer has created an App called “Wishing Stars”.  This application is essentially a geocaching overlay mapped onto a physical theme park, in which guests make use of their phones’ GPS ability to guide them to locations in the park where they can answer questions and earn points.  Another fan has created a crowdsourcing App in which guests share information about an attraction while waiting in line, to create a virtual “info board” of up-to-the-minute wait times.</p>
<p>Resort and park owners and operators shouldn’t contest this treasure trove of user-generated content, but actively engage their most passionate fans and embrace this fundamental change in the resort experience.</p>
<p>In the not-too-distant future a great transformation is coming to location-based entertainment design. Imagine the resort of the future where your schedule is itemized via smartphone and every cast member and audio-animatronic figure knows your name via RFID ticketing.  All of a sudden, the illusion of a personalized experience has become reality.</p>
<p>Currently, designers and engineers are embedding this technology infrastructure into resorts worldwide, even if it won’t be utilized in the immediate future.  Although it might not seem to make financial sense to add “unnecessary” infrastructure cost up-front, it will pay off in dividends when the resort has a competitive advantage by allowing for quick implementation and more immersive integration of new technologies.</p>
<p><strong>Conclusion</strong></p>
<p>Many of the amenities described above are already in use in theme park resorts around the world, but they are still in their formative stages.  The technology is proven, but successful large-scale implementation of it is still in its infancy.  It is time to aspire to make that next leap in location-based technology integration.  The right touch of technology will enhance and complement a guest’s experience, rather than detracting or worse, di<em>stract</em>ing them from the carefully-created environments that they are visiting.  When the right mix of non-intrusive technological integration is achieved, it will provide a more complete and inviting guest experience.  More importantly, it will be the amenity that separates whoever does it first from all other resorts.   Imagine personalized, concierge-level service for every guest — eliminating stress and offering guest service that can’t be beaten.</p>
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		<title>San Francisco :: GDC</title>
		<link>http://interactive.usc.edu/2013/05/01/san-francisco-gdc/</link>
		<comments>http://interactive.usc.edu/2013/05/01/san-francisco-gdc/#comments</comments>
		<pubDate>Wed, 01 May 2013 17:40:29 +0000</pubDate>
		<dc:creator>Michael Murdock</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15531</guid>
		<description><![CDATA[GDC :: Two things I did in San Francisco really stuck with me this year: I went to SFMOMA and...<br /><a class="more-link" href="http://interactive.usc.edu/2013/05/01/san-francisco-gdc/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>GDC ::<br />
Two things I did in San Francisco really stuck with me this year:  I went to SFMOMA and the Walt Disney Family Museum to see the exhibit on the making of Snow White.</p>
<p>SFMOMA really as inspirational because it brought me back in touch with my desire to make things. I feel that most of the time in game design, I get caught up in the system of what I&#8217;m trying to create and I lose track of the actual message behind the artwork.</p>
<p>My favorite exhibit was the work of Lebbius Woods, a futurist architect who had a huge influence on both the film and game industries.<br />
Wood&#8217;s architectural work is a direct influence of the world of City 17, from Half-Life and Dunwall, from Dishonored.</p>
<p><a href="http://www.architizer.com/blog/wp-content/uploads/2013/02/Berlin-Free-Zone-Lebbeus-Woods.jpg"><img class="alignnone" title="Lebbeus WOods" src="http://www.architizer.com/blog/wp-content/uploads/2013/02/Berlin-Free-Zone-Lebbeus-Woods.jpg" alt="" width="600" height="297" /></a></p>
<p>I feel that I get my best ideas for interactive work from outside of the game industry . . . after all Shigeru Miyamoto&#8217;s inspiration for Zelda was exploring caves as a child. I feel that it&#8217;s very important to interact with the world you are creating for, and my visit to SFMOMA was the perfect excursion to get me in touch with other types of culture.</p>
<p>I also had an amazing visit to the Walt Disney Family Museum where I saw an exhibit on the making of Snow White. It was really interesting to see the trial-and-error process that they went through to get the right story and look to the film. Despite the age of the film . . . I learned some great techniques that I&#8217;m anxious to try out in my next interactive process. For example, to increase the feeling of speed as the camera &#8220;whipped&#8221; from one shot to the next. The background artist painted portions of the scene skewed, so the diagonal lines would add a sense of quickness to the transition shot.</p>
<p><img class="alignnone" title="Snow White" src="http://msnbcmedia2.msn.com/j/streams/2012/November/121115/1C4774669-121115_travel_snow-white-exhibit_3.blocks_desktop_medium.jpg" alt="" width="560" height="799" /></p>
<p>These camera tricks really made me realize how much the animators in Snow White studied the cinematic techniques that were available to them. In other words, they got really good at &#8220;faking&#8221; the characteristics of film cameras.</p>
<p>In Interactive land, I think that it is important to remember that everything the player sees can be designed. We don&#8217;t have to &#8220;push more polygons&#8221; or render with better lighting effects. We can simply be more intentional in the design of the experience.</p>
<p>Honestly, these two museum visits got me more excited than any of the GDC announcements / talks this year.</p>
<p>I&#8217;ve been spending too much time in game design land, and it was great to get out of the mindset for a little while.</p>
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		<title>Interactive Animation at Rhythms and Visions 2</title>
		<link>http://interactive.usc.edu/2013/04/30/playing-ninja-at-rhythms-and-visions/</link>
		<comments>http://interactive.usc.edu/2013/04/30/playing-ninja-at-rhythms-and-visions/#comments</comments>
		<pubDate>Tue, 30 Apr 2013 18:33:48 +0000</pubDate>
		<dc:creator>Kurosh ValaNejad</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Game Innovation Lab]]></category>
		<category><![CDATA[Main]]></category>
		<category><![CDATA[gil]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15510</guid>
		<description><![CDATA[USC Interactive Media &#38; Games faculty Jeremy Gibson and students from our MFA program play Ninja in front of Blooming...<br /><a class="more-link" href="http://interactive.usc.edu/2013/04/30/playing-ninja-at-rhythms-and-visions/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>USC Interactive Media &amp; Games faculty <a href="http://www.linkedin.com/in/jeremyrgibson" target="_blank">Jeremy Gibson</a> and students from our MFA program <a href="http://www.youtube.com/watch?v=NAqVYzUQrqw">play Ninja in front of Blooming Flowers</a>, an interactive installation <span style="font-size: 13px; line-height: 19px;">which uses the newly developed Full-Body Scrubber. </span><span style="font-size: 13px; line-height: 19px;">And the </span><a href="http://www.youtube.com/watch?v=Qs0nvBB7liY&amp;feature=youtu.be">audience became performers shaped as Lego blocks</a> in front of the<span style="font-size: 13px;"> other procedurally-generated, real-time, &#8216;</span>fun-house <span style="font-size: 13px;">mirror&#8217; </span><span style="font-size: 13px; line-height: 19px;">at <a href="http://web-app.usc.edu/ws/eo2/calendar/113/event/897885">Rhythms and Visions 2</a>, April 26, 2013.  Here&#8217;s what it looks like from <a href="http://www.youtube.com/watch?v=8TWvtBshbeY&amp;list=UUyljz9z6ewurZia8zlOi9jQ">the other side of the screen</a>.</span></p>
<div id="watch-description-text">
<p>v1 of Full-Body Scrubber was developed by USC Game Innovation Lab Research Associates, Kurosh ValaNejad and Todd Furmanski.  Art assets used to develop and test the software were created by USC Animation MFA candidates Nesli Erten and Kurosh. Technical guidance and artistic encouragement provided by Vangelis Lympouridis, Visiting Scholar at the USC School of Cinematic Arts.</p>
<p><span style="font-size: 13px; line-height: 19px;">Installation Software and Hardware: Unity, Zigfu, Photoshop, Kinect sensor/camera, Epson HD projector, iMac, Spandex rear-projection screens, Bungee cords</span></p>
</div>
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		<title>IMD Forum for 5/1/13: IMD Project Showcase</title>
		<link>http://interactive.usc.edu/2013/04/29/imd-forum-for-5113-imd-project-showcase/</link>
		<comments>http://interactive.usc.edu/2013/04/29/imd-forum-for-5113-imd-project-showcase/#comments</comments>
		<pubDate>Tue, 30 Apr 2013 00:04:15 +0000</pubDate>
		<dc:creator>Scott Fisher</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[511]]></category>
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		<guid isPermaLink="false">http://interactive.usc.edu/?p=15506</guid>
		<description><![CDATA[Topic:               IMD Project Showcase Time:               Wednesday, May 1, 6-9pm Location:        USC’s Robert Zemeckis Center for Digital Arts (RZC), Room...<br /><a class="more-link" href="http://interactive.usc.edu/2013/04/29/imd-forum-for-5113-imd-project-showcase/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://interactive.usc.edu/wp-content/uploads/2013/04/audience2.jpg"><img class="alignnone size-medium wp-image-15508" title="audience2" src="http://interactive.usc.edu/wp-content/uploads/2013/04/audience2-300x225.jpg" alt="" width="300" height="225" /></a><br />
</strong></p>
<p><strong>Topic:               IMD Project Showcase</strong><br />
<strong>Time:               Wednesday, May 1, 6-9pm</strong><strong> </strong><strong></strong><br />
<strong>Location:           USC’s Robert Zemeckis Center for Digital Arts (RZC), Room 122  [ZML]</strong></p>
<p>Featuring Spring Semester Class Projects from :<br />
- CTIN 405 Design and Technology for Mobile Experiences (Essen)<br />
- CTIN 484/489 Intermediate Game Design (Brinson/Lemarchand/Essen)<br />
- CTIN 492 Experimental Game Topics (Lemarchand)<br />
- CTIN 499 Special Topics: Games for Animation (Brinson)<br />
- CTIN 501 Interactive Cinema (Kratky)<br />
- CTIN 544 Experiments in Interactivity II (Kontopolous)</p>
<p>- CTIN 590 Directed Research</p>
<p>and more&#8230;.</p>
<p>Food and Drink will be provided starting at 5:45.</p>
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		<title>WORKSHOP: Time-based Digital Sculptures and Immersive Audio-Visual</title>
		<link>http://interactive.usc.edu/2013/04/25/workshop-time-based-digital-sculptures-and-immersive-audio-visual/</link>
		<comments>http://interactive.usc.edu/2013/04/25/workshop-time-based-digital-sculptures-and-immersive-audio-visual/#comments</comments>
		<pubDate>Thu, 25 Apr 2013 21:50:53 +0000</pubDate>
		<dc:creator>Kurosh ValaNejad</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Main]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15503</guid>
		<description><![CDATA[The Animation division would like to invite the Interactive Media and Games division to an informal workshop with their Rhythms+Visions guests, Davide...<br /><a class="more-link" href="http://interactive.usc.edu/2013/04/25/workshop-time-based-digital-sculptures-and-immersive-audio-visual/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>The Animation division would like to invite the Interactive Media and Games division to an informal workshop with their <a href="http://web-app.usc.edu/ws/eo2/calendar/113/event/897885">Rhythms+Visions</a> guests, <a href="http://www.quayola.com/">Davide Quayola and Natan</a> this Friday at 10am in SCB 104. You will see their process and learn how they create their live/real-time work. They will have everything set up so we can gather around, look at screens, ask questions and discuss!</p>
<p>&nbsp;<br />
<iframe src="http://player.vimeo.com/video/23281150" width="400" height="300" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<title>Student Innovators Assemble!</title>
		<link>http://interactive.usc.edu/2013/04/23/student-innovators-assemble/</link>
		<comments>http://interactive.usc.edu/2013/04/23/student-innovators-assemble/#comments</comments>
		<pubDate>Wed, 24 Apr 2013 02:05:00 +0000</pubDate>
		<dc:creator>Tracy Fullerton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Main]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15501</guid>
		<description><![CDATA[Bachus-Summers Fund for Innovation in Interactive Entertainment Established Video game industry pioneers and USC alumni Kevin Bachus and Chanel Summers...<br /><a class="more-link" href="http://interactive.usc.edu/2013/04/23/student-innovators-assemble/">Read More</a>]]></description>
			<content:encoded><![CDATA[<h1><a href="http://cinema.usc.edu/news/article.cfm?id=13534">Bachus-Summers Fund for Innovation in Interactive Entertainment Established</a></h1>
<p>Video game industry pioneers and USC alumni Kevin Bachus and Chanel  Summers have made a donation to the USC School of Cinematic Arts  Interactive Media &amp; Games Division (IMGD) to establish <strong>The Bachus-Summers Fund for </strong><strong>Innovation in Interactive Entertainment</strong>.  The gift was announced today by School of Cinematic Arts’ (SCA) Dean  Elizabeth M. Daley and will establish a fund for student support to be  awarded to students showing initiative in the emerging fields of  interactive and immersive media.</p>
<p>“There has never been a greater opportunity than there is today for  talented and passionate individuals to come together and create the  legendary game studios of tomorrow,” said Bachus. “The Bachus-Summers  Fund for Innovation in Interactive Entertainment is meant to do two  things: to recognize and reward the most innovative work by a student in  the Interactive Media &amp; Games Division and to encourage that  student to build their own future, for themselves and for others, after  leaving school. It is our expectation that the recipients of this Fund  will be provided with the tools to build lasting creative and commercial  success.”</p>
<p>“I&#8217;ve seen first-hand that the most meaningful work is always achieved  when visionaries take risks and break boundaries,” said Summers.  “Creative and talented individuals must be allowed to realize their  dreams, regardless of resources. When thinking about this Fund, it was  critical to us that it be used directly to support the efforts of  tomorrow&#8217;s creative and entrepreneurial leaders.”</p>
<p>One of the best-known and most highly respected executives in the video  game industry and an active investor in the digital media sector,  Bachus was one of the original group of four individuals at Microsoft  Corporation who came up with the idea for the Xbox video game system, an  initiative that grew in part out of his role as group product manager  for the DirectX family of Windows technologies. Bachus currently serves  as Senior Vice President, Entertainment &amp; Games Strategy, for Dave  &amp; Buster’s, Inc., an innovator in the restaurant and entertainment  industries. Before joining Dave &amp; Buster’s, Bachus co-founded or  held executive-level positions at a number of companies in the  technology and video game industries, including Capital Entertainment  Group, the video game industry’s first independent production company;  Nival Interactive, the largest independent game developer in Eastern  Europe; and Bebo, one of the world’s largest social networks.</p>
<p>Summers began her career as a pioneering designer and producer of video  games, developing a wide range of innovative products at a variety of  early industry-leading game companies. After supervising the release of  Microsoft’s first multiplayer internet game, <em>Fighter Ace</em>,  Summers was selected to become that company’s first Audio Technical  Evangelist, launching innovative audio technologies and dramatically  increasing the use of Windows as a platform for audio creation. With the  inception of Xbox, Summers was tapped to help design and promote the  audio capabilities of the new system and in the process created the  industry’s first support team for content creators. After leaving  Microsoft, Summers co-founded Syndicate 17, an audio production house  based in Seattle and Los Angeles, and has also recorded and toured  extensively as a highly sought-after professional drummer. A frequent  lecturer at music and technology industry events as well as leading  educational institutions around the world, Summers also currently  teaches the popular course <em>Audio Expression</em> for the IMGD Division.</p>
<p>“The support of alumni and industry pioneers like Kevin and Chanel is  incredibly important to our students and program,” said Tracy Fullerton,  the Electronic Arts Endowed Chair of the Interactive Media &amp; Games  Division at SCA. “IMGD is very much about community, and we all benefit  from the experience and knowledge that they bring to their interactions  with students and to the community as a whole. Bachus/Summers Fellows  will be selected not only for their creative talent, but also for their  entrepreneurial drive. And they will be exposed, via our advanced  projects classes and our new startup classes, to the skills, people and  ideas that they will need to take those ideas from innovative student  projects to marketable products and companies. We expect these Fellows  to graduate with a head start and prepared to launch their projects  professionally.”</p>
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		<item>
		<title>FREEQ!</title>
		<link>http://interactive.usc.edu/2013/04/22/freeq/</link>
		<comments>http://interactive.usc.edu/2013/04/22/freeq/#comments</comments>
		<pubDate>Mon, 22 Apr 2013 17:33:14 +0000</pubDate>
		<dc:creator>sroberts</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://interactive.usc.edu/?p=15491</guid>
		<description><![CDATA[USC IMGD!  A game I designed with Jesse Vigil, IM(G)D alumnus, is now available on iOS and Android. The game...<br /><a class="more-link" href="http://interactive.usc.edu/2013/04/22/freeq/">Read More</a>]]></description>
			<content:encoded><![CDATA[<p>USC IMGD!  A game I designed with Jesse Vigil, IM(G)D alumnus, is now available on iOS and Android.</p>
<p>The game is called FREEQ, and it is an audio-adventure game that turns your phone into a device that intercepts radio signals form the future.  Listen in, and manipulate information to see what happened to bring the world to the brink.  FREEQ is recorded in the style of classic radio plays, and was also worked on by IM(G)D alumni Diana Hughes and Mike Stein.  Also, our own Mark Essen is a voice in the game, if you can find his character.</p>
<p>Anyways, please check it out!  Here&#8217;s the trailer: <a href="http://www.youtube.com/watch?v=pqTC5Z_Rkmg" target="_blank">http://www.youtube.com/watch?v=pqTC5Z_Rkmg</a></p>
<p>iOS link: https://itunes.apple.com/us/app/freeq/id577659568?mt=8</p>
<p>Android link: https://play.google.com/store/apps/details?id=com.psychicbunny.freeq&amp;feature=search_result#?t=W251bGwsMSwyLDEsImNvbS5wc3ljaGljYnVubnkuZnJlZXEiXQ..</p>
<p>Thanks,</p>
<p>Sam Roberts</p>
<p><a href="http://interactive.usc.edu/wp-content/uploads/2013/04/625458_163564340472526_1981622070_n.jpg"><img class="alignnone size-medium wp-image-15492" title="FREEQ" src="http://interactive.usc.edu/wp-content/uploads/2013/04/625458_163564340472526_1981622070_n-300x208.jpg" alt="" width="300" height="208" /></a></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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