Skip to main content

Home/ Groups/ PSU TLT
bartmon

Built-in video editor for Team Fortress 2 - 0 views

  •  
    Kind of wild...TF2 now has the ability to not only record your in-game footage, but now edit it as well with some custom tech. Even more interesting, you can toggle the camera from FPS view, to 3rd person view, to a 'free roam' view, allowing you to get different angles out of replay. Figures they also have direct links to YouTube, tied the video making/editing to achievements, as well as offering special in-game items if youtube vids hit certain view thresholds.
Allan Gyorke

Wired Campus - The Chronicle of Higher Education - 0 views

  •  
    "The game EteRNA, which was started by the Stanford biochemist Rhiju Das and the Carnegie Mellon computer scientist Adrien Treuille, allows researchers to farm out some of the intellectual legwork behind RNA design to 26,000 players, rather than a relatively few lab workers. Players are given a puzzle design-an RNA molecule in the shape of a star or a cross, for example-that they must fill in with the components, called nucleotides, to produce the most plausible solution. The community of players then votes for the blueprint it thinks will have the best chance of success in the lab. The Stanford researchers select the highest-rated blueprints and actually synthesize them. The scientists then report back the results of the experiments to the crowd to inform future designs. The crowd-sourcing has produced results that tend to be more effective than computer-generated arrangements. "Computational methods are not perfect in making these shapes," says Mr. Das, "and as we get to more and more complex ones, they essentially always fail, so we know that there are rules to be learned." Players are figuring out these principles on their own, says Mr. Treuille. He says that while they're more like a grandmother's instructions on baking a cake than a strict scientific formula, they work remarkably well in practice. "EteRNA players are extremely good at designing RNA's," says Mr. Treuille, "which is all the more surprising because the top algorithms published by scientists are not nearly so good. The gap is pretty dramatic.""
  •  
    Interesting example of crowdsourcing to work on scientific issues.
Elizabeth Pyatt

10 Award-Winning Scientific Simulation Videos - 0 views

  •  
    This kind of visualization not scalable yet, but will it be soon? "Thanks to increasingly cheap, fast and efficient computing power, scientific simulations are now a crucial tool for researchers who want to ask once impractical scientific questions or generate data that laboratory experiments can't. "The human eye can pick out patterns in simulations that are are otherwise hard to describe, and they can do it better than any computer," said visualization scientist Joseph Insley of Argonne National Laboratory ."Plus, with the incredible amount of data gathered these days, it's difficult to analyze it any other way."
bartmon

Newell sees no distinction 'between games and educational games' | Joystiq - 0 views

  • "The interesting thing about Portal 2 is it doesn't sort of fit the traditional simplistic model of what a game is. It's not a collection of weapons. It's not a collection of monsters. It's really about science. It's about spatial reasoning, it's about learning physics, it's about problem solving.
  • "There seems to be this distinction between games that are educational, and games that are going to be commercially successful. I'm not really sure I buy into that."
  • A lot of times [the label] 'educational games' is a way of being an excuse for bad game design or poor production values."
  • ...3 more annotations...
  • "Games are becoming increasingly useful as educational tools. From our perspective, it's one of the things we always think about -- we always think about games as a learning experience. You can't design a game without thinking about the progression of experiences and skills that a person is gonna have. The value that we have is that they're self-directed. Rather than that being a problem -- rather than resisting the chaotic nature of an individual one-on-one play experience that people have, we embrace it."
  • "Someone should write a book, "Everything I Needed to Know to be Successful I Learned From World of Warcraft."
  • "In terms of what educational psychologists are sort of starting to discover about what are the highest value educational experiences, games are a lot closer to being those things than traditional middle school/high school kinds of curriculum,"
  •  
    Some interesting notes from Gabe Newell's keynote at Games for Change. This is interesting because it's the first time a president and figurehead for one of the biggest game developers out there has really put a stake in the ground for using games as educational tools.
Christian Johansen

England riots: Government mulls social media controls - 0 views

  •  
    Government response to social media during social unrest is paranoic. Or not? Tough ethical question for everyone not living under a rock.
Emily Rimland

Digital Literacy Portal - 0 views

  •  
    This is an initiative of the Obama administration and is meant to be a hub of resources for those who deliver digital literacy training.
Cole Camplese

College of Liberal Arts informs, engages via innovative social media - Teaching and Lea... - 0 views

  • So, why are they so involved in social media? Geoff Halberstadt, undergraduate student in the College of the Liberal Arts, said that social media has reached the point where it cannot be ignored. Students are heavily engaged in social media, and it is a primary method of communication for them. “Students live in an age of technology, an instantaneous age, and they want information now,” Halberstadt said. “The College can truly engage students by providing instant information.”
bartmon

Entertainment Software Association's annual video game report - 0 views

  •  
    Average age of gamers continues to rise (now 37). Female population continues to rise due to casual/mobile games (42%). Who buys most games? 41 year olds (was 39 last year). Males average 13 years of gaming, females 10 years. Lots of good data points, but they ALWAYS fail to answer a huge question about methods: how do you define a gamer? Depending on how you define a gamer dictates who is included/excluded in these types of studies and drastically impacts all the age/gender data.
« First ‹ Previous 261 - 280 Next › Last »
Showing 20 items per page