
D2 presentations are very simple - you have 15 minutes to speak and 5 minutes for question time. You are to summarize your work and research for us. Think of this as an audio-visual version of your abstract. You may not read your abstract to us, but you may break down the main points into a ppt or prezi or similar and discuss the process and CONCLUSION you came to for your thesis. The A project is the one that has a great topic, a great execution and analysis of the research, and an interesting and engaging presentation.
FYI: I use a method I call I/E/P for grading presentations -- 1 point for standing up, 1-3 for idea, 1-3 for execution, 1-3 for presentation. (10/10 points) Great job so far!
FYI: I use a method I call I/E/P for grading presentations -- 1 point for standing up, 1-3 for idea, 1-3 for execution, 1-3 for presentation. (10/10 points) Great job so far!
FOR THOSE WHO ARE LOOKING AHEAD TO D3...
http://www.springer.com/authors/book+authors?SGWID=0-154102-12-970129-0
We are using the SPRINGER style guide for D3.
Download the complete Manuscript Guidelines or Key Style Points:
Manuscript Guidelines (pdf, 430 kB)
Key Style Points (pdf, 1.3 MB
(Note: the following is a mock-up of the TYPE of call for chapters that you might respond to IRL. It is NOT a real call for papers - but rather an assignment for ATEC 3353 at the University of Texas at Dallas.)
Final call for chapters for a new Springer book on “Game Studies”
FORMAT:
Springer series Studies in Computational Intelligence (Springer SCI) Indexed by DBLP, Ulrichs, SCOPUS, MathSciNet, Current Mathematica Publications, Mathematical Reviews, Zentralblatt Math: MetaPress and Springerlink.
Guest Editors:
Dr. Adam Brackin, University of Texas at Dallas
Call for Chapters
This inter- and multi-disciplinary text aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the text will encourage equally theoretical and practical juxtapositions of research which surround the cultural contexts within which videogames flourish.
Chapters are invited on any of the following themes:
1. Videogames and Gaming - Theories and Concepts of Gaming. Identifying Key Features and Issues.Videogames as Text. Videogames as Interactive Image. Multidisciplinary. Approaches to Videogame Analysis. Film, Literary, Art Studies and Cultural Studies Approaches to the Analysis of Videogames.
2. Videogame Cultures - Emerging Practices in Online and Offline Gaming. Games as Cultural Artifacts.Pervasive Gaming, Convergence and the Integration of Videogames.Videogames as Art, Fan Cultures.
3. Games and Society - Ethical Issues in Videogames, Videogame Controversy – Rating, Violence, Sex, Morality and their relation to Maturity. Videogames and Politics. Propaganda Games. Censorship.
4. Immersion and Embodiment - New Forms of Interaction, Immersion and Collaboration in Videogames. Sound, Music, Touch, and Game Space. Evolution of Gaming. The Role of Innovative Interfaces.
5. Games with Meaning? - The Relationship between Game and Gamer. Social Impact Simulations. Educational Use of Videogames. Serious Games. News and Documentary Videogames.
6. Reception, Temporality and Videogames - Player Generations. Old Originals vs. Retro games. Indie Games and Low-Tech Aesthetics. Innovations in Independent Game Movements.
Important Dates
Chapter proposals: (only If changing your topic from D2) NEXT WEEK to adam.brackin@utdallas.edu
First submission chapter: Final Class
Tentative Publication: TBD
Submission
Print only - in person final day of class (or before to ATC 2.913)
http://www.springer.com/authors/book+authors?SGWID=0-154102-12-970129-0
We are using the SPRINGER style guide for D3.
Download the complete Manuscript Guidelines or Key Style Points:
Manuscript Guidelines (pdf, 430 kB)
Key Style Points (pdf, 1.3 MB
(Note: the following is a mock-up of the TYPE of call for chapters that you might respond to IRL. It is NOT a real call for papers - but rather an assignment for ATEC 3353 at the University of Texas at Dallas.)
Final call for chapters for a new Springer book on “Game Studies”
FORMAT:
Springer series Studies in Computational Intelligence (Springer SCI) Indexed by DBLP, Ulrichs, SCOPUS, MathSciNet, Current Mathematica Publications, Mathematical Reviews, Zentralblatt Math: MetaPress and Springerlink.
Guest Editors:
Dr. Adam Brackin, University of Texas at Dallas
Call for Chapters
This inter- and multi-disciplinary text aims to examine, explore and critically engage with the issues and implications created by the mass use of computers and videogames for human entertainment and focus on the impact of innovative videogame titles and interfaces for human communication and ludic culture. In particular the text will encourage equally theoretical and practical juxtapositions of research which surround the cultural contexts within which videogames flourish.
Chapters are invited on any of the following themes:
1. Videogames and Gaming - Theories and Concepts of Gaming. Identifying Key Features and Issues.Videogames as Text. Videogames as Interactive Image. Multidisciplinary. Approaches to Videogame Analysis. Film, Literary, Art Studies and Cultural Studies Approaches to the Analysis of Videogames.
2. Videogame Cultures - Emerging Practices in Online and Offline Gaming. Games as Cultural Artifacts.Pervasive Gaming, Convergence and the Integration of Videogames.Videogames as Art, Fan Cultures.
3. Games and Society - Ethical Issues in Videogames, Videogame Controversy – Rating, Violence, Sex, Morality and their relation to Maturity. Videogames and Politics. Propaganda Games. Censorship.
4. Immersion and Embodiment - New Forms of Interaction, Immersion and Collaboration in Videogames. Sound, Music, Touch, and Game Space. Evolution of Gaming. The Role of Innovative Interfaces.
5. Games with Meaning? - The Relationship between Game and Gamer. Social Impact Simulations. Educational Use of Videogames. Serious Games. News and Documentary Videogames.
6. Reception, Temporality and Videogames - Player Generations. Old Originals vs. Retro games. Indie Games and Low-Tech Aesthetics. Innovations in Independent Game Movements.
Important Dates
Chapter proposals: (only If changing your topic from D2) NEXT WEEK to adam.brackin@utdallas.edu
First submission chapter: Final Class
Tentative Publication: TBD
Submission
Print only - in person final day of class (or before to ATC 2.913)