[game_edu] SCRUM in Game Development (Sarah Hatton)

Philip Tan philip at mit.edu
Tue Jan 11 17:11:42 EST 2011



>

> I actually disagree about the ebb and flow issue. I think using scrum

> would really help students stay on track and prevent those unnecessary

> crunch days and all-nighters.



No disagreement there. It takes a lot of work to get students out of the
crunch-and-crash cycle, but if an instructor can get them to understand that
a well-running Scrum project has a different pace from a typical school
project, they'll reap the benefits. Retrospectives, too, will feel a bit
like pulling teeth at the start. However, if an instructor works with the
students and helps them get used to it, they provide a really good
opportunity for reflection.
----
Philip Tan
Singapore-MIT GAMBIT Game Lab


On Mon, Jan 10, 2011 at 8:16 PM, Sarah Hatton <srhatton at gmail.com> wrote:


> SCRUM is a wonderful, but not perfect, process. I really enjoy feeling a

> sense of accomplishment every week. To keep on track and focused, I think

> Sprint Goals are important. They are like writing an X, or elevator pitch,

> for just two weeks of work, that describe the overall focus of the work in

> the sprint, and, having those goals can often help understand what is a

> priority for working on that sprint, and what can be postponed. Sometimes a

> sprint needs to be planned with some a priori decisions on what tasks are

> needed for a feature, and then the real requirements arise, which can be

> frustrating when tasks blow out of proportion.

>

> I actually disagree about the ebb and flow issue. I think using scrum

> would really help students stay on track and prevent those unnecessary

> crunch days and all-nighters. I think it would also help students learn

> about emergent roles in problem solving and how to become more efficient.

> Agile is a great way to promote a lot of reflection too (due to post-sprint

> retrospectives and daily stand ups). If you are teaching media, then I

> think it is a great way to put to the test a lot of the theories of Donald

> Schon (reflection-in-action). Plus, there is always a teeny bit of down

> time between sprints, if you can manage to have them end on a Friday. Then

> students are at least guaranteed a class where they have a break every other

> weekend (if you are doing two-week sprints).

>

> The only worry I have for agile/scrum in an academic setting is that roles

> get too defined. Students do need to have a chance to experiment and expand

> their current skills. Due to the very clearly defined roles in scrum, I

> would worry that some students would not try to go out of their comfort

> zones to learn a new skill during the game dev process. This is the best

> time for students to try 3d modeling, when they are used to maybe writing,

> or a little scripting when they are used to painting...etc

>

> -- Sarah H. EA-Pogo (formerly ASU grad student)

>

>

>

> On Mon, Jan 10, 2011 at 12:33 PM, <game_edu-request at igda.org> wrote:

>

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>> ----------------------------------------------------------------------

>> IGDA Education SIG

>> ----------------------------------------------------------------------

>>

>> Today's Topics:

>>

>> 1. Re: SCRUM in Game Development (Philip Tan)

>> 2. Re: SCRUM in Game Development (Anthony Hart-Jones)

>> 3. Re: SCRUM in Game Development (Masuch, Maic, Prof. Dr.)

>> 4. Re: SCRUM in Game Development (Adam Parker)

>> 5. CfP: CT 2011 - SAME 2011 - Semantic Ambient Media Experience

>> - Brisbane, Austrial - 29/06-02/07 (artur.lugmayr at tut.fi)

>>

>>

>> ----------------------------------------------------------------------

>>

>> Message: 1

>> Date: Sat, 8 Jan 2011 16:11:08 -0500

>> From: Philip Tan <philip at mit.edu>

>> Subject: Re: [game_edu] SCRUM in Game Development

>> To: IGDA Game Education Listserv <game_edu at igda.org>

>> Cc: Games Research Network <GAMESNETWORK at uta.fi>

>> Message-ID:

>> <AANLkTimx4=RX1V1iuvLMwjp-D456HRjU34jcMzQewm6K at mail.gmail.com>

>> Content-Type: text/plain; charset="iso-8859-1"

>>

>> I've co-written a couple of papers describing our experience of using

>> Scrum

>> with students. From the most recent to the oldest:

>>

>>

>> http://gambit.mit.edu/readme/Iterative%20Game%20Design%20in%20Education%20-%20Print%20version.pdf

>>

>> http://gambit.mit.edu/readme/readme/pdfs/Fernandez%20-

>> %20Situated%20Learning%20and%20Videogame%20Curriculum.pdf

>>

>> http://gambit.mit.edu/readme/Chap%2013%20-%20Jenkins%20et%20al.pdf

>>

>> One thing about Scrum is that there really isn't any downtime built into

>> the

>> typical sprint cycle. As soon as one ends, you're immediately planning the

>> next. In practice, this is dramatically different from the ebb and flow of

>> most college coursework, where effort tends to ramp up immediately prior

>> to

>> a big milestone or assessment. Students are very used to cycles of

>> crunching

>> hard before deadlines and crashing afterwards.

>>

>> So one of my ongoing challenges is getting students used to sustainable

>> development practices -- admittedly more of an Agile tenet than

>> specifically

>> a Scrum practice. Scrum teams that try to do the typical student ramp-up

>> cycle sprint after sprint are constantly operating at a diminished

>> capacity

>> due to illnesses, oversleeping, and less-than-lucid meetings. I would

>> argue

>> that it's not really in the spirit of agile development.

>>

>> As an instructor, I find myself really having to hammer this point home

>> early and often. It's really difficult to eliminate all crunch, but in my

>> experience, it's possible to teach students to recognize crunch as a

>> process

>> that has gone wrong and needs to be fixed, instead of simply accepting it

>> as

>> a regular part of the work. I prefer to have students guiltily admit that

>> they crunched instead of wearing it as some sort of badge of honor,

>> because

>> they'll try to plan the next sprint better.

>>

>> It's also good to have several different teams running simultaneously and

>> have their scrummasters meet up periodically to share tips; it makes it

>> easier for them to realize that their teams are facing certain problems

>> that

>> they might not have otherwise recognized.

>> ----

>> Philip Tan

>> Singapore-MIT GAMBIT Game Lab

>>

>>

>> On Sat, Jan 8, 2011 at 1:48 PM, Nic Colley <Nic.Colley at cpcc.edu> wrote:

>>

>> > Happy New Year All!

>> >

>> > What lessons have you learned while using SCRUM and any best practices?

>> >

>> > I ask this as I am currently building a class "Agile Game Development".

>> In

>> > this class I will be focusing on SCRUM with projects while talking about

>> > other development practices. I am able to pull from my experiences with

>> > SCRUM, but to better serve the students, I thought I should ask the

>> > community on their experiences.

>> >

>> > Thanks,

>> > Nic Colley

>> > Faculty, Simulation & Game Development

>> > Nic.Colley at cpcc.edu

>> > _______________________________________________

>> > game_edu mailing list

>> > game_edu at igda.org

>> > http://seven.pairlist.net/mailman/listinfo/game_edu

>> >

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>> ------------------------------

>>

>> Message: 2

>> Date: Sun, 09 Jan 2011 14:20:15 +0000

>> From: Anthony Hart-Jones <tony at dragonstalon.co.uk>

>> Subject: Re: [game_edu] SCRUM in Game Development

>> To: IGDA Game Education Listserv <game_edu at igda.org>

>> Message-ID: <4D29C41F.5010003 at dragonstalon.co.uk>

>> Content-Type: text/plain; charset=ISO-8859-1

>>

>> I'd say that sounds like the UK games industry to me, especially in

>> AAA studios. The last place I worked, we had got used to a cycle of

>> hectic crunch before every deadline, then company-sponsored 'thank-you'

>> activities (paint-ball, karting, etc.) as a reward for hitting the

>> deadlines. When we shifted to an Agile cycle (Scrum-lite, the COO

>> called it), the cycle of crunch and crash persisted.

>> When you have a three-week sprint-cycle, that is a very strange thing

>> to see...

>>

>> In my experience, many AAA studios are still more like university than

>> most other business environments. It may be something to do with the

>> need to encourage creativity, or it could just be that designers like me

>> are a bad influence on otherwise disciplined programmers...

>>

>> On 08/01/2011 21:11, Philip Tan wrote:

>> > One thing about Scrum is that there really isn't any downtime built

>> > into the typical sprint cycle. As soon as one ends, you're immediately

>> > planning the next. In practice, this is dramatically different from

>> > the ebb and flow of most college coursework, where effort tends to

>> > ramp up immediately prior to a big milestone or assessment. Students

>> > are very used to cycles of crunching hard before deadlines and

>> > crashing afterwards.

>>

>>

>> ------------------------------

>>

>> Message: 3

>> Date: Sun, 9 Jan 2011 15:50:07 +0000

>> From: "Masuch, Maic, Prof. Dr." <maic.masuch at uni-due.de>

>> Subject: Re: [game_edu] SCRUM in Game Development

>> To: IGDA Game Education Listserv <game_edu at igda.org>

>> Message-ID:

>> <DD88DB1892ACFE4A8A1399F3AD49176305FC3695 at ccr01.win.uni-due.de>

>> Content-Type: text/plain; charset="us-ascii"

>>

>> Hi Nic,

>> you might want to have a look at our 2010 FDG paper

>>

>> http://www.uni-due.de/~hk0377/papers/Schild_ABC-Sprints_Adapting_Scrum_to_Academic_Game_Development_Courses_FDG2010.pdf<http://www.uni-due.de/%7Ehk0377/papers/Schild_ABC-Sprints_Adapting_Scrum_to_Academic_Game_Development_Courses_FDG2010.pdf>

>> where we summed up our experiences of some 3 years in teaching game

>> development courses as part of a M.Sc. computer science curriculum.

>> We found out that you have to adopt the scrum methodology to an academic

>> environment, but all in all I see a fundamental rise in quality and

>> effectiveness of projects.

>>

>> Best,

>> Maic

>>

>>

>>

>>

>> Prof. Dr. Maic Masuch

>> Professor for Multimedia Technology|Entertainment Computing

>> Department for Computer Science and Cognitive Science

>> Faculty of Engineering

>> University of Duisburg-Essen

>>

>> Forsthausweg 2, D-47057 Duisburg, Germany

>> Tel. +49 (0) 203 / 379 - 1434 - Fax +49 (0) 203 / 379 - 3557

>>

>>

>>

>>

>>

>>

>> -----Original Message-----

>> From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On

>> Behalf Of Nic Colley

>> Sent: Saturday, January 08, 2011 7:48 PM

>> To: IGDA Game Education Listserv; Games Research Network

>> Subject: [game_edu] SCRUM in Game Development

>>

>> Happy New Year All!

>>

>> What lessons have you learned while using SCRUM and any best practices?

>>

>> I ask this as I am currently building a class "Agile Game Development". In

>> this class I will be focusing on SCRUM with projects while talking about

>> other development practices. I am able to pull from my experiences with

>> SCRUM, but to better serve the students, I thought I should ask the

>> community on their experiences.

>>

>> Thanks,

>> Nic Colley

>> Faculty, Simulation & Game Development

>> Nic.Colley at cpcc.edu

>> _______________________________________________

>> game_edu mailing list

>> game_edu at igda.org

>> http://seven.pairlist.net/mailman/listinfo/game_edu

>>

>>

>> ------------------------------

>>

>> Message: 4

>> Date: Mon, 10 Jan 2011 10:46:26 +1100

>> From: Adam Parker <aparker at qantmcollege.edu.au>

>> Subject: Re: [game_edu] SCRUM in Game Development

>> To: IGDA Game Education Listserv <game_edu at igda.org>

>> Message-ID:

>> <AANLkTimaPdiHbV4NJPELfdpDPMaMrRr3wu=G2ZxK1dzh at mail.gmail.com>

>> Content-Type: text/plain; charset="iso-8859-1"

>>

>> Maic,

>>

>> Thanks for the work. There are parallels to what we're already doing, so

>> we'll certainly benefit from the rigor here.

>>

>> Cheers,

>> Adam

>>

>> On Mon, Jan 10, 2011 at 2:50 AM, Masuch, Maic, Prof. Dr. <

>> maic.masuch at uni-due.de> wrote:

>>

>> > Hi Nic,

>> > you might want to have a look at our 2010 FDG paper

>> >

>> >

>> http://www.uni-due.de/~hk0377/papers/Schild_ABC-Sprints_Adapting_Scrum_to_Academic_Game_Development_Courses_FDG2010.pdf<http://www.uni-due.de/%7Ehk0377/papers/Schild_ABC-Sprints_Adapting_Scrum_to_Academic_Game_Development_Courses_FDG2010.pdf>

>> > where we summed up our experiences of some 3 years in teaching game

>> > development courses as part of a M.Sc. computer science curriculum.

>> > We found out that you have to adopt the scrum methodology to an academic

>> > environment, but all in all I see a fundamental rise in quality and

>> > effectiveness of projects.

>> >

>> > Best,

>> > Maic

>> >

>> >

>> >

>> >

>> > Prof. Dr. Maic Masuch

>> > Professor for Multimedia Technology|Entertainment Computing

>> > Department for Computer Science and Cognitive Science

>> > Faculty of Engineering

>> > University of Duisburg-Essen

>> >

>> > Forsthausweg 2, D-47057 Duisburg, Germany

>> > Tel. +49 (0) 203 / 379 - 1434 - Fax +49 (0) 203 / 379 - 3557

>> >

>> >

>> >

>> >

>> >

>> >

>> > -----Original Message-----

>> > From: game_edu-bounces at igda.org [mailto:game_edu-bounces at igda.org] On

>> > Behalf Of Nic Colley

>> > Sent: Saturday, January 08, 2011 7:48 PM

>> > To: IGDA Game Education Listserv; Games Research Network

>> > Subject: [game_edu] SCRUM in Game Development

>> >

>> > Happy New Year All!

>> >

>> > What lessons have you learned while using SCRUM and any best practices?

>> >

>> > I ask this as I am currently building a class "Agile Game Development".

>> In

>> > this class I will be focusing on SCRUM with projects while talking about

>> > other development practices. I am able to pull from my experiences with

>> > SCRUM, but to better serve the students, I thought I should ask the

>> > community on their experiences.

>> >

>> > Thanks,

>> > Nic Colley

>> > Faculty, Simulation & Game Development

>> > Nic.Colley at cpcc.edu

>> > _______________________________________________

>> > game_edu mailing list

>> > game_edu at igda.org

>> > http://seven.pairlist.net/mailman/listinfo/game_edu

>> > _______________________________________________

>> > game_edu mailing list

>> > game_edu at igda.org

>> > http://seven.pairlist.net/mailman/listinfo/game_edu

>> >

>>

>>

>>

>> --

>> Adam Parker

>> Senior Lecturer, Games Design (Melbourne)

>>

>> Qantm College Pty Ltd (Brisbane, Sydney, Melbourne)

>> 235 Normanby Road

>> South Melbourne VIC 3205

>>

>> Tel. +61 (03) 8632 3450

>> Fax. +61 (03) 8632 3401

>> Email: aparker at qantmcollege.edu.au

>> Web: http://melbourne.qantm.com

>>

>> CRICOS Numbers: 02689A (QLD), 02852F (NSW), 02837E (VIC)

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>> ------------------------------

>>

>> Message: 5

>> Date: Mon, 10 Jan 2011 22:18:46 +0200 (EET)

>> From: artur.lugmayr at tut.fi

>> Subject: [game_edu] CfP: CT 2011 - SAME 2011 - Semantic Ambient Media

>> Experience - Brisbane, Austrial - 29/06-02/07

>> To: game_edu at igda.org

>> Message-ID: <1601866242.121.1294690726802.JavaMail.abc at HLO1-PC>

>> Content-Type: text/plain; charset=us-ascii

>>

>>

>> ----------------------------------------------------------------------------------------------------------

>> Call for Position Papers

>>

>> SAME 2011 ? 4th International Workshop on Semantic Ambient Media

>> Experience

>> 29th June-2nd July 2011

>> in conjunction with the

>> 5th International Conference on Communities and Technologies, Brisbane,

>> Australia

>>

>> http://www.ambientmediaassociation.org/node/60,

>> http://ct2011.urbaninformatics.net/

>>

>> Creating the business value-creation, vision, media theories and

>> technology for ambient media

>>

>> ----------------------------------------------------------------------------------------------------------

>>

>> Call for Papers

>>

>> The medium is the message! And the message was transmitted via a single

>> distinguishable media

>> such as television, the Web, the radio, or books. In the age of ubiquitous

>> and pervasive computation,

>> where the information goes through a distributed interlinked network of

>> devices, the question ?what

>> is content in the age of ambient media?? becomes more and more of

>> importance.

>> Ambient media are embedded throughout the natural environment of the

>> consumer ? in his home,

>> in his car, in restaurants, and on his mobile device. Predominant example

>> services are smart

>> wallpapers in homes, location based services, RFID based entertainment

>> services for children, or

>> intelligent homes. The distribution of the medium throughout the natural

>> environment implies a

>> paradigm change of how to think about content.

>> Until recently, content was identified as single entities to information ?

>> a video stream, audio stream,

>> TV broadcast. However, in the age of ambient media, the notion of content

>> extends from the single

>> entity thinking towards a plethora of sensor networks, smart devices,

>> personalized services, media

>> embedded in the natural environment of the user and even the World Wide

>> Web. The user actively

>> participates and co-designs media experience with his location and context

>> based input. Initiatives as

>> the smart Web considering location based tagging for web-pages underline

>> this development.

>> This multidisciplinary workshop aims at a series, and at the creation of a

>> think-tank of creative

>> thinkers coming from technology, art, human-computer interaction, and

>> social sciences, that are

>> interested in glimpsing the future of semantic ambient intelligent

>> empowered media technology.

>> Thus, the workshop aims to answer to the challenges how to select,

>> compose, and generate ambient

>> content; how to interpret content for the ambient presentation; how to

>> re-use ambient content and

>> learning experiences; what are the characteristics of ambient media, its

>> content, and technology; and

>> what are ambient media in terms of story-telling and art. And finally, how

>> do ambient media create

>> business and value? How can ambient media be integrated into business

>> processes and strategies?

>> In addition, Semantics plays a crucial role in the generation of ambient

>> media content. It can be seen

>> as the glue between the raw data and the ambient media. Therefore we are

>> interested to see

>> innovative ideas how data can be (semi-)automatically be interpreted and

>> translated into media

>> presentations.

>>

>> Workshop Challenges

>>

>> ----------------------------------------------------------------------------------------------------------

>> ? What is ?content? and how can it be presented in the age of ?ubiquitous?

>> and ?pervasive??

>> ? How to select, compose and generate ambient content?

>> ? How to interpret content for an ambient presentation?

>> ? How to manage and re-use ambient content in specific application

>> scenarios (e.g. e-learning)?

>> ? What is interactivity between the single consumers and consumer groups

>> in the ambient context?

>> ? How can collaborative or audience participatory content be supported?

>> ? How can sensor data be interpreted and intelligently mined?

>> ? How can existing media such as TV, home entertainment, cinema extended

>> by ambient media?

>> ? How can ambient media be applied in business processes?

>> ? How do ambient media create value and business?

>> ? Business opportunities and strategic issues of ambient media?

>> ? Which methods for experience design, prototyping, and business models

>> exist?

>>

>> More information on the previous International Workshops on Semantic

>> Ambient Media Experience:

>> * 1st International Workshop on Semantic Ambient Media Experiences

>> held in conjunction with

>> ACM Multimedia 2008,

>>

>> http://portal.acm.org/toc.cfm?id=1461912&type=proceeding&coll=ACM&dl=ACM&CFID=96

>> 753168&CFTOKEN=49706448<http://portal.acm.org/toc.cfm?id=1461912&type=proceeding&coll=ACM&dl=ACM&CFID=96%0A753168&CFTOKEN=49706448>

>> * 2nd International Workshop on Semantic Ambient Media Experiences

>> held in conjunction

>> with AmI-09, http://webhotel2.tut.fi/emmi/forum/node/55

>> * 3rd International Workshop on Semantic Ambient Media Experiences

>> held in conjunction with

>> AmI-10, http://www.ambientmediaassociation.org/node/56

>>

>> Topics of Interest

>>

>> ----------------------------------------------------------------------------------------------------------

>> The following (and related) topics are within the scope of this workshop

>> and shall act as examples:

>> * Supply chain management with ubiquitous computation

>> * eCommerce & ubiquitous commerce

>> * Business processes, value-creation, and opportunities of ambient media

>> * Understanding of the semantics of ambient content and methods for adding

>> intelligence to daily

>> objects

>> * The World Wide Web in the context of ambient media

>> * Mobile and stationary sensor data collection and interpretation

>> algorithms and techniques

>> * Context awareness and collection and context aware composition/selection

>> of ambient content

>> * Creation and maintenance of meta-information including metadata and data

>> management

>> * Ambient and mobile social networks, user generated content, and

>> co-creation of content and

>> products

>> * Ambient Assisted Living (AAL)

>> * Characteristics of ambient media, its content, and technological

>> platforms

>> * Ambient content creation techniques, asset management, and programming

>> ambient media

>> * Algorithms and techniques for sensor data interpretation and semantic

>> interpretation

>> * Applications and services, including ambient games, art and leisure

>> content in specific contexts

>> * Ambient interactive storytelling, narrations, and interactive

>> advertising

>> * Personalization, user models, multimodal interaction, smart user

>> interfaces, and universal access

>> * Experience design, usability, audience research, ethnography, user

>> studies, and interface design

>> * Business models, marketing studies, media economics, and ?x?-commerce of

>> semantic ambient

>> media

>> * Ambient interfaces (touch, gesture, haptics, biometrics)

>> * Management of information, knowledge and sapience in the context of

>> semantic ambient media

>> * Methods for context awareness, sensor networks, and sensor data mining

>> * Semantic data mining and text mining for pervasive media

>> * Semantic models, semantic interpretation for ambient media presentation;

>> * Personalization and methods for locative media

>> The workshop aims at a series, and at the creation of a think-tank of

>> creative thinkers coming from

>> technology, art, human-computer interaction, and social sciences, that are

>> interested in glimpsing

>> the future of semantic ambient intelligent empowered media technology. We

>> are aiming at

>> multidisciplinary, highly future oriented submissions that help to develop

>> the "ambient media form"

>> for entertainment services, such as:

>> * case-studies (successful, and especially unsuccessful ones)

>> * oral presentation of fresh and innovative ideas

>> * artistic installations and running system prototypes

>> * user-experience studies and evaluations

>> * technological novelties, evaluations, and solutions

>>

>>

>> Target Audience

>>

>> ----------------------------------------------------------------------------------------------------------

>> The target audience are researchers and practitioners in the field of

>> ubiquitous and pervasive

>> computation and its related areas. These include pervasive computation,

>> emotional computation,

>> content creation, ubiquitous computation, human-computer-interaction and

>> usability experts,

>> mobile industry, service creators, etc. Workshop participants shall have

>> previous experience in this or

>> related fields to be able to contribute on a high scientific level. The

>> workshop participants will

>> actively contribute to the development of semantic ambient media, due to a

>> different method of

>> workshop organization. Participants shall participate rather than

>> passively contribute. The

>> participants shall discuss and actively elaborate the topic and we plan to

>> kick-off an international

>> web-based informal forum for ambient media, which shall increase the

>> effect of this workshop

>> tremendously.

>> We strongly welcome multidisciplinary contributions coming from the media

>> technology, business,

>> artistic, and human experience side. Case studies (successful and

>> especially unsuccessful), artistic

>> installations, technologies, media studies, and user-experience

>> evaluations are highly welcome,

>> which are affecting the development of ambient media as new form of media.

>> Especially visionary

>> contributions shaping the future of ambient media are strongly welcome.

>>

>> Paper Submission

>>

>> ----------------------------------------------------------------------------------------------------------

>> * Submissions are expected to be 2-4 pages position papers according

>> the paper format of C&T

>> available at http://www.sigchi.org/chipubform

>> * Please submit your paper at our paper submission system:

>> http://webhotel2.tut.fi/emmi/Conferences/2011same/openconf.php

>> * Best contributions will be compiled to a special issue following

>> up the workshop - we aim at

>> Springer MTAP after reviewing the quality of contributions

>> * Check also the Ambient Media Association (AMEA):

>> www.ambientmediaassociation.org

>>

>> Important Dates

>>

>> ----------------------------------------------------------------------------------------------------------

>> * paper submission: 15th March 2011

>> * notification of acceptance: 1st April 2011

>> * final papers due: 15th April 2011

>> * workshop day: 29th June 2011

>> * special issue articles due: 30th August 2011

>>

>> Workshop Chairs

>>

>> ----------------------------------------------------------------------------------------------------------

>> * Artur Lugmayr, Tampere University of Technology (TUT) & lugYmedia

>> Inc., FINLAND

>> * Thomas Risse, L3S Research Center, GERMANY

>> * Bjorn Stockleben, Univ. of Applied Sciences Magdeburg, GERMANY

>> * Juha Kaario, Varaani Works Oy, FINLAND

>> * Bogdan Pogorelc, Jozef Stefan Institute & Spica International

>> d.o.o., SLOVENIA

>> * Estefania Serral Asensio, Universidad Polit?cnica de Valencia, SPAIN

>>

>> Program Committee

>>

>> ----------------------------------------------------------------------------------------------------------

>> * Heiko Schuldt, Uni Basel, SWITZERLAND

>> * Pablo Caesar, Centrum voor Wiskunde en Informatica, THE NETHERLANDS

>> * Zhiwen Yu, Northwestern Polytechnical University, CHINA

>> * Richard Chbeir, Bourgogne University, FRANCE

>> * Sofia Tsekeridou, Athens Information Technology, GREECE

>> * Shu-Ching Chen, Florida International University, USA

>> * Mark Billinghurst, Canterbury University, NEW ZEALAND

>> * Carsten Magerkurth, SAP, GERMANY

>> * Andreas Holzinger, Medical University Graz, AUSTRIA

>>

>>

>>

>>

>> ------------------------------

>>

>> _______________________________________________

>> game_edu mailing list

>> game_edu at igda.org

>> http://seven.pairlist.net/mailman/listinfo/game_edu

>>

>>

>> End of game_edu Digest, Vol 77, Issue 2

>> ***************************************

>>

>

>

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