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Slides di XNA e Progetto
- 06/03/2010
Slides, progetto e sorgenti per corsi di grafica che vogliano usare XNA.
Usage Types:
Case Study, Demo, Executable Program, Exercise/Exam, Lab, Project, Slides, Source Code
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XNA Game-Themed CS1 Lab Workbook
- 03/25/2010
Professor Kelvin Sung, along with Microsoft, designed programming assignment modules for faculty members with little or no background in computer gaming or graphics. These assignment modules are self-contained so faculty can pick and choose a subset to combine with their existing class assignments. This file contains the 683 page workbook.
Usage Types:
Audiovisual Content, Lab, Project
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Developing Game-Themed Applications with XNA (Workshop)
- 03/25/2010
Professor Kelvin Sung, along with Microsoft, designed programming assignment modules for faculty members with little or no background in computer gaming or graphics. These assignment modules are self-contained so faculty can pick and choose a subset to combine with their existing class assignments. This workshop is designed specifically for these faculty members.
Usage Types:
Audiovisual Content, Lab, Project
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Navigation Framework – Lab 5 of 5
- 09/10/2009
In this lab, students will familiarize themselves with creating and experiencing the advantages of a Navigation framework application by following through this step-by-step process.
Usage Types:
Lab
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Media, Ink, & Deep Zoom – Lab 4 of 5
- 09/10/2009
In this lab, users will get themselves familiarized with interactive media elements such as the MediaElement control, which is useful when manipulating video objects being embedded on the Silverlight application, and MultiScaleImage control, which is useful when displaying large image files which require a long time to download in order to display to users.
Usage Types:
Lab
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Designer & Developer Collaboration – Lab 3 of 5
- 09/10/2009
In this lab, users will get themselves familiarized with fact that Expression Blend uses the identical project structure as Visual Studio.
Usage Types:
Lab
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Key Features of Silverlight – Lab 2 of 5
- 09/10/2009
In this lab, users will get themselves familiarized with the key features of Silverlight, such as layout containers, pixel effects, transformation, out of browser control, and element-element binding.
Usage Types:
Lab
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Introduction to Silverlight – Lab 1 of 5
- 09/10/2009
In this lab, you will familiarize yourself with using Microsoft Expression Blend 3 to create a Silverlight application by following through a step-by-step process.
Usage Types:
Lab
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 15: Creating Game Components
- 09/03/2009
In Chapter 15, we cover the following topics: Objects and Abstracts, From Objects to Components, Building Game Components, and Creating Starlight Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 16: Creating Multi-Player Networked Games
- 09/03/2009
In Chapter 16, we cover the following topics: Networks and Computers, Network Games and State, Creating a Multiplayer Game, and Improving Bread and Cheese Pong Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Instructor Preparation Guide
- 09/03/2009
This file contains the Course Matrix, 10-Week Schedule, Lab Setup Guide, Material Installation Guide, and a Master Syllabus.
Usage Types:
Course Outline
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 13: Making a Complete Game
- 09/02/2009
In Chapter 13, we cover the following topics: Finishing Off Gameplay, Improving Code Design, Game Improvements, Making a Complete Game, and Creating Cheese Lander Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 14: Classes, Objects and Games
- 09/02/2009
In Chapter 14, we cover the following topics: Design with Objects, Creating Game Objects, Building a Sprite Class Hierarchy, and Creating Blackjack Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 12: Games, Objects and State
- 08/30/2009
Xbox
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 11: A Game as a Program
- 08/30/2009
In Chapter 11 we cover the following topics: First Game Program, Creating Game Objects, and Starting a Game Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 10: Using Methods
- 08/30/2009
In Chapter 10 we cover the following topics: Working with Images, Debugging Programs and a Super Zoom Program Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Создание многопользовательской сетевой игры на базе технологии .NET Remoting
- 08/30/2009
Создание многопользовательской сетевой игры на базе технологии .NET Remoting.
Usage Types:
Course Outline, Source Code
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Создание трехмерного графического приложения с помощью технологии DirectX 9.0 Managed API
- 08/30/2009
Создание трехмерного графического приложения с помощью технологии DirectX 9.0 Managed API.
Usage Types:
Course Outline, Source Code
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 7
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 6
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 5
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 4
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 2
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 3
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL. Часть 1
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Slides
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Программирование графических процессоров с использованием Direct3D и HLSL
- 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Usage Types:
Course Outline
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Компьютерная графика. Часть 3
- 08/29/2009
Курс включает основы компьютерной графики, математические основы, полигональную графику, метод трассировки лучей.
Usage Types:
Executable Program, Slides, Source Code
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Компьютерная графика. Часть 2
- 08/29/2009
Курс включает основы компьютерной графики, математические основы, полигональную графику, метод трассировки лучей.
Usage Types:
Source Code
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Компьютерная графика. Часть 1
- 08/29/2009
Курс включает основы компьютерной графики, математические основы, полигональную графику, метод трассировки лучей.
Usage Types:
Course Outline, Slides, Source Code
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Введение в XNA. Примеры
- 08/29/2009
Книга адресована студентам и начинающим разработчикам, которые хотят использовать в своих проектах высокопроизводительную графику.
Usage Types:
Executable Program, Source Code
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Введение в XNA. Рисунки
- 08/29/2009
Книга адресована студентам и начинающим разработчикам, которые хотят использовать в своих проектах высокопроизводительную графику.
Usage Types:
Course Outline, Slides
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|
Введение в XNA. Книга
- 08/29/2009
Книга адресована студентам и начинающим разработчикам, которые хотят использовать в своих проектах высокопроизводительную графику.
Usage Types:
Textbook
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 9: Reading Text Input
- 08/24/2009
In Chapter 9 we cover the following topics: Using the Keyboard in XNA, Working with Arrays and Objects, and Message Boards Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 8: Creating a Timer
- 08/24/2009
In Chapter 8 we cover the following topics: Reaction Timer Game, Finding Winners using Arrays, and Making a Reaction Timer Game Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Text Sample Code
- 08/18/2009
This file contains all of the sample code that is mentioned in the textbook.
Usage Types:
Source Code
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 7: Playing Sounds
- 08/17/2009
In Chapter 7 we cover the following topics: Adding Sounds, Playing Music and Playing with Sound Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 6: Creating a Multi-Player Game
- 08/17/2009
In Chapter 6 we cover the following topics: Creating a Multi-Player Game, Constructing the Complete Game and Button Bash Game Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 5: Writing Text
- 08/17/2009
In Chapter 5 we cover the following topics: Writing Text, Creating Clocks and Drawing Shadows and Counter Games Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 4: Displaying Images
- 08/17/2009
In Chapter 4 we cover the following topics: Games and Content, Making a Sprite and Color Nerve with a Picture Lab.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 3: Getting Player Input
- 08/14/2009
In Chapter 3 we cover the following topics: Getting Player Input, Using the Keyboard, Adding Vibration Effects and Creating Gamepad Games Lab.
Usage Types:
Demo, Exercise/Exam, Lab, Project, Slides
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 2: Programs and Colors
- 08/14/2009
In Chapter 2 we cover the following topics: The Anatomy of a Game Program, Storing Data in a Game Program, Making Decisions in a Game Program and Creating a MoodLight Lab.
Usage Types:
Course Outline, Demo, Executable Program, Exercise/Exam, Lab, Project, Slides, Source Code
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 1: Computers, C#, XNA and You
- 08/14/2009
The first session does not contain a lot of programming content, but is more concerned with setting out the aims of the course and identifying a few tools and building blocks that are going to be used.
Usage Types:
Demo, Executable Program, Exercise/Exam, Lab, Project, Slides
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Основы разработки компьютерных игр в XNA Game Studio. Часть 4.
- 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Usage Types:
Source Code, Textbook
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|
Основы разработки компьютерных игр в XNA Game Studio. Часть 3.
- 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Usage Types:
Source Code, Textbook
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|
Основы разработки компьютерных игр в XNA Game Studio. Часть 2.
- 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Usage Types:
Source Code, Textbook
|
|
Основы разработки компьютерных игр в XNA Game Studio. Часть 1.
- 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Usage Types:
Textbook
|
|
Основы разработки компьютерных игр в XNA Game Studio
- 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Usage Types:
Lab, Textbook
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Introduction to Programming Through Game Development Using Microsoft XNA Game Studio
- 08/03/2009
Learn the underlying skills and principles of software development as you design and build your first games for Xbox 360, Windows, and Zune.
Usage Types:
Lab, Source Code, Textbook
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Roles in Game Making
- 06/25/2009
This presentation discusses the various roles in the game development industry and reviews the overall process of creating games.
Usage Types:
Slides
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Best Practices in Game Development
- 06/24/2009
This presentation on game development will cover some hints about real world scenarios, use XNA to tackle problems / design flaws and discuss the importance of abstraction for better code design.
Usage Types:
Professional Development, Slides
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XNA Game Development
- 06/19/2009
This information, developed by the Oregon Institute of Technology, contains the course outlines and materials for a sequence of 3 XNA Game Development courses.
Usage Types:
Course Outline, Lab, Project
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XNA Lab in a Box
- 05/27/2009
Developed in partnership between the Microsoft Innovation Center in the Netherlands and Avanade Netherlands, this three day set of XNA tutorials and courseware was designed to provide over 50 faculty and teachers from the Netherlands with hands on experience of how to teach and build 2d and 3d games with XNA Game Studio in a lab environment.
Usage Types:
Course Outline, Tutorial
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Introdução a programação com XNA 3.0
- 05/25/2009
Este material destina-se a cursos de graduação e/ou pós-graduação que desejem incluir XNA em suas disciplinas de desenvolvimento de Jogos Eletrônicos,Computação Gráfica, Inteligência Artificial , etc Este material pode ser utilizado como formação específica na área de Desenvolvimento ou como disciplina de introdução à programação utilizando XNA 3.0. Este conteúdo esta divido em 12 aulas, todas as aulas possuem uma visão geral da aula, slides e exemplos práticos para cada aula.
Usage Types:
Demo, Exercise/Exam, Readings, Slides, Source Code, Tutorial
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Graphics Programming on Windows Mobile
- 05/18/2009
This is a short video on graphics programming Windows Mobile.
Usage Types:
Demo, Lab, Readings, Tutorial
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|
How to use Class Diagrams
- 05/11/2009
This video presentation talks about how to use Class Diagrams in Visual Studio Professional and Visual Studio Team Systems.
Usage Types:
Audiovisual Content, Tutorial
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Learn Programming with XNA
- 04/30/2009
"Getting Started Making Games with C# and XNA Game Studio" is a programming course for students with no prior programming experience. It is intended to engage students with the craft of programming by the creation of gameplay using the XNA game framework.
Usage Types:
Course Outline, Demo, Lab, Slides
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XML and World of Warcraft: Excite your Students - 2 of 2 (Slides)
- 03/02/2009
Use World of Warcraft to excite your students about XML.
Usage Types:
Lab, Professional Development, Slides, Tutorial
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XML and World of Warcraft: Excite your Students - 1 of 2 (Video)
- 03/02/2009
Use World of Warcraft to excite your students about XML.
Usage Types:
Course Outline, Demo, Lab, Professional Development, Tutorial
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ITA-106 Grafika i multimedia - XNA
- 02/28/2009
Materialy do kursu ITA-106 Grafika i multimedia - XNA dostepne w ramach programu IT Academy Lokalna. Wszelkie pytania odnosnie licencji prosimy kierowac na adres pledu@microsoft.com.
Usage Types:
Lab, Slides, Source Code, Textbook
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FlightSim Smoke Writing Example (C#)
- 02/06/2009
Requires FlightSim X and Sim connect API.
Usage Types:
Lab, Readings
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|
Microsoft Sudoko
- 02/06/2009
Stephen Toub discusses Sudoku, the number puzzle game, and demonstrates how to build an application to solve puzzles, generate puzzles, and enable enhanced game play for ultra-mobile PC and Tablet PC.
Usage Types:
Executable Program, Source Code, Tutorial
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The Card Game Starter
- 02/06/2009
This Starter Kit is a complete Black Jack card game. The starter kit contains an extensible framework for building card games and a Black Jack game application that is built on top of this framework.
Usage Types:
Executable Program, Source Code
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|
SudokuSolver
- 02/06/2009
A tool to resolve difficult Sudoko problems. Documented to help as programming example.
Usage Types:
Source Code, Tutorial
|
|
WellTris Game
- 02/06/2009
Requires XNA Game Studio Express. This is a 3-dimensional code example of Tetris.
Usage Types:
Source Code, Tutorial
|
|
DXFramework
- 02/06/2009
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0d.
Usage Types:
Executable Program, Source Code
|
|
Managed DirectX9 Tutorial
- 02/06/2009
This is an introduction to Managed DirectX, mostly oriented to Direct3D which is the most
complex component.
Usage Types:
Lab, Tutorial
|
|
Ken Greenebaum's Digital Media Classes
- 02/06/2009
The following presentations represent the lecture content from my undergraduate course: Introduction to Interactive Sound Synthesis.
Usage Types:
Course Outline, Slides
|
|
Introduction to Computer Programming with C#
- 02/06/2009
This computer science course provides a unique curriculum for instructors to teach Microsoft's C# programming language through the implementation of computer games.
Usage Types:
Course Outline, Exercise/Exam, Slides
|
|
DigiPen C# Train-the-Trainer Series
- 02/06/2009
Instructor training for teachers of CS1 using C# and Gaming and computer graphics.
Usage Types:
Audiovisual Content, Course Outline
|
|
2D applications with Direct3D
- 02/06/2009
In the following nine documents we'll create the same game like in my first tutorial. But instead of using DirectDraw, we'll use Direct3D to build a 2D application.
Usage Types:
Executable Program
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|
Real-time graphics systems for 2010 and beyond
- 02/06/2009
Current real-time graphics systems are based on Z-buffer technology, which is ill-suited to making the next steps towards real-time photorealism. These next steps require support for effects such as indirect illumination, partial transparency, and reflection.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Microsoft Research Faculty Summit 2005 — Building with Source: Using Microsoft Visual C++ and Other Tools to Create Custom Games Based on the Half-Life 2 Engine
- 02/06/2009
To help mitigate declining enrollment in computer science, we will present a dynamic partnership and offering with Visual Studio and a third-party game developer, Valve. This session will include a demo of Visual Studio and third-party game engine.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
XNA Build Advanced Presentation March 2006
- 02/05/2009
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
XNA Overview Presentation March 2006
- 02/05/2009
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Play Between Worlds: Exploring Online Game Culture
- 02/05/2009
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Ethics of Game Design
- 02/05/2009
Given my background in Philosophy, experience with Game Playing and Game Design studies - I am occasionally asked to present to students on the topic of the ethics of game design.
Usage Types:
Slides
|
|
Trends of Gaming in CS and Industry June 07
- 02/05/2009
An updated version of the 2006 talk. A member of Microsoft Research, External Research & Programs, I have a background in the overlapping areas of Philosophy and Computer Science. In the 80’s that meant Logic. Today it seems more about ethics.
Usage Types:
Slides
|
|
Trends of Gaming in CS and Industry June 06
- 02/05/2009
A member of Microsoft Research, External Research & Programs, I have a background in the overlapping areas of Philosophy and Computer Science. In the 80’s that meant Logic.
Usage Types:
Slides
|
|
Persuasive Games: The Expressive Power of Video Games
- 02/04/2009
Video games are often perceived as brain-draining flights of fantasy that have no meaning beyond escapism and yet it is an industry that takes in more than $7 billion a year.
Usage Types:
Audiovisual Content, Demo, Slides
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Virtual Reality Therapy: Using immersive virtual reality games to help reduce suffering
- 02/04/2009
Dave Patterson and Hunter Hoffman originated the technique of letting pediatric burn patients escape into virtual reality during painful medical procedures at Harborview Burn Center in Seattle (with help from Gretchen Carrougher and Sam Sharar, MD.)
Usage Types:
Audiovisual Content, Demo, Slides
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|
Media Computation: Introducing Computing Contextualized in Video and Audio Processing
- 02/04/2009
The manipulation of pixels and samples to create video effects (like chromakey and the Star Trek Transporter) and audio effects (like echoes and reversing), that are commonly used in gaming, serves as a successful context for introducing computing.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Dynamics, Emergence and Simulation
- 02/04/2009
Achieving complex results through engineering simplicity.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
School of Interactive Arts and Technology at Simon Fraser University
- 02/04/2009
The game industry is becoming a multi-billion dollar industry with revenues overcoming those of the movie industry. Recently, thousands of people around the world camped out in front of stores for days to be the first to own an Xbox 360, a Play Station 3, and Nintendo Wii.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
The Potential of Play: Game Innovation, Expression and Learning
- 02/04/2009
In the shadow of the commercial game entertainment industry, independent and serious game makers are exploring the nature of games, play and learning in projects that have the potential to change the way that our society views and values participatory media.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Making Emotions Work for You: Revolutionizing the theory and practice of Emotional Design
- 02/04/2009
The competitive environment for technology for consumers is changing. Capabilities, features, functions are no longer sufficient. Emotional engagement and compelling experiences will distinguish the successful consumer products of the future.
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Audiovisual Content, Demo, Slides
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A Game Developer's Perspective On Parallelism
- 02/04/2009
The game console market has gone highly concurrent, and the PC market is heading that way fast as well. The software development side of the game business has been reeling to catch up and deal with the new hardware, and the problem is far from solved.
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Audiovisual Content, Demo, Slides
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Games, Gamers, and Digital Entertainment in the Home: Sociological Studies of Computation and Play
- 02/04/2009
Video games are big business, but can they be much bigger businesses? To do so requires the retention of existing players and the expansion of the player population beyond its historically core constituency of young men.
Usage Types:
Audiovisual Content, Demo, Slides
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Repositioning Computer Science: Increasing Diversity and Creativity in CS Education
- 02/04/2009
Decreased enrollment in Computer Science has led many universities, businesses and government institutions to take a closer look at the field and how it is perceived. As computers become increasingly essential for education and commerce, how can we shape their image within the popular culture?
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Audiovisual Content, Demo, Slides
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Building Better Places - Second Life, Collaborative Creation, and 5 Missing Pieces
- 02/04/2009
Second Life is a digital world completely built and owned by its residents. Running on a distributed grid of over 1,000 machines, Second Life allows residents to collaboratively create everything from their own bodies, structures, and vehicles to social groups, games, and experiences.
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Audiovisual Content, Demo, Slides
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Building Better Game Programmers, Now and Forever…
- 01/26/2009
A random walk through challenges facing game developers (programmers) and corresponding inflection points for curriculum focus.
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Slides
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XNA Framework
- 12/12/2008
Der Kurs lehrt die Konzepte von XNA, die verwendeten Interfaces des Game-Objekts mit den entsprechenden Methoden und enthält Übungsaufgaben, um einfache 2D- und 3D-Games zu erstellen.
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Slides
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Implementation Strategies for Microsoft XNA Game Development in Academic Laboratory Environments
- 10/06/2008
A Whitepaper describing the rationale, deployment, and operation of the Game Design & Development Laboratory at the Rochester Institute of Technology.
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Readings
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Microsoft Academic Days on Game Development 2008 - Group Interactions in a Game Engine Class - 1 of 2 (Video)
- 05/08/2008
Alex Pang shares his experiences in the first two offerings of a Game Engine class at University of California Santa Cruz in the Spring and Fall 2007 quarters.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Group Interactions in a Game Engine Class - 2 of 2 (Slides)
- 05/08/2008
Alex Pang shares his experiences in the first two offerings of a Game Engine class at University of California Santa Cruz in the Spring and Fall 2007 quarters.
Usage Types:
Demo, Slides
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Shader Demos 4
- 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
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Source Code
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Shader Demos 3
- 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types:
Source Code
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Shader Demos 2
- 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types:
Source Code
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Shader Demos 1
- 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Usage Types:
Source Code
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Scene Graph Examples
- 04/25/2008
Scene Graph example programs for the related Scene Graph library.
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Source Code
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Scene Graph Library
- 04/25/2008
The files uploaded here contain the output of an educational project run by Ross Brown and Microsoft Research Asia at the Faculty of IT, Queensland University of Technology, Brisbane, Australia.
Usage Types:
Project, Source Code
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Microsoft Academic Days on Game Development 2008 - New & Improved–The IGDA Education SIG Curriculum Framework - 1 of 2 (Video)
- 04/14/2008
This framework is considered the standard for all game related curricula. We will present the changes and improvements that were made to the newest version. This session will also allow for discussion on the documents evolution and how individual institutions might implement the recommendations.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - New & Improved–The IGDA Education SIG Curriculum Framework - 2 of 2 (Slides)
- 04/14/2008
This framework is considered the standard for all game related curricula. We will present the changes and improvements that were made to the newest version. This session will also allow for discussion on the documents evolution and how individual institutions might implement the recommendations.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Advanced D3D10 API Usage and Engine Design - 1 of 2 (Video)
- 04/14/2008
This presentation drills down into practical and effective usage of the Direct3D 10 API. Learn engine design strategies to drive Direct3D 10 hardware through the new interface. Hear expert advice on handling resources, managing shader data, and keeping the pipeline busy with the Direct3D 10 API.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Advanced D3D10 API Usage and Engine Design - 2 of 2 (Slides)
- 04/14/2008
This presentation drills down into practical and effective usage of the Direct3D 10 API. Learn engine design strategies to drive Direct3D 10 hardware through the new interface. Hear expert advice on handling resources, managing shader data, and keeping the pipeline busy with the Direct3D 10 API.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Teaching Game Development with GameMaker - 1 of 2 (Video)
- 04/14/2008
In this presentation I will first give a short introduction in Game Maker. Next I will discuss how Game Maker can best be used in an education setting.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Teaching Game Development with GameMaker - 2 of 2 (Slides)
- 04/14/2008
In this presentation I will first give a short introduction in Game Maker. Next I will discuss how Game Maker can best be used in an education setting.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - A Game Developer’s Perspective on Parallelism - 1 of 2 (Video)
- 04/14/2008
This talk is a discussion of the key problems encountered in writing high performance code in the game development field, and the impact of these problems on the developers and development process.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - A Game Developer’s Perspective on Parallelism - 2 of 2 (Slides)
- 04/14/2008
This talk is a discussion of the key problems encountered in writing high performance code in the game development field, and the impact of these problems on the developers and development process.
Usage Types:
Audiovisual Content, Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Research Directions in Games - 1 of 2 (Video)
- 04/14/2008
In this presentation, we discuss and frame research directions that lead towards interesting potentials for the future of games – massively multiplayer online games (MMOGs) as social model testbeds, infrastructures for weekly interactives, and emotion-cognizant games.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Research Directions in Games - 2 of 2 (Slides)
- 04/14/2008
In this presentation, we discuss and frame research directions that lead towards interesting potentials for the future of games – massively multiplayer online games (MMOGs) as social model testbeds, infrastructures for weekly interactives, and emotion-cognizant games.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - A Hybrid Approach to Projects in Gaming Courses - 1 of 2 (Video)
- 04/14/2008
Creating game development courses that use group projects is at best a balancing act. Encouraging creativity, maintaining morale, improving team dynamics and project structure, enforcing deadlines, and judging the quality of the final result is a challenge for any instructor. In this paper we describe an approach to team projects in game development courses that simplifies this process.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - A Hybrid Approach to Projects in Gaming Courses - 2 of 2 (Slides)
- 04/14/2008
Creating game development courses that use group projects is at best a balancing act. Encouraging creativity, maintaining morale, improving team dynamics and project structure, enforcing deadlines, and judging the quality of the final result is a challenge for any instructor. In this paper we describe an approach to team projects in game development courses that simplifies this process.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Preparing Programmers for a Parallel World - 1 of 2 (Video)
- 04/14/2008
This talk will review some popular parallel computing techniques as they apply to games, and discuss why some have been popular and others have been discarded. We’ll learn the mental paradigm shifts that are crucial to writing safe and efficient parallel code, and identify areas in which further research is needed to advance the state of the art.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Preparing Programmers for a Parallel World - 2 of 2 (Slides)
- 04/14/2008
This talk will review some popular parallel computing techniques as they apply to games, and discuss why some have been popular and others have been discarded. We’ll learn the mental paradigm shifts that are crucial to writing safe and efficient parallel code, and identify areas in which further research is needed to advance the state of the art.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Operating A Computer Science Game Degree Program - 1 of 2 (Video)
- 04/14/2008
In this paper, we share our lessons learned, some detail on our courses and processes, as well as detail on our impact on recruitment and retention for the Computer Science undergraduate degree program.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Operating A Computer Science Game Degree Program - 2 of 2 (Slides)
- 04/14/2008
In this paper, we share our lessons learned, some detail on our courses and processes, as well as detail on our impact on recruitment and retention for the Computer Science undergraduate degree program.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Introduction to Game Design in the Large Classroom - 1 of 2 (Video)
- 04/14/2008
This talk presents an experience report on teaching a large enrollment course at the University of California, Santa Cruz providing an introduction to game design.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Introduction to Game Design in the Large Classroom - 2 of 2 (Slides)
- 04/14/2008
This talk presents an experience report on teaching a large enrollment course at the University of California, Santa Cruz providing an introduction to game design.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Game Development in CS Classes: An Insider’s Perspective - 1 of 2 (Video)
- 04/14/2008
Game development is an obvious way to brighten up a computer science curriculum, but where do you start? Between topic ideas, project scope, and development environments, crucial decisions can make or break a great game-related CS assignment.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Game Development in CS Classes: An Insider’s Perspective - 2 of 2 (Slides)
- 04/14/2008
Game development is an obvious way to brighten up a computer science curriculum, but where do you start? Between topic ideas, project scope, and development environments, crucial decisions can make or break a great game-related CS assignment.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Game Design and Development Students: Who are They? - 1 of 2 (Video)
- 04/14/2008
We discuss these questions from the perspective of teaching the traditional CS outcomes from an introductory programming sequence to 60 Game Design and Development students at the freshman level and comparing them to a previously studied population of CS students with an interest in game design and development.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Game Design and Development Students: Who are They? - 2 of 2 (Slides)
- 04/14/2008
We discuss these questions from the perspective of teaching the traditional CS outcomes from an introductory programming sequence to 60 Game Design and Development students at the freshman level and comparing them to a previously studied population of CS students with an interest in game design and development.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - XNA Game Studio and the Community - 1 of 2 (Video)
- 04/14/2008
Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio, student and hobbyist game developers can see their visions come to light in a matter of minutes instead of months. Come learn about XNA Game Studio, how it can be used in academics and our plans for unleashing the creator community.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - XNA Game Studio and the Community - 2 of 2 (Slides)
- 04/14/2008
Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio, student and hobbyist game developers can see their visions come to light in a matter of minutes instead of months. Come learn about XNA Game Studio, how it can be used in academics and our plans for unleashing the creator community.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Game2Learn: Improving the Motivation of CS1 Students - 1 of 2 (Video)
- 04/14/2008
Games are increasingly being used for education and training in a variety of areas. In this presentation, we present the results of this study, which demonstrate that students can have fun programming within a game, and that in-game rewards and punishments are vital to the motivation and potential learning of students.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Game2Learn: Improving the Motivation of CS1 Students - 2 of 2 (Slides)
- 04/14/2008
Games are increasingly being used for education and training in a variety of areas. In this presentation, we present the results of this study, which demonstrate that students can have fun programming within a game, and that in-game rewards and punishments are vital to the motivation and potential learning of students.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Creating Games for Zune Using XNA Game Studio - 1 of 2 (Video)
- 04/14/2008
The XNA Game Studio development paradigm is now mobile. Come and learn about XNA Game Studio support for game development on Zune devices. We will discuss features, platform support, and the development experience including demonstrations and demos.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Creating Games for Zune Using XNA Game Studio - 2 of 2 (Slides)
- 04/14/2008
The XNA Game Studio development paradigm is now mobile. Come and learn about XNA Game Studio support for game development on Zune devices. We will discuss features, platform support, and the development experience including demonstrations and demos.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 3 of 3) - 1 of 2 (Video)
- 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 3 of 3) - 2 of 2 (Slides)
- 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 2 of 3) - 1 of 2 (Video)
- 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 2 of 3) - 2 of 2 (Slides)
- 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Media Computation: Introducing Computing Contextualized in Video and Audio Processing - 1 of 2 (Video)
- 04/14/2008
Mark Guzdial from Georgia Tech talks about using media computation in pre-gaming such as manipulating pixels and samples that are normally hidden inside the engine or API and the tools that are typically used.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Media Computation: Introducing Computing Contextualized in Video and Audio Processing - 2 of 2 (Slides)
- 04/14/2008
Mark Guzdial from Georgia Tech talks about using media computation in pre-gaming such as manipulating pixels and samples that are normally hidden inside the engine or API and the tools that are typically used.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Game Development in a Larger Context - 1 of 2 (Video)
- 04/14/2008
Games that teach, serious games, have been proposed to address the growing gap between supply and demand in STEM discipline graduates and to tap into student engagement. We will review briefly the trends and compelling numbers supporting the need to close the gap.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Game Development in a Larger Context - 2 of 2 (Slides)
- 04/14/2008
Games that teach, serious games, have been proposed to address the growing gap between supply and demand in STEM discipline graduates and to tap into student engagement. We will review briefly the trends and compelling numbers supporting the need to close the gap.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - A New Generation of Games and Game Developmenters - 1 of 2 (Video)
- 04/14/2008
In this session, Davey Jackson will speak about why right now is the best time to be making “indie” games, and how to prepare students for the rapidly growing games industry.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - A New Generation of Games and Game Developmenters - 2 of 2 (Slides)
- 04/14/2008
In this session, Davey Jackson will speak about why right now is the best time to be making “indie” games, and how to prepare students for the rapidly growing games industry.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Gameface: Faces Behind the Creative Process
- 04/14/2008
This talk will discuss the following questions with some real answers: who are the people who have made it; what they do; what do they wish they had learned in university prior to their arrival; and who is missing from the process?
Usage Types:
Audiovisual Content, Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Using and Assessing Games and Robotics to Teach Introductory Computing Concepts - 2 of 2 (Slides)
- 04/14/2008
This session uses dynamic examples from games and robotics that are used to teach important computing concepts to high school students and college freshmen.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Robots as a Context for Computer Science Education - IPRE’s Approach - 1 of 2 (Video)
- 04/14/2008
The Institute for Personal Robots in Education (IPRE - http://roboteducation.org) applies and evaluates robots as a context for computer science education.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Robots as a Context for Computer Science Education - IPRE’s Approach - 2 of 2 (Slides)
- 04/14/2008
The Institute for Personal Robots in Education (IPRE - http://roboteducation.org) applies and evaluates robots as a context for computer science education.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Games, Robots, and Robot Games: Complementary Contexts for Introductory Computing Education
- 04/14/2008
This presentation will explore robotics, gaming, their interactions, and provide suggestions on how best to proceed in making the most out of games in the classroom.
Usage Types:
Audiovisual Content, Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Adding Handheld Game Programming to a Computer Science Curriculum - 1 of 2 (Video)
- 04/14/2008
A new course in handheld game programming is described. The target platform is the Nintendo Game Boy Advance. We explain the capabilities of this platform and the tools and documentation used to teach the course.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Adding Handheld Game Programming to a Computer Science Curriculum - 2 of 2 (Slides)
- 04/14/2008
A new course in handheld game programming is described. The target platform is the Nintendo Game Boy Advance. We explain the capabilities of this platform and the tools and documentation used to teach the course.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Mini-Track: Robotics
- 04/14/2008
The panel will discuss the relationship and synergies–or not–between the use of gaming and the use of robotics in the CS classroom.
Usage Types:
Audiovisual Content, Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Integrating Games and Machine Learning in the Undergraduate Computer Science Classroom
- 04/14/2008
This module provides a series of challenges for undergraduate students by using a game environment to teach machine learning and classic Artificial Intelligence concepts.
Usage Types:
Audiovisual Content, Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Gaming for Middle School Students: Building Virtual Worlds - 1 of 2 (Video)
- 04/14/2008
In this paper we present our CARE curriculum and the results of our evaluations. We demonstrate that students are more excited about Computing and Gaming after their camp experience and are interested in pursuing further studies in Gaming and Computing.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Gaming for Middle School Students: Building Virtual Worlds - 2 of 2 (Slides)
- 04/14/2008
In this paper we present our CARE curriculum and the results of our evaluations. We demonstrate that students are more excited about Computing and Gaming after their camp experience and are interested in pursuing further studies in Gaming and Computing.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - A Game Framework to Enhance Stem Pipeline - 1 of 2 (Video)
- 04/07/2008
We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of American collegiate graduates.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - A Game Framework to Enhance Stem Pipeline - 2 of 2 (Slides)
- 04/07/2008
We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of American collegiate graduates.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Tribute to Randy Pausch and the Alice Legacy - 1 of 2 (Video)
- 04/07/2008
This session will highlight Pausch’s last lecture and his contributions to Computer Science. An academic tradition called the ‘Last Lecture’ is a presentation with the hypothetical “If you knew you were going to die and you had one last lecture, what would you say to your students?”
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Tribute to Randy Pausch and the Alice Legacy - 2 of 2 (Slides)
- 04/07/2008
This session will highlight Pausch’s last lecture and his contributions to Computer Science. An academic tradition called the ‘Last Lecture’ is a presentation with the hypothetical “If you knew you were going to die and you had one last lecture, what would you say to your students?”
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - The Chimaera Factory: Building Tomorrow’s Game Developers - 1 of 2 (Video)
- 04/07/2008
This talk examines how to prepare new developers for a medium in perpetual change.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - The Chimaera Factory: Building Tomorrow’s Game Developers - 2 of 2 (Slides)
- 04/07/2008
This talk examines how to prepare new developers for a medium in perpetual change.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - A New Generation of Learning Technology: Three Dimensions of Change - 1 of 2 (Video)
- 04/07/2008
Having largely missed the first few revolutions in information technology that have transformed virtually every other service industry, education and training have the chance to leapfrog to the state of the art.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - A New Generation of Learning Technology: Three Dimensions of Change - 2 of 2 (Slides)
- 04/07/2008
Having largely missed the first few revolutions in information technology that have transformed virtually every other service industry, education and training have the chance to leapfrog to the state of the art.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Science, Playful Interface Research and Learning
- 04/07/2008
Today’s middle school students have grown up playing computer games, and in the process, have developed new methods of collaborating, exploring, and learning. While games have traditionally played a role in the learning experience...
Usage Types:
Audiovisual Content, Demo, Slides
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Microsoft Academic Days on Game Development 2008 - The Ethics of Game Design - 1 of 2 (Video)
- 04/07/2008
This lecture will recount startling anecdotes from the online game space, some remarkable trends and finally a provocative suggestion for how games can be better both in terms of ethics and game play.
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Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - The Ethics of Game Design - 2 of 2 (Slides)
- 04/07/2008
This lecture will recount startling anecdotes from the online game space, some remarkable trends and finally a provocative suggestion for how games can be better both in terms of ethics and game play.
Usage Types:
Demo, Slides
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Microsoft Academic Days on Game Development 2008 - Making Emotion Work for You: A Case Study of Collaboration Between Design and Research in Building the Halo Franchise - 1 of 2 (Video)
- 04/07/2008
We will show how this approach has helped shape some of the most successful products in recent history. We will also present a new way of thinking about product design. Our aim is to change the way you think about product design, user research, and human emotion.
Usage Types:
Audiovisual Content
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Microsoft Academic Days on Game Development 2008 - Making Emotion Work for You: A Case Study of Collaboration Between Design and Research in Building the Halo Franchise - 2 of 2 (Slides)
- 04/07/2008
We will show how this approach has helped shape some of the most successful products in recent history. We will also present a new way of thinking about product design. Our aim is to change the way you think about product design, user research, and human emotion.
Usage Types:
Demo, Slides
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CSCI 101 for CS Game Group: Fundamentals of Computer Programming (CSci101 Lab Manual)
- 12/03/2007
This material contains a series of labs with step-by-step instructions on how to accomplish each lab. This Word file has information on DXFramework, C Programming and Alice labs.
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Lab
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XNA and Academia: Turning Consumers into Creators
- 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.
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Audiovisual Content, Demo, Slides
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Keynote - Games, Gender and Why It Matters
- 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.
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Audiovisual Content, Demo, Slides
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Game Design: Challenges, Skills, Opportunities, and Reality
- 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.
Usage Types:
Audiovisual Content, Demo, Slides
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Keynote - Next Generation Game Developers
- 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.
Usage Types:
Audiovisual Content, Demo, Slides
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Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War
- 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
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Audiovisual Content, Demo, Slides
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Introduction to Direct3D 10
- 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.
Usage Types:
Audiovisual Content, Demo, Slides
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XNA and Academia: A Partnership for the Next Generation
- 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.
Usage Types:
Audiovisual Content, Demo, Slides
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Stories to Share: 5 Years of Serious Games Advocacy
- 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.
Usage Types:
Audiovisual Content, Demo, Slides
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Musings on Game Dev Curriculums: An Insider's View
- 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.
Usage Types:
Audiovisual Content, Demo, Slides
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Combining games with theatre to create an interdisciplinary learning experience for Computer Science
- 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.
Usage Types:
Audiovisual Content, Demo, Slides
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Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables
- 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.
Usage Types:
Audiovisual Content, Demo, Slides
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A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education
- 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.
Usage Types:
Audiovisual Content, Demo, Slides
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ARTS Lab and Game Technology
- 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.
Usage Types:
Audiovisual Content, Demo, Slides
|
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Torque X Game Development for XNA
- 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Game Programming for Introductory Computer Science
- 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
The Future of DirectX
- 09/12/2007
Chas Boyd talks about the future of DirectX.
Usage Types:
Audiovisual Content, Demo, Slides
|
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Interweaving Game Design into Core CS Curriculum
- 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.
Usage Types:
Audiovisual Content, Demo, Slides
|
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Integrating Video Game Development Experience in an Academic Framework
- 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Agent Augmented Game Development
- 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Teaching Revulsion-Free Design Patterns through Game Development
- 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
RAPT: Using Games in CS1-3
- 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.
Usage Types:
Audiovisual Content, Demo, Slides
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XYZZY: Finding New Magic in Text Adventure Games
- 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education
- 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.
Usage Types:
Audiovisual Content, Demo, Slides
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Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games
- 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.
Usage Types:
Audiovisual Content, Demo, Slides
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A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens
- 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.
Usage Types:
Audiovisual Content, Demo, Slides
|
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Educating Game Programmers
- 09/11/2007
Timothy Roden talks about Educating Game Programmers.
Usage Types:
Audiovisual Content, Demo, Slides
|
|
Design Issues for Undergraduate Game-Oriented Degrees
- 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.
Usage Types:
Audiovisual Content, Demo, Slides
|
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Academic Days on Game Development 2007 – Musings on Game Dev Curriculums: An Insider’s View
- 08/09/2007
This presentation was given by Matt Lee at the Academic Days on Game Development conference. This material discusses topics such as how to tune your curriculum to better match some of the industry trends in game development and software engineering in general.
Usage Types:
Slides
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Introduction to Video Game Programming
- 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
Usage Types:
Course Outline, Lab, Readings, Tutorial
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Career Interview: Melissa Federoff
- 06/08/2007
Listen to Melissa Federoff, a game research engineer at Microsoft, describe her ideal career—game testing. Not only will she give students the scoop on her job, she also details the skill set needed to enter this career. Contains audio file, transcript, and personal profile.
Usage Types:
Audiovisual Content, Case Study
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Introducing Computer Science with Project Hoshimi
- 05/16/2007
We propose using Project Hoshimi, a Microsoft Platform, as a base for introducing computer programming to CS1 students. Through the paper we discuss the main advantages and disadvantages in our experience of using Project Hoshimi, comparing its use against other more traditional approaches.
Usage Types:
Journal/Magazine Articles
|
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Academic Days on Game Development 2007 Presentations
- 05/15/2007
This Zip file contains all 30 presentations from the Academic Days on Game Development 2007 conference held in February 2007.
Usage Types:
Slides
|
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Academic Days on Game Development 2007 – Five Years of Serious Games Advocacy
- 05/14/2007
This presentation was given by Ben Sawyer at the Academic Days on Game Development conference. This material discusses topics such as the history of gaming, examples of how gaming is used, theories and struggles of gaming.
Usage Types:
Slides
|
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Academic Days on Game Development 2007 – DirectX 10
- 05/14/2007
This presentation was given by Michael Oneppo at the Academic Days on Game Development conference. This material discusses topics such as Direct3D, Direct3D 10 philosophy and goals, the graphics pipeline, shaders, state management and the impact of Windows Vista.
Usage Types:
Slides, Source Code
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Academic Days on Game Development 2007 – Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War
- 05/14/2007
This presentation was given by Merrilea J. Mayo at the Academic Days on Game Development conference. This material discusses topics such as the U.S. fraction of scientists and engineers, global Ph.Ds, efficiency of U.S. educational system in producing technical talent, and the positive impact of Science and Engineering games.
Usage Types:
Slides
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Academic Days on Game Development 2007 – Living the Dream
- 05/14/2007
This presentation was given by Colleen McCreary at the Academic Days on Game Development conference. This material discusses topics such as including games as part of the traditional Computer Science curriculum, Electronic Arts team technologies, cutting edge engineering and what students do right out of college.
Usage Types:
Slides
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Academic Days on Game Development 2007 – Game Design and Development: Challenges, Skills, Opportunities, and Reality
- 05/14/2007
This presentation was given by Robin Hunicke at the Academic Days on Game Development conference. This material covers topics such as: What is the Reality, What Skills are Necessary, How Can we Teach Them and Possible Futures.
Usage Types:
Slides
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Academic Days on Game Development 2007 – School of the Future: Innovation and Education in Second Life
- 05/14/2007
This presentation was given by Cory Ondrejka at the Academic Days on Game Development conference. This material covers topics such as: What is Second Life, Education in Second Life, Learning, Education and Innovation and The Future of Education.
Usage Types:
Slides
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Academic Days on Game Development 2007 – Gender, Games and Does it Matter?
- 05/14/2007
This presentation was given by Maria M. Klawe at the Academic Days on Game Development conference. This material covers whether or not females are less interested than males in playing, designing and/or programming computer and video games and if it matters.
Usage Types:
Slides
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Academic Days on Game Development 2007 – Consumers as Creators: The Next Generation of Gaming Content
- 04/18/2007
The 2nd Annual Microsoft Academic Days Conference on Game Development – February 22-25, 2007 aboard the Disney Wonder cruise ship allowed faculty to learn and interact with researchers and technology specialists nationwide who actively contributed to the development of several successful projects in the area of Game Development for Computer Science.
Usage Types:
Slides
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Microsoft Academic Days on Game Development - Creating a Science of Games - 1 of 2 (Video)
- 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
Usage Types:
Audiovisual Content
|
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Microsoft Academic Days on Game Development - Creating a Science of Games - 2 of 2 (Slides)
- 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
Usage Types:
Professional Development, Slides
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Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective 1 of 2 (Video)
- 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
Usage Types:
Audiovisual Content
|
|
Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective - 2 of 2 (Slides)
- 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
Usage Types:
Professional Development, Slides
|
|
Gaming Resource Toolkit 2006: Microsoft Sudoku: Optimizing UMPC Applications for Touch and Ink
- 12/14/2006
Stephen Toub, from Microsoft, discusses Sudoku, the number puzzle game, and demonstrates how to build an application to solve puzzles, generate puzzles, and enable enhanced game play for ultra-mobile PC and Tablet PC.
Usage Types:
Lab, Source Code
|
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Gaming Resource Toolkit 2006: Tic-Tac-Toe
- 12/14/2006
In the Tic-Tac-Toe sample application, two players play a game of Tic-Tac-Toe using the infrared ports on two devices. Tic-Tac-Toe is a two-player game where each player takes turns placing marks on the game board so that three marks are displayed in a row on the grid.
Usage Types:
Project, Source Code
|
|
Gaming Resource Toolkit 2006: Trends of Gaming in CS and Industry
- 12/13/2006
Computer Science in the United States is seeing a huge drop in enrollment for both men and women. In a hope to reverse that trend and keep computer science exciting, Microsoft is looking at how computer gaming can make the curriculum more compelling.
Usage Types:
Slides
|
|
Gaming Resource Toolkit 2006: Play Between Worlds: Exploring Online Game Culture - 1 of 2 (Video)
- 12/13/2006
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating activity.
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: Play Between Worlds: Exploring Online Game Culture - 2 of 2 (Slides)
- 12/13/2006
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating activity.
Usage Types:
Slides
|
|
Gaming Resource Toolkit 2006: Real-time Graphics Systems for 2010 and Beyond - 1 of 2 (Video)
- 12/13/2006
In this talk I will describe a new system design for a ray tracer. Combined with ongoing advances in raw computational performance, I believe that this system will allow ray tracing to replace the Z-buffer in commodity real-time rendering markets in 4-8 years.
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: Real-time Graphics Systems for 2010 and Beyond - 2 of 2 (Slides)
- 12/13/2006
In this talk I will describe a new system design for a ray tracer. Combined with ongoing advances in raw computational performance, I believe that this system will allow ray tracing to replace the Z-buffer in commodity real-time rendering markets in 4-8 years.
Usage Types:
Slides
|
|
Gaming Resource Toolkit 2006: Repositioning Computer Science: Increasing Diversity and Creativity in CS Education - 1 of 2 (Video)
- 12/12/2006
In this talk I will present a post-mortem of my (non-standard, but incredibly fulfilling) education in CS, AI and video games. I will describe my experiences with art and computer science education, standardized and self-guided curriculums (undergraduate and graduate alike).
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: Repositioning Computer Science: Increasing Diversity and Creativity in CS Education - 2 of 2 (Slides)
- 12/12/2006
In this talk I will present a post-mortem of my (non-standard, but incredibly fulfilling) education in CS, AI and video games. I will describe my experiences with art and computer science education, standardized and self-guided curriculums (undergraduate and graduate alike).
Usage Types:
Slides
|
|
Gaming Resource Toolkit 2006: Tactical Iraqi - Teaching Foreign Language in an Immersive Computer Game - 1 of 2 (Video)
- 12/11/2006
Tactical Iraqi is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic.
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: Tactical Iraqi - Teaching Foreign Language in an Immersive Computer Game - 2 of 2 (Slides)
- 12/11/2006
Tactical Iraqi is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic.
Usage Types:
Slides
|
|
Gaming Resource Toolkit 2006: The Card Game Starter - 1 of 2 (Video)
- 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: The Card Game Starter - 2 of 2 (Slides)
- 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!
Usage Types:
Demo, Source Code
|
|
Gaming Resource Toolkit 2006: Building Better Places - Second Life, Collaborative Creation, and 5 Missing Pieces
- 12/07/2006
Through a demo, Cory Ondrejka will take you through the world of Second Life, explain the technology, economic, and community choices Linden Lab (the creators of Second Life) have made, and surface 5 important technologies that would make Second Life an even better world.
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006 - 1 of 2 (Video)
- 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006 - 2 of 2 (Slides)
- 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
Usage Types:
Demo, Slides
|
|
Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006 - 1 of 2 (Video)
- 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
Usage Types:
Audiovisual Content
|
|
Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006 - 2 of 2 (Slides)
- 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
Usage Types:
Demo, Slides
|
|
Gaming Resource Toolkit 2006: Machine Learning for Computer Games
- 12/07/2006
This tutorial covers what is machine learning, when should it be used in games and how do you use it in games.
Usage Types:
Readings
|
|
Gaming Resource Toolkit 2006: Games as a “Flavor” of CS1
- 12/07/2006
One of the most often heard complaints about introductory programming courses is that they are divorced from the reality of application. One such area is computer games, and we have developed a cohesive CS1 course that provides traditional outcomes from within the context of games as an application.
Usage Types:
Readings
|
|
Gaming Resource Toolkit 2006: Computer Gaming To Enhance CS Curriculum - Strengthening the CS Pipeline
- 12/07/2006
This paper provides a summary of the problem, a proposed solution and an invitation for more research. It also describes the assets Microsoft and its partners in academia and industry provide or plan to provide.
Usage Types:
Readings
|
|
Gaming Resource Toolkit 2006: Evaluating the Effectiveness of a New Instructional Approach
- 12/07/2006
This paper describes the evaluation of an NSF-sponsored educational research project. The primary focus of this project was to develop and evaluate a course curriculum designed to improve retention and performance for “at risk” introductory computer science majors.
Usage Types:
Readings
|
|
2006 Lang.NET Symposium - User Creation and Scripting in Second Life
- 11/01/2006
Jim Purbrick and Cory Ondrejka provide a general overview of what Second Life is, why scripting is important to them, and how they got to the point of looking at Mono. There will also be some demos presented.
Usage Types:
Audiovisual Content
|
|
AI Lecture 3 - Advanced Behaviour Modelling
- 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
Usage Types:
Demo, Slides, Source Code
|
|
AI Lecture 2 - Behaviour Modelling
- 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
Usage Types:
Demo, Slides, Source Code
|
|
AI Lecture 1 - Introduction to Games AI and Path Planning
- 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
Usage Types:
Demo, Slides, Source Code
|
|
Programming for the XBox Controller with DirectInput
- 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.
Usage Types:
Demo, Executable Program, Slides, Source Code
|
|
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future
- 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
Usage Types:
Demo, Executable Program, Slides, Source Code
|
|
Advanced Rendering Techniques Lecture 5: Shadows
- 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
Usage Types:
Demo, Executable Program, Slides, Source Code
|
|
Advanced Rendering Techniques Lecture 4: Lighting and Shading 2
- 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
Usage Types:
Demo, Executable Program, Slides, Source Code
|
|
Advanced Rendering Techniques Lecture 3: Lighting and Shading
- 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
Usage Types:
Demo, Executable Program, Slides, Source Code
|
|
Advanced Rendering Techniques Lecture 2: Texturing
- 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
Usage Types:
Demo, Executable Program, Slides, Source Code
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|
Advanced Rendering Techniques Lecture 1: Preamble and History
- 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
Usage Types:
Demo, Executable Program, Slides, Source Code
|
|
Digipen C# Train-the-Trainer Series - Session 1 - 1 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content
|
|
Digipen C# Train-the-Trainer Series - Session 2
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 1 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 1 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 1 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 1 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Session 1 - 2 of 2 (Slides)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 2 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 2 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 2 of 2 (Video)
- 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Usage Types:
Audiovisual Content, Exercise/Exam, Lab, Textbook
|
|
MEDC 2006: Building Your First Casual Game on Windows Mobile
- 08/31/2006
In this demo-intensive session, learn how to use Visual Studio 2005 and the .NET Compact Framework to develop casual games for Windows Mobile devices. You’ll also receive the Windows Mobile 5.0 Developer Resource Kit, which contains all the tools and resources needed to start developing.
Usage Types:
Demo, Slides
|
|
SAGE: A Simple Academic Game Engine
- 06/20/2006
SAGE consists of a series of game demos, each showcasing a new feature. The feature is demonstrated in rudimentary form, and leaves room for students to enhance it. Each demo is accompanied by Doxygen generated documentation and a tutorial.
Usage Types:
Demo
|
|
DXFramework
- 01/27/2006
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0c.
Usage Types:
Source Code
|
|
Computer Game Design and Implementation 2
- 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.
Usage Types:
Exercise/Exam, Slides
|
|
Software Engineering for Computer Games
- 07/26/2005
All purposes software engineering course, whose projects and assignments relate to the construction of a software tool to build computer games.
Useful to teach software engineering in general, although more appealing to an audience interested in software engineering for gaming.
Usage Types:
Slides
|
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Artificial Intelligence for Computer Games
- 07/26/2005
Artificial Intelligence and Computer Games have strong connections. In the present course we focus on action games at the Games side and on knowledge based systems, multiagent systems, knowledge sharing and coordination mechanisms on the AI side.
Usage Types:
Slides
|
|
Video Game Development -- Learn to write C# the fun way
- 06/01/2005
Introduction to C# and Game Development
|