Thursday, January 29, 2009

AI*IA 2009 - Preliminary announcement

AI*IA 2009: preliminary announcement

(We apologize for possible multiple copies)

A formal and complete call for papers will follow soon


Location and date

The XIth International Conference of the Italian Association for Artificial Intelligence will take place in Reggio Emilia (Italy) on  december 9-12, 2009.

The conference will be hosted in the new building of the Department of Social, Cognitive and Quantitative Sciences and of the Faculty of Communication and Economics, located in the centre of Reggio Emilia (via Allegri 9)


Papers and posters

Papers are invited on original, and unpublished research on all aspects of artificial intelligence, including, but not limited to:

Search
Machine learning
Knowledge Representation
Knowledge Acquisition
Multiagent Systems, Distributed AI
Ontologies
Natural Language Processing
Information Retrieval and Extraction
Soft and Evolutionary Computing
Planning and Scheduling
Cognitive Robotics
Cognitive modeling
Mathematical Foundations
Constraint Satisfaction
Learning in adaptive systems
Reasoning
Knowledge Engineering
Information Agents
Semantic Web
Web and Data Mining
Human Computer Interaction
Uncertainty
Temporal Reasoning
Vision
AI architectures
Philosophical Foundations
AI applications
AI and digital entertainment

Regular accepted papers will be published as a volume of the Springer Lecture Notes in Artificial Intelligence series.

Accepted posters will be published on a conference CD-Rom with regular ISBN number

Papers and posters are due by April 30, 2009


Workshops

A full day will be dedicated to workshops. Proposals for these workshops are solicited. All the workshops are open to all the conference participants.

A reduced fee is available for those who wish to attend to the workshops only.


Conference fee

Attendance to the conference and to the workshops are limited to members of AI*IA (on site affiliation is possible).

Regular conference fee (early registration, includes participation to the workshops): 350 euro

Student fee (early registration, without social dinner, includes participation to the workshops): 130 euro

Attendance to the workshops only (allows participation to all the workshops): 100 euro


Invited speakers (list to be completed)

Confirmed invited speakers include

Shay Bushinsky
Marco Dorigo


Organizing committee (preliminary list)

Roberto Serra (chair)
Rita Cucchiara (co-chair)
Franco Zambonelli
Andrea Prati
Marco Villani


Program committee (preliminary list)
Khurshid Ahmad
Luigia Carlucci Aiello
Stefania Bandini
Roberto Basili
Ernesto Burattini
Marc Cavazza
Roberto Cordeschi
Rita Cucchiara
Walter Daelemans
Floriana Esposito
Salvatore Gaglio
Attilio Giordana
Marco Gori
Nicola Guarino
Evelina Lamma
Paola Mello
Andrea Omicini
Patrizia Paggio
Teresa Pazienza
Roberto Serra
Kiril Simov
Giovanni Soda
Steffen Staab
Oliviero Stock
Tokunaga Takenobu
Pietro Torasso
Roman Yangarber
Franco Zambonelli
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IHT Online:: What technology has taught us at dizzying speed

By Alice Rawsthorn International Herald Tribune

Which finger do you use to press a doorbell? Your answer will reveal your age almost as accurately as wrinkly hands, the way you dance, whether and where you've been pierced, and if you think"being poked" means a) a jab in the ribs, b) saying "hi" online, or c) something unmentionable.

If you're over 30, you'll probably press a doorbell with your index finger, while anyone under 30 may well use their thumb. That's because they've spent so much time flexing their thumbs when sending text messages on cellphones and gunning down baddies on games consoles. Thanks to all of that exercise, those thumbs have become stronger, nimbler and more dexterous, which is why they're likelier to use them more than their index fingers.

Frisky thumbs aren't the only legacy of the latest round of design innovations. The type of products and technologies we use not only affects the development of our physical skills, but mental skills too. Mostly it does so surreptitiously, because we make the necessary changes instinctively.

Just think of all of the skills that, if (like me) you're over 30, you learned years ago, but rarely use now because something else does the job for you. Who needs to learn how to spell when you can use spell-check software? To read a map in the age of sat nav? To be good at math when there are calculators? To remember exactly where that great antiquarian bookstore is in Paris when it's so easy to Google it? Those old skills haven't suddenly become useless, just less useful than they would have been 10 years ago. What have we replaced them with?

 1. Multitasking.

Let's start with the obvious. Lots of Net Geners (as the American author, Don Tapscott, has dubbed the generation that has grown up with digital technology) are accustomed to chatting to one friend on a mobile, while texting another and poking a bunch of them on a social networking Web site with music blaring from their iPod and a TV show flickering in the background. As a result, they have had plenty of practice at doing several things at once, and then focusing on the one thing that suddenly seems important.

Even we over-30s have found ourselves becoming better at multitasking, and we've done so in the nick of time. The computers of the future will be even more powerful than the current generation, and will assail us with yet more information from new digital products, most of which will have been designed for multitaskers. 

2. Synthesizing.

We've also become more efficient at navigating that daily blizzard of information by ignoring the flotsam to identify the things that matter and then making sense of them. In other words we've trained ourselves to synthesize.

The Internet has helped us. In ye olden days, when we found most of our information on the printed pages of books, newspapers and magazines, it had already been synthesized for us by researchers, writers and editors. That isn't the case on the Internet, which gives us instant access to a seemingly bottomless pit of information that we have to edit ourselves. If you and I keyed the same question into Google, we might eventually find similar answers, but we'd have followed different routes to get there. Flitting from Web site to Web site, we pluck bits and pieces of information from each one, then put them all together. That's why we've become better at synthesizing - we've had to.

3. Changing.

Necessity has also given us another new skill - the ability to embrace change. Just think of all of the new products, software systems, networks and media that you've learned how to use in the last decade. iPods. BlackBerries. iPhones. Flips. Bluetooth. Napster. iTunes. Web 2.0. Twitter. Skype. MySpace. Facebook. Wikipedia. Other Wikis. The list goes on, and on. Not so long ago we were teaching ourselves how to e-mail, text, go online and use cellphones (or "poser phones" as the skeptical British tabloids called them in the late 1980s).

We've introduced more technological innovations into our lives than at any other period of history, and we've done so at astonishing speed. To show how far we've come, consider that a typical cellphone now has more computing power than the whole of NASA when Sputnik 1 was launched in 1957. Having made so much progress, we feel more confident about our ability to adapt to change, and more optimistic in our expectations of how future changes will affect us.

4. Visualizing.

Another stealthily acquired skill is visualization. Whether we're on or off-line, our lives are saturated with images, all vying for our attention. We notice some, and ignore the others, but have become much more sophisticated at filtering and reading them, just as we do with information. As Tapscott points out in his new book, "Grown Up Digital," the Net Geners who've spent lots of time playing video games, especially action games, are likely to be especially good at this. He cites numerous studies showing that the rapid-fire imagery in those games has trained their players to process images with great speed and accuracy.

Even if you're into action games, you'll have sharpened your visual processing skills, so much so that designers are developing new types of imagery to harness them. One of them is Visualization (or "viz" for short). It's a new visual language, which uses advanced software to create visual explanations of complex phenomena, such as scientific theories or demographic shifts. Originally an experimental medium for architects and software designers, Viz is now increasingly used commercially, in online banking, for example. 

5. And finally.

Back to those thumbs, because you'll soon need them to do much more than texting. The designer Ron Arad recently devised a perfume bottle for Kenzo to be opened by a thumb, rather than a finger, after noticing how often his Net Gener daughters used theirs. So, if your thumbs aren't in great shape, start flexing them now.

Monday, January 26, 2009

Gorizia and Gradisca d’Isonzo : VII MAGIS Spring School

VII MAGIS Spring School

The VII MAGIS Spring School, organized this year in Gorizia and Gradisca d’Isonzo (Italy) by the University of Udine and the University of Paris III in collaboration with their network of partners (the universities of Amsterdam, Bochum, Prague, Valencia, Milano-Cattolica, Pisa and CineGraph/Hamburg), as part of the activities of the International Ph.D. in “Audiovisual Studies”, intends to build on and also to provide a new synthesis of the last three editions of the programme, dedicated since 2006 to the relationship and interaction between cinema and other contemporary visual art forms. After a three years cycle – having mapped in 2006 the range of expressive modalities through which film contaminates and is contextualized by other art forms, having discussed in 2007 the theoretical implications of the evolution of the filmic image beyond the traditional confines of consumption and distribution, having explored the provocative question of a cinema potentially “vanished in art”– the VII edition of the School intends re-actualize his issues and open new and stimulating research fields. With the help of scholars, graduate students, artists, curators and representatives of art institutions, the VII Spring School will try to answer to the following topics: how, in the era of realtime, old/new forms of multimedia time based arts (from expanded cinema to multimedia performance, from multiscreen audiovisual projects to live media and vj-ing…) develop into a new form of cinema? How relations between cinema and arts are therefore reworked? How live cinematic experiences can reactualize or re-enact any kind of archives, founds and audiovisual heritages?
Applicants are invited to submit abstracts to creatively interpret the school’s topics, by investigating the following topics:

- Forms of re-enactment in cinema and multimedia art experiences;
- Seminal art/cinema multi screen pieces;
- Forms of analysis and theories of live cinematic experiences;
- Film and archive as a re-animated object.

The School plans to investigate topics which either derive from the central theme of performativity or which can stand on their run as additional areas of inquiry:

- Cinema/Comics/Animation
- Filming the Game/Playing the Film
- Re-animated cinema. Ways of presenting audiovisual heritage in the digital era: Found Films


Proposals have to be sent by November 8, 2008, to:
gospringschool@gmail.com

Length for paper proposal: 1 page max.
A short CV (1 page max.) should be sent together with the paper proposal.

Friday, January 23, 2009

Game Focus Germany, Hanover 29 to 30 January 2009


“Game Focus Germany”, the Workshop and Network event for the German entertainment software industry, takes place annually in Hanover. The event concept, devised by and for publishers and developers, includes lectures and seminars which focus on the German entertainment software branch.

The fields of content, management, technology, science and politics are dealt with in the panels. Besides national themes, particular attention will be given to global developments by prominent international speakers.

“Game Focus Germany” is aimed at developers and publishers as well as employees in the management and marketing sectors and talented youngsters in the German games branch.
In 2008, over 350 trade visitors and numerous other renowned speakers from the USA, Great Britain, France, Belgium and Germany took part in the seminars by (among others) Doug Church (“Tomb Raider Legend”), Robin Hunicke (“My Sims”) and Kevin McGinnis, Senior Artist for the megasellers “Guitar Hero” and “Rock Band”, and also attended the evening branch party.

“Game Focus Germany" 2009 will be staged in the “Künstlerhaus” Hanover from 29 to 30 January.

Next Serious Games Conference on 6 March 2009


Considered more or less as a niche theme in Germany, Serious Games in the Anglo-American environment form the interface between entertainment technologies and applications in the institutional as well as the educational sector. Serious Games make use of technologies from the entertainment software industry for basic and further education, training and simulation.
For a long time, companies operating in the medical and military fields have made use of technologies and game principles originating from the entertainment software sector. Even the public sector is attaching increasing importance to the reality simulations of learning-oriented PC, video and console games.

The conference will be organized by nordmedia, the media company of the states of Lower Saxony and Bremen. nordmedia has been active for a long time in the promotion of digital media and is especially committed to strengthening the entertainment software branch. Besides organizing the Serious Games Conference, the Digital Media Cluster operational unit of the state media sponsorship organization also organizes the German developer and publisher event “Game Focus Germany” on an annual basis. As cooperation partners, it has been possible to involve the German Association of Interactive Entertainment Software (BIU), the interest representatives of producers as well as suppliers of entertainment software in Germany.

Italian Computer Game Archive in Bologna

In March 2009, a new Italian Computer Game Archive is to open its doors to the public in Bologna. 


All information on the web about the project is in Italian. Below you can see what is presently available on the Archive website: 

----
Archivio Videoludico
Una riflessione permanente sui rapporti tra cinema e videogiochi

Il passato dell'interattività, il suo futuro

Più di trent'anni di storia. Un archivio che ha l'obiettivo di rendere accessibile al pubblico di studenti, ricercatori, appassionati il patrimonio videoludico. Il progetto promosso dalla Cineteca di Bologna sfrutta gli ampi spazi della biblioteca Renzo Renzi per creare un luogo d'incontro e fruizione del videogioco. Presso apposite postazioni, seguiti da personale specializzato, gli utenti possono accedere al patrimonio storico videoludico interagendo con un fondo costantemente in crescita. L'Archivio Videoludico mira a diventare punto di partenza per la promozione di una consapevolezza del medium: incontri, rassegne cinematografiche, sviluppo dei rapporti con le scuole e l'Università, un dialogo costante con l'industria, partner privilegiato di quello che punta a diventare a tutti gli effetti un polo di studio e interesse sul videogioco.

Cinema e videogiochi: una relazione scontata?

Apparentemente la correlazione tra i due media è talmente evidente da risultare quasi scontata: cinema e videogiochi intrattengono una relazione prima di tutto cronologica, condividono i linguaggi visivo e sonoro, presentano analogie di messa in scena. Tuttavia l'elemento di differenza fondamentale è l'interattività del medium videoludico, che implica un'esperienza di fruizione totalmente differente.

Il film offre un percorso narrativo predefinito e compiuto; il videogioco è un'esperienza in itinere in cui il giocatore è artefice di scelte potenzialmente infinite all'interno di una struttura narrativa prefabbricata. Un altro aspetto da rilevare è che non esiste semplicemente una relazione di derivazione o di evoluzione da parte del medium videoludico nei confronti di quello cinematografico ma dalla comparsa del videogioco si assiste a uno scambio bidirezionato di natura tecnologica e linguistica. Non stupisce quindi l'aumento di adattamenti cinematografici - giochi che diventano film - e tie in - giochi tratti da film - che espandono l'universo narrativo di alcune opere.

Info

L'archivio verrà aperto al pubblico entro il mese di marzo 2009. I titoli potranno essere consultati in loco. I dettagli sulle modalità di accesso, gli orari e ogni notizia sugli eventi in programma saranno presto disponibili. Per ogni informazione: archiviovideoludico@comune.bologna.it

Tuesday, January 13, 2009

Possible job in DK for Game Programmers!

From: "Nikolaj Hyldig - OpenStoryGroup" 
Subject: Job at OpenStoryGroup
Date: Fri, 9 Jan 2009 15:55:42 +0100

Dear Linked-In Connection!

Amidst the current financial turmoil we have been fortunate enough to secure the investment needed for starting development of our proprietary storytelling technology!
This technology consists of a procedural storytelling engine and a character-AI based on emotions and social relations. It makes it possible to unfold stories wherever the player wants to go, and having the game-characters shape the story to the player’s actions. This solves one of – if not the – most longstanding challenges for the game industry: making the player the real main character of the story, with true influence on the flow and outcome of it, while still maintaining a high and engaging level of drama.

I hope that you will help us get off to a good start, by distributing the attached job advert to anyone it might interest. We are currently looking for two programmers, with experience in either C++ or Java, and preferably experience with Object-Oriented Bayesian Nets.

Link to job description:


Best wishes for a happy new year!

Nikolaj Hyldig
Creative Director - OpenStoryGroup
PhD-scolar – Interaction Design and Games
MA – Communication and Multimedia
phone: +45 2090 2539

OpenStoryGroup ApS
Brettevillesgade 14
DK-9000 Aalborg
phone: +45 9968 0834
fax: +45 9968 0835

IHT.com Article: Theaters not yet ready for Hollywood's infatuation with 3-D

Theaters not yet ready for Hollywood's infatuation with 3-D
By Brooks Barnes The New York Times
Monday, January 12, 2009

http://www.iht.com/articles/2009/01/12/business/movie.php

The imminent full-bore return to 3-D filmmaking, upon which the movie industry is placing many of its hopes, is in danger of becoming Hollywood's latest flub.

Some of the mightiest forces in film - Jeffrey Katzenberg, James Cameron, John Lasseter - think the multiplex masses will soon demand that all movies be shown in newly available digital 3-D. Katzenberg, in particular, has pushed the format, trotting the globe to herald the technology as a transformative moment for cinema akin to the introduction of sound.

His bandwagon has a lot of passengers, at least in Hollywood. Walt Disney alone has 15 three-dimensional movies in its pipeline.

20th Century Fox is betting at least $200 million on "Avatar," a 3-D space adventure directed by Cameron and set for December release, his first nondocumentary film since "Titanic" in 1997.

There are more than 30 pictures on the way that rely on the technology.

But analysts are starting to warn that all of those movies could find themselves sitting on a loading dock with no place to go. Studios, thrilled by 3-D's dual promises of higher profits and artistic advancement, have aggressively embraced the technology without waiting for movie theaters to get on board. And without those expensive upgrades to projection equipment, mass-market 3-D releases are not tenable.

"It's starting to look like there will be a lot of disappointed producers unable to realize the upside of these 3-D investments," said Harold Vogel, a media analyst and the author of "Entertainment Industry Economics." Filming in 3-D adds about $15 million to production costs, he said, but can send profit soaring because of premium ticket-pricing.

Only about 1,300 of the 40,000 or so movie screens in North America support digital 3-D. Counting IMAX theaters would add 250. Overseas, where films now generate as much as 70 percent of their theatrical revenue, only a few hundred screens can support the technology. It costs about $100,000 for a full upgrade at each screen.

Studios require about 3,000 screens in North America for most new releases. Popcorn movies like "Avatar" or "Monsters vs. Aliens," a coming 3-D entry from DreamWorks Animation, typically open on more than 4,000 screens.

"The crunch has everybody scrambling," said Chuck Viane, president for domestic distribution for Walt Disney Studios. "We had expected many more screens to be available by now, no doubt about it."

Upgrades have lagged primarily because of a dispute over who should shoulder the cost. Studios expected theaters to take the lead because digital equipment would allow them to raise prices - tickets to the new crop of 3-D movies run as high as $25 each - and lure consumers away from their big-screen living room TVs. Exhibitors, hurt by soaring real estate costs, wanted studios to pay for largely the same reasons.

Theater chains and four of the six major Hollywood studios agreed in September on a plan to convert more than 15,000 screens using $1 billion in debt financing arranged through JPMorgan Chase. But the squabbling took too long: The financing plan came together just as the credit markets froze.

Studios and exhibitors say the upgrade plan is not in jeopardy of disintegrating. Katzenberg, the chief executive of DreamWorks Animation, recently told media analysts that he expected the credit markets to open sufficiently by the end of March, a position echoed by Digital Cinema Implementation Partners, a consortium of exhibitors and studios that arranged the financing package.

"This is a long-term commitment and a long-term strategy," Katzenberg said during a recent interview.

Meanwhile, the consortium is pursuing alternative financing that would allow the plan to proceed in steps. "Rather than just being patient, we are aggressively exploring all options," said Rich Manzione, the group's vice president for strategic planning.

Other participants seem less optimistic. Will the credit markets open up in the first quarter of this year, as Katzenberg predicted? "Your guess is as good as mine," said Mike Campbell, the chief executive of Regal Entertainment Group, which owns the largest movie theater chain in the United States.

Even if debt financing becomes available, there will be competition at the credit trough from other Hollywood entities. Steven Spielberg, for one, is seeking about $750 million in debt financing, also via JPMorgan, to get his new boutique studio off the ground.

Meanwhile, the shortage of 3-D screens is upsetting profit projections at various studios. When DreamWorks Animation releases "Monsters vs. Aliens" on March 27, it will have to settle for half the number of 3-D screens it wanted. While acknowledging the shortage, Katzenberg recently told analysts there were enough screens available to "recover our upfront investment and make a profit."

The chief financial officer of DreamWorks, Lewis Coleman, recently estimated that one of its hit titles, if released entirely in 3-D, would earn an additional $80 million.

The shortage is sending mixed messages to moviegoers, many of whom are already skeptical of the industry's transformative claims about 3-D. Because of a shortage of outlets last summer, Warner Brothers had to scramble to change the marketing for "Journey to the Center of the Earth 3D" - ultimately dropping "3D" from the title - and offer a two-dimensional release in tandem. Lionsgate will have just 900 3-D screens available for "My Bloody Valentine 3D" on Jan. 16, requiring the studio to show a standard version on about 1,600 screens.

The delay is also threatening to undercut one of the primary benefits for theaters - the ability to deliver an experience that consumers cannot replicate at home. But the home entertainment market is rapidly catching up, with companies developing 3-D options for the home.

RealD, a California company that is the lead provider of 3-D technology for theaters, last week demonstrated a similar product for televisions at the Consumer Electronics Show in Las Vegas. Lasseter, a co-founder of Pixar Animation Studios, took the stage to trumpet the ability for consumers to use Blu-ray discs to watch movies in 3-D from their couches.

Michael Lewis, the chief executive of RealD, said during an interview that he expected Americans to own 10 million 3-D-capable television sets within five years.

People who remember 3-D from the 1950s roll their eyes at Hollywood's renewed fascination with the medium. They associate 3-D with cheesy films ("Creature From the Black Lagoon"), stiff cardboard glasses and jerky, stomach-turning camera movements.

This time, movie executives insist that everything has changed.

Digital projectors deliver the images with perfect precision while new, slightly more stylish plastic glasses have replaced the cardboard.

Most important, filmmakers say, new equipment allows movies to be built in 3-D from the ground up, providing a better viewing experience, not one based on visual gimmicks.

Tuesday, January 6, 2009

IHT.com Article: U.S. military recruiters use video arcades in urban areas

U.S. military recruiters use video arcades in urban areas
By John Leland The New York Times
Monday, January 5, 2009

Amid the last-minute shopping bustle, the voice in the Black Hawk helicopter simulator shouted with an urgency that exceeded even the holiday mall frenzy.

"Enemy right! Enemy right!"

Triggers squeezed. Pixels exploded. Shopping waited.

At Franklin Mills, a mall here, past the Gap Outlet and the China Buddha Express, is a $13 million video arcade that the U.S. Army hopes will become a model for recruitment in urban areas, where the armed services typically have a hard time attracting recruits.

The Army Experience Center is a fitting counterpart to the retail experience: 14,500 square feet, or 1,350 square meters, of mostly shoot-'em-up video games and three full-scale simulators, including an AH-64 Apache Longbow helicopter, an armed Humvee and a Black Hawk copter with M4 carbine assault rifles. For those who want to take the experience deeper, the center has 22 recruiters. Or for more immediate full-contact mayhem, there are the outlet stores.

The arcade, which opened in August, is the first of its kind. It replaces five smaller recruitment stations in the Philadelphia area, at about the same annual operating cost, not counting the initial expenses, said Major Larry Dillard, the program manager. Philadelphia has been a particularly difficult area for recruitment.

The army recruited 80,517 active personnel in the fiscal year that ended in October, slightly surpassing its goal of 80,000, though as in recent years it fell below its goal of having 90 percent of recruits be high school graduates.

In recent years, the army has tried a number of ways to increase enlistment, including home video games, direct marketing promotions, a stronger online presence and recruitment-themed music videos. In 2007 it added bonuses of up to $2,000 for army reservists who signed up new recruits. Civil libertarians have criticized the Pentagon for its efforts to reach high school students.

But while recruitment remains strong in rural areas where there are military bases, it is weak in cities like Philadelphia, Dillard said. "The question is, how can we get our stories out to urban centers where most of the population lives, but where we don't have a big presence?" he said. He added that the center did not recruit anyone under 17.

On a recent afternoon, about a dozen more-or-less-likely recruits stepped away from the mall's screaming markdowns to try the simulators and play free video games, including "Madden Football" and "Rainbow Six: Vegas."

Mikel Smith, 19, and Jovan McCreary, 21, sat at Alienware game stations, maneuvering the camouflaged troopers of Rainbow Six through a series of casinos under siege. Muzzles flared on screen; sounds burst in their headphones.

"We're just here to play the games," said Smith, who said he was not considering enlisting in the army. At the sign-in desk, where visitors fill out an information sheet and each receives a bar-coded photo identification card, he indicated that he did not want to be contacted by a recruiter.

Beside Smith, McCreary leaned back in his black mesh chair. "I got the same game at home, but it's better here," he said. He, too, was not interested in the Army Experience Center's other purposes. "We're going to college next year," he said.

First Sergeant Randy Jennings, the supervising officer on this day, said the center's intent was not just to recruit personnel, but also to inform young people about the army, in an area where they have little contact with service members. Most recruits live near rural bases.

If the program is deemed a success, the army might replicate it in other cities.

"We want to put people in the army, but that's about our third priority," Jennings said, gesturing to a kiosk with descriptions of 179 jobs in the army, including details on salaries and benefits. "Most people think joining the army means being a grunt, and that Iraq equals death. We try to show them that there's more to the army than carrying a gun. If people come in here and they learn that but they don't join, that's O.K.

Most of the staff - both military and civilian - wore casual clothing; there was no hard sell. Conversations with recruiters might take place in an adjacent room or the central lounge area, where there were comfortable leather chairs and a soundtrack of Jane's Addiction and the Red Hot Chili Peppers. But on this afternoon, the only action was on the video games and simulators.

The three simulators play out missions to support the delivery of humanitarian aid in Iraq or Afghanistan; unlike in the video games, the participants do not come under fire.

In recent years, the army has had success with using video games like America's Army to attract recruits. But for the Army Experience Center, the results so far have been less than spectacular. Since it opened, about 35 visitors have enlisted. That is slightly below the previous recruitment rate at the five smaller stations, Jennings said, at a time when the slumping economy would be expected to drive more people to enlist.

"We're not at the point where we can say this is an effective strategy," Dillard said, adding that the army had not set a numerical threshold for success for the center.

"We won't be measured by the number of people we put in the army," Jennings said. "We're basically a learning lab for the military, a way for us to interact with kids and find out what they're interested in. People are going to join the army, whether we had this or four or five recruitment stations."

At another video console, Graceson George, 29, a graduate student at Trinity Evangelical Divinity School in Chicago, led a squad of army special forces through the battle zones of the game "Ghost Recon."

He said that he was considering enlisting, but that he had spinal problems that might limit his ability to serve.

"I just wanted to see exactly what they provide," he said. "We got a briefing on what the army is all about. It's a great experience serving this country, and it takes commitment and determination. They said there were other areas I can get involved. So I said, give me time."

George said he did not think the video game accurately conveyed the combat experience.

"In this one, you can die as much as you like, but in real war it's not possible," he said. "The reality of military service is beyond what you think. Here you can go back and replay, but in real life if you get shot you get shot."

He turned back to the combat on the screen. In the cocoon of the headphones, he did not hear the sound of prices hitting the floor.

Sunday, January 4, 2009

Top 10 predictions for virtual worlds 2009 - itsReal « APLINK - itsReal

Ten virtual worlds predictions for 2009
December 31, 2008

From Metaverse Journal, at:

[http://www.metaversejournal.com/2008/12/31/ten-virtual-worlds-predictions-for-2009/]

Now that we’ve reviewed our 2008 predictions, it’s on to 2009. For the coming year, we’re going to get a little bit more specific in our predictions. It may lower our chances of success but will be more fun. So here we go:
1. OpenSim grids will bleed Second Life users - this may seem a very obvious prediction given the growth of OpenSim grids, but what I mean here is that the exodus will be obvious. It won’t be a migration that will affect Second Life’s viability (other issues may achieve that), but there will be a solid, committed population of OpenSim users choosing those grids over Second Life’s one. Put another way, new users will see OpenSim grids as an equal option to signing up to Second Life.
2. Virtual worlds will appear as normal daily life in TV / Movies - To date, most appearances of virtual worlds in TV and film are either documentaries or as a central part of an action / geek film. US comedy The Office and CSI have both featured Second Life but essentially in a sensationalistic way. 2009 will see more insertions of virtual worlds into daily life scenes in shows. A disclosure here: I’m particularly confident on this one as I’ve had the pleasure of helping out on a film project that features a virtual world in a day-to-day context. More on that in the first few months of next year.
3. There will be a net increase in Australian business in virtual worlds - Second Life won’t see any significant growth in Australian businesses entering Second Life and there may actually be a decrease. The gains will come in worlds like Twinity, customised worlds created on platforms like VastPark and possibly even some entry into enterprise worlds offered by entities like IBM and Forterra. Any increase will be driven by the increasing awareness of virtual worlds as a cost-effective business collaboration tool.
4. Virtual worlds will remain a political no-go zone - Australian political parties have had zero presence to date and it’s extremely unlikely to change in 2009. Any planning being done by the major parties for the 2010 Federal Election is unlikely to extend beyond services like YouTube and Twitter. Things may stretch to sites like Barack Obama’s Change site, but forget anything 3D.
5. Metaplace will be a game-changer - Metaplace’s simple, web-based interface combined with some impressive content creation tools will ensure a launch with impact and significant growth. There’ll be some obvious poaching of users from services like Habbo Hotel but also from content-creation havens like Second Life.
6. Virtual sex will lead to legislation - Linden Lab’s gambling, ageplay and banking clamp-downs were an early start to the reality of increased regulation and governments worldwide are increasingly scrutinising virtual world activities. Sexual exploits (aside from ageplay) have remained unregulated. For better or worse, this won’t remain.
7. Australian Universities will fall further behind in incorporating virtual world training tools - Australia has some leading lights as far as virtual world and education go, something highlighted by AVWW 2008. In the wider university sector, US and UK universities are integrating virtual world training simulations in a range of areas including health and engineering. Australian universities on the whole haven’t begun thinking about this in a widespread way, even with the talented educators putting the case locally. 2009 will see the gap widen further as key universities overseas start to demonstrate significant education outcomes.
8. Second Life will remain a frustrating experience - the announcement of standalone servers may prove this prediction wrong, but 2009 is unlikely to show an enormous improvement in the Second Life user experience. The user interface will certainly improve and the stability of the platform may improve exponentially. The ongoing frustration will be the same issue that’s plagued Second Life to date: regular, crushing lag. This is one prediction I’d particularly like to be proven wrong on. A sub-prediction here too: the Teen grid will continue to decline and may even close altogether.
9. Growth, growth, growth - every metric and market research report points toward ongoing growth in the number of people spending time in virtual worlds. The new entrants will assist this growth but the incumbents will also grow. Habbo Hotel will most likely retain is dominance in raw numbers but children’s worlds like Barbie Girls, Hello Kitty Online and Club Penguin will provide an enormous userbase as well. Add to that the promising growth of Sony’s Home and you can see this is a safe prediction, but worthy of a mention.
10. Virtual Goods will boom - the interest from business in virtual goods as a money-maker has accelerated significantly in the past six months in particular, and 2009 will see that continue. Second Life has been a leader in that aspect, followed closely by children’s worlds and gaming worlds. Goods will get more sophisticated, with much more real-world marketing efforts behind them. 2009 may also see some virtual goods out-rank popular real-life items in terms of sales and revenue.
2009 looks promising overall, even in the context of the current economic situation. At worst, seven of the above ten should ring true over the coming year. More importantly, I’d love to hear your predictions for 2009. How clear is your crystal ball?