article(s) in LSE Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. You may freely distribute the URL This report series on connected learning was made possible by grants from the John D. and Catherine… (More)
This paper describes a new large-scale motion capture based game that is called Squidball. It was tested on up to 4000 player audiences last summer at SIGGRAPH 2004. It required to build the world's largest motion capture space, the largest motion capture markers (balls), and many other challenges in technology, production, game play, and social studies.… (More)
provided exceptional help and great spirit in making the distributed work of our Task Force possible. Katherine Lawrence encapsulated the Task Force's work in a carefully crafted Executive Summary. I magine a high school student in the year 2015. She has grown up in a world where learning is as accessible through technologies at home as it is in the… (More)
This thesis offers an alternative to the stationary, hand-centric experience that most existing video games provide. It proposes a scenario in which the player can affect action in the game by using his or her entire body, free of wires and controllers. Through the use of computer vision technology, this thesis attempts to develop an interactive vocabulary… (More)
Except for the quotation of short passages for the purpose of criticism and review, no part of this publication may be reproduced or utilized in any forms or by any means, electronic or mechanical, including photocopying, filming, recording, or by any information storage and retrieval system, without permission in writing from the copyright holders.
Much of the recent interest in virtual worlds has focused on using the immersive properties of virtual worlds to recreate an experience like that of interacting face to face with other participants. This thesis instead focuses on how we can use the distinctive properties of virtual spaces to create experiences native to virtual worlds. I present two… (More)
This report series on connected learning was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www. macfound.org. For more information on connected learning visit www.connectedlearning.tv.
All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email special_ reports on digital media and learning) Includes… (More)
This interactive session presents early research findings resulting from a game simulation currently called Gamestar Mechanic through which 70 middle and high school-age players learn to design video games. Gamestar Mechanic is an RPG (Role-Playing Game) style online game through which players " take on " the behaviors characteristic of professional game… (More)