Singapore Lab |
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Teo Chor Guan MDA
Singapore Executive Director
Teo Chor Guan has more than 14 years of experience in systems engineering for computer graphics and games. Her wide range of experience spans from 3-D graphics research at the Institute of Systems Science in Singapore to building air traffic control systems for MacDonald Dettwiler & Associates in Canada. She has also worked as a software developer at Electronic Arts (EA) Canada for over six years. She holds a Bachelor of Engineering (Electrical and Electronics) from the National University of Singapore and a Masters in Computer Science from Simon Fraser University, Vancouver, Canada. In Singapore, she had worked in the Games Development Group at the School of Design at Nanyang Polytechnic. She was also the Software Engineering Manager in Lucasfilm Animation Singapore before joining Media Development Authority (MDA) as the Program Director for GAMBIT. |
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Dominic Chai MDA
Assistant Producer
Dominic Chai graduated from Computer Engineering at Nanyang Technological University. He has been eager to explore the 'wonders' of the Game Industry. Equipped with 4 years of Game Development experience and a strong passion for games, he has hoped to see his retirement in this industry some day. Dominic participated in the GAMBIT summer internship 2007 as a Scrum-Master to develop a game for two months. Upon his return, he continued his journey and began to work as a Production Assistant at Mikoishi Pte Ltd, a Singapore games development studio. He is currently an Assistant Producer at the Singapore-MIT GAMBIT Game Lab (Singapore lab), and hopes to learn and work with the professionals and talents the industry has to offer. |
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Chai Pei Shan MDA
Management Executive
Chai Pei Shan graduated with a Bachelor of Social Sciences (Hons.) in Communications and New Media, focusing on new media studies and communications management, with a Minor in Technopreneurship from the National University of Singapore. During her free time, she explores digital photography, cultures, graphic and web design. She also enjoys playing games, reading about new media arts and trends in technological innovation. Peishan was previously involved in reviewing the national youth development policy and designing youth programmes at the Ministry of Community Development, Youth and Sports, Singapore, as well as Marcom roles during her stint at the Singapore Infocomm Technology Federation and Singapore Press Holdings (The Strait Times.com). Her experiences include e-marketing and social media engagement. |
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Maureen Chew MDA
Administrator
Maureen Chew is the administrator for the Singapore GAMBIT lab. She has an advanced diploma in Mass Communications and was previously working as a customer service cum events executive with a media company. She is a fan of MMORPGs and has been so for many years now. Besides playing games, in her free time she enjoys reading, whipping up dishes, hanging out with her buddies and playing the piano. |
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Bruce Chia MDA
Programmer
Bruce Chia Bruce Chia is a fourth year undergraduate of Computer Science at the National University of Singapore. He has a strong interest in developing games in all aspects. He specializes in programming but also has a keen eye for colors, a keen ear for music and a keen mind for game design. Working on games allows him to express his creativity in all areas and never fails to be less than an extremely fulfilling experience for him. During his spare time at his university, he ran a Game Developer Interest Group and influenced the student game developing scene by organizing workshops and competitions, including Singapore's very first Contrast Game Design competition. He also achieved the Best Technical game in the 2006 Code-a-thon competition and became the lead programmer for the GAMBIT games AudiOdyssey and CarneyVale: Showtime. He aspires to one day develop games which would inspire the world, just as other great games have inspired his world. |
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William Hutama MDA
Game Programmer
William Hutama started playing games in kindergarten in 1988, when he received a NES console for his birthday, along with Super Mario Bros. This eventually led him to become a fan of Shigeru Miyamoto, who inspired him to be a game developer. William graduated from Nanyang Technological University in 2008 with a Bachelor's degree in Computer Science. He has a strong interest in programming and mathematics, and his experience in real world programming projects range from writing an AI for chess, to participating in a firefighting robot contest with a 16K chip, to cognitive autonomous vehicle navigation using neural networks. Though his previous projects were not much related to games, when he joined the GAMBIT summer internship programme just after graduation, he got hands-on experience in a real game development project. He still continues to serve GAMBIT as a game programmer in the Singapore GAMBIT Game Lab. Besides playing games, during his free time and when he has extra power after working hours, William explores such game programming aspects as graphics (openGL), particle systems, physics, and learning to become a rapid game prototyper. He hopes that one day he can make epic, fun games that people have never seen before. |
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Yeo Jing Ying MDA
Assistant Producer
Yeo Jing Ying graduated from National University of Singapore under the Arts and Social Sciences faculty, where she became interested in game design and development process during her course of study. Upon graduation, she participated in an internship with GAMBIT to develop a game prototype as a Game Designer within 2 months at Boston. When she returned to Singapore, her first job was at Mikoishi Pte Ltd, a game development studio, as a Production Assistant for around a year. Currently, she has moved on to work at the Singapore-MIT GAMBIT Game Lab as an Assistant Producer. She hopes to acquire as much experience and knowledge in the games industry as she can by learning from and working with the experts and professionals in this industry. |
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US Lab |
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Henry Jenkins USC
Lead Principal Investigator
Provost's Professor of Communications, Journalism, and Cinematic Art, USC
Henry Jenkins III is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. He is the author and/or editor of twelve books on various aspects of media and popular culture, including Convergence Culture: Where Old and New Media Collide; Fans, Bloggers and Gamers: Exploring Participatory Culture; The Wow Climax: Tracing the Emotional Impact of Popular Culture; Textual Poachers: Television Fans and Participatory Culture; Hop on Pop: The Politics and Pleasures of Popular Culture and From Barbie to Mortal Kombat: Gender and Computer Games. Jenkins writes regularly about media and cultural change at his blog, henryjenkins.org.
Jenkins has a MA in Communication Studies from the University of Iowa and a PhD in Communication Arts from the University of Wisconsin-Madison. Specialties: the cultural and social aspects of new media, games research (gender and games, education and games, serious games, games as expressions of the culture, trends in the games industry), the role of new media in politics, fan cultures, youth and new media literacy, transmedia storytelling, reality television, comic book culture, children's literature and media, the future of news and journalism, the future of advertising and branding |
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William Uricchio MIT
Lead Principal Investigator
Director, MIT Comparative Media Studies
Professor of Foreign Languages and Literatures Professor of Literature and Comparative Media Studies
William Uricchio is Professor and Director of the Comparative Media Studies Program and professor of Comparative Media History at Utrecht University in the Netherlands. He has held visiting professorships at Stockholm University, the Freie Universität Berlin, and Philips Universität Marburg; and Guggenheim, Fulbright and Humboldt fellowships have supported his research.
Uricchio considers the transformation of media technologies into cultural practices, and their role in (re-) constructing representation, knowledge and publics. In part, he researches and develops new histories of 'old' media (early photography, telephony, film, broadcasting, and new media) when they were new. And in part, he investigates the interactions of media cultures and their audiences through research into such areas as peer-to-peer communities and cultural citizenship, media and cultural identity, and historical representation in computer games and reenactments. His most recent books include Media Cultures (2006 Heidelberg), on responses to media in post 9/11 Germany and the US, and We Europeans? Media, Representations, Identities (2008, Chicago). He is currently completing a manuscript on the concept of the televisual from the 17th century to the present. His website can be found at www.williamuricchio.com. Specialties: history of media technologies and practices (print, photography, telegraphy, telephony, television, film, digital technologies...); media theory (representation, reception, aesthetic paradigms); social/cultural processes (hierarchization and differentiation); and algorithmic culture |
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Philip Tan Boon Yew MIT
US Executive Director
Philip Tan is the executive director for the US operations of the Singapore-MIT GAMBIT Game Lab, a game research initiative hosted at the Massachusetts Institute of Technology. He is concurrently a project manager for the Media Development Authority (MDA) of Singapore. He has served as a member of the steering committee of the Singapore chapter of the International Game Developers Association (IGDA) and worked closely with Singapore game developers to launch industry-wide initiatives and administer content development grants as an assistant manager in the Animation & Games Industry Development section of MDA. He has produced and designed PC online games at The Education Arcade, a research group at the Massachusetts Institute of Technology that studied and created educational games. He complements a Master's degree in Comparative Media Studies with work in Boston's School of Museum of Fine Arts, the MIT Media Lab, WMBR 88.1FM and the MIT Assassins' Guild, the latter awarding him the title of "Master Assassin" for his live-action roleplaying game designs. He also founded a DJ crew at MIT. Specialties: digital, live-action and tabletop game design, production and management |
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Jason Beene MIT
Art Director
Embedded Staff: Shadow Shoppe Jason Beene is GAMBIT's Art Director, helping our team breathe life into the zeros and ones. Previously, Jason served as Studio Art Director of an internal THQ development group. During those 7 years, Jason was instrumental in the production of numerous Nintendo handheld titles and had the opportunity to work with the likes of Pixar and Nickelodeon. His time at THQ was proudly spent doing everything from pixel pushing to managing/mentoring a talented art staff. Additionally, as an alumni of the Rhode Island School of Design illustration department, Jason aims to offer both industry insight and his own creative talents to help further the efforts of GAMBIT. His artblog can be found at http://jasonbeene.blogspot.com. Specialties: visual arts, digital art, video game art, video game industry |
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Andrew Grant MIT
Technical Director
Embedded Staff: Dearth Thanks to two wonderfully dedicated game-playing grandmothers, Andrew Grant started playing games before he could hold the cards. From there, he went on to explore board games, strategy games, role-playing games, and computer games. This exploration shows no signs of slowing down. Andrew graduated from MIT in 1993 with Bachelor's degrees in both Computer Science and Mathematics (6 and 18, darnit) and a minor in Creative Writing. After 6 months in the real world, he discovered that someone would actually pay him to design and program computer games, so he returned to his gamer roots by joining Looking Glass Technologies, and then DreamWorks Interactive. Since then, Andrew has survived 10 years as a programmer-for-hire and independent developer in projects ranging from underwater robotics to yet more games. Now, Andrew is the Technical Director for GAMBIT, applying his rather eclectic skillset to the wide array of technologies used in the lab. Specialties: computer programming, computer game development, game design, tabletop role playing games |
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Marleigh Norton MIT
Lead Interaction Designer
Embedded Staff / Product Owner: Camaquen Voice Actor: GumBeat, Mūzaïc UI Designer: Rosemary Marleigh Norton is the Lead Interaction Designer for the Singapore-MIT GAMBIT Game Lab, a strange title that mostly means she does whatever needs doing, whether it be interaction design, leading student game development teams, or providing emergency voice acting. Luckily, she has a long history of extremely diverse projects so variety is nothing new. As a research manager at the MIT Scheller Teacher Education Program, she designed educational augmented reality games on topics such as the illegal wildlife trade, climate change, and local politics. Her work as an interaction designer for the Waterford Research Institute aimed to teach reading, math, and science to young children through games, books, and songs. She holds a master's degree in human-computer interaction from Georgia Tech, where she created an augmented reality 3-D puzzle game. New interaction paradigms are a major interest of hers, and past projects have included collaborative touch-screens for the NASA Ames Research Center and voice user interfaces for major telephone companies. Her current research interest is conversation in games. Specialties: human-computer interaction, user interface design, educational games, games for children, location-based gaming, augmented reality, experimental input devices |
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Abe Stein MIT
Abe Stein began making goofy noises when he was very young, creating detailed action sequences and death defying car chases on the kitchen floor with his G.I. Joes and Matchbox cars. Having since been enlightened to the capabilities of recording technology, Abe can still be found in front of a microphone trying to replicate the sound of a 1986 IROC-Z engine with his mouth. Abe graduated from Haverford College with a Bachelor's degree in Religion, and studied audio engineering and sound design at the Center for Digital Imaging Arts of Boston University. A one-time high school English and History teacher, his sound design, music and mix work can be heard on a variety of educational videos, long and short form documentary films, various promotional shorts, and on the Cartoon Network's Adult Swim animated series Assy McGee. Abe comes to the GAMBIT having most recently worked as a sound designer for Blue Fang Games, makers of the Zoo Tycoon franchise. As Audio Director at GAMBIT, Abe is looking forward to exploring new ways to improve the efficacy of sound in games to help create compelling, evocative and meaningful experiences. His website can be found at www.stein-sound.com. Specialties: Vroom, Clang, Zip, Click, Pop, and Boom. |
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Sara Verrilli MIT
Sara Verrilli has spent her professional career in the videogame industry, starting with the day she walked out of MIT's Course V graduate studies and into a position as QA Lead at Looking Glass Technologies for System Shock. However, her game organizing endeavors started much earlier; she helped found a role-playing club at her high school by disguising it as a bridge group. Since then, she's been a game designer, a product manager, a producer, and a QA manager, in no particular order. A veteran of both Looking Glass Technologies and Irrational Games, she's worked on eight major published games, and several more that never made it out the door. As Lead Producer at GAMBIT, she looks forward to corralling, encouraging, and exploring the creative chaos that goes into making great games, and figuring out just the right amount of order to inject into the process. And, while she still doesn't understand bridge, she does enjoy whist. |
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Matthew Weise MIT
Lead Game Designer
Product Owner: GumBeat, Sc-rum'pet, Neurotrance, Abandon Voice Actor: GumBeat, Mūzaïc, Oozerts Matthew Weise is split right down the middle into equal parts gamer and cinephile, having attended film school before seguing into game studies and then game development. Matt is the lead game designer for the Singapore-MIT GAMBIT Game Lab and a full-time gamer, which means he not only plays games on a variety of systems but he also completes (most of) them. When he's not playing games or getting obscure DVDs off eBay he's babbling on at length about games and movies to anyone who will listen. With a scholarly (aka nerdy) background in both film and games, his primary research interest lies in their transmedia relationship: in how they each can represent meaningful fictional universes differently. Matt's non-gaming, non-movie related interests are Soviet History and bread. Matthew did his undergrad at the University of Wisconsin in Milwaukee, where he studied film production before going rogue to design his own degree. He graduated in 2001 with a degree in Digital Arts, which included videogames (this was before Game Studies was a field). He continued his videogame research at MIT's Comparative Media Studies program where he examined how videogame theory and criticism differs between communities. As a CMS grad student he also worked at The Education Arcade, most notably collaborating on Revolution, a small-scale simulation of colonial America. After leaving MIT in 2004 Matt worked in mobile game development for a few years, occassionally doing some consultancy work, before returning to CMS and MIT in 2007 to work at the newly created Singapore-MIT GAMBIT Game Lab. Specialties: videogames, videogame design, videogame culture & history, relationships between games & other media
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Mia Consalvo MIT
Visiting Associate Professor
Mia Consalvo is Visiting Associate Professor in the Comparative Media Studies program for 2009-2010. She is also Associate Professor at Ohio University in the School of Media Arts and Studies. She is currently serving as the Vice President of the Association of Internet researchers, to become President of the organization this October, and she is on the steering committee of Women in Games International. Her current research examines several topics, including the role of Japan in the formation of the videogame industry, the culture of casual games, and women¹s gameplay. Her work has been published in Cinema Journal, Critical Studies in Media Communication, and Games and Culture, among others. She is also the author of Cheating: Gaining Advantage in Videogames from MIT Press, and is co-editor of the forthcoming Blackwell Handbook of Internet Studies. |
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Clara Fernández-Vara MIT
Research Associate
Product Owner, Production: Rosemary Clara Fernández-Vara is a Research Associate at the Singapore-MIT GAMBIT Game Lab. Her research concentrates on the development of videogame theory, focusing on adventure games and the design of players' experience with the aid of storytelling. She is particularly interested in cross-media artifacts from the standpoint of textual analysis and performance. Clara holds a BA in English Studies by the Universidad Autónoma de Madrid (2000), and was awarded a fellowship from the La Caixa Foundation to pursue a Masters in Comparative Media Studies from MIT (2004). She is a PhD candidate in Digital Media from the Georgia Institute of Technology, and is writing her thesis while she is not doing work for GAMBIT, or playing games, or watching movies, or reading books. |
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Geoffrey Long MIT
Geoffrey Long is the Communications Director for the Singapore-MIT GAMBIT Game Lab and the Comparative Media Studies program at MIT. He is also a writer, designer, musician, artist, filmmaker, and shameless media addict. His professional career includes a decade-long run as the editor-in-chief of the literature, culture and technology magazine Inkblots and co-founding the software collective Untyped, the film troupe Tohubohu Productions, and the creative consulting company Dreamsbay. Geoffrey earned his BA in English and Philosophy with concentrations in Creative Writing and IPHS from Kenyon College in 2000 and his Masters in Comparative Media Studies from MIT in 2007. He is a frequent lecturer on narratives in different media, including transmedia storytelling, at conferences including the Game Developers' Conference, SIGGRAPH/Sandbox, SCMS, and FuturePlay, and his own storytelling has appeared in Polaris, Gothik, Hika, {fray} and the iTunes store. His personal website/portfolio can be found at www.geoffreylong.com. Specialties: fiction; transmedia storytelling; narratives and games, interactive narratives and other digital storytelling; mobisodes, webisodes and other online video; comics, graphic novels and visual narratives; new storytelling technologies and techniques; art and graphic design; toys |
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Doris C. Rusch MIT
Postdoctoral Researcher
Product Owner: Akrasia Product Owner, Executive Producer, Lead Designer: The Bridge Doris C. Rusch holds a postdoctoral position with the Singapore-MIT GAMBIT Game Lab in the Programme at Comparative Media Studies at MIT. Before that she did postdoctoral work at the Institute for Design and Assessment of Technology at Vienna University of Technology. In her habilitation project titled "Once More with Meaning", Rusch investigates the medium specific characteristics of digital games and their potential to produce a wide range of emotionally satisfying and deeply meaningful experiences. Although her work is theory-driven, she aims at applicability of her research to actual game design with the goal of pushing the boundaries of games as media. Rusch has an eclectic background having completed studies in German Literature, Philosophy, English and Comparative Literature at the University of Vienna, where she also received her Ph.D. in Applied Linguistics. Her work in computer game studies is part of a larger interest in "narrative worlds" that expands over books, comics, and films. |
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Rik Eberhardt MIT
Studio Manager
Embedded Staff: Abandon As Systems Administrator for Comparative Media Studies, GAMBIT, and Project NML, Rik Eberhardt's current duties include maintaining the ever growing array of servers, lab computers, websites, and databases generated by our research projects, procuring and distributing equipment, and providing hands-on support for CMS faculty, students, researchers, and staff. A 2002 graduate from the College of William & Mary in Williamsburg, VA, he received his Bachelor of Arts with a Literary & Cultural Studies concentration in Postmodern Literature, 'Cyberpunk' Science Fiction, and Contemporary Japanese Literature in Translation. His previous professional experience was as a Desktop and Lab Systems Technician for Lesley University in Cambridge, MA. The ending to Shadow of the Colossus made him cry. |
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Generoso Fierro MIT
Outreach Coordinator
Generoso Fierro (Gene) is the Outreach Coordinator for GAMBIT, where he works closely with our visiting scholars and research affiliates. Currently, Generoso is the membership director of the MIT radio station WMBR, where he is the longtime DJ of a program "Generoso's Bovine Ska and Rocksteady." The show concentrates on the music of Jamaica prior to reggae (mento, ska and rocksteady) and has been on the air since 1997. A film maker and avid film fan, Gene recently finished a documentary on the legendary Jamaican guitarist Nearlin "Lynn" Taitt. Specialties: documentary film making (specifically early Jamaican musics); radio DJ at WMBR 88.1 covering Jamaican music from 1955-1970 |
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Claudia Forero-Sloan MIT
Finance
Claudia Forero-Sloan comes to GAMBIT from the MIT Sloan School of Management, where she worked as a Financial Assistant for the past two years and supported three Faculty in the Sloan Management Science department as an Administrative Assistant for five years before that. She will continue working with finance and administration for GAMBIT. In her free time, Claudia enjoys reading and playing with her 5-year-old daughter Annabella. |
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Mike Rapa MIT
As Technology Support Specialist, Michael Rapa is the first point of contact for CMS and GAMBIT technical support. A graduate of The Art Institute of Boston, Rapa received his Bachelor of Fine Arts in 2007 with focus on Graphic Design and Digital Illustration. He is an avid member of the global video gaming community, regularly sacrificing several hours of his day to owning n00bs. His previous professional experience was as a Desktop, Lab Systems, and A/V Technician for Lesley University in Cambridge, MA. |
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Jason Begy
MIT
Graduate Student, CMS SM'10
Product Owner, Design, Documentation: Tipping Point (Digital) Production, Design, Documentation: Tipping Point Research Assistant, Pierre: Insanity Inspired Jason Begy graduated from Canisius College in Buffalo where he earned a BA in English (2004) and spent much of his time working for Canisius' Department of Information Technology Services. Begy's undergraduate thesis argued that the rules and mechanics of chess and go were a reflection of the religious traditions of Catholicism and Buddhism, respectively. In 2008, Begy completed an MS in Technical Communication at Northeastern University in Boston, where his coursework focused on information design for the Web and information architecture for internal corporate and university networks. He looks forward to continuing his work in games by focusing on abstraction and emergent game play. Specialties: videogames, traditional games, information technology, usability |
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Elliot Pinkus
MIT
Graduate Student, CMS SM'10
Game Designer: Moki Combat (v2.0) Elliot Pinkus earned an undergraduate degree in information science at Cornell (BA 2008) which allowed him to focus on game design and development courses. He was a member of Cornell's first Experimental Game Play Project. He has created and implemented a game-design curriculum for Ithaca Middle School and High School students. For the past two summers, Pinkus has worked as a game designer contributing to the work of The Education Arcade with a primary focus on designing puzzles for the game Labyrinth. He also consulted with one of the GAMBIT teams whose work was enmeshed with The Education Arcade. Beyond games, he has a strong interest in creative writing and narrative writing, including a growing fascination with how the visual storytelling strategies of comics and television create emotional engagement. His writing includes a discussion of Lawrence Lessig's views on how copyright laws impact cultural production. |
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Collaborators |
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Golam Ashraf NUS
Lecturer, Computer Science
Product Owner: Shadow Shoppe Golam Ashraf's background is in analytical techniques in computer animation and graphical models. In his Ph.D. thesis on semantic correspondence-based motion editing for humanoids, he proposed intuitive kinematics techniques for motion analysis, correspondence and interpolation. He has worked for 2 1/2 years on movie production tools and pipelines for fur and character animation. Over the last 4 years in NUS, he has produced real time models for fur, amorphous phenomena, fluid simulation, crowd AI and rendering, and layered anatomical models. He teaches game development and interactive media, covering practical methods, algorithms and content pipelines. His students explore next generation techniques in interaction, real time rendering, and artificial intelligence, and pedagogical themes focused on children. His course output has been showcased at various public venues like Singapore Science Center and Microsoft Singapore. Outside academia, he has considerable stage theater experience in acting, direction and technical production. His current research is geared towards engaging edutainment applications with interactive character creation/manipulation tools for toddlers, children and young adults. His website can be found at http://www.comp.nus.edu.sg/~ashraf/. |
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Frédo Durand MIT
Associate Professor, Computer Science and Artificial Intelligence Laboratory
Frédo Durand is an associate professor in the Electrical Engineering and Computer Science Department of the Massachusetts Institute of Technology, and a member of the Computer Science and Artificial Intelligence Laboratory. He received his PhD from Grenoble University (France) in 1999. He worked with Claude Puech and George Drettakis on both theoretical and practical aspects of 3D visibility. From 1999 till 2002, he was a post-doctoral researcher in the MIT Computer Graphics Group with Julie Dorsey, where he is now an associate professor. His research interests span most aspects of picture generation and creation. This includes realistic graphics, real-time rendering, non-photorealistic rendering, as well as computational photography. His recent emphasis is on the use of tools from signal processing and inspiration from perceptual sciences. He received an inaugural Eurographics Young Researcher Award in 2004, an NSF CAREER award in 2005, an inaugural Microsoft Research New Faculty Fellowship in 2005 and a Sloan fellowship in 2006. His website can be found at http://people.csail.mit.edu/fredo/. |
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Anthony Fang NUS
Assistant Professor, Computer Science
Anthony Fang is an Assistant Professor in the Department of Computer Science at the National University of Singapore. He received his PhD in Computer Science at Brown University in 2003. His primary research interest is in the synthesis of physically based animation of humanlike characters. His website can be found at http://www.comp.nus.edu.sg/~afang. |
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David Hsu
NUS
David Hsu is currently an associate professor of computer science at the National University of Singapore and a member of NUS Graduate School for Integrative Sciences & Engineering (NGS). His research spans robotics, computational biology, and geometric computation. Recently he has been working on AI planning techniques for modeling user intention and behavior in interative computer games. He received his B.Sc. in computer science & mathematics from the University of British Columbia, Canada and his Ph.D. in computer science from Stanford University, USA. After leaving Stanford, he worked at Compaq Computer Corp.'s Cambridge Research Laboratory and the University of North Carolina at Chapel Hill. At the National University of Singapore, he held the Sung Kah Kay Assistant Professorship and was a Faculty Fellow of the Singapore-MIT Alliance. His website can be found at http://www.comp.nus.edu.sg/~dyhsu/. |
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Eric Klopfer
MIT
Director of the MIT Teacher Education Program
Scheller Career Development Professor of Science Education and Educational Technology at MIT Product Owner: Backflow Eric Klopfer is the Director of the MIT Teacher Education Program and the Scheller Career Development Professor of Science Education and Educational Technology at MIT. Klopfer's research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. His research explores simulations and games on desktop computers as well as handhelds. He currently runs the StarLogo, http://education.mit.edu/starlogo, project, a desktop platform that enables students and teachers to create computer simulations of complex systems. He is also the creator of StarLogo TNG, a new platform for helping kids create 3D simulations and games using a graphical programming language. On handhelds, Klopfer's work includes Participatory Simulations, http://education.mit.edu/pda, which embed users inside of complex systems, and Augmented Reality simulations, http://education.mit.edu/ar, which create a hybrid virtual/real space for exploring intricate scenarios in real time. He is the co-director of The Education Arcade, which is advancing the development and use of games in K-12 education. |
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Wee Sun Lee
NUS
Associate Professor of Computer Science
Product Owner: Dearth Wee Sun Lee is an associate professor in the Department of Computer Science at the National University of Singapore. He obtained his PhD from the Australian National University in 1996 and was a research fellow at the Australian Defence Force Academy from 1996 to 1998 prior to joining the National University of Singapore. He is interested in machines that learn, perform inference, make decisions and plan. He works on obtaining theoretical understanding of when learning, inference and planning can be done effectively, on developing effective algorithms for these problems, and also on applying the algorithms to applications such as information extraction, natural language understanding, robotics and games. His website can be found at http://www.comp.nus.edu.sg/~leews/. |
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Tze-Yun Leong
NUS
Associate Professor of Computer Science and Vice Dean at the School of Computing
Tze-Yun Leong is an Associate Professor of Computer Science and Vice Dean at the School of Computing, National University of Singapore. She directs the Medical Computing Laboratory at the School and leads the multi-disciplinary Biomedical Decision Engineering Group at the University. She received her S.B., S.M., and Ph.D. in Electrical Engineering and Computer Science from the Massachusetts Institute of Technology (MIT), USA. Tze-Yun's research interests are in decision-theoretic artificial intelligence, cognitive modeling, machine learning, adaptive computing, and biomedical informatics. She teaches a graduate course in Uncertainty Modeling in Artificial Intelligence. She has also led the development of diagnostic, planning and execution, prognostic, and information integration technologies and systems, both proprietary and open source, in different domains including the health care, defense, and pharmaceutical industries. Her current work focuses on integrating cognitive and probabilistic modeling techniques to support dynamic decision making in game environments with intelligent and illusive opponents. The explorations enabled in the controlled game situations and the experiences gained from the real-life domains complement each other to support development of new technologies that address the common computational challenges in changing environments. Her website can be found at http://www.comp.nus.edu.sg/~leongty. |
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Tomas Lozano-Perez
MIT
Professor of Computer Science and Engineering
Product Owner: Dearth Tomas Lozano-Perez is Professor of Computer Science and Engineering at MIT and a member of the Computer Science and Artificial Intelligence Laboratory. He has all his degrees (SB '73, SM '76, PhD '80) from MIT in Computer Science. He has been the Associate Director of the Artificial Intelligence Laboratory and Associate Head for Computer Science of MIT's Department of Electrical Engineering and Computer Science. His research has been in robotics (configuration-space approach to motion planning), computer vision (interpretation-tree approach to objection), machine learning (multiple-instance learning), medimaging (computer-assisted surgery) and computational chemistry (drug activity prediction and protein structure determination from NMR & X-ray data). His current research focuses on decision-theoretic approaches to robot motion planning in the presence of uncertainty. His web site can be found at http://people.csail.mit.edu/tlp/. |
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Tim Marsh NUS
Assistant Professor, Communications and New Media and Mixed Reality Lab (MXR)
Product Owner, Woosh, Waker Tim Marsh is currently Assistant Professor in Communications and New Media, and member of the Mixed Reality Lab (MXR) at the National University of Singapore (NUS). His Ph.D is in Computer Science specializing in Human-Computer Interaction (HCI) from the HCI Group, University of York, UK, and Masters degree is in Computer Graphics & Visualization. He teaches graduate modules in serious games and human-computer interaction, covering design, evaluation and prototyping of virtual and gaming environments for purpose, and machinima for learning. Past students of Tim's modules have presented and published their work at ACM SIGGRAPH Video Games Symposium 2008, Los Angeles (recipients of the 2nd best paper award) and ISAGA2009, Singapore. Tim's interdisciplinary research interests are in design and development for experiential use of technological products and digital media. His research in gaming, learning and virtual environments focuses on film informing design for experiential and contemplative gameplay, development of continuous and unobtrusive approach to analyze player's behavior and experience, and using an activity theory-based approach to support design of narrative, story and gameplay. He's previously held positions in the Integrated Media Systems Center (IMSC) at the University of Southern California (USC), Los Angeles and at Eindhoven University of Technology, The Netherlands. His website can be found at http://ap3.fas.nus.edu.sg/fass/cnmmt/. |
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Alex Mitchell NUS
Instructor, Communications and New Media
Product Owner, Wiip Alex Mitchell teaches interactive media in the Communications and New Media Programme (Faculty of Arts and Social Sciences) at the National University of Singapore (http://www.fas.nus.edu.sg/cnm). Before joining NUS, he was a lecturer at the School of Design, Nanyang Polytechnic, where he taught and developed projects in interactive media and games. Alex has worked as an interaction designer at IDEO, London, and at Kent Ridge Digital Labs, Singapore. He has an M.Sc. in Computer Science (Human-Computer Interaction) from the University of Toronto. His work has been shown at SIGGRAPH'98, at the Science Museum in London, at Graphite 2004 at Nanyang Technological University, Singapore, and as part of the Creative Curating Lab at the Singapore Art Show 2005. |
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Nick Montfort MIT
Assistant Professor of Digital Media, Program in Writing and Humanistic Studies
Nick Montfort's digital media projects include the blog Grand Text Auto, where he and five others write about computer narrative, poetry, games, and art; Ream, a 500-page poem written on one day; Mystery House Taken Over, a collaborative "occupation" of a classic game; Implementation, a novel on stickers written with Scott Rettberg; The Ed Report, a serialized novel written with William Gillespie; and the interactive fiction pieces Book and Volume, Ad Verbum, and Winchester's Nightmare. Montfort edited The Electronic Literature Collection Volume 1 (with N. Katherine Hayles, Stephanie Strickland, and Scott Rettberg, ELO, 2006) and The New Media Reader (with Noah Wardrip-Fruin, The MIT Press, 2003). He wrote Twisty Little Passages: An Approach to Interactive Fiction (The MIT Press, 2003), and, with William Gillespie, 2002: A Palindrome Story (Spineless Books, 2002), which was acknowledged by the Oulipo as the world's longest literary palindrome. He is now investigating narrative variation in interactive fiction, the human meanings and machine functions of code, and the role of platforms in creative computing. Montfort and Ian Bogost are now writing Video Computer System: The Atari 2600 Platform. Montfort's Ph.D. is in computer and information science from the University of Pennsylvania. He earned masters degrees at MIT (at the Media Lab) and Boston University (in creative writing — poetry). His personal site can be found at http://www.nickm.com. |
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Scot Osterweil
MIT
Scot Osterweil is the project manager for the Education Arcade and is currently running "Learning Games to Go," a federally funded project designed to develop mobile games that teach math and literacy to underserved youth. Formerly the Senior Designer at TERC, a nationally known research & development center devoted to math and science education, Osterweil designed Zoombinis Island Odyssey, winner of the 2003 Bologna New Media Prize. This is the latest game in the Zoombinis line of products (Riverdeep/TLC). Scot is the creator of the Zoombinis, and with Chris Hancock he co-designed the multi-award winning Logical Journey of the Zoombinis, and its first sequel, Zoombinis Mountain Rescue. Scot is the also the designer of the TERCworks games Switchback and Yoiks!, the latter also with Chris Hancock. Scot's other software designs include work on the educational products Tabletop II, Tabletop and Tabletop Jr., and IBM's The Nature of Science. At TERC he participated in research projects on the role of computer games in learning, and on the use of video in data collection and representation. Previously, he worked in television, on the production of Public Television's Frontline, Evening at Pops, and American Playhouse, and as an animator on a wide range of programs. He is a graduate of Yale College with a degree in Theater Studies. |
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Leslie Pack Kaelbling
MIT
Professor of Computer Science and Engineering
Research Director of the Computer Science and Artificial Intelligence Laboratory (CSAIL) Product Owner: Dearth Leslie Pack Kaelbling is Professor of Computer Science and Engineering and Research Director of the Computer Science and Artificial Intelligence Laboratory (CSAIL) at the Massachusetts Institute of Technology. She has previously held positions at Brown University, the Artificial Intelligence Center of SRI International, and at Teleos Research. She received an A. B. in Philosophy in 1983 and a Ph. D. in Computer Science in 1990, both from Stanford University. Prof. Kaelbling has done substantial research on designing situated agents, mobile robotics, reinforcement learning, and decision-theoretic planning. In 2000, she founded the Journal of Machine Learning Research, a high-quality journal that is both freely available electronically as well as published in archival form; she currently serves as editor-in-chief. Prof. Kaelbling is an NSF Presidential Faculty Fellow, a former member of the AAAI Executive Council, the 1997 recipient of the IJCAI Computers and Thought Award, a trustee of IJCAII and a fellow of the AAAI. Her web site can be found at http://people.csail.mit.edu/lpk/. |
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Jovan Popović MIT
Associate Professor, Computer Science and Artificial Intelligence Laboratory
Jovan Popović is an assistant professor in the Department of Electrical Engineering and Computer Science and a member of the Computer Graphics Group in the Computer Science and Artificial Intelligence Laboratory. His goal is to enrich human communication with intuitive computer design tools that could help teachers to develop compelling examples of hard-to-describe concepts, storytellers to animate their tales, and artists to discover new forms of expression. This research employs computer science, mathematics and physics to explore the applications of geometric modeling (the design of shapes) and computer animation (the design of motion) to the fields of computer graphics, human-computer interaction, biomechanics, robotics, and design. Before joining MIT in the Fall of 2001, Jovan Popović received his Ph.D. in Computer Science from Carnegie Mellon University and his B.S. degrees with highest distinction in Mathematics and Computer Science from Oregon State University. He was born in Belgrade and was one of the top junior table-tennis players in Yugoslavia. Occasionally, he still relies on his (now rusty) skills in his half-hearted attempts to swindle unsuspecting friends. More frequently, he spends his free time engaged in a sports activity or in a social dance. His website can be found at http://people.csail.mit.edu/jovan/. |
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Russ Tedrake MIT
Assistant Professor, EECS and CSAIL
Russ Tedrake is an Assistant Professor in the Department of Electrical Engineering and Computer Science at MIT, and a member of the Computer Science and Artificial Intelligence Lab. He received his B.S.E. in Computer Engineering from the University of Michigan, Ann Arbor, in 1999, and his Ph.D. in Electrical Engineering and Computer Science from MIT in 2004, working with Sebastian Seung. After graduation, he spent a year with the MIT Brain and Cognitive Sciences Department as a Postdoctoral Associate. During his education, he has spent time at Microsoft, Microsoft Research, and the Santa Fe Institute. Professor Tedrake's research group is interested in underactuated motor control systems in animals and machines that are capable of executing dynamically dexterous tasks and interacting with uncertain environments. They believe that the design of these control systems is intimately related to the mechanical designs of their machines, and that tools from machine learning and optimal control can be used to exploit this coupling when classical control techniques fail. Current projects include robust and efficient bipedal locomotion on flat terrain, multi-legged locomotion over extreme terrain, flapping-winged flight, and feedback control for fluid dynamics. His website can be found at http://people.csail.mit.edu/russt. |
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Yong Peng Why NUS
Assistant Professor, Psychology
Yong Peng Why is an assistant professor of psychology at the National University of Singapore. He completed his doctoral education in 2001 at the University of St Andrews. His current research interests include the physiological sequala of emotions and their implications for health/illness; cynical hostility and cardiovascular regulation during psychological stress and recovery; the relationship between cynical hostility and social support provision; perceived control, objective control conditions and their relationship to hemodynamic processes regulating blood pressure during psychological stress; and psychophysiological processes during Human-Computer Interactions. His website can be found at http://ap3.fas.nus.edu.sg/fass/psywyp/. |
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Lonce Wyse NUS
Associate Professor, Communications and New Media Programme
Director, IDMI Arts & Creativity Lab Project Lead: AudiOdyssey Lonce Wyse writes: "I think in sound. I directed the development of the FlexEffex and the ASound systems for building and interacting with real-time sound models." His website can be found at www.zwhome.org/~lonce/. |
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