John Nordlinger Microsoft Research Andrew Phelps Rochester Institute of Technology Trends in Computer Science and Computer Gaming What is being done and what is available? Deep.

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Transcript John Nordlinger Microsoft Research Andrew Phelps Rochester Institute of Technology Trends in Computer Science and Computer Gaming What is being done and what is available? Deep.

John Nordlinger
Microsoft Research
Andrew Phelps
Rochester Institute of Technology
Trends in Computer Science and Computer
Gaming
What is being done and what is available?
Deep dive into RIT
DirectX 3
Emergence of Asia as major locus of technical expertise concerns
U.S. policymakers.
For instance, China produces 4x as many engineers as the U.S.
Merrilea Mayo, National Academy of Science
smartest people
in low population
country
smartest people
in high population country
Increasing Native Intelligence
Natural Sci & Eng PhDss
35,000
all
30,000
25,000
20,000
U.S. Citizen
15,000
10,000
National
Science
Board. 2006.
Science and
Engineering
Indicators
2006.
Arlington, VA:
National
Science
Foundation.
Appendix
Table 2-32.
5,000
0
1980 1985 1990 1995 2000 2005
Year
2004-5 Data
from NSF
Survey of
Earned
Doctorates.
Number Graduated
1200
Unknown
Citizenship
1000
800
Temporary
Resident
600
Permanent
Resident
400
U.S. Citizen
200
0
2005
2003
2001
1999
1995
1991
1987
1983
Year
National Science Board. 2006. Science and Engineering Indicators 2006. Arlington, VA: National
Science Foundation. Appendix Table 2-32. Data for 2004-5 from NSF Survey of Earned Doctorates.
Natural Science & Engineering PhD's
8000
China
7000
National Science
Board. 2006.
Science and
Engineering
Indicators 2006.
Appendix Table
2-43.
6000
India
5000
4000
South Korea
3000
2000
Taiwan
1000
0
1980
1985
1990
Year
1995
2000
2005
7,000,000
Total Current Subscriptions
6,500,000
6,000,000
World of
Warcraft
5,500,000
5,000,000
4,500,000
4,000,000
3,500,000
3,000,000
2,500,000
2,000,000
390,000
Lineage
U.S. B.S.
S&E’s/year
1,500,000
1,000,000
Lineage II
500,000
0
Jul-06
Jan-06
Jul-05
Jan-05
Jul-04
Jan-04
Jul-03
Jan-03
Jul-02
Jan-02
Jul-01
Jan-01
Jul-00
Jan-00
Jul-99
Jan-99
Jul-98
Jan-98
Jul-97
Jan-97
Woodcock, Bruce Sterling (2005). An Analysis of MMOG Subscription Growth. MMOGCHART.COM 21.0. 17 Feb 2007.
http://www.mmogchart.com
Total Current Subscriptions
700,000
650,000
600,000
550,000
500,000
450,000
400,000
350,000
300,000
250,000
200,000
150,000
100,000
50,000
0
Final Fantasy XI
390,000
Everquest
U.S. B.S.
S&E’s/year
Ultima Online
60,000
U.S. B.S.
Engineers/year
Jul-06
Jan-06
Jul-05
Jan-05
Jul-04
Jan-04
Jul-03
Jan-03
Jul-02
Jan-02
Jul-01
Jan-01
Jul-00
Jan-00
Jul-99
Jan-99
Jul-98
Jan-98
Jul-97
Jan-97
Woodcock, Bruce Sterling (2005). An Analysis of MMOG Subscription Growth. MMOGCHART.COM 21.0. 17 Feb 2007.
http://www.mmogchart.com
WW retail revenues for
Windows games tripled in a
decade
Windows Retail Revenue
Windows Online Revenue
Projections put total WW
Windows games revenue over
$9B in 2009
XBOX Live reaches 6M
$6.86B
$2.0B
$695M
$2.35B
$2.3B
1995
2004
2009
Sources: NPD Data, DFC Intelligence and Themis Group
WOW reaches 9M
The online Windows gaming
market remains strong and
online gaming transactions
have increased Chinese
gaming market by 68%!
China game
market:$2.1billion in 2010
gamedaily
9/29/2006
US grew by 2%
(69% of population)
China and Russia
grew by 20%
(10% of C
population)
(17 % of R
population)
China to overtake
US within the year.
S. Korea (70% of
population)
Africa gets left
behind
Students get EXCITED!
Hands on/practical approach to using
computer science theories and practices
An ability to scale degree of difficulty over
time
Potential Diversity of enrollment
A chance to involve the broader social &
academic community (games nights, games
to teach, etc)
technical requirements
SNES ‘94
PS1 ‘98
PS2/XBOX ‘02
PS3/XBox360 ‘06
Multi-core and specialized cards: audio, graphics,
physics
AI & Procedural designs – Emergent scenarios
New storage - more content – more art
Very large team effort (3 to 350)
Personalization: mods, micro-transactions
VOIP: Skype, Ventrillo, Tspeak etc.
Mo’ Money, More public scrutiny, More security
Serious Games
Piracy  subscriptions  more art.
Demand for larger worlds
Demand for more detail
Floppies vs CDs vs DVDs → HALO2 4.2GB
HD-DVD/Blueray → 20GB
Rising development cost
Content creation is the bottleneck
$10M content budget
Art Pipeline is not scaling
Amortize cost over multiple platforms
Bad Guys care about money
Organized crime is already using …
… Identity Theft to open accounts on MMOs for Gold
Farming
… custom Malware in Internet Cafés to steal MMO accounts
… spam bots that push players to websites
… act as bad trolls requiring tolls to proceed
Compromised accounts are already being sold and traded in the
same black market channels that sell identity documents, credit
cards, and bank accounts
Language:
SOE EQ2, USC’s Tactical Iraqi, Stanford’s Language
Proof and Logic (LPL), Sonica Spanish
Training:
HAZMAT Hotzone, Full Spectrum Warrior, America’s
Army, Close Combat, Navy Submariner, Flight Sim
Health/Fitness:
DDR, Yourself!Fitness, Sony Eye-Toy, Second Life,
Nintendo Wii Sports.
Gray Matters: Nintendo DS Lite Brain Age
USC’s Darfur is dying…
DirectX, Games for Windows www.gamesforwindows.com
Flight sim X
www.fsinsider.com
XNA Game Studio Express http://creators.xna.com/
MSDN Faculty Connection http://www.msdnaa.com
MSR Computer Gaming Kit
Papers and curriculum from
the academic community
Sample code & examples
Presentations from experts
in computer gaming and
computer science
University
Project
CMU Entertainment &
Technology Center
Alice & Panda3D
Randy Pausch, Caitlen Kelleher & Jesse Schell
Rochester Institute of
technology
MUPPETS & RAPT Andrew Phelps & Jessica Bayliss
University of North Texas SAGE
Ian Parberry
University of Sao Paolo
Laboratory for Computer Games Technology
Flavio Soares Correa Da Silva
Northwestern University
Game Production and Development
Bruce & Amy Gooch
Univ of Michigan
DXFramework, John Laird and Jon Voight
The College of New
Jersey
Multidisciplinary approach to CS instruction
Ursula Wolz et al.
University
Project
Rochester Institute of
Technology
MUPPETS & RAPT : focus on assessment
Andrew Phelps & Jessica Bayliss
Univ of Santa Cruz
MUPPETS on the beach.
Jim Whitehead
Daniel Webster College
XNA Thomas Goulding
Univ of Washington, Bothell
XNA Kelvin Sung
Aspects of Game Programming in an intro CS Class)
Building a bicycle interface to Flight Sim X
Bruce & Amy Gooch
Univ of Victoria
USC, School of Cinematic
Arts.
Univ of Washington
Building a head-mounted display for Flight SIm X
Marc Bolas
Game to cure Aids – combining human game play
and computer interpretation to do Protein Folding.
Zoran Popovich
University
Project
University of North Texas
SAGE
Ian Parberry
DXframework
John Laird and Jon Voight.
GoblinX
Steve Feiner et all
An engine for Augmented Reality Game Play.
M.U.P.P.E.T.S.
Andy Phelps, Chris Eggert, Kevin Bierre
A Multi-user Pervasive Programming Enhancing
Traditional Study
Univ of Michigan
Columbia
Rochester Institute of
Technology
Randy Pausch, Caitlen Kelleher,
Jessie Schell & Josh Yelon
(CMU ETC)
At Carnegie Mellon’s Entertainment Technology Center (etc.cmu.edu),
there are two tools for broad distribution:
Alice (www.alice.org) is intended for introductory computer programming
courses, providing a revolutionary video-game authoring approach. V2
will include EA SIMS assets.
Panda3D (www.panda3d.org) is a high-end, commercial-grade game
engine originally developed by Walt Disney Imagineering and now under
joint development with Carnegie Mellon. It is suitable for use in higherlevel CS courses.
CS1 Grade
Take CS2?
No Alice Class
Prior to CS1
C
47%
Alice Class Prior
to CS1
B
88%
Design and construction of an
instructional 3D game engine
Serves as the core of a game
programming curriculum for CS
Pedagogically sound
“Proceed from the known into the unknown”
Engine developed as a sequence of demos,
each built on its predecessor
Written using Visual C++ / DirectX
http://larc.csci.unt.edu/sage/
Built on C#, DirectX,
and existing
infrastructure for
tracking, physics,…
Used for student
projects in Spring
2007 3DUI course
Students created
augmented reality
situated
visualizations that
overlay campus with
information
Student project uses hand-held controller to select buildings overlaid on urban site
(Levi Lister, Tarandeep Singh, Michael Sorvillo, and Aleksandra Stoeva)
Used to create mod
of XNA Racing
Game
Car must pass
waypoints and avoid
obstacles
Game board,
controller, and
tokens optically
tracked with ARTag
Waypoints and obstacles can be attached to tokens and moved during gameplay
(Ohan Oda, Levi Lister, and Wei Teng)
Dr. Bruce Gooch
University of Victoria
Using flight sim and bicycles to
make exercise and programming
more compelling.
Flight sim is less sedentary.
Programming is less abstract.
Tablet PC interface integrates storyboard
sketching with scripts, cast lists and sets for
stories, using a game engine to create 3D video
from user sketches
extracts camera and action annotations
from user-drawn storyboard sketches
translates annotations into constraints on
shot type selection, camera dynamics,
timing and blocking information
sends constraints to web service for
camera planning and 3D constraint
soliving, which uses knowledge about
cinematic idioms to create directives for
action within a game engine
game engine used to render cinematic
video based on storyboard segments
North Carolina State Univ
R. Michael Young
Game Design & Development
in Computing Education
“Fragging the Ivory Tower”
Andrew Phelps
Associate Professor & Director,
Game Design & Development
Game Design & Development
Rochester
Institute of Technology
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Theory vs. Practice Divide Declining Enrollments vs.
Expanding Opportunity
Perception of the field (by
students and parents) Effective Collaborations
Across Disciplines
First Year Experiences
Age and Cultural
Why am I doing this?
Differences
with
Competition vs. Coop.
Entering Student Body
“Pass On The Pain”
Mentality
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Problems with an objects-first approach
(Computing Curricula 2001):
Problems with materials
Lack of experience
OO thinking not natural for the introductory
course
Libraries & GUI’s overwhelm the student
May not be reinforced in upper level courses
[33][34][35][36][37][38][39][40][41]
Students don’t have the conceptual framework to
understand OOP – toy problems without reference to
current understanding
Too hard to go to applications made up of objects and
relationships from individual classes
Need to teach control structures, etc along with OO
techniques
All of this leads to a decline in student enrollment
and self-efficacy in computing as a profession!
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Gulf of Expectation:
Today’s student is motivated by games, modding,
music-lists, and social and collaborative
computing. [1][2][3]
In contrast, today’s programming classroom is (still)
isolationist, focused on syntax rather than
intellectual content [4], and revolves around toy
problems that can often be solved with a
calculator, which sidesteps real learning. [5][6][7]
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Divisional Groups (Gulf of
Capability):
Upper Division Groups: Have
learned the introductory material
and have “suffered through” to get
to the “good stuff” (i.e. the game
engine courses)
Lower Division Groups: Are
just arriving on campus eager to
change the world, but don’t know
how to get started.
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Zero
Meaningful
Interaction
Using gaming ideas as a basis for teaching.
Teaching design before coding syntax
Immediate feedback for actions
Teaching OO concepts early
Showing the relationships between classes
Carrying OO concepts into later courses
No “toy problems” – tie programming to real-world problem
solving [42][43][44][45][46][47][48][49][50][51][52][38][53][54][55]
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Create a virtual
environment that
allows students to
realize game-worldlike achievement /
artifacts, and allows
for socialization
across the
capability gap.
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
RIT wanted something
that felt more gameworld like in terms of
graphics, interactions,
and social constructs,
but that also
preserved the
compilation /
authorship process
common to first-year
computing curricula.
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
The Multi-User Programming
Pedagogy for Enhancing
Traditional Study:
[8][9][10][11][12][13][14][15]
Will not dictate curriculum
Will not dictate collaboration
level (although more is
better)
C# & Java IDE
MUPPETS.RIT.EDU
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
User Created
Objects
Shared 3D
Environment
Assignment Type
Traditional
Robocode
TankBrain
30
25
20
Count
Students think they learned
more (not clear that they
actually did…yet)
Closer to their goals and
expectations?
More relevant to their
peers?
Published at SIGCSE 06
15
10
5
0
Practically
nothing
Little
Moderate
A lot
amount
Amount Learned
Exceptional
amount
Assignment Type
N
Table 1: Mean Ranks for Perceived Amount Learned by
Assignment Type
Amount Learned
Traditional
Robocode
TankBrain
Total
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
55
21
42
Mean Rank
57.41
38.90
72.54
118
Work previously presented by A. Phelps,
C Egert, K Bierre and P Ventura at
SIGCSE 2006
Enhancing CS1 and a CS Gateway Course with
Computer Game Projects using MUPPETS
Virtual pet project in CS1
–
Create engaging pet behavior
–
Appealing to men and women
–
Increase interest in cs
Game programming in CS gateway
CS 80K: intro to game design
Over 170 students, broad set of majors,
many freshman
Add programming project to get students
interested in CS
Act as “gateway” to CS
Take 80K, then go into new BS Computer
Science: Computer Game Design degree
program
Associate Professor
Jim Whitehead
Professor
Charlie McDowell
Strong Assessment
• Combination of qualitative and
quantitative approaches
• Deeply understand impacts of
interventions
Enrollment numbers for Fall 07's Computer Game Design class:
95 students - sent in their deposit, 90 students – expected.
For computer science overall at UCSC, 127 students indicated they
will be coming to UCSC in the fall (32 BS:CS + 95 BS:GD). Over the
past few years computer science has had about 50 incoming
students per year.
The new computer game design major has more than doubled the
number of CS interested students at UCSC!
Another approach at RIT
Uses a mix of C# and Java with
games as exemplars
Also pair / group oriented
We don’t know what will ultimately
be successful – assessment is key!
Much better comprehension!
… 20% greater A quality
students. (Anecdotally less
failure downstream…)
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Published at SIGCSE 2006 &
2007, Journal of Game
Development 2007, MS Academic
Days for Gaming 07 - Jessica
Bayliss RIT
In addition to vast popularity, games are
understood by the public as a set of hard
computing problems that require human
ingenuity and creativity rather than
software that simply “exists”.
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Classroom exercises
based on constructivist
principles, using games
& technology as a
scaffold as knowledge is
gained. [5][16][17][18][19][20]
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
1.
There is no sense of universal truth.
Instead, the learner constructs
knowledge, and therefore a concept
of truth, through interactions with the
real world combined with past
experiences.
2.
The formation of new knowledge
must be built upon knowledge already
constructed by the learner.
3.
Learning is framed through social
interaction with others including peers
and experts.
4.
Meaningful learning can only occur
when the learner is engaged in
complex, authentic tasks
“the instructional use of small
groups so that students work
together to maximize their
own and each other’s
learning”
(with an emphasis on
interdependence)
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
Collaborative
projects are
encouraged to
break the
cultural mode.
[21][22][23][24]
New Game Design & Development Program
Builds off our existing, traditional coursework
Expands “domain courses” in concrete areas
Balances Design Theory and Tech. Concepts
every quarter
Even with the “decline” in computing, we have
a program that exceeded double its projected
enrollment with no advertising and a late-tomarket application process!
Academic Trust: Not a watered-down “CS
Lite” or a mis-labeled art program.
SIGGRAPH / Sandbox
FuturePlay
Microsoft Academic Days for Gaming
Game Developer’s Conference
IGDA Educator’s Forum
SIGCSE / OOPSLA / FIE (etc.)
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
MSR Game Developer Kit (July 07)
Assets in MSDN Faculty Connection
Participate in the Community!
SIGCSE, GDC, SIGGRAPH
OOPSLA, AAAI, FuturePlay
SIGSCE 08 papers due Sep7th.
3rd Annual Academic Days
Gaming in CS
Feb 28th to March 3rd, 2008
Call for papers! (summer 07)
© 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.
The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market
conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation.
MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
References
Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
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Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
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Game Design & Development
College of Computing & Information Sciences
Rochester Institute of Technology
GAMES.RIT.EDU
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