Notes
Slide Show
Outline
1
Research Program at the     UCI Game Lab
  • Walt Scacchi
  • UCI Game Lab
  • and
  • Institute for Software Research
  • UCIrvine
  • Wscacchi@uci.edu


  • http://www.ics.uci.edu/~wscacchi/Presentations/GameLab
2
Overview
  • Research Problems
  • Approach
  • Related efforts
  • Conclusions
3
Game World Stats
4
Motivation
  • The Game Grid
    • a networked, clustered computing environment   for researching, developing, playing and              experiencing next generation (and beyond)         computer games and game worlds
    • Not just Web services framework and computing grid fabric
    • But a testbed, archive, and venue for new ways  of developing, deploying, and performing  game- based synthetic or mixed reality environments   across a variety of (heterogeneous) platforms
  • See http://www.calit2.net/meta-game/



5
(One) Research problem
  • What is the best way to rapidly create         networked game worlds and play experience?
    • “best” =>
      • faster, better, cheaper
      • open source (e.g., BSD style license)
      • (global) community-based development, contribution and support
      • Fun, enjoyable, intrinsically motivating, disruptive, etc.
  • modification, construction, or generation?


6
Proposed solutions
  • Modification
    • Hack existing game content, levels, engine
    • Repurpose content/data from other sources
  • Generation
    • Parameter value instantiation
    • Macro expansion
    • Language-directed (game) application generation
    • Meta-environments tailored for (game) domain
  • Construction
    • Scripting (UnrealScript vs. c-shell/Perl/Php/…)
    • Custom programming using SDK and other tools
7
Proposed solutions: evaluation
  • Modification and construction
    • Current/legacy (low-level) approach
    • Limited scalability
    • Rehosting, heterogeneity, interoperability are usually difficult and costly
    • Can be open source and community-based
    • Motivating for emerging game developers
8
Proposed solutions: evaluation
  • Generation
    • Alternative (high-level) approach
    • Architectural scalability by design
    • Platform parameterization
    • Can be open source and community-based
    • Faster, better, cheaper vs. current?      Fun? Intrinsically motivating?

9
Proposed solutions: evaluation
  • Generation
  • Modification
  • Construction
10
Approach
  • Investigate the development and use  of meta-environments for new game          domains
    • Support generation, modification, and      construction techniques and tools
    • Target (non-traditional) game domains       relevant to artists, scientists, humanists, software developers, gamers, etc.
11
Related R&D efforts
  • visual and performing arts
    •  e.g., machinima
  • science and technology education
    •  informal education in science museums
  • humanities and social sciences
    •  graphic narratives for storytelling
  • alternative game cultures and venues
    •  hot rod game machines and GameCon’s
12
Work in progress
  • (NSF) Open source software              development practices, processes, and communities
  • (NSF) Open source software quality
  • (NSF) Automating process discovery, modeling and recovery
  • (TBD) Visualizing work practices
13
More Game Lab R&D projects
  • The Game Preserve
  •  Ladera Ranch Digital Art Park
  •  FutureSpace! Aerospace Adventure World
  •  Game Ethnography Bots
  •  ArtCade Machines
  •  ISEA2004 (e.g., FLAN-I-Jam)
14
Game Lab research partners (sample)
  • Cal(IT)2 at UCSD and UCI
  • Schools of Fine Arts, Engineering, Computer Science, Humanties, GSM, etc.
  • Institute for Software Research
  • Center for Pervasive Communications and  Computing
  • Visualization & Interactive Systems Group
  • Discovery Science Center (Santa Ana, CA)



15
Game Grid Environment Collaborators
  • Walt Scacchi, ISR and GSM
  • Magda El Zarki, ICS
  • Dan Frost, ICS
  • Falko Keuster, EE and ICS
  • Antoinette LaFarge, Studio Art
  • Robert Nideffer, Studio Art and ICS
  • Celia Pearce, Cal(IT)2 NMA
  • Andre van der Hoek, ICS and ISR
16
Prior accomplishments
  • USC System Factory Project (81-91)
    • Large-scale software engineering
    • Involved 1-2% of all MS and PhD CS students in US (81-89)
  • USC ATRIUM Laboratory (93-98)
    • Modeled and reengineered system development and usage processes in telecomm, corporate      finance, military procurement, acquisition, film production, and interactive teleradiology
    • Developed process life cycle engineering
  • in addition to 25 sponsored projects
17
Conclusions
  • Jointly conducting R&D in computer game     culture and technology
  • Breaking down barriers between art, science, technology, culture through computer games, game environments, and experiences
  • Creating a new generation of informal            learning tools and techniques, together with a global community of developers and users.
18
References
  • W. Scacchi, Understanding the requirements for developing open source software systems, IEE Proceedings – Software, 149(1), 24-39, Feb 2002. (pdf)
  • W. Scacchi, Is open source software development faster,    better, and cheaper than software engineering?                   2nd Workshop on Open Source Software Engineering,            Orlando, FL, May 2002. (pdf)
  • A. Karrer and W. Scacchi, Meta-environments for software production, Advances in Software Engineering and Knowledge Engineering , D. Hurley (ed.), Volume 4,  37-70, 1995. (pdf)



19
The End
  • Questions?
    • Contact me at Wscacchi@uci.edu or find details at http://www.ics.uci.edu/~wscacchi

  • Back up slides follow J


20
CERN Quantum Game
21
Cartoon Physics
22
MEMS mirror
23
MEMS-spider
24
Sims Intro
25
Sims Story(1)
26
Sims Story(2)
27
Hot rod PCs
28
QuakeCon
29
QuakeCon Room
30
PC Extreme