<![CDATA[Kotaku: Students]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Students]]> http://kotaku.com/tag/students http://kotaku.com/tag/students <![CDATA[ 'Whose IP Is It, Anyway?': College Controversy ]]> Recently, some controversy has popped up regarding who owns the IP of student-created work; recent events with the award-winning creation of some graduates of DigiPen Institute of Technology have highlighted the problematic nature of what is somewhat par for the course in design programs. On the one hand, while I can see some of the arguments for schools retaining the IP (and certainly, the policies are clear to students from day one), I find some of the arguments downright laughable. With the recent kerfluffle, are policy changes on the horizon?:

While it wasn't clear whether the IGDA's Education SIG would take up the issue, DigiPen's Comair says that a policy change is not out of the question. "Students come to DIT to learn and get the most out of their education, not to ship a game they created at school for profit," he says.

"We are a school, not a production house, and therefore our goal is for the students to gain the knowledge and experience they need to be successful in the field. We may lose students based on our IP policy, but this is not as important to me as is maintaining the quality of the education.

"I am not saying that we will not change in the future," he adds. "But, in order to do that, we need to talk to the industry to see what they feel would be best. Our program advisory committee is made up of the best of the best companies in the world. So far," he says, "they are very happy with our policy."

The commercial aspect adds some special challenges, but there's something that rubs me the wrong way about schools retaining the IP of student work. The idea that students shouldn't have control over their own work because 'it was a homework assignment' really strikes me the wrong way, probably because plenty of my fellow graduate students have and will publish work that was a 'homework assignment' (a very, very big homework assignment). As long as the policies are clearly spelled out, no one has much room to complain for current projects, but it seems like something that deserves to have a second look.

Controversy In The Classroom: Whose IP Is It Anyway? [Gamasutra]

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Kotaku-5088633 Sat, 15 Nov 2008 11:30:00 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5088633&view=rss&microfeed=true
<![CDATA[ Students Explore Multi-Touch Gaming With Oculusia ]]>

Online Videos by Veoh.com
This is a video of a game called Oculusia, created by a group of University students at the Aalborg University Copenhagen as part of their bachelor thesis. The game involves protecting sea sponges along the sides of the table from the one-eyed boss in the center by shooting at it, using a deflection paddle to defend the sponges from the boss attacks as well as other players' missed shots. Thomas Miksa, one of the students involved, sent us this video, along with a bit of explanation.

We believe that multi-touch will be everywhere in a few years, already seeing it now with Jeff Han's Perceptive Pixel, Microsoft's Surface, and the iPhone. When the multi-touch platform develops further and end in the hands of more consumers, they would want to play games on it. Oculusia is one exciting example of how these can be designed and implemented.

In case creating the game wasn't enough of an achievement, Thomas notes that they also built the table itself. Damn fine work gentlemen!

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Kotaku-5017162 Tue, 17 Jun 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5017162&view=rss&microfeed=true
<![CDATA[ Nintendo Releasing Student DS Games (Hurry, Limited Time Only) ]]> Last year, Nintendo worked with some Japanese students to come up with a few experimental DS games. Now, in a pleasantly surprising move, they'll be releasing these games, free of charge, over Japan's DS download stations. Four games will be available, with each available for two weeks. The first game will be up on March 13, with the last on April 24. There's an eerie, temporal feel about this whole thing: because the games can't be saved, once Nintendo yank them from the service, they're gone. Forever.
Nintendo Japan [via Siliconera]

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Kotaku-364992 Fri, 07 Mar 2008 02:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=364992&view=rss&microfeed=true
<![CDATA[ Microsoft Handing Out XNA (And Lots of Other Stuff) To Students ]]> maillogin.jpg As I logged into my school email account this past week, only to be greeted with the news that some libraries are way too protective over their microfilm (damn you, Yale!), a little item on the news section of our login page caught my eye. Microsoft is giving away several full-fledged programs to college students, hoping to lure them away from Adobe-powered and open source software; in addition to Visual Studio Professional Edition and Expression Studio, they're also handing out XNA Game Studio 2.0, including a 12 month trial subscription to XNA Creators Club (plus some other stuff). Under the initiative titled 'DreamSpark,' they're hoping to rope in people early on, with the hopes of reaping the financial benefits later.

DreamSpark is simple, it's all about giving students Microsoft professional-level developer and design tools at no charge so you can chase your dreams and create the next big breakthrough in technology - or just get a head start on your career.

Who can get this right now?

We are kicking this off in 11 countries/regions, giving DreamSpark to millions of students in the United States, the United Kingdom, Canada, China, Germany, France, Finland, Spain, Sweden, Switzerland and Belgium. If you are not residing in one of the countries listed keep checking back, we will be adding more countries throughout the year.

There's more information over at the DreamSpark website, plus you can find out if you're eligible and all that good stuff.

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Kotaku-359966 Sat, 23 Feb 2008 10:30:36 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=359966&view=rss&microfeed=true
<![CDATA[ Gaming Vignettes: Hush ]]> hushscreen.jpg Ian Bogost has an interesting analysis of a little 'rhythm' game called Hush, a USC Interactive Media student produced number that uses the 1994 Rwandan civil war as a backdrop. The point of the game is to keep your child calm by singing a lullaby — letters that drop slowly down the screen and must be pressed when they're at their brightest on screen — lest the Hutu patrol finds you (the screen cuts to red, leaving little doubt of what happens if you fail). True vignettes are found rarely in gaming, but Bogost thinks that despite the flaws, Hush points to how vignettes could be incorporated successfully into games and gaming culture:

Hush offers a glimpse, as it were, of how vignette might be used successfully in games. As an exploration of the potential of the style, the game is a success. And as a vignette of a situation in mid-90s civil war-torn Rwanda, the game is compelling, if perhaps simplistic and overly mawkish.

The anxiety of literal death contradicts the core mechanic's demand for calm, but in a surprising and satisfying way, like chili in chocolate. The increasingly harsh sound of a baby's cry that comes with failure attenuates the player's anxiety, further underscoring the tension at work in this grave scenario.

The game itself is very short, somewhat successful (Bogost wonders if the designers had ever rocked a child to sleep, since the actual game mechanic can be somewhat jerky and on the opposite end of the spectrum from the soothing activity of singing and rocking a child to sleep), but interesting — they are successful in conveying a sense of rising panic with the need to stay calm. The game is available for download in Windows and Mac formats.

Videogame Vignette [Gamasutra] & Hush [Jamie Antonisse]

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Kotaku-357423 Sun, 17 Feb 2008 13:30:08 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=357423&view=rss&microfeed=true
<![CDATA[ IGF Student Showcase: Entries Close Monday ]]> IGF08logo.jpg In another bit of Independent Games Festival, a reminder that entries for the IGF Student Showcase close this Monday (15 October). If you're 13 or older and were a full or part-time high school or college student as of the Spring '07 semester, you're eligible to enter - and they're even accepting entries of game mods. There's more information at the IGF site, but the basic rules and regs are after the jump:

2008 IGF Student Showcase Competition

Who Is Eligible: Open to all student game developers worldwide, including student mod makers (see student-specific rules).
Competing For: 12 'Student Showcase' winners for top game ($500 travel stipend), and for the second year, an overall 'Best Student Game' ($2,500 cash prize).
Entry Fee: None.
Submissions Due: October 15th, 2007 at 11:59pm PDT - submit here.
The IGF's Student Showcase, for which the entry deadline is October 15th, 2007 at 11.59pm PDT, will highlight a total of twelve games this year.

IGF Student Showcase Winner ($500)

In addition, for the first time this year, there will be a prize for best overall IGF Student Game awarded as part of the IGF Awards, with the finalists comprising all of the Student Showcase winners:

Best Student Game ($2,500)

The jury for the IGF Student Showcase is headed by student-experienced game veterans, and consists of a number of indie experts committed to picking the best student games, given that games created for educative reasons often have a different emphasis than commercially released titles. [Please note that both games using middleware engines and mods of existing games are both eligible this year, but the judges will take whether the engine was coded from scratch into account when judging.]

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Kotaku-310645 Sun, 14 Oct 2007 13:30:01 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=310645&view=rss&microfeed=true
<![CDATA[ Pac Man Runs Free at University of Michigan ]]> PAC01.jpg

I understand that exams and the weeks surrounding them are stressful. I went to Michigan, I remember it (it wasn't that long ago). A couple of UMich students decided to break some of the stress of studying with a Pac Man plus Ghost zerg through the Undergraduate Library and one of the campus' computer labs. It's captured on shaky-cam here.

Thanks Woodwater

The Pac Man hijinks

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Kotaku-144556 Wed, 21 Dec 2005 12:30:51 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=144556&view=rss&microfeed=true