This paper reports the results of an online survey done by Global Game Jam (GGJ) participants in January 2012. This is an expansion of an earlier survey of a local game jam event and seeks to validate and extend previous studies. The objectives of this survey were collecting demographic information about the GGJ participants, understanding their motivations, studying the effectiveness of GGJ as a learning and community-building experience, and understanding the process used by GGJ participants to make a computer game in extremely limited time. The survey was done in two phases: pre-jam and post-jam. Collectively, the information in this survey can be used to (1) plan different learning experiences, (2) revise the development process for professional and academic projects, and (3) provide additional elements to game jams or change their structures based on the participants' comments to make them more fruitful.
For collaborative environments to be successful, it is critical that participants have the ability to generate effective references. Given the heterogeneity of the objects and the myriad of possible scenarios for collaborative augmented reality environments, generating meaningful references within them can be difficult. Participants in co-located physical spaces benefit from non-verbal communication, such as eye gaze, pointing and body movement; however, when geographically separated, this form of communication must be synthesized using computer-mediated techniques. We have conducted an exploratory study using a collaborative building task of constructing both physical and virtual models to better understand inter-referential awarenessor the ability for one participant to refer to a set of objects, and for that reference to be understood. Our contributions are not necessarily in presenting novel techniques, but in narrowing the design space for referencing in collaborative augmented reality. This study suggests collaborative reference preferences are heavily dependent on the context of the workspace.
Game jams are events that allow game designers to develop innovative games in a time-constrained environment, typically within a 48-hour period during a weekend. Jams provide participants an opportunity to improve their skills, collaborate with their peers, and advance research and creativity in the field of game design. Having coordinated numerous jams locally and as one of the largest venues in the world for GGJ 2011, the authors present learned lessons on how to make these events into amazing collaborative opportunities and their results from research in surveying game jam participants before and after the authors’ most recent jam weekend.
Molecular modeling has been a long-standing research area for biologists. However, the existing molecular modeling software lacks strong support for collaborative research. In this paper we describe our effort to develop a collaborative multi-view virtual environment for molecular visualization and modeling. In our virtual environment, the users are able to visualize large molecular structures in real-time, create their own view, or share their view with others in the system. The system allows for individual or coordinated collaborative manipulation of the virtual molecular model. Our virtual environment is integrated with a molecular dynamics simulator, and therefore our system is not merely a visualization tool, but an environment where biologists can collaboratively construct their models and test their hypotheses.
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