|+ COX ENTERPRISES INNOVATION FUND|
|Tripp Rackley and Jim Kennedy have partnered to launch a $250M fund for development of new media-related startups. Rackley’s experience is geared towards enterprise software, mostly in the financial services sector, so it is unclear that he will have a particular gaming focus. There is a team of people assembled in the new, independent-from-Cox-venture, and some of them could be interested in gaming, but the leverage demanded by Cox will likely make new companies in the gaming space a minority of the portfolio. Rackley’s own statements confirm that the focus will be on media, security, mobile commerce and payments companies.|
|+ AT&T FOUNDRY INNOVATION CENTER AT GEORGIA TECH|
|The national Foundry program helps AT&T tap independent developers, venture capital firms and startups to develop new applications and services for its network. Foundry Centers already exist in Texas, California and Israel, so Tech Square joins distinguished company.
The Atlanta Foundry, which will focus on mobile technologies, will join accelerator programs and incubators such as Flashpoint and the Advanced Technology Development Center (ATDC) that aim to nurture Atlanta’s next generation of tech companies. The Foundry allows fast-tracking projects from idea to market more quickly, with some projects going from initial discussions to beta in about six months.
Putting the innovation center at Georgia Tech makes sense because the school is a hive of engineering talent and mobile technology research.
|+ NORTH GEORGIA DEVELOP 3D VIRTUAL WORLD LESSONS|
|The University of North Georgia and Forsyth County Schools have expanded their partnership to encourage the strategic use of the New Opportunities for Better Learning Environments (NOBLE) virtual world, to deliver immersive instruction to elementary students. NOBLE is an endeavor that uses OpenSim (a 3-D virtual world technology) to deliver project-based Learning Adventures. NOBLE (New Opportunities for Better Learning Environments) is a simulated world in which graphical representation of people, called avatars, communicate and interact with objects and other avatars in a realistic setting. The potential of generating authentic learning experiences in the NOBLE world are endless. Students can take virtual field trips to Mars, Paris, or the Grand Canyon.|
|+ GEORGIA TECH DIGITAL MEDIA PROGRAM|
|The Digital Media Program at Georgia Tech is the oldest of its kind in the U.S., and one of the first to offer a game studies and design curriculum. The program is supported by a diverse interdisciplinary faculty engaged in a variety of digital media research, including games research in the areas of serious games, artificial intelligence, massively multiplayer gamers, and video game history and theory.|
|+ GRAPHICS, VISUALIZATION & USABILITY (GVU) CENTER|
|The GVU center is an interdisciplinary facility focusing on researching and developing human-computer interaction. GVU has several one-of-a-kind, technology-rich labs designed to capture and expand the imagination of students, faculty, and our business partners. Each lab is designed with a specific emphasis on one aspect of our leading, internationally recognized research. For example, The Experimental Game Lab explores the frontiers of video games at the intersection of technology and the liberal arts. In this interdisciplinary lab, scholars work together to better understand the medium of video games and to create new forms of games.
Activate3D is a company originated from the GVU center that developed Intelligent Character Motion (ICM), a revolutionary approach to using motion capture for digital character animation. The technology gives game player total control over their characters using just your body movements. The technology, intellectual property and engineering team of Activate3D were acquired by Organic Motion, which headquartered in New York. The deal was made in March 6th, 2013.
|+ GAMES FOR HEALTH|
|Researchers at Georgia Tech are also developing games that encourage physical activities in the workplace and at home such as Step Up, interactive stairs with music and lights, HealthQuest kiosk games, and NE1 View with Kinect.|
|+ THE MOBILE MUSIC TOUCH (MMT) SYSTEM|
|developed by the college of architecture and college of computing revolutionize how music is taught. MMT consists of a wireless tactile glove or wristband, with a vibration motor for each finger, and a lightweight computing device such as a laptop, an MP3 player or a smart phone. When instrumental music is played the tactile glove vibrates to indicate which fingers play which notes, thus users can hear a song and feel it playing on their hands. The MMT system can augment the stimulation of the sensory nerves, motivate patients to use their hands in an engaging manner, and teach them the enjoyable and relaxing skill of playing an instrument, which may further motivate long term hand use. Currently the glove can only teach piano. MMT provides a new, alternative way to learn musical instruments for people who don’t have time for the traditional, vigorous process.
mediRobbi, an interactive robotic companion being developed at GVU center, to help pediatric patients feel more relaxed and comfortable in hospital visits. mediRobbi can guide and accompany the pediatric patients through their medical procedures. The sensors and servomotors enable mediRobbi to respond to its environmental inputs and the reactions from young children as well. The ultimate goal of this study is to transform an intimidating medical situation into a joyful adventure game for the pediatric patients. The robot is still in R&D phase.
|+ AUGEMENTED ENVIRONMENTS LAB|
|Georgia Tech researchers and students are working together on a project using augmented reality (AR) to provide applications for marketing, 3D interactive games, and virtual information that can all be accessed through a smart phone. Georgia Tech AR lab’s director Dr. Blair MacIntyre is also a faculty member of the GVU Center.|
|+ ENTERTAINMENT SOFTWARE RATING BOARD (ESRB)|
|The ESRB is a non-profit, self-regulatory body established in 1994 by ESA. ESRB independently assigns computer and video game content ratings, enforces advertising guidelines, and helps ensure responsible online privacy practices for the interactive entertainment software industry. View ESRB website.|
|+ ACADEMY OF INTERACTIVE ARTS & SCIENCES (AIAS)|
|The AIAS was founded in 1996 as a not-for-profit organization whose mission is to promote, advance, and recognize common interests and outstanding achievements in the interactive arts and sciences. The Academy conducts its annual awards show, the Interactive Achievement Awards, to promote and acknowledge exceptional accomplishments in the field. To further enhance awareness of the Academy’s vision, the organization created the D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit in 2002, a once yearly conference dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. With more than 24,000 members, including Electronic Arts, Microsoft, Sony, Nintendo, Ubisoft, THQ, Day One Studios, Epic Games, and Insomniac Games, the Academy promotes the creativity and craftsmanship of video games worldwide. View AIAS website.|
|+ INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA)|
|The IGDA is the largest non-profit membership organization serving individuals who create video games. The IGDA advances the careers and enhances the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community. These core activities advance games as a medium and game development as a profession. View IGDA website.|
|+ THE NPD GROUP, INC.|
|The NPD Group is the leading provider of reliable and comprehensive consumer and retail information for a wide range of industries. Today, more than 1,800 manufacturers, retailers, and service companies rely on NPD to help them drive critical business decisions at the global, national, and local market levels. NPD helps its clients to identify new business opportunities and guide product development, marketing, sales, merchandising, and other functions. Information is available for the following industry sectors: automotive, beauty, commercial technology, consumer technology, entertainment, fashion, food and beverage, foodservice, home, office supplies, software, sports, toys, and wireless. View NPD Group website.|
|+ VIDEO GAME VOTERS NETWORK (VGVN)|
|The VGVN is a grassroots organization of voting-age gamers who organize and take action in support of computer and video games. Since its creation in 2006, more than 500,000 grassroots activists have joined the VGVN. View VGVN website.|
|+ Pitching Yourself, Your Studio, and Your Game (Video)|
|+ The Do’s and Dont’s of Start-Up Leadership (Video)|
|+ Art Directors Roundtable (Video)|
|+ Motion Capture (Video)|