Five computer scientists walk into a bar…

Stand-up_comedy

Join us at the Amersham Arms for a stand-up comedy event with a difference, featuring sex robots, aliens, and an invisible guitar. 

Goldsmiths Computing geniuses take on Psychology boffins in a high-speed dash through their specialist subjects. Expect laughs, facts that sound totally made up but aren’t, and loads of terrible PowerPoints.

Where: The Amersham Arms, New Cross
When: 6.30 – 9.30pm Friday 18 March 2016
Tickets: £6 (£5 concessions). Buy online

Computing line-up

Psychology line-up

  • Rebecca Charlton asks what’s happening in our brains as we get old and how we can stop it.
  • Sophie von Stumm explains why stupid people think they are smart.
  • Caspar Addyman asks ‘Where are all the aliens?’
  • Gordon Wright presents Psychological Sleuthing 101. What can we really tell about people we’ve barely (or never) met?
  • Chris French introduces the weird and wonderful world of anomalistic psychology – with jokes.

Goldsmiths is teaming up with the Telegraph Hill Festival for this special Showoff event to coincide with British Science Week. ‘Geek comedian’ and compere Steve Cross will be venturing south of the river once again to keep everyone to time.


 

All proceeds from ticket sales will go to CARA, the Centre for At-Risk Academics.

Award win for Computing’s Soundlab digital music collaboration

SoundLab – a pioneering project to help people with learning disabilities express themselves musically – has been named Best Special Educational Needs Resource at the annual Music Teacher Awards for Excellence.

SoundLab is a collaboration between the EAVI group in the Goldsmiths Computing, award-winning creative arts company Heart n Soul, and Public Domain Corporation, a company providing interactive experiences and technology for the games and digital arts sectors.

The Music Teacher Awards for Excellence 2016 took place on Thursday 25 February, attended by some 280 industry guests including teachers, hub leaders, musicians and VIPs – representing the best and brightest in performing arts education.

Shortlisted alongside Soundlab in one of thirteen award categories were projects such as Moog Theremini, the Skoog, and the Alphasphere – chosen as outstanding resources for the education or music therapy sectors that combine current research with practical application to allow students with special educational needs and disabilities to engage with music.

From music apps that let you compose, DJ or play countless instruments with a fingertip, to those that make a voice sound amazing even if it’s not quite in tune, the SoundLab researchers have rigorously tested iPhone/Pad, Android and web programmes that can help people with disabilities make the music that they want to make.

Dr Mick Grierson, Reader in the Department of Computing at Goldsmiths, is lead Soundlab researcher, working with Mark Williams from Heart n Soul (project owner), Justin Spooner from Heart n Soul (project lead), Casper Sawyer from Public Domain Corp (technical director) and colleagues, including Goldsmiths’ Dr Simon Katan and Dr Rebecca Fiebrink.

In November last year the group hosted a sold-out event at Nesta, where participants could experiment with top musical technology, talk to the developers who make it, play in a digital pop-up band, and watch live-performances.

SoundLab has been funded by the Digital R&D Fund for the Arts, an initiative created by Nesta, Arts Council England, AHRC and the National Lottery.

Find out more at www.makeyoursoundlab.org


This post was adapted from a Goldsmiths news story published on 26 February 2016.

 

Mon 7 March: Empathy, emotion & body language in VR

playhubs

On Monday 7 March, Goldsmiths Computing academics discuss the challenges of creating emotionally-engaging games.

Creating emotionally engaging games in VR is full of hidden pitfalls and challenges. We draw upon our own experiences as VR researchers to explain what they are, and what you can do about them. We also present a Unity plugin we are developing to create virtual characters that behave realistically.

Speakers

Itinerary

6:00pm  –  Welcome
6.15pm  – Introduction: key challenges.
6.25pm  – Lessons learnt from 15 years of research.
6.40pm  – The BlipC framework – work in progress.
6.50pm  – Panel Q&A
7:55pm onwards – Networking, beers and demos including “A Chair In A Room”

The Guardian hosts virtual reality masterclass at Goldsmiths

Games and VR Image Photograph: Picasa/Goldsmiths University
Games and VR Image Photograph: Picasa/Goldsmiths University

Tickets are now on sale for a Guardian masterclass hosted by Goldsmiths with virtual reality developer Dave Ranyard. The session, entitled Understanding virtual reality, takes place on Wednesday 6 April 2016.


Learn about cutting-edge technology, immersive computer games and the social challenges of virtual reality in a fascinating lecture with VR developer Dave Ranyard, in partnership with Goldsmiths, University of London.

Virtual reality lets us experience a world different from the one we live in. And much like the disruptive technologies that came before it – from electricity to TV, computers and smartphones – there’s no longer any doubt that it will significantly impact the way we live.

If you’re interested in the future of VR, don’t miss out on this fascinating lecture with Dave Ranyard, virtual reality developer and former studio head of Sony London. Over the course of the evening, you’ll learn about the past, present and future of VR, and gain a deeper understanding of its social potential.

The evening will particularly appeal to those with an interest in computer games and development, as well as anyone interested in new cultural directions, cutting-edge technology, TV and entertainment. Tickets are limited so book your place now – and learn how virtual reality will impact the ways we experience and interact with the worlds around us.

This Masterclass is run in partnership with Goldsmiths, a constituent college within the University of London, specialising in the arts, design, social sciences and creative technology.

Speaker profile

Dave Ranyard is a virtual reality developer, and former director of Sony’s computer games and entertainment studio in London. Most notably, he worked on the critically acclaimed game London Heist for Ps4 and Playstation VR, as well as a number of high profile games including The Getaway and Singstar. Dave has a PhD in artificial intelligence and, for over three years, has been carrying out pioneering work exploring VR’s potential. He holds seats on the BAFTA games committee and the Virtual World Congress advisory boards, among others, and tweets as @Dr__Dave.

Details

Date: Wednesday 6 April 2016
Times: 7pm – 10pm
Location: Goldsmiths, University of London, New Cross, London SE14 6NW
Price: £39 per session (includes VAT and booking fee)

To contact the organisers, click here. Terms and conditions can be found here.

Returns policy
Tickets may be refunded if you contact the organisers at least 14 days before the course start date. Please see terms and conditions for more information on our refund policy.


This post is adapted from an article on The Guardian website.

 

Femhype.com talks to games lecturer Phoenix Perry

In February 2016, femhype.com interviewed Phoenix Perry, lecturer in physical computing and games at Goldsmiths. We reprint the conversation here.


Blanket Fort Chats” is a weekly column featuring women and nonbinary game makers talking about the craft of making games. In this week’s post, we featurePhoenix Perry, an experienced developer, accidental public figure, and general rabble-rouser. She’s currently a lecturer at Goldsmiths, University of London where she teaches physical computing and games.

Miss N: Can you tell us a little bit about your background and how you got into making games?

Phoenix: I got into games from making experimental movies. From there, I had a huge desire to work on projects that created empathy and emotion in a very physical way. My first project was an emergent system/interactive story that focused on bee colonies and collective ecologies. The underpinning idea behind it could be best summed up by Spock in The Wrath of Khan: “Logic clearly dictates that the needs of the many outweigh the needs of the few.”

Players worked in teams to achieve their team’s goal in a system where every choice impacted the entire game ecology. Your choice to take more or less of a resource impacted all other players who could, in turn, impact you. This game was called Honey and I made it back in 2006. It also yielded a pervasive version calledPicky Sticky Pollen that I showed at Come Out and Play in 2008.

Honey by Phoenix Perry
Honey by Phoenix Perry

Miss N: What’s your earliest memory of playing games? 

Phoenix: That’s definitely Pac-Man. It was the ’80s and I was wearing a rainbow swimsuit. I remember laying on brown carpet with my joystick for hours after that. It was awesome. My other favorite games were ET and Missile Command. Beyond that, there was a game about coming to NYC as an Italian immigrant on the Apple II—I was really fond of being Italian. I wish I knew the name of it. It was a choose your own adventure-style game. I would imagine being my grandmother.

Miss N: Can you tell us a little bit about your creative process? 

Phoenix: I get my ideas from science and my own body. Nature is by far the most inspiring thing to me. Usually, I’ll be looking at some scientific principle and use play as a way to explore it in a group context. My most recent game is inspired by a book called Sync. I also read academic papers and follow a few key HCI and neuroscience journals. Science fiction also has wellspring of ideas I love exploring.

Early prototype of Nightgames (by Phoenix Perry and Adelle Lin)
Early prototype of Nightgames by Phoenix Perry & Adelle Lin

Miss N: Previously, you’ve mentioned that you’re interested in exploring “the ways we could suggest new interaction through the bodies.” What drew you to this research area?

Phoenix: Interfaces destroying my own body drew me here. Regular interfaces hurt me. Right now, answering your questions causes me pain. After 34 years with this stuff, everything hurts. I have Scoliosis, Costochondritis, Carpal Tunnel and RSI, and pretty extreme scar tissue I just deal with. My daily pain levels sometimes are so extreme I get too nauseous to do anything else. I want to live in a world where people who lack the same abilities as others can interact with technology that adapts to them, not vice versa. The human body should never need to conform to the affordances of an interface. The interface should conform to me. It should empower all, not just a privileged set of people.

Miss N: How do you think this area of research can change games? 

Phoenix: Games are great testing grounds. People are very open to trying new things out and play gives them a context that allows them to break social convention and not feel strange. It has also given me a way to get people to reflect on larger ideas. My games aren’t for the internet or online mainly, they are for sparking ideas and reflective experiences in small groups. Games with interfaces that use the whole body just have a much larger possibility space for interaction. Also, you can augment the senses, and for me, that’s really exciting. How do we hack into our own hardware?

Nightmare Kitty by Phoenix Perry and Nick Fox-Gieg
Nightmare Kitty by Phoenix Perry & Nick Fox-Gieg

Miss N: When you’re developing projects exploring this idea (such as Game Over or Yamove), what’s the process like?

Phoenix: Nightmare Kitty was my first game in this set of games and it came out first in 2011. I worked with Nick Fox-Gieg on it. It pre-dated all of the others and was my first attempt at creating emotions with physical game mechanics. It was an attempt to get children to encounter fear and overcome it in a controlled environment using their entire body. It grew out of my experiences in yoga.

Yoga is something I ended up doing for around 15 years now because my body was so fractured. It allowed me to see physicality in an entirely new way. I wanted to use a game to give that experience to a broader audience. In certain positions, I would find myself upset or scared, and in others, I found myself relieved. I built a game on those poses to re-create those emotions in a game context. Much of the science that came out that justified my own experiences started popping up between 2011 to 2012. That gave me a nice, theoretical way to justify both [Nightmare Kitty] andGame Over. In hindsight, I’d love to go back to the core of Nightmare Kitty and re-create it to work with children who deal with depression.

Katherine Isbister and Syed Salahuddin made Yamove after I made Nightmare Kitty and while I was making Game Over. Since I joined her lab in 2012, there was some obvious cross-pollination, and I’ve been friends with Syed for years. She and I have largely similar aims.

When their game, Yamove, got ripped to shreds by Eric Zimmerman at an Eyebeam playtest for lacking any visual appeal and having a bad user experience, I offered to come in and help them clean it up. It was a great idea, but they had a whole pack of grad students working on it part-time, none with the professional design background I had. I jumped onboard really at the ninth hour to help clean it up and give it a more professional polish.

It took three weeks of nearly no sleep right before No Quarter, but I did all the art direction. In fact, it’s pretty safe to say it had no design before. It was all largely clip art. Susan Kirkpatrick did the user experience and the grad students on the project had largely ignored her thinking during their development, which up until then was largely focused on game mechanics and functionality. I went in and tried to re-integrate her ideas. I based the entire feel of 1970’s disco and Delight’s Groove Is In The Heart. That said, it was a game with aims I really support. It was a nice way to contribute to a group effort in a contained way.

Miss N: Were there any challenges you encountered or things that took longer to figure out when you’re making these types of projects? 

Phoenix: It’s always the hardware with me. I build/hack/write all of my stuff and, given my interests, I’m often working with materials that have undocumented SDKs or are not supposed to do what I am asking them to do at all.

In the case of Nightmare Kitty, I ended up writing the documentation for how to use the machine learning platform I worked with to pull off that game as early as we did. We were the only group at Maker Faire that year with a working, stable game using the Kinect. The reason for that was I just didn’t touch any of the techniques everyone else was so hot for and went straight to machine learning, which is the only real way to deeply control a sensor like that with gestures. I am now smiling as, five years on, everyone else finally has started to realize this.

Nightgames by Phoenix Perry & Adelle Lin
Nightgames by Phoenix Perry & Adelle Lin

Nightgames has been my most recent project and it’s with Adelle Lin. She and I have so much tech in that project. I actually panic when I stop to think about re-building it. There are five separate micro controllers all from different companies with different SDKs and around 30 sensors.

Miss N: How do you get through these challenges?

Phoenix: Frankly, I just will not take no from my computer or my materials. That’s how I get through it. Hours of Google, research, coding, testing, laser cutting, Slack chatting with other devs, 3D printing prototypes, and cursing while blaring banging techno and slamming club matte at like 2 AM when I’d much rather sleep. I’m still not making things as stable or as smooth as I’d like. Stability is my goal for 2016.

Miss N: What’s been the most challenging thing you’ve encountered in making games? 

Phoenix: Staying focused. Continuing when your projects take so long to make and sometimes don’t work out. Sometimes I get it really right. Sometimes I fail and get it wrong and spectacularly fail.

Last year at A MAZE., I got it wrong. We didn’t test the sensors outside and it turned out the density of the humidity caused them to not work; they were based on capacitive paint and we failed to think about how humidity would impact them. We also horribly underestimated our build time and tried to do something way too ambitious for a festival. It was really crushing and like a crucible for us. We learned so much and got our egos spanked in a really public way.

Then I had to come back to my studio and think—okay, what worked? How do we fix it? How do we make it not like that next time? That’s the hard part. Sometimes you walk with awards. Sometimes you walk away crushed. That’s just how it goes. It’s how you get up the next day and keep working that defines you.

Picky Sticky Pollen by Phoenix Perry & Marie Evelyn
Picky Sticky Pollen by Phoenix Perry & Marie Evelyn

Miss N: On the flip side, what’s been the most fulfilling?

Phoenix: There are two. After Picky Sticky Pollen was over and had done really well at Come Out and Play in 2008, a little girl grabbed my hand. She told me she just turned eight and her mom read all the game descriptions to her and she’d chosen mine. She said playing it was amazing and this was the best birthday she’d ever had.

Experience two happened at Maker Faire when I showed Nightmare Kitty to a few thousand children. It was popular, and after two days of non-stop lines out the door, I was at my end. I had spent two whole days on my knees explaining the game to children. So much so, I’d rubbed the leather off the toes of my Mary Janes and you could see the material. I had lost my voice and I was sitting there exhausted. Then the Maker team walked over and handed us two blue ribbons. I was bowled over. It felt like winning at adult science fair. It was really gratifying.

Miss N: In addition to being a game maker, you’re also one of the founders ofCode Liberation. Can you tell us a little bit of how it got started and what drew you to it? 

Phoenix: Code Liberation came out of my desire to change the gender ratio in games after going to the GDC and seeing just how unbalanced the games space was. I’d always assumed the reason I wasn’t more important in games was because I made weird art games. After the GDC, I realized it might also have something to do with the fact I was a woman.

I came up with the idea on International Women’s Day and, in classic designer fashion, immediately designed the logo and blogged it. From there, I asked Luke Dubois and Frank Lanz to help out and support the idea with space and resources. When they agreed, I then invited Nina Freeman, Jane Friedhoff, Gavin Chan, and Catt Small to my house to discuss if they’d like to work with me on it. Really, at that table over pizza, the CLF as it exists today was born.

Miss N: Do you think there are things that are inherently unique to games (as a medium) compared to other creative mediums?

Phoenix: Yes—I think what makes games different is that they involve far more aspects of human experience than other genres. They can encompass a huge range of technical and creative spaces that other medium struggle with. Also, they can take hundreds of hours to experience and can generatively change with each new interaction. They regularly involve thousands of strangers you’ve never met from all over the world. This is just not the general case with art, movies, or music. That said, games can also be art or music or narrative stories. They are like the Katamari Damacy of creativity where they can absorb whatever is evolving in the culture at the time. Also, they are living interactive systems in a way a flat work of art is not.

Crystallon by Dozen Eyes (Phoenix Perry & Ben Johnson)
Crystallon by Dozen Eyes (Phoenix Perry & Ben Johnson)

Miss N: Are there any games that you’ve felt have pushed the boundaries of the medium?

Phoenix: I have been doing this with nearly every physical game I’ve ever made. I’ve also made more conventional stuff like Crystallon and the work I do with my game studio, Dozen Eyes, is less on the experimental side and more formalist.

When I work with or make sensors, I feel like I’m pushing the space outward. Picky Sticky Pollen, Nightmare Kitty, Game Over, Emotional Growth, and Nightgameshave all pushed at the edges of what you can do in a game context in their own way. Right now, Nightgames is turning into an interactive, distributed, reactive sonic forest that takes over a city. I’m really excited to keep working on it.

Nightgames by Phoenix Perry & Adelle Lin
Nightgames by Phoenix Perry & Adelle Lin

Miss N: Are there any women or nonbinary game makers who you really admire? 

Phoenix: Yes! I love so many women in games it’s hard to know where to start. I love the work of Heather Kelley. She sees play as possible in an expanded context and I love her for that. Also, I really love Sophie Holden. She makes really fun mechanical games and has a deeply experimental expressive approach. Also, her publication rate is staggering. I’d be remiss if I didn’t mention Auriea Harvey. Her worlds are so hauntingly beautiful, I dream about them. Finally, Liz Ryerson has such insightful things to say about play and games. I love just reading her musing from time to time. Also, her music rocks.

Miss N: If you could go back and give yourself advice when you were just starting out as a game maker, what would it be?

Phoenix: Publish more and fret less.

Miss N: Thank you, Phoenix!


 

Subscribe to win ELECTRONIC SUPERHIGHWAY tickets

We’re giving away two free tickets to the new Whitechapel Gallery exhibition ELECTRONIC SUPERHIGHWAY, which runs 29 January – 15 May 2016.


Competition now closed.


 

Electronic Superhighway is a major exhibition showing the impact of computer and Internet technologies on artists from the mid-1960s to the present day. The exhibition features new and rarely-seen multimedia works, together with film, painting, sculpture, photography and drawing.

How to enter the competition
Subscribe to Goldsmiths Computing’s blog using the ‘GET POSTS BY EMAIL’ widget on the left of this blogpost*. This will sign you up to receive new blogposts by email.

Closing date: 11pm Sunday 14 February 2016. We’ll pick two new subscribers at random, and email them on Monday 15 February 2016 with details of how to claim their free ticket.



Goldsmiths Graduate Festival 2016

NF_Goldsmith's St James Hatcham.6.11.14_4389_sat_s-4c5838be5e

Calling all Goldsmiths postgraduates. Get involved with this celebration of postgraduate research in universities nationally and internationally. 

Organised by postgraduate research students as a vital platform to share their innovative projects, the Goldsmiths Graduate Festival is calling for proposals from all Goldsmiths graduates, PhD students and supervisors.


When: 9 – 15 May 2016
Submit abstracts and proposals to: gradfestival@gold.ac.uk


The week-long festival will consist of a broad range of activities including performances, exhibitions, film screenings, roundtables and panel discussions.

The festival invites proposals from all postgraduate students, and particularly students from our partner universities in doctoral training at AHRC funded CHASE and Design Star, EPSRC-funded IGGI, and ESRC-funded London Social Science.

Proposals are invited for papers, presentations, performances workshops and exhibitions that articulate the vision that underpins your research. Use the festival as a springboard to present your work in a supportive environment. Make links with other researchers across universities. Gain experience as a presenter, organiser or chair of a panel.  The Goldsmiths Graduate Festival will also include valuable advice on professional development with a series of expert talks.

How you can be involved:


Please submit all proposals by email to gradfestival@gold.ac.uk


1. Volunteer for the Festival Organising Committee.  The Festival will be organised by a team of postgraduate research students.  We invite students to form themselves into groups and to organise all elements of the festival including the festival programme, publicity and social media, logistics.

2. Propose a paper.  Submit an abstract of 400 words, outlining your name and departmental location, the title of your presentation and a description of its main arguments. Presentations will be 20 minutes and we would recommend that you address your paper to a broad academic audience.

3. Propose a panel. We welcome proposals for panels of 3 papers, of 20 minutes each, on a shared theme which would last for no more than 1 hour 30 minutes. This means 30 minutes would be left for Q&A and discussion at the end of your panel. Panel proposals should include abstracts and we would like to encourage collaborations between academic disciplines and also between students at different stages in the academic work. Your proposal should also indicate who will chair the panel.

4. Propose a Performance, installation, event, film screening(s), workshop, or laboratory.   We would also like to receive any ideas that students might have about ways to animate their work be it through performances, installations or related events that can be scheduled during the festival.

Your submission should take the form of a short 400 word proposal giving details of what is proposed and indicating the manner and timeframe of the event(s). Please indicate the time required for your event and any particular space or technical requirements.

5. Submit a Poster. Goldsmiths Library will be hosting a poster exhibition of current research. Articulate your vision in words and images: submit an A3 poster to the festival.

6. Chair a panel. You can also be involved in the organisation of the event as a chair of a panel and we will provide guidance with regard to how to do this. Email to indicate your availability.

Creativity, independence and learning by doing.