DD3336: Interactive Entertainment Technologies |
Third Cycle (PhD level) Course |
The video game and interactive entertainment industry is already a multi-billion dollar industry, with some estimates forecasting a valuation of $82 billion for the global market by 2017. At the core of these products are sophisticated real-time algorithms and infrastructures (e.g. game engines) that have foundations in domains such as computer graphics, artificial intelligence, HCI, computer science and mathematics. Entertainment technologies will continue to be decisive in pushing back technological barriers to enable new modes of interactive experience and communication and they therefore represent an important cross-over between academic and industry research. This course builds upon the Computer Game Design course DH2650, using the wider context of infrastructure (i.e. data-driven game engines and tool-chains), design and HCI to focus further on the development and application of advanced interactive entertainment technologies. It is intended for PhD students with an interest in the design and implementation (programming) of real-time interactive technologies where the end user and their experience is of paramount concern. It is also open to students taking the course DH2650 Computer Game Design. |
Valid from |
Fall
2013 |
Indicative content |
Series of themed seminars, guest lectures and practical lab and project work sessions concerning the following topics: Interactive entertainment technologies including real-time computer graphics and animation / physics / AI for AAA games, data-driven engines and game development tools, concept development, computer game history, social gaming, game rules, game experience, computer game market and business opportunities. |
Learning outcomes |
After
completion of the course the student will be able to
So the students will be able to
|
Course literature |
Examples of literature and technologies relevant to the course include, but are not limited, to the following: Books
T. Akenine-Moller, E. Haines and N. Hoffmann (2008). Real-Time Rendering (third edition). AK Peters/CRC Press. D. Shreiner and E. Angel (2011). Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (sixth edition). Pearson Education. K. Salen (2003). Rules of Play: Game Design Fundamentals. MIT Press. I. Millington and J. Funge (2009). Artificial Intelligence for Games. CRC Press.
Websites
Gamasutra, http://www.gamasutra.com/ Ars Technica, http://arstechnica.com/ AiGameDev.com, http://aigamedev.com/ Edge online, http://www.edge-online.com/
Game Technologies
OpenGL, http://www.opengl.org/ OpenSteer, http://opensteer.sourceforge.net/ Bitsquid Game Engine, http://www.bitsquid.se/ Havok Project Anarchy, http://www.projectanarchy.com/ |
Examination |
In this course all the regulations of the code of honor at the School of Computer science and Communication apply, see: http://www.kth.se/csc/student/hederskodex/1.17237?l=en_UK. |
Requirements for final grade |
Laboratory work: Entertainment product session and presentation (LAB1; 1,5 university credits); Technology showcase (LAB2; 1,5 university credits) Project work: Design project encompassing chosen technology implementation (PROJ1; 3 university credits) |
Contact |
Christopher
Peters, e-post: chpeters@kth.se |
Offered by |
CSC
/ Computer Science |
Add-on studies |
To be discussed with the instructor. |