José Zagal

Professor, Lecturer
Building 72, Room 226

Biography

José P. Zagal is a Professor with the University of Utah’s Entertainment Arts & Engineering program. He is the author of Ludoliteracy: Defining, Understanding, and Supporting Games Education (ETC Press, 2010) and editor of both The Videogame Ethics Reader (Cognella, 2012) and, with Dr. Sebastian Deterding, Role-Playing Game Studies(Routledge, 2018). His most recent book, Game Design Snacks (ETC Press, 2019) is an edited collection of nuggets of game design wisdom covering various areas in game design with examples from commercially released videogames. José currently serves as Editor-In-Chief of the peer-reviewed journal Transactions of the Digital Games Research Association. In 2016 José was honored as a Distinguished Scholar by the Digital Games Research Association (DiGRA) for his contributions to the field of games research.


courses taught in fall 2019
  • EAE 2100-002, Introduction to Game Design, WeFr 1:25pm – 2:45pm, ST 214
  • EAE 3020, Ethics in Videogames, TuTh 10:45 – 12:05, BEH S 101
  • EAE 3020, Ethics in Videogames, TuTh 12:25 – 1:45, JTB 110

Research
  • Games Education
  • Ethics and Games
  • Game Analysis and Design
  • Game Ontologies

Education
  • PhD, 2008, Computer Science, Georgia Institute of Technology
  • MS Engineering Sciences, 1999, Engineering, Pontificia Universidad Católica de Chile
  • Civil Industrial Engineer (with Computer Science Diploma), 1999, Engineering, Pontificia Universidad Católica de Chile
  • Bachelor of Engineering Sciences, 1997, Engineering, Pontificia Universidad Católica de Chile

Awards
  • 3rd place, Game Design Contest for “Abstract Hex Dice”. BryceCon, 2019
  • Digital Games Research Association Distinguished Scholar. Digital Games Research Association (DiGRA), 2016
  • Daniels Fund Ethics Initiative Leadership in Ethics Education Award (2015-2016). University of Utah2016.
  • Best Paper Award, International Conference on the Foundations of Digital Games (FDG), May 2013.
  • Best Paper Award, Meaningful Play Conference, 2010.
  • Best Paper Award Nomination, International Conference of the Digital Games Research Association (DiGRA), 2015.

Selected recent publications

 

Books and Book Chapters

  1. Zagal, J.P. (Ed) (2019) “Game Design Snacks: Easily Digestible Game Design Wisdom”, ETC Press.
  2. Deterding, S., Zagal, J. P. (2018) “The Many Faces of RPG Studies”, in Zagal, J. P., Deterding, S. (Eds), Role-Playing Games Studies: Transmedia Foundations, pp1-16, Routledge. Published, 04/2018
  3. Zagal, J.P., Deterding, S. (2018) “Definitions of Role-Playing Games”, in Zagal, J. P., Deterding, S. (Eds), Role-Playing Games Studies: Transmedia Foundations, pp19-52, Routledge. Published, 04/2018.
  4. Zagal J. P., Deterding S. (Eds) (2018) “Role-Playing Games Studies: Transmedia Foundations”, Routledge. Published, 04/2018.
  5. Björk, S., Zagal, J.P. (2018) “Game Design and Role-Playing Games”, in Zagal, J. P., Deterding, S. (Eds), Role-Playing Games Studies: Transmedia Foundations, pp 323-336, Routledge. Published, 04/2018.

Conference and Journal Articles

  1. Zagal, J. (2019) “An Analysis of 1980s English-Language Commercial TRPG Definitions”, RPG Summit @ DiGRA 2019, Kyoto Japan, August 6-9.
  2. Bateman, C., Zagal J. (2018) “Game Design Lineages: Minecraft’s Inventory”, Transactions of the Digital Games Research Association (ToDiGRA). Vol 3. No. 3, 13-46. http://todigra.org/index.php/todigra/article/view/77/132. Published, 10/2018.
  3. Rothwell, E., Johnson, E., Wong, B., Rose, N., Latendresse, G., Altizer, R., Zagal, J., Smid, M., Watson, A., Botkin, J. (2018) “The use of a Game-Based Decision Aid to educate pregnant couples about prenatal genetic screening: A randomized controlled study”, American Journal of Perinatology. 14 August 2018, eFirst. Published, 08/2018.

 

R. Michael Young

Director, Entertainment Arts and Engineering
Professor, School of Computing
Building 72, Room 226
Phone: 1-801-213-1542
Fax: 1-801-123-4567

Biography

Michael Young is the Director of the Entertainment Arts and Engineering Program and also a Professor in the School of Computing at the University of Utah in Salt Lake City, UT, where he directs the Liquid Narrative research group. His research works to develop computational models of interactive narrative with applications to computer games, educational and training systems and virtual environments.


Research
  • Interactive Narrative
  • Intelligent Automated Cinematography
  • Artificial Intelligence
  • Cognitive Models

Education
  • Ph.D., 1998, University of Pittsburgh, Intelligent Systems
  • MS, 1989, Stanford University, Computer Science
  • BS, 1984, California State University, Sacramento, Computer Science
  • AA, 1980, Hartnell College

Awards
  • Best Paper Nomination, International Conference on Interactive Digital Storytelling, December, 2018.
  • Higher Education Video Game Alliance Inaugural Fellow, 2017
  • Outstanding Faculty Research Award, NC State Alumni Association, North Carolina State University, 2015
  • University Faculty Scholar, NC State University
  • Student Best Paper Award (with Stephen Ware), Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014.
  • NC State University Libraries Faculty Award, 2012.
  • Student Best Paper Award (with Stephen Ware and Rogelio Cardona-Rivera), Workshop on Computational Models of Narrative, 2012.
  • GlaxoSmithKline Fellow in Public Policy and Public Engagement, 2010
  • Outstanding Faculty Extension Award, NC State Alumni Association, North Carolina State University, 2009.
  • Best Paper Award, International Conference on Interactive Digital Storytelling, 2008.
  • IBM Faculty Award, 2007.
  • Outstanding Faculty Teaching Award, NC State Alumni Association, North Carolina State University, 2006.
  • National Science Foundation CAREER Award, 2001

 

Mark van Langeveld

Professor, Lecturer

Building 72, Room 217
Phone: 1-801-376-9071
Campus Map


Biography

Mark Christensen van Langeveld received his B.S. degree from Brigham Young University in 1985, his M.A. in Design at the University of California Los Angeles in 1990, his M.B.A from Northwestern University in 1999, his M.S.E in Computer Graphics and Game Technology at the University of Pennsylvania in 2005, and his Ph.D. in Computing at the University of Utah in 2009. His dissertation was on “The Educational Impact of Digital Visualization Tools on Digital Character Production Computer Science Courses” and his doctoral work was on Entertainment Arts and Engineering Interdisciplinary Education. Throughout his education, he has been influential in founding and designing academic programs that blend the arts with engineering. His industry experience included designing and directing interactive music videos for Sting and Peter Gabriel, working on several AAA video games in varied rolls, and designing and directing the first major interactive TV (I-TV) show at Microsoft that was called Vine Street. He has been teaching computer graphics for over twenty years. His passion is to teach in the intersection of art and engineering.  He is a Co-Founder of the Entertainment Arts and Engineering program where he is a professor. Research interests include: Engineering and Arts Education, Simulations and Games/VR, 3D printing for Visualization and Art, and Game Engines for Architecture and Machinima. Courses: Machinima, Digital Figure Sculpting, Programming for Games, Character Modeling, Advanced Modeling, Advanced Character Sculpting, Asset Pipeline, Procedural Game Art, Rigging, Game Shaders, and VFX.


Courses Taught in FALL 2019
  • EAE 3010-002, Asset Pipeline, MW 2:45 – 2:48, Building Room 117
  • EAE 3010-003, Asset Pipeline, MW 2:45 – 2:48, Building Room 117
  • EAE 4300, Advanced 3D Modeling, MW 2:45 – 2:48, Building 72 Room 115
  • EAE 4900-001, Spec. Topics—Procedural Game Art, W 9:40 – 12:40, Building 72 Room 117

Research
  • Engineering and Arts Education
  • Simulations and Games/VR
  • 3D printing for Visualization and Art
  • Game Engines for Architecture and Machinima

Education
  • Ph.D. in Computing: Graphics and Visualization, School of Computing, University of Utah. Project: Educational Impact of Digital Visualization On a Digital Character Production Computer Science Courses, van Langeveld, M., University of Utah, 2009
  • Master of Science in Engineering: Computer Graphics and Game Technology, Computer Science/Computer Graphics and Game Technology, University of Pennsylvania. Project: Course Based
  • Master of Business Administration, Kellogg Graduate School of Business, Northwestern University. Project: International Product Planning
  • Master of Arts—Design , Department of Design, University of California Los Angeles. Project: Emphasis: Digital Product and Computer Graphics Design
  • Bachelor of Science, Humanities/University Studies, Brigham Young University. Project: University Studies: Design Engineering Technology (Computer Graphics), General Design and Business
  • Certificate , Flame Compositing System, Discreet Logic Education Centre—Montreal, Canada. Project: Flame Compositing System
  • Certificates, SoftImage 3D Animation II, ational Animation and Design Centre—Montreal, Canada. Project: SoftImage 3D Animation II
  • Certificate, SoftImage 3D Animation I, National Animation and Design Centre—Montreal, Canada. Project: SoftImage 3D Animation I

Awards
  • Engineering Deans List of Top Teachers, University of Utah, 2007 – 2013, 2015
  • Excellence in Speaking Award, SaskInteractive, 2009
  • ACCESS Science Graduate Fellow, University of Pennsylvania, 2003-2005
  • Most Played Game, MSN 1997
  • Product Publishing Award, MSN, Microsoft, 1997
  • Best Game CD-I, Phillips, 1990, 1992
  • NCGA—Excellence in Speaking Award, 1989
  • Saturday High Scholarships, Art Center and Design of Pasadena, 1974-77
  • ABCS Fellowship, Department of Mathematics—ACCESS Science, University of Pennsylvania, 2003-2005

game Credits
  • Eight, 2015/18
  • NanoTubes, 2014
  • Oppy Games, 2014
  • Oppy Animations, 2014
  • Oppy Games, (activities), 2013
  • Math-A-Facture, Game for Mind Improvement, 2013
  • Type-A-Lloon, Game for Mind Improvement, 2013
  • PT, IOS BioTech App, (in progress), 2013
  • SandBoxr, 3D print modeler, 2012
  • Silhouette for IOS (in progress), 2012
  • Human Reference Model (HRM), 2008
  • VizTrails MAYA Interactive Tutorials, 2008
  • Interactive Training Product for African Aids Prevention, 2005
  • Monster Truck Madness 3 Prototype, 2004
  • Links 2003—MS Golf Game
  • World Trade Center Proposal—Top One Hundred (out of 47,000+), 2003
  • Amped 2—MS Snowboarding Game, 2003
  • Links 2002—MS Golf Game
  • Black Pearl—Graphic Novel Game, 2002
  • NBA Drive 2001—MS Basketball Game
  • NFL Fever 2000—MS Football Game
  • Virtual International Newsroom, 1998
  • SCRAWL—Internet based Drawing Game (Similar to Pictionary), 1997
  • MSN International Interface—High-Bandwidth Version, 1997
  • MSN International Commercials, 1997
  • MSN Channel Guide, 1997
  • MSN Face Puzzle, 1996
  • MSN Internet Commercials, 1996
  • NBA Playoff Commercials, 1995-96
  • MS Music Central Commercial, General Music 1996
  • MS Music Central Commercial, Country Music 1996
  • Chicken Crossing—ACM SIGGRAPH Video Review, Microsoft, 1996
  • Office of the Future—Bill Gates’ COMDEX Movie, 1996
  • Goosebumps CD-ROM Series, MS 1995
  • SoftImage Commercials, 1995
  • 3D MOVIE MAKER—Early Machinima Product, 1995
  • VINE STREET—Full Scale Interactive TV Series, 1995
  • Backlot—Interactive Movie Story, 1994
  • James Bond Movie Game, 1994
  • EVE—Peter Gabriel’s Interactive Music Video Game, 1994
  • Sting: All This Time—Sting’s Interactive Music Video Game, 1994
  • Eastwood—Interactive Tribute, 1994
  • NBA Digital Media Guide—CD-ROM and I-TV, Became NBA.com, 1993
  • Video Professor—CD-ROM Training interface, 1992
  • CD Coach—CD-I Expert Physical Training System, 1992
  • Power Hitter—CD-I Batting Video Game, 1992
  • Escape from Cyber City—CD-I Anime Adventure Game, 1991
  • Palm Springs Open—CD-I Golf Game, 1990
  • Caesars Palace —CD-I Gaming Adventure Game, 1990
  • MATSURI: Japanese Festival Textiles—Interactive Museum installation, Broad Art Center, UCLA, 1990

Selected Publications

 

Journals

  1. British Journal of Ophthalmology, Innovations in 3D Printing: A 3D Overview from Optics to Organs, Carl Schubert, Mark van Langeveld, Larry A. Donoso, November 28, 2013
  2. IEEE Computer Graphics and Applications, A Practical Workflow for Making Anatomical Atlases for Biological Research, Yong Wan, Alice Kelsey Lewis, Mary Colasanto, Mark van Langeveld, Gabrielle Kardon and Charles Hansen,IEEE Computer Graphics and Applications, Volume 32, Issue 5, pp. 70-80, 2012.

Conferences

  1. Supplement to Retina Today—Retina Society Pre-Meeting Summit, Medical Applications of 3-D Printing, Mark van Langeveld, Jan/Feb 2015. Published, 02/01/2015
  2. IEEE IGIC 2012, The Fourth International Games Innovation Conference: When the Game Industry and Academia Collide: What we Learn from Each Other, Craig Caldwell, Robert Kessler, Roger Altizer, Mark van Langeveld, Rochester, NY, September 2012
  3. iACGF 2012: Blending of Art and Technology: The Design and Production Processes used on Projects at the University of Utah’s Entertainment Arts and Engineering Master’s Program, Chaungchun, China, September 2012
  4. Educational Impact of Digital Visualization on a Digital Character Computer Science Courses, van Langeveld, M., University of Utah, 2009
  5. Digital Visualization Tools Improve Teaching 3D Modeling, van Langeveld, Kessler, R., ACM SIGCSE 2010
  6. Entertainment Arts and Engineering (or How to Fast Track a New Interdisciplinary Program), Kessler, R., van Langeveld, M., Altizer, R. ACM SIGCSE 2009
  7. Educational Impact of Digital Visualization and Auditing Tools On a Digital Character Production Course, van Langeveld, M., Kessler, R., ACM Foundations for Digital Games 2009
  8. Two in the Middle: Digital Character Production and Machinima Courses, van Langeveld, M., Kessler, R., ACM SIGCSE, 2009

Brian Salisbury

Associate Professor, Lecturer
Building 72, Room 218
Phone: 321-695-2901

Biography

Brian Salisbury is an Associate Professor, Lecturer at The Entertainment Arts and Engineering Program at the University of Utah in Salt Lake City, Utah. Throughout his career in the film, games, computer graphics and academia, he has specialized 3D character production, character animation, motion capture, and technical art.  Prior to academic service at the University of Utah and the University of Central Florida, Brian worked as a character lead at various studios including Microsoft Game Studios, Take Two Interactive, Kodiak Interactive, and as a senior digital sculptor at Viewpoint Datalabs.


Courses Taught in Fall 2019
  • EAE 3200, Animation for Games, M LI 1735
  • EAE 3640, Digital Figure Sculpting, Building 72 Room 117
  • EAE 6100, Rapid Prototyping
  • EAE 6665, Character Design

Research
  • Drone Traffic Simulation
  • Interactive Narrative

Education
  • MFA, University of Central Florida, Studio Art and the Computer, 2009
  • BS, Arizona State University, Interactive Computer Graphics – Industrial Technology, 1992

grants
  • College of Engineering BEEF Funding for EAE Motion Capture Studio
  • UAS Simulation for Aeronautics

game Credits
  • Amped 3 (XBOX360)
  • Links 2004 (XBOX)
  • Top Spin (XBOX)
  • Monsters, Inc. (PS2)
  • WCW Backstage Assault (Playstation, Nintendo 64)
  • WCW Mayhem (Playstation, Nintendo 64)
  • WCW Mayhem Television Commercials

Film Credits
  • Antz
  • Godzilla
  • Face-Off
  • Space Jam
  • Highlander 3
  • Funding for EAE Motion Capture Studio
  • UAS Simulation for Aeronautics

Gabe Olson

Assistant Professor, Lecturer
Building 72, Room 209
Phone: 801-581-7110

Biography

Gabriel Olson received his BS in Game Art and Design from the Art Institute of Portland in 2008 and his MFA in Entertainment Arts and Engineering from the University of Utah in 2013.  He got his first industry work in 2008 working as a modeling texture artist at Liquid Development and continued for the next eight years working in various industry positions for companies including 3d Central, Laika, Metaversatility, and Disney Interactive on projects for CodeMasters, Microsoft, Sony, General Mills, Nabisco, Mars, Ubisoft, and Disney. Published game titles include Damnation, Sony Home, Toy Story 3: The Video Game, Cars 2: The Video Game, Disney Infinity, Disney Infinity 2.0, and Disney Infinity 3.0.  He began his teaching career at Mt. Hood Community College in 2009 where he was instrumental in developing and teaching game arts curriculum. He taught 3d modeling at the Art Institute of Salt Lake City in 2011 prior to teaching at the University of Utah as an Associate Instructor from 2011-2016. Currently, Gabriel is an Assistant Professor/Lecturer at the University of Utah. He also advises the Producer and Artist Tracks for the Entertainment Arts and Engineering Master Games Studio program. He serves as the Interim Director for the ​Therapeutic Games and Apps Lab (The GApp Lab)​ for the year of 2019.


Courses Taught in FALL 2019
  • EAE 3100, Level Design, M LI 1735
  • EAE 4500, Senior Projects I, HEB 2004
  • EAE 4900, Special Topics: Game Streaming, AEB 306
  • EAE 6120, Game Projects II
  • EAE 6900, Special Topics: Game Streaming, AEB 306

Research
  • Innovation in Level Design
  • Educational Game Streaming

Education
  • MFA, University of Utah, Film and Media Arts, 2013
  • BS, Art Institute of Portland, Game Art and Design

Awards
  • Top Teachers Award, University of Utah 2016 – undergrad
  • Top Teachers Award, University of Utah 2017 – undergrad & graduate
  • Disney Infinity Named #1 Connect Toy of the Year – TOTY – February 2016
  • Disney Infinity 3.0 “Best Family Game” BAFTA, 03/16/2016
  • Disney Infinity 3.0 “Favorite Video Game” Kids Choice Awards, USA, 03/16/2016
  • Disney Infinity 2.0 Nominated for “Best Family Game of the Year” D.I.C.E., 03/18/2015
  • Disney Infinity 2.0 Nominated “Best of E3” E3, 03/03/2015
  • Disney Infinity Nominated “Favorite Video Game” Kids’ Choice Awards, USA, 01/01/2014
  • Disney Infinity Nominated “Game, Original Family” NAVGTR Awards, 01/01/2014
  • Disney Infinity Nominated “BAFTA Kids’ Vote – Game” BAFTA, 01/01/2014
  • Disney Infinity Nominated “Game Engineering” NAVGTR Awards, 01/01/2014

game Credits
  • Damnation
  • Sony Home
  • Toy Story 3: The Video Game
  • Cars 2: The Video Game
  • Disney Infinity
  • Disney Infinity 2.0
  • Disney Infinity 3.0.

Publications

Book Chapters

  1. Banks, J , Olson, G. & Bown, R. (2017). Avatar Assembled: The Social and Technical Anatomy of Digital Bodies. (pp. 247-255). Peter Lang Publishing. Published, 09/04/2017.

Corrinne Lewis

Assistant Professor, Lecturer
Building 72, Room 226
Phone: 801-585-6491
Campus Map

Biography

Corrinne Lewis, MFA, is an Assistant Professor (Lecturer) for the top-ranked ranked Entertainment Arts & Engineering (EAE) program at the University of Utah, focused on video game development. She is also a current board member for the Utah Digital Entertainment Network (UDEN), works with graduates in starting their independent video game careers and specializes in storytelling and narrative in games.


Courses Taught in Fall 2019
  • EAE 1010, Survey of Games, T/TH 3:40 Pm – 5:00 pm, CSC 208
  • EAE 3035, Storycrafting for Games, T/TH 12:25 pm – 1:45 pm, GC 2660

Education
  • MFA, Vermont College,Writing for Children and Young Adults
  • BA, University of Utah, English

Awards
  • College of Engineering, Spring 2018 Top Teaching Recognition, Spring 2018
  • College of Engineering, Top 15 Teaching Recognition, Fall 2015, Fall 2016.

Publications
  • Zagal, J., Lewis, C. (2015) “Fighting Fantasies: Authoring RPG Gamebooks for Learning Game Writing and Design”, 2015 RPG Summit at the 2015 Digital Games Research Association (DiGRA) Conference, Lüneburg, Germany. May 14-17, 2015.k

Robert Kessler

Professor
Building 72, Room 222
Phone: 1-801-581-4653

Biography

Robert R. Kessler has been on the faculty of the University of Utah since 1983 and just stepped down as Director of the Entertainment Arts and Engineering Program where he is now a professor. In addition, he is also is a professor in the the School of Computing.  He earned his B.S., M.S., and Ph.D. in 1974, 1977, and 1981 respectively, all from the University of Utah. His early work was centered on the portable implementation of the Lisp programming language and then distributed and parallel implementations of Lisp. In the early 90’s, he founded the Center for Software Science, a state of Utah Center of Excellence, which was a research group working in nearly all aspects of system software for sequential and parallel/distributed computers.  In the late 90’s Professor Kessler served as chairman of the Department of Computer Science (which became the School of Computing in 2000).  At about that same time, his research interests expanded into software engineering and also dabbled in agent technologies.  In 2007 he founded and ran the Entertainment Arts and Engineering (EAE) program as an undergraduate games emphasis, then in 2010 it became an official program with its own master’s degree.  In 2017 EAE added a BS in Games degree. Over the years, the program has been consistently ranked in the top 5 best video game design programs in the world and achieved number 1 three times. It currently has grown to 11 faculty and 600 undergraduate and 120 graduate students. He has authored two books, over 75 journal and conference publications, and received over $16M in external funding. He founded two startup companies and has been on several corporate boards.  He is an award winning teacher having received the College of Engineering Outstanding Teaching Award in 2000, the University of Utah’s highest teaching honor, the Distinguished Teaching Award in 2001, and most recently the IEEE Computer Society’s Computer Science and Engineering Undergraduate Teacher of the Year in 2019.


Courses Taught in Spring 2019
  • EAE 4500-001, Senior Projects I, TH 14:00 – 15:20, HEB 2004
  • EAE 6100, Rapid Prototyping, TH 09:00 – 13:00, BLDG 72 270

Research
  • Software Engineering
  • Games for Health

Education
  • Ph.D., Computer Science, University of Utah, 1981
  • M.S., Computer Science, University of Utah, 1977
  • B.S., Computer Science, University of Utah, 1974

Awards
  • Recipient, IEEE Computer Society Computer Science and Engineering Undergraduate Teaching Award, 2019
  • Recipient of the University Distinguished Teaching Award, 2001.
  • Recipient of the College of Engineering Outstanding Teaching Award, 2000.

game Credits
  • Executive Producer as Faculty Advisor of nearly 100 student produced video games

Publications

Books

  1. Laurie Williams and Robert Kessler, “Pair Programming Illuminated,” Addison Wesley, July 2002, 265 pages
  2. Robert Kessler, “LISP, Objects, and Symbolic Programming,” Scott, Foresman/Little, Brown, January 1988, 656 pages.

Journals

  1. “Patient-Empowerment Interactive Technologies”  Transl. Med. 4, 152ps16 (2012) (C. S. Bruggers, R. A. Altizer, R. R. Kessler, C. B. Caldwell, K. Coppersmith, L. Warner, B. Davies, W. Paterson, J. Wilcken, T. A. D’Ambrosio, M. L. German, G. R. Hanson, L. A. Gershan, J. R. Korenberg, G. Bulaj)
  2. “Strengthening the Case for Pair-Programming”, IEEE Software, July/August 2000, (L. Williams, R. Kessler, W. Cunningham, and R. Jeffries). Note – chosen as one of the top 30 papers out of over 1000 papers submitted to IEEE Software over the past 25 years. This was described in the Jan/Feb 2009 issue of IEEE Software

Conferences

  1. “The Intersection of Video Games and Patient Empowerment: case study of a real world application”, Interactive Entertainment 2013 (September 2013) (C. Caldwell; C. Bruggers; R. Altizer; T. D’Ambrosio; R. Kessler; B. Christiansen)
  2. “When the games industry and academia collide: How we impact each other” 2012 IEEE International Games Innovation Conference (September 2012), pg. 1-4  (C. Caldwell; R. Kessler; R. Altizer; M. Van Langefeld) [Winner – Best Paper in Education Track]
  3. “Digital Visualization Tools Improve Teaching 3D Character Modeling,” SIGCSE 2010 (M. van Langeveld and R. Kessler)
  4. “Educational Impact of Digital Visualization and Auditing Tools On a Digital Character Production Course,” ICFDG 2009 (M. van Langeveld and R. Kessler)
  5. “Entertainment Arts and Engineering or How to Fast Track A New Interdisciplinary Program),” SIGCSE 2009 (R. Kessler, M. van Langeveld, and R. Altizer).

Patents

  1. Disease Therapy Game Technology (#9,747,42). Status: Published. Inventors: GrzegorzWlodzimierzBulaj,Salt LakeCity,UT(US);CarolS. Bruggers,SaltLakeCity,UT(US); RogerAlanAltizer,SaltLakeCity,UT (56) ReferencesCited U.S.PATENTDOCUMENTS (US);RobertR.Kessler,SaltLake City,UT (US);Craig Bernreuter Caldwell,SaltLakeCity,UT (US); WadeRayPaterson,Austin,TX(US); KurtJosephCoppersmith,WestPoint, UT (US);LauraMaeWarner,Salt LakeCity,UT(US);Brandon H. Davies,North SaltLake,UT (US). File date 12/26/2016; Issue date 08/29/2017. Assignee: University of Utah Research Foundation, Salt Lake City,UT (US). Country: USA.
  2. Empowering Patients During Disease Therapy Using An Interactive Video Game That Links Exercise and Positive Visualization (#9,569,562). Status: Issued. Type: Parent/Utility. Inventors: Grzegorz Bulaj, Carol S. Bruggers, Roger A. Altizer, Robert Kessler, Craig Caldwell, Wade R. Patterson, Kurt J. Coppersmith, Laura M. Warner, Brandon Davies. File date 05/18/2012; Issue date 02/14/2017. Assignee: The University of Utah. Country: United States.

 

 

Rogelio E. Cardona-Rivera

Assistant Professor, Lecturer
Building 72, Room 214
Phone: +1 385 350-2770
Fax: 1-801-123-4567

Biography

Rogelio is an Assistant Professor in the Entertainment Arts and Engineering Program and in the School of Computing at the University of Utah, where he directs the Laboratory for Quantitative Experience Design. His research focuses on computationally modeling how game players think and act inside video games, as well as developing tools that use these models to help game designers design. Rogelio has interned as a computational narratologist at Sandia National Laboratories and Disney Research, and his research has been supported by the GEM Ph.D. Fellowship, the Department of Energy Computational Science Graduate Fellowship, the Intelligence Advanced Research Projects’ Agency, Oculus VR, and Activision | Blizzard.


Courses Taught in Fall 2019
  • CS5963/CS6360: Virtual Reality

Research
  • Computational Psychology
  • Artificial Intelligence
  • Game Design
  • Interactive Narrative
  • Virtual Reality

Education
  • Ph.D., 2019, North Carolina State University, Computer Science
  • M.Sc., 2013, North Carolina State University, Computer Science
  • B.Sc., 2010, University of Puerto Rico, Mayagüez, Computer Engineering

Awards
  • EAAI New and Future Educator Award, 2017
  • Honorable Mention for Best Paper (alongside Ignacio X. Domínguez, James Vance, and David L. Roberts), ACM SIGCHI Conference on Human Factors in Computing Systems, 2016
  • Best Paper (alongside Matthew Fendt, Brent Harrison, Stephen G. Ware, and David L. Roberts), International Conference on Interactive Digital Storytelling, 2012
  • Best Student Paper on a Cognitive Science Topic (alongside Bradley A. Cassell, Stephen G. Ware, and R. Michael Young), Workshop on Computational Models of Narrative at the International Language Resources and Evaluation Conference, 2012
  • Department of Energy Computational Science Graduate Fellowship, 2011
  • National GEM Consortium Ph.D. Fellowship, 201

Game Credits
  • Umbilicus: Ascension (alongside Ian Coleman)
    * Selected for the 2015 Github Game Off III showcase.
  • BitBot
    * Runner-up at the 2014 Github Game Off II

Publications

Books

  • Chris Forsythe, Huafei Liao, Michael C. S. Trumbo, and Rogelio E. Cardona-Rivera. Cognitive Neuroscience of Human Systems: Work and Everyday Life. CRC Press. 2014

Refereed Journal Articles

  • Rogelio E. Cardona-Rivera, Thomas W. Price, David R. Winer, and R. Michael Young. Question Answering in the Context of Stories Generated by Computers. Advances in Cognitive Systems (4), pp. 227–246.  2016.Refereed

Conference Papers

  • Chris Martens and Rogelio E. Cardona-Rivera. Generating Abstract Comics. In Proceedings of the 9th International Conference on Interactive Digital Storytelling (ICIDS2016), pp. 168–175. 2016. (37.5% acceptance rate)
  • Rogelio E. Cardona-Rivera and Boyang Li. PlotShot: Generating Discourse-constrained Stories around Photos. In Proceedings of the 12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16), pp. 2–8. 2016. (27.7% acceptance rate for oral presentation)
  • Ignacio X. Domínguez, Rogelio E. Cardona-Rivera, James Vance, and David L. Roberts. The Mimesis Effect: The Effect of Roles on Player Choice in Interactive Narrative Role-Playing Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI2016), pp. 3438–3449. 2016. *Awarded Honorable Mention in the Best Papers Category (23.4% acceptance rate; 4% honorable mention rate)
  • Rogelio E. Cardona-Rivera, Justus Robertson, Stephen G. Ware, Brent Harrison, David L. Roberts, and R. Michael Young. Foreseeing Meaningful Choices. In Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-14), pp. 9–15. 2014. (28% acceptance rate for oral presentation)
  • Titus Barik, Michael Everett, Rogelio E. Cardona-Rivera, David L. Roberts, and Edward F. Gehringer. A community college blended learning classroom experience through Artificial Intelligence in Games. In Proceedings of the 2013 IEEE Frontiers in Education Conference (FIE2013), pp. 1525–1531.  2013. (Acceptance rate unknown)
  • Rogelio E. Cardona-Rivera, Kiran Lakkaraju, Jonathan H. Whetzel, and Jeremy R. Bernstein. Large-Scale Conflicts in Massively Multiplayer Online Games. In Proceedings of the 2nd International Conference on Complex Systems (COMPLEX2012), pp. 40–51. 2012. (Acceptance rate unknown)
  • Matthew William Fendt, Brent Harrison, Stephen G. Ware, Rogelio E. Cardona-Rivera, and David L. Roberts. Achieving the Illusion of Agency. In Proceedings of the 2nd Inter- national Conference on Interactive Digital Storytelling (ICIDS 2012), pp. 114–125.
  2012. *Awarded Best Paper (29% acceptance rate)
  • Rogelio E. Cardona-Rivera and R. Michael Young Characterizing Gameplay in a Player Model of Game Story Comprehension. In Proceedings of the 7th International Conference on the Foundations of Digital Games (FDG 2012), pp. 204–211.
 2012. (29% acceptance rate)

Ashley Brown

Assistant Professor, Lecturer
Building 72, Room 213
Phone: 1-801-581-7110
Fax: 1-801-123-4567

Biography

Ashley ML Brown is an assistant professor in game user research, game user interface, and digital game design at EAE at the University of Utah. She completed her PhD at the University of Manchester in sociology in autumn 2013 before going on to teach and win awards at Brunel University London. She is the author of the book Sexuality in Role-Playing Games.  Ashley is also on the board of directors for the Global Game Jam, the steering committee for the Games User Research and Experience SIG of the IGDA, and an Institutional Review Board member.  In the past, Ashley volunteered as secretary for the Digital Games Research Association (DiGRA) 2014-2016 and was a founding member of the UK chapter of DiGRA.  She is also mom to two rescue Belgian Malinois, Digby and Isabelle. When she’s not walking them, she Twitch streams Thinkaloud protocols at Twitch.tv/ashley_eae.


Courses Taught in Spring 2019
  • EAE 2100, Introduction to Game Design, MW 2:45 – 2:48, ST 216
  • EAE 4900-004, Special Topics, LS 111
  • EAE 6001, Game Design, MW 2:45 – 2:48, ST 104
  • EAE 6120, Game Projects II, BLDG 72 270

Research
    • Games User Research
    • Twitch
    • Learning and Training Techniques in VR

Education
  • Ph.D. in Social Sciences, The University of Manchester, 2013
  • MA in  Sociology, The University of Manchester, 2009
  • BS in Sociology, Arizona State University, 2008

Awards
  • Letter of Recognition for Outstanding Teaching, Dean of Engineering, University of Utah, 2018
  • Higher Education Association Teaching Fellowship Certificate, Brunel University London, 2016
  • Brunel Student-Led Teaching Excellence Award, Brunel University London, August 2014 – August 2015
  • College of Business, Arts and Social Sciences Teaching Excellence Award, Brunel University London, August 2014 – August 2015

game Credits
  • Fartress of Solitude, engineer and producer, 2019.
  • Spurp, UI artist and producer, 2018.

Publications

Books and Parts of Books

  1. Ashley Brown (2018). Salt Lake City, UT. Global Game Jam. Published, 11/13/2018.
  2. Ashley Brown & Jaakko Stenros (2018). Sexuality and Erotic in Role-Play. (pp. 425-439). Routledge. Published, 09/04/2018.
  3. Ashley Brown & Smith, Atwood, and McNair (2018). Sex and Videogames. Routledge. Published, 01/01/2018.
  4. Ashley Brown (2018). Sex in the Digital Age. Routledge. Published, 01/01/2018.
  5. Ashley Brown & Rafa Bidara (2017). Transactions of DiGRA. DiGRA. Published, 11/09/2017.

Journals

  1. Ashley Brown & Jaakko Stenros (2018). Adult Play: The Dirty Secret of Grown Ups. Games and Culture. 215-219. Published, 05/15/2018.
  2. Harviainen, J.; Brown, A. M. L. and Suominen, J. (2016) ‘Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies’, Games and Culture, 11(3).

 

 

Ryan Bown

Associate Professor, Lecturer
Building 72, Room 230
Phone: 1-801-830-4274

Biography

Ryan Bown is an Associate Professor of Entertainment Arts and Engineering at the University of Utah. Prior to working in the games Industry he devoted a decade (1998-2008) to creating and showing Fine Art works at Galleries and Museums throughout the United States and abroad. Having a love for art and video games, he decided to fuse the two passions together. Over the last 10 years he has worked on a number of popular titles which include: ERIE, Disney Infinity 1.0, and Disney Infinity 2.0. At the University of Utah, he teaches students Fundamentals Art & Design Principles & theory contextualized in current industry pipelines and technologies. As an educator, he aims to increase accessibility to information, learning, and community by blurring the boundaries of traditional education by streaming creative content for Games on Twitch. (https://www.twitch.tv/occasional_player). His research interest blends Games and simulation. He is the co-founder and director of STAGE (Simulation, Training, Automation, Games, Education) Working Group which collaborates with Collins Aerospace.


Courses Taught in Spring 2019
  • EAE 3670-001, Texturing for 3D,  Building 72 Room 117
  • EAE 3670-002, Texturing for 3D,  Building 72 Room 117
  • EAE 3670-003, Texturing for 3D, Building 72 Room 117
  • EAE 3675, Texturing for 3D II, Building 72 Room 117
  • EAE 6110, Game Projects I, Building 72 Room 270
  • EAE 36670, Texturing for 3D, Building 72 Room 117

Research
  • Simulation Pipelines
  • Curriculum Models
  • Alternative Learning
  • Photogrammetry

Education
  • Master of Fine Arts, Entertainment Arts and Engineering, University of Utah. Project: MDA Framework (Mechanics- Dynamics- Aesthetics)
  • Post-Baccalaureate Studies, Center for Animation, Brigham Young University
  • Bachelor of Fine Arts, Sculpture, Brigham Young University
  • Associate of Art and Science, Fine Art, Utah Valley University
  • Undergraduate Studies , Fine Art, Art Center College of Design

Awards
  • University of Utah Career and Professional Development Center Faculty Recognition Award, 2019
  • University of Utah Early Career Teaching Award, 2017
  • University of Utah Career Services Faculty Recognition Award, 2016

game Credits
  • Disney Infinity 2.0, Avalanche/ Disney Interactive Studios, 2014
  • Disney Infinity 1.0, Avalanche/ Disney Interactive Studios, 2013
  • Tactical Measure, Utah Game Forge, 2012
  • ERIE, Utah Game Forge, 2011

Publications

Book Chapters

  1. Bown R., Olson, Gabe. (2017), Avatar Assembled: The Social and Technical Anatomy of Digital Bodies, Chapter 25. Perspective and Physics: Frames for Play, Banks, J (editor),. Peter Lang Publishing, New York, NY

Workshops

  1. Bown R., Olson G,. Brown A, (06/07/2019), Making Your Classroom ALIVE: Teaching with Twitch, Gotland Game Conference 2019 Games Education Summit, June 7-8, 2019, Visby SE
  2. Bown R., Sellers M,. Freyjadis S., Altizer R., (06/07/2019), The Building Blocks of A Curriculum Framework, Gotland Game Conference 2019 Games Education Summit, June 7-8, 2019, Visby SE
  3. Bown R., Freyjadis S., Altizer R., (10/28/18). Visualizing Your Personal Framework: Principles, Methods, Programs (PMP), Chi Play 2018 Games Education Workshop, October 28-31, 2018, Melbourne AUS

Posters (refereed)

  1. Jensen, M., Casucci, T., Bown, R., Runburg, M., Altizer, R., (2015), Research Quest: Six Design Boxes and Six Iterations towards a Game to Teach Critical Thinking, Foundations of Digital Games Conference (FDG2015), June 22-25, 2015, Pacific Grove, CA

Creative Works (refereed)

  1. Jensen, M., Casucci, T., Bown, R., Runburg, M., Butcher, K., Altizer, R., (2015), Research Quest (Dino Lab): Critical Thinking through Video Games and Interdisciplinary Collaboration, Foundations of Digital Games Conference (FDG2015), June 22-25, 2015, Pacific Grove, CA