Niels t Hooft - games expert Free Online Course Materials | About OCW Gerrit Rietveld Academie Location: Castrum Peregrini, Herengracht 401 (entrance at Beulingstraat) Free entrance Gerrit Rietveld Academie Awards 2012 at the Intellectual Playground Castrum Peregrini 20 September - 3 November 2012 Castrum Peregrini, Herengracht 401, Amsterdam, entrance Beulingstraat. Opening hours: Thurs-Sat 14:00 – 18:00 castrumperegrini.org [S]ELECTED Salons: conditional, Thursday 4 and 25 October 20:00 Closing event Saturday 3 November during N8 (Museum Night Amsterdam) 19:00 – 02:00 ‘Art in the Safe House, Art in Times of Crisis’ n8.nl In [S]ELECTED all the nominees for the Gerrit Rietveld Academie Awards 2012 are being shown to the public. This year's jury members were graphic designer Hansje van Halem, curator Xander Karskens, architect Ronald Rietveld and artist Barbara Visser. The participating artists are: Marieke Berghuis , Image and Language Sara Glahn , Photography Lukas Hoffmann , VAV Christopher Holloran , VAV Elisabeth Leerssen , TXT (Textile) Anna Navndrup , Architectural Design (prize winner)
About the Program: Tisch School of the Arts at NYU An oversized Greenwich Village loft houses the computer labs, rotating exhibitions, and production workshops that are ITP -- the Interactive Telecommunications Program. Founded in 1979 as the first graduate education program in alternative media, ITP has grown into a living community of technologists, theorists, engineers, designers, and artists uniquely dedicated to pushing the boundaries of interactivity in the real and digital worlds. A hands-on approach to experimentation, production and risk-taking make this hi-tech fun house a creative home not only to its 220 students, but also to an extended network of the technology industry's most daring and prolific practitioners. ITP is internationally recognized as a unique and vital contributor of new ideas and talented individuals to the professional world of multimedia and interactivity. The department takes a creative and professional approach to the challenges of the information age.
Ine Poppe Ine Poppe (1960, NL) works in Amsterdam as a writer and director. Poppe writes about digital culture, technology and art for magazines, books and the national newspaper NRC-Handelsblad. In 2007 she wrote a series of 10 articles about 'teeth art' for the NRC, which is now recycled in a dentist magazine. She had 6 months a column at the children-page: 'SMS with Ine' and did 2 other series: Children and their favorite apparatus, tech-news for kids. She has researched and directed television documentaries for National Television; wrote a journalistic book about Dutch Squatters in the eighties. Poppe lectures on the arts and multimedia also at Willem de Kooning Art Academy in Rotterdam. Her documentary ‘Hippies from Hell’, about Dutch Hackers, was shown at the International Documentary Festival Amsterdam 2002 but also in Santiago (Chili, 2005); Novi Sad; Belgrade (2006), Denmark (2004); Reina Sophia Museum in Madrid (2003); Los Angeles (2007), San Diego (2007).
Catherine B. Reynolds Program for Social Entrepreneurship Who are the NYU Reynolds Changemakers? The Catherine B. Reynolds Foundation Program in Social Entrepreneurship is designed to attract, encourage and train a new generation of leaders in public service. Each year, the program will expose a highly selective group of graduate and undergraduate students from throughout New York University to the cross-disciplinary skills, experiences and networking opportunities needed to advance and support their efforts to realize sustainable and scalable pattern-breaking solutions to society's most intractable problems. The program will also bring the field of social entrepreneurship to the greater NYU community.
New Media & Digital Culture at the University of Utrecht home students staff linkedin group facebook group NMDC's New Website! log in Advanced search Click the cover to download, or see here to read more and leave comments We have moved! You have reached the old NMDC website, please visit for our new and improved headquarters. | permalink | Admin | stat: 00355681 Vidgames make Hollywood play - Entertainment News, Technology Ne Five years ago, the relationship between the videogame world and major studios was pretty straightforward. Hollywood made movies — and game companies licensed those films to create games. The “Tomb Raider” and “Resident Evil” games reversed that order, as games were transformed into film franchises. That’s quickly changing as entertainment tastes evolve — and game companies are sending the word to studios that it’s time to rethink the relationship. Some studios have begun to respond, creating franchises directly for the gaming world and adding plans for gaming labs to their operations. “Licensing content is dead,” Take-Two Interactive Software CEO Ben Feder proclaimed at Digital Hollywood, a recent industry conference. It’s not just games. Microsoft, for example, was reportedly in discussions with Conan O’Brien to bring his talkshow to the Xbox 360 before CoCo signed with TBS. The demographics are desirable, with 45% of the audience in the 18-34 year old range, Nielsen says.
GAMEFUL, a Secret HQ for Worldchanging Game Developers by Jane McGonigal As a planet, we spend 3 billion hours a week playing computer and videogames. That’s a LOT of time -- enough to change our lives, and probably save the world (the real world) while we’re at it. That's why we want to create a secret HQ for people who are making games that are making us: - happier - smarter - stronger - healthier - more collaborative - more creative - better connected to our friends and family - and better at WHATEVER we love to do when we’re not playing games Here are some games that are already doing just that: EVOKE, Fold It!, The Epic Win App, Flower, Code of Everand, SuperBetter, The MP Expenses Game, Budgetball, the Pokéwalker, Quest to Learn, Little Big Planet: Gamechangers, World Without Oil, Seek ‘n Spell, Goal Mafia,and Conspiracy for Good. What all of these projects have in common: they’re dedicated to making some kind of a real positive impact on gamers’ lives and the world around them. Here's a TED Talk that explains exactly how games can make a better world.