Category Archives: women in computing

ICEC 2017 #Japan

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See also our workshop Women and Computer Games at ICEC 2017

Dear colleagues,

The IFIP International Conference on Entertainment Computing 2017 (IFIP ICEC 2017) will be held at Tsukuba, Japan, September 19-21, 2017.

ICEC is the longest lasting scientific conference series in the area of Entertainment Computing. It brings together practitioners, researchers, artists working on the design, creation, development, use, application and evaluation of digital content and systems for inducing entertainment in respective consumers.

The conference series aims at presenting high quality scientific results spanning from theory to applications, use cases and experiments. We encourage submission of papers, posters, demos, tutorial and workshop proposals on all topics related to original research in digital entertainment, including but not limited to:

– Digital Games and Interactive Entertainment

– Digital Entertainment for Quality of Life

– Design and Analysis

– Interactive Art, Performance and Cultural Computing

– Entertainment Devices, Platforms & Systems

– Theoretical Foundations and Ethical Issues

– Entertainment for Purpose & Persuasion

– Computational Methodologies for Entertainment

For the full Call for Papers as well as additional information on venue and keynotes, please visit our website:

http://icec2017.net

IMPORTANT DATES

Full and Short technical, contents, survey papers: April 10th, 2017 Poster papers: April 10th, 2017

RECOMMENDED EVENTS

Tokyo Game Show 2017 September 23-24th, 2017

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KEYNOTE

R&D in the Video Game Industry

Driancourt Remi, Miyake Yoichiro

Advanced Technology Division, Square Enix Co., Ltd

We are proud to have a keynote speech by the Advanced Technology Division of Square Enix Co., Ltd. on the topic of “R&D in the video game industry”.

In recent years, the virtual space of digital games has gradually become “bigger”, “more dynamic”, and “more realistic”. As a result of this evolution, there has also been a steady increase in the complexity of the technology necessary to create AAA titles, as well as the cost of development. Consequently, it has become a necessity for top video game companies such as Square Enix to invest in Research and Development.

The Advanced Technology Division represents Square Enix’s efforts at the forefront of research and development in the fields of rendering, animation, simulation, artificial intelligence (AI), data analysis, networking, workflow, virtual reality (VR) and sound. The mandate of the division is to confront the complex issues of the game development process by working with a focus on and beyond the state of the art in game content and technology.

During this keynote, the challenges and benefits of pursuing R&D within the constraints of game productions will be presented. The possibilities for future academic and industry collaboration will be also discussed.

How to achieve excellence in a digital future? @AstridUndheim @martinkenaite_i @sintef @ntnu @telenor

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See the program of the Opening of the Telenor-NTNU AI-Lab. I am proud to moderate this panel (it will be the best 8th March ever!). Ieva Martinkenaite (Telenor) had the idea to propose the panel.
Panel debate: How to achieve excellence in a digital future? Panelists:

Alexandra Bech Gjørv, Research Director, SINTEF
Mariam Kaynia, Associate Partner, McKinsey &  Company
Hege Skryseth, Executive Vice President, KONGSBERG
Astrid Undheim, Vice President Telenor  Research

Pictures https://flic.kr/s/aHskQthoHq Fotograf: Thor Nielsen.

#bårdshaug #balanse #project @nfr @ntnu 

When the best men care about gender equality … the problem becomes a possibility


facts and reflections:

  • In 2016 NTNU has 24% female prNTNU has 24% female professors; 41% female associate professors; 38% post; doc 42% PhD students.
  • In 2016 IME has 12% female professors; 15% female associate professors; 21% post; doc 23% PhD students.
  • why is gender balance a problem and for whom? (Cite Gunilla Rosenqvist)
    • Here we should be able to charatecterize the relation between gender balance (X) and quality and education (Y) and/or research (Z). Are we able to say that a positive increase in X gives a positive increase in Y and/or Z? (cite me)
  • shift from problem to possibility – instead of focusing on the low numbers and the problems with unbalance, lift up positive stories about advantanges of gender balance in academia
  • not only gender balance but also general balance (mangfold) for nationality, culture, gender

Den LILLE DØRFRUEN

Her kommer Tappetina oversatt til norsk (word) (PDF). Er det noen der ute som er så snill å gi meg tilbakemelding om det er noen feil? Jeg skal nemlig presentere Den Lille Dørfruen på Girl Tech Fest Trondheim 2016 og siden jenter er så unge må jeg ha en norsk versjon.

Jeg kommer til å starte med

  • Hva er en algoritme?
  • Hva er en mentor?