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 Jiyoung Lee

Co-Director / Assistant Teaching Professor

Entertainment Technology Center - Silicon Valley Campus 

Carnegie Mellon University

209 Redwood Shores Parkway 

Redwood City, CA94065 

Email: jiyoung1@cmu.edu

URL: http://www.andrew.cmu.edu/user/jiyoung1/

 

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Brief Biography

 

Jiyoung Lee is a founding faculty member and co-director of Carnegie Mellon University’s Entertainment Technology Center (ETC), Silicon Valley Campus. She was previously a founding member and music instructor of Carnegie Mellon University Entertainment Technology Center, Australia campus.

 

She is a graduate of Carnegie Mellon University, receiving Master of Music (MM) in Music Composition and Master of Entertainment Technology (MET) from the Entertainment Technology Center, both in 2006. She received her Bachelor of Music (BM) in Music Composition and Education at Konkuk University in Seoul, Korea. Before attending Carnegie Mellon, she was a music teacher at a middle school in Korea, and the head of composer at ATM (All That Music) studio; computer music studio for Game, Dance and Film Industry.

 

Her music compositions span diverse genres and styles that include modern dance music, animation, multi-media art, chamber works, films, chorus and electro-acoustic music. She has won numerous competitions with her compositions, including the 2004 Cuarteto Latino Americano String Quartet Competition. Her pieces have been performed at Carnegie Music Hall in Pittsburgh, PA as well as the 29th Composition Recital, Seoul Arts Center in Seoul.

 

Her research interests are in edutainment (education + entertainment) and applying the learnings from her research to teaching. She has been developing several edutainment projects, including TuneTrain, an incidental music learning app that has received wide media coverage.

Education

§  Carnegie Mellon University

Master of Entertainment Technology, Pittsburgh, PA, May 2006

§  Carnegie Mellon University

Master of Music (in Composition), College of Fine Arts, Pittsburgh, PA, May 2006

§  KonKuk University

Bachelor of Music (in Composition), Music Education Department, KonKuk University, Seoul, Korea, Feb 2000

Professional Experience

o   Introduction to Music Technology - Instructor: Keith Bajura 

o   Electronic and Computer Music - Instructor: Keith Bajura 

Research History

Publication

J. Lee, A. Gea, N. Levin, C. Yang, R. Deciron, M. Lee, P.-L. Lu, and M. Xie

TuneTrain: Incidental learning through interactive music creation.

Proc. 2013 IEEE International Games Innovation Conference (IGIC) (Vancouver, BC, Sept. 2013), pp. 130-133. Digital Object Identifier: 10.1109/IGIC.2013.6659139.

Apps 

§  Samsara : The goal of this project is to design and develop an expressive artistic game that helps both kids being bullied and who are bullies.

o   Google Play App Store, Feb 2014

o   Apple App Store, Mar 2014

 

§  TuneTrain : A music creation app, where kids can quickly learn, create and edit melodies through a fun line-drawing mechanic.

o   Apple App Store, May 2013 (Downloaded over 70,000 times as of Mar 2014)

Performances

§  Original Composition Performed “INSIDE OF THOUH” for Orchestra, Mar 2006

Carnegie Mellon University Philharmonic, conducted by Efraín Amaya.

Carnegie Music Hall, Pittsburgh, PA

 

§  Selected Performance Cuarteto Latino Americano Concert, Sep 2004

“INTUITION” for String Quartet, Alumni Concert Hall, Carnegie Mellon, PA

Winner from the Cuarteto Latino Americano String Quartet Composition Competition

 

§  Original Composition Performed  Free Tonality” for violin and piano Performers, Oct 2003

Kresgie Hall, Carnegie Mellon University, PA

 

§  Original Composition Performed in Alumni Concert, Oct 2002

Konkuk University-Weneart, Seoul, Korea

 

§  Original Composition Performance of Opera, “Heo nanseolheon”, Sep 2000 – Feb 2001

HANJEON arts pool center, Seoul, Korea

 

§  Original Composition Performance of Graduation Recital, Feb 2000

Department of Music Education, Konkuk University, Seoul, Korea

 

§  Original composition for the KOREA SOKA GAKKAI INTERNATIONAL, Oct 1998

Composed a branch office song, “Song Chun Ga”, Seoul Korea

 

§  Original Composition Performance, May 1998, Jun 1997

Konkuk University, Seoul Korea

Group Projects

§  Claytronics, Spring 2006

Pitched project at ETC: Creating visual demos demonstrating the possibilities of physical rendering for Intel Research Lab.

 

§  Hazmat, Fall 2005

HazMat uses video game methods and technology to augment the training of the Fire Department of New York City's Hazardous Materials and Anti-Terror Teams.

 

§  Japanese Language Learning, Spring 2005 

The Japanese Language Learning Software project is a prototype for an edutainment game geared specifically towards 14-18 year olds who like anime & video games.

** Our work was presented at:

o   GDC (Game Developers Conference), Mar 2005

Moscone Center, San Francisco, CA

o   SEATJ 2005, The Southeastern Association for Teachers of Japanese, Jul 2005

Hosted by Georgia Institute of Technology.

o   CALICO (Computer Assisted Language Instruction Consortium), Sep 2005

Michigan State University

o   JALTCALL (Japan Association for Language Teaching –CALL), Nov 2005

Ritsumeikan University in Japan

 

§  X-Gaming, Spring 2004

The goal of the X-Gaming team is to create a game prototype that allows players to readily download and play their favorite classic arcade style, multiplayer online game.

Evidence of External Reputation

Invited Talks

§  Invited Talk, “Video Games in Classrooms”, Jul 2013

Art and Technology Department, Songang University, Seoul Korea   

 

§  Invited Talk, “Music Edutainment (Education + Entertainment)”, Jul 2013

Music Education Department, KonKuk University, Seoul Korea   

 

§  Invited Talk, “The Art of Leadership”, Jul 2013

Film, TV & Multimedia Department, Seoul National of Art University, Seoul, Korea

 

§  Sound Design Lecture, Sep 2007

Entertainment Technology Center, Carnegie Mellon University, Osaka, Japan 

Interviews

§  KAIST Entrepreneurship Interview, Aug 2013

“Experience of being a founding faculty member of the ETC-SV campus” Redwood City, CA

 

§  Interview for Samsung Economic Research Institute Report. p.130-133, Aug 2011

"Responsibility of Korean University Education for Information Technology Talent Development"

Media Coverage

§  TuneTrain for Music Creation - Class Tech Tips by Monica Burns Oct 30,2013

§  4 playful apps introduce kids to music - USA Today by Jinny Gudmundsen Oct 13, 2013 

§  TuneTrain, Jiyoung Lee - Kids App Reviews Oct 8, 2013

§  TuneTrain iPad app takes a ride into musicmaking - Apps Playground by Stuart Dredge Sep 30, 2013

§  Good Free Apps of the Day - Smart App for kids Sep 29, 2013

§  Meet Jiyoung Lee at Carnegie Mellon University, Entertainment Technology Center Silicon Valley Campus- KAISTEE (KAIST Entrepreneurship Expedition) blog (Korean), Jul 27, 2013  

§  Carnegie Mellon ETC-SV visited Sifteo Inc.- David Merrill, Sifteo - Feb 28th, 2010  

§  Carnegie Mellon's ETC Opens In Silicon Valley - Gamasutra, Beth A. Dillon Jan 25, 2007 

§  AN ADELAIDE entertainment technology school will serve as the model for U.S. - Adelaide Australia Newspaper, Russell Emmerson, Dec 25, 2006

§  2004 Cuarteto Latino Americano winner - Carnegie Mellon's Newspaper, Israel Guzman- Sep 13, 2004

Awards

§  Harry G. Archer award - Winner of the Cuarteto Latino Americano, Apr 2004

String Quartet Composition Competition, Carnegie Mellon University, Pittsburgh, PA

 

§  Winner of the Korean music festival, Feb 2000

Composition Competition, Seoul, Korea

 

§  Winner of the Korean music festival, Feb 1997

Composition Competition, Seoul, Korea

Professional Activities

Panels

§  KAIST Entrepreneurship Day PanelistAug 2013

KOTRA (Korea Trade Promotion Corporation) San Jose, CA

 

§  G4C13 Nominating Panelist, May 2013 
4th Annual Games for Change Awards 
New York, NY

Conference Presentations

§  IGIC 2013 PresenterSep 2013

5th International IEEE Consumer Electronic Society Game Innovation Conference 
Published a paper “TuneTrain: Incidental Learning Through Interactive Music Creation” 
Vancouver, British Columbia Canada 

 

§  ISAC 2009 Speaker, Sep 2009

International Symposium for Arts and Contents 
“The Impact of Gameplay Where you Least Expect It” COEX Convention, Seoul, Korea 

Conference Organization/ Chair / Committee

§  ICEC 2010 Exhibition Chair, Sep 2010

9th International Conference on Entertainment Computing COEX Convention Center, Seoul, Korea

 

§  ICEC 2010 Technical Program Committee, Sep 2010

9th International Conference on Entertainment Computing COEX Convention Center, Seoul, Korea

 

§  KGC 2008 Workshop Organizer, Nov 2008

Korea Game Conference KINTEX Convention Center, Gyungido, Korea

 

§  Gstar 2008 CMU-ETC Exhibition Organizer, Nov 2008

Korea Game Conference International Game Festival KINTEX Convention Center, Gyungido, Korea

 

§  KOCCA 2008 Summer Program Workshop Organizer, Jul 26- Aug 8 2008

Korea Creative Content Agency 
Entertainment Technology Center at Silicon Valley Campus of Carnegie Mellon University 

Professional Membership

§  IGDA (International Game Developers Association) Member, Current

Largest non-profit membership organization in the world serving all individuals who create games.

 

§  Ti:ME (Technology Institute for Music Educators) Member, Current

Helping Music teachers Integrate Technology Since 1995 – TI:ME is a 501-c3 Non-Profit Educational Organization

 

§  Associate Member of The Zakak Association for Contemporary Music, 1998 – 2003

Korean Composition Society, Seoul, Korea

Contract and Grant Support

Sponsored Instruction – ETC Projects

§  iOS Mobile and Tablet, SmileGate (Korean Game Company), $75,000 - Fall 2012

§  Classical Music Game, SmileGate (Korean Game Company), $75,000 - Spring 2012

§  Location Based Mobile Game, Booyah (Social web/mobile entertainment company in San Francisco), $75,000  - Spring 2011

Teaching History

 

Carnegie Mellon University 

Entertainment Technology Center - Silicon Valley Campus

Co-Director/ Assistant Teaching Professor 

Course Developed / Currently Teaching

§  Fundamentals of Audio Design [ETC L 53615] (12 Units) - Spring 2013 - Current

The students could apply this learning to creating not only music, but also game design and other entertainment technology.

 

§  Current Issues in Entertainment Technology and Design [ETC L 53619] (12 Units) - Spring 2007 - Current
Consists of (i) independent study on interactive digital media and (ii) professional network building. For the independent study, students select and research an emerging topic of interest within the area of entertainment technology and design.

Course Teaching

§  ETC Interdisciplinary Project  [ETC A 53610] (36 Units) - Spring 2007 - Current
The central part of the ETC curriculum is the project course. In this course, students are in small, interdisciplinary teams, creating artifacts under direct faculty supervision. An artifact may be a web site, a piece of software, a piece of hardware, a design document, or a number of other things. Artifacts are typically intended to be prototypes, not production models. Each project team, working with their faculty member, must design what they are going to create, the mechanisms by which they will create it, and then actually create it. The list of supervised projects are below:

 

Project List

Sponsor

Spring 2014 (Currently teaching with Salvador Barrera)

 

Serenity

Faculty Pitched (Jiyoung Lee): The goal of this project is to design and develop an expressive artistic experience that addresses the serious issue of bullying. This is an unsolved social problem that results in both emotional and physical trauma for its victims. Bullying is a problem that is rooted in negativity, so the philosophy of team Serenity is to create something positive.

 

 

SeptoBunny

A team is working with Electronic Arts’ Office of the Chief Creative Officer to create a golfing game for Connected TVs.

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Fall 2013 (taught with Carl Rosendahl)

 

Chimera

Working in conjunction with the Office of the Chief Creative Officer (OCCO) at Electronic Arts, we are developing a game, on the iPad, whose assets and the product created by tEAm, headquartered in Pittsburgh, can influence data. The challenge is to make a game that is completely agnostic of other media, and yet has meaningful changes occur when a player interacts with outside products. The OCCO has provided both ETC teams with a cloud server to act as an intermediary between each project’s save data. This allows future EA projects to incorporate play data from other games without requiring their respective production teams to be in constant contact throughout their global company. Through this experimentation, we will explore the evolution of interconnected gameplay.

 

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Zimension

ZIMENSION is developing a game on the zSpace platform - an interactive system that provides astounding 3D semi-holographic display and precise stylus tracking. The team is creating a unique and unforgettable game experience. The challenge of the project is to take full advantage of the platform and to deliver innovative mechanics and novel gameplay, which might include 3-dimensional puzzle solving and spatial reasoning.

 

 

Spring 2013 (taught with Carl Rosendahl)

 

Bravura

Faculty Pitched (Jiyoung Lee)

Bravura the team is creating an application that will help everyone ages 8+ be comfortable with and encouraged to make music.  Our tool will be targeted towards everyone – novices and experts alike; regardless, we want them all to be able to use our app to create good music that they can be proud of.

 

 

 

Heidegger

In collaboration with EA’s Office of the Chief Creative Office, or OCCO, the goal of Project Heidegger is to develop a system that identifies player types with the purpose of making recommendations to gamers accurately, unobtrusively, and with a high degree of personal specificity.

 

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iAchieve

The team is working with the Institute of Play and Electronic Arts on an assessment tool that will make educational data beautiful, engaging, and useful for middle school students. The team plans to partner with other organizations and enhance the project through these partnerships. With this tool, they can help shorten feedback loops and students can use it to assess their progress and even share with their families, friends, and peers. iAchieve is determined to bring about change in learning and assessment by bridging the gap between the functional and aesthetic in the educational space.

 

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Fall 2012 (taught with Carl Rosendahl)

 

West-Turn

West-Turn is creating a memorable, innovative game that friends play together in the same space using their iOS mobile and tablet devices.  They are working with SmileGate, a world-renowned game company, to make this vision come true. The game will use device-to-device local network so that players can play in their living room, at a park, or in a coffee shop, without the need for a complicated setup, or expensive equipment.  It will also feature simple analogue finger gestures and will embody a game design concept familiar and accessible to North American audiences.

 

 

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BarrelEye

The BarrelEye team is working with Electronic Arts to create a connected living room play experience using smart TVs, phones, and tablets. We are exploring the viability of the multi-device platform for interactive game content, and examining what it means to bring multi-screen gaming into the living room space.

 

 

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Xenon

Project Xenon is exploring the possibilities technology will provide us in 10 to 20 years. Our mission is to foresee how we will use new devices with augmented reality and other technologies such as GPS data, biometric data, sound, video and computer graphics. After researching the possibilities for newer technologies, a video will be made to showcase the group’s vision of how we may use the technology of tomorrow.

 

 

Spring 2012 (taught with Carl Rosendahl)

 

Crescendo Encore

Crescendo Encore is continuing the work done by Crescendo. Last semester, Crescendo created a classical music game geared for families that encourages cooperation, brings people together and gives players the feeling of playing real instruments. The team will build a new version of the game for the Xbox360 upon the existing framework and enhance the game with better feedback, better hardware and a better UI, all the while leveraging our industry contacts to create a great experience.

 

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Megalodon

The Electronic Arts Office of the Chief Creative Officer has tasked us with creating a game using WebGL that redefines the expectations of browser-based gaming. WebGL is an exciting new software library that expands Javascript to generate interactive 3D graphics in web browsers without cumbersome plugins. The game is a tower offense game, based on original EA IP. The game features fast paced multiplayer battles, different character classes with distinct weapons and abilities that can be upgraded, and a customizable battle kit of units that the player can summon to help them win the day.

 

 

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Fall 2011 (taught with Carl Rosendahl)

 

Crescendo 

Crescendo is creating an experience for children and families that encourages cooperation, brings people together, and gives players the feeling of playing real instruments without requiring them to have the skills of a musician. With these ideas in mind, Crescendo created a rhythm/music game for the PC. The game requires players to match rhythms in time with music and rewards players for playing in harmony with one another. This game is played with custom instruments that look like their real counterparts while greatly simplifying their use.

 

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Five Sided Square 

5SS (Five Sided Square) is creating a table top multi-player game using Sifteo Cubes – a recently introduced game platform. The goal is to design and build a fully functional game that combines the digital play of the Sifteo Cubes with a physical game board and custom game pieces aimed at an older demographic than is typical for the product in order to create interest in Sifteo Cubes within this demographic, and to target a demographic which will allow the team to explore game mechanics that may not be understood by younger players.

 

 

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antEAter

Project antEAter is an Electronic Arts/ETC collaboration on the Silicon Valley campus. The team is creating a new product and intellectual property that serves as a tech demo for a new gaming platform and doing preproduction work on a possible future EA title. After the tech demo is delivered the team began building a playable game prototype in Unity for future EA implementation. In addition to this prototype, antEAter provided design documentation, a number of polished animation cycles and a fully illustrated game storyboard using a comic book art style.

 

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Spring 2011 (taught with Carl Rosendahl)

 

BlueDot (Booya)  

Team Blue Dot is working with Booyah, a social web and mobile entertainment company that incorporate the real world and people’s lives into the gaming experience. By utilizing the widespread use of mobile devices, Blue Dot focused on exploring new methods in which people can interact with each other in deeply collaborative ways. Using iPhones, players will need to work together to fulfill tasks. The times and locations of each player’s status updates will influence the game experience for other players. The blue dot that indicates a player’s position on a map of the real world will indicate the state of player’s game in the digital world.

 

 

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Empyrean 2D
Empyrean 2D is a client based project working with EA2D, a division of Electronic Arts. Empyrean 2D aims to create an iPad game that, in the future would be extensible to other tablets. This game would integrate closely with EA2D’s upcoming title Dragon Age Legends and would create a connected experience between both games that enhance the player’s experience across both platforms. The goal is to deliver a fully functional and connected game that is ready for release to the general public.

 

 

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Project Ethereal

Project Ethereal is a student-pitched project that focuses on delivering sword & shield and spear combat in a player-versus-player online game environment. It combines the realistic cooperative strategy of the sword & shield and spear weapons formation to reveal how working together means survival on the battlefield.

 

 

Puppetineering
The goal of the project is to enable personal interactions with virtual characters. The team is designing an experience that breaks the 4th wall so virtual characters are able to speak directly with their real-life fans. The team is creating a tool that allows a person to control and puppeteer a virtual character, giving it a full range of movements, voice, and emotion. The end product will be a prototype that people will be able to interact with. The team hopes people will allow themselves to be lost in the experience and believe that they are actually speaking and responding to a virtual character.

 

 

 

Fall 2010 (taught with Carl Rosendahl)

 

ARCA (EA/Maxis Project) 

ARCA project is the first collaborative project with EA/Maxis, the famous creators of Spore. The project utilized Maxis' newly developed platform that is used for authoring Maxis-style simulation games. Maxis is interested in learning how usable the engine is for other applications.

 

 

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Coco & Co

Coco & co is designing an online game that replaces text and speech with another form of communication…play! The game focuses on cross-cultural communication and collaboration through play, and provides a shared space for players to discover each other, progress together, and learn about each new person they meet.

** Won Best Student Game in IGF Awards

** Won Game of the Year in Games For Change Festival

** Selected Nuovo Finalist in Independent Games Festival

** Won Game Developer’s Choice in IndieCade Game Festival

 

 

 

Opsis2 

Opsis2 is creating stereoscopic games for a 3D auto-stereo laptop developed by Super Perfect Ltd. The goal is to develop original games that will enhance the players experience by having them interact within virtual three dimensional spaces without visual aids. The team will develop three or four stereoscopic games which will explore different game play techniques and environments that benefit most from the added dimension.

 

 

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Spring 2010 (taught with Carl Rosendahl)

 

PlayOnSocial  

PlayOnSocial is a client based project with the Next Human Network (NHN) Corporation of Korea. NHN’s focus as a company is to make people enjoy their lives, so they wish to experiment in the social network gaming market to broaden their range of entertainment offered online in Korea. The team’s goal is to design and create an online game prototype to be set in social networks chosen by NHN.

 

 

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Fluxion  

Fluxion created an iPhone game using fluid simulation as game mechanics. The main concept of the game is to make use of physics features of liquid to solve puzzles by utilizing the unique input controls of iPhone such as accelerometer and Multi-Touch. The goal of the project is to develop an immersive game experience and to explore the possibilities of innovative game mechanics based on fluid dynamics.

** Presented as a poster at ICEC 2010

 

 

iLearn 

iLearn is a research project on language learning initiated by NHN Corp of Korea. The objective of this project is to develop a stand-alone iPhone application for English training for Koreans using CMU’s PocketSphinx speech recognition system. The team will use the multimodal interfaces of the iPhone to provide users a more immersive and intuitive learning experience. The team will also use the speech recognition system to analyze user’s fluency in English.

 

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Project Mirage - International VR Contest 

Project Mirage involved development of a new and innovative platform/interface as an entry to the International Virtual Reality Contest (IVRC), a Japanese-based competition held collaboratively with Laval Virtual in France. The goal is to develop a projection table that displays in three-dimensions and is viewable from all sides. Utilizing recent innovations in fog screen technology, the team plans to make an interactive display that gives the same experience for multiple guests and could perhaps even inspire the term “hologram.”

** Memorial Award in International Virtual Reality Contest (IVRC)

 

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SPIKE (California Academy of Sciences)  

SPIKE (Scientific Personalized Interactive Kiosk Exhibit) is a client-sponsored project, designing an integrated network of websites and physical installations for the California Academy of Sciences. It installed a system to expand the Academy experience by connecting the interactions at the museum to the Academy website at home. Users create personalized avatars online or on kiosks in the front lobby of the Academy, and upon returning home, users are able to use their achievements at the Academy to compare their avatars progress with those of their peers.

** Presented as a poster at ICEC 2010

 

 

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Fall 2009 (taught with Carl Rosendahl)

 

Project iDev

Project iDev is a student pitched project focused on developing innovative games for the iPhone and iPod Touch mobile devices, publishing these games to the app store, and building the framework that enables us to continue creating games as an independent design collective.

 

 

ORCAS (California Academy of Science)

The Entertainment Technology Center and the California Academy of Science have teamed up to enhance the experience of guests at the Academy is new building in Golden Gate Park, San Francisco, CA. The project identified areas for enhancement and evaluated feasibility, paving the way for polished products to be produced in following semesters.

 

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Spring 2009 (taught with Carl Rosendahl)

 

See-Saw Skill Based Games 

Project See-Saw is a research game project aimed at finding the best balancing technique to create a player skill-based multiplayer game. A successful balance technique helps both very skilled and less skilled players find the right challenge and satisfaction in a cooperative multiplayer skill-based game.

 

 

Trino 2.0

This is the second semester for the Trino team. The goal is to release a full version of the game to Xbox Live Arcade at the end of the semester. The team is building a vertical slice of Trino, ready to be certified by Microsoft for XBLA distribution and also playable on PCs.

** Trino 2.0 has evolved into a publishable full-length game

** Penny Arcade PAX 10 Award 2009

** Selected as one of the 10 best independent games of the year 2009 

 

 

Fall 2088 (taught with Carl Rosendahl)

 

Hatch 

Hatch project is working with Global Imagination's "Magic Planet," a spherical projection screen with unique potential for information and entertainment. Hatch is taking full advantage of the Magic Planet’s one-of-a-kind display, and creates eye-catching, useful, and fun applications that showcase information in a worldwide context and interactive experiences that explore the possibilities of a truly 3-D interface.

 

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Tea & Sugar Train

The goal of this project is to develop a virtual interview with fictional Tea & Sugar Train employees to be installed in Australia’s Port Adelaide Railway Museum. The team is working with curators from the museum and students from UniSA. Upon completion the system will be installed in railway cars at the museum.

 

 

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Spring 2008 (taught with Carl Rosendahl)

 

Projecx: XBOX Live Arcade (Trino)

Trino is a student-pitched project to develop a game for the Xbox Live Arcade. This platform was only recently opened up for small developers. The team will learn how to develop for the Xbox and distribute their game through this platform.

 

 

Project CA- Cultural Awareness

The goal of the project is to create a short animated documentary addressing the issues of working in multi-cultural groups in a light-hearted manner. The team will interview at least thirty people about their multicultural experiences and cast some of these voices as 3D animated creatures. As the population in ETC students becomes increasingly culturally diverse, the animated short will be built on the experiences of people who have worked cohesively in multicultural teams will be invaluable to students and faculty alike. It will allow the audience to better understand issues when working in multicultural groups and thus avoid conflict or miscommunications arising from cultural diversity. The final deliverable will be a four minute long animated documentary which addresses important issues that students in ETC face while working in multi-cultural groups.

** Finalist for competition at the International Animation Festival of Brazil, ANIMA MUNDI 2010

** Invited to present at the annual Regent Park Film Festival 2009, Toronto, Canada

** Showed as part of the retrospective shorts program 2009

** Received Kodak grant from NextFrame

 

 

 

Spring 2007  (taught with Eric Keylor)

 

Project ISTP

The Gaming with Alice for Middle School Education (GAME) team is working with ISTP (International School of The Peninsula) to help the middle school students use the Alice program, developed by ETC co-founder Randy Pausch, to create games focusing on interactive storytelling.

 

 

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Project Spaceship Earth

Project Spaceship Earth is a pioneering project based out of ETC-Silicon Valley, working with Walt Disney Parks & Resorts Online and Siemens to create an educational mini-game.

 

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Carnegie Mellon University 

Entertainment Technology Center – Australia Campus

Music Instructor

Course Developed / Taught  

§  Fundamentals of Audio Design [ETC L 53615] (12 Units) – Fall 2006

This course is designed to familiarize students with a variety of digital audio software applications and approaches to sound design. Students will have hands-on experience recording, editing and converting digital audio files, creating and using sound effects and exploring the history of sound design, interfaces for musical expression and sound design techniques for games and film.

Other Related Experience and Activities

 

§  Participant in the Summer music festival for composition, Aug 2005

Torroella de Montgri, Spain

 

§  Graduate Scholarship and Assistantship, 2003 – 2004

Carnegie Mellon University, Pittsburgh, PA

 

§  Harry G. Archer award – Scholarship from being a winner, Apr 2004

String Quartet Composition Competition, Carnegie Mellon University, Pittsburgh, PA

 

§  Certificate of the 1st Computer Music Sound Synthesis Program, Jul 2001

The Korean National University of Arts, Computer Music Studio, Seoul, Korea

 

§  Certificate of Introduction to Algorithmic Composition Program, Jun 2001

The 4th Computer Music Summer School, Korean Electro-Acoustic Music Society, Seoul, Korea

 

§  Certificate of qualified High-school Music Teacher, Seoul, Korea, Feb 2000