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  <title>games</title>
  <subtitle>games</subtitle>
  <link rel="alternate" type="text/html" href="http://www.aliak.com/category/category/games"/>
  <link rel="self" type="application/atom+xml" href="http://www.aliak.com/taxonomy/term/181/atom/feed"/>
  <id>http://www.aliak.com/taxonomy/term/181/atom/feed</id>
  <updated>2006-02-09T08:16:47+00:00</updated>
  <entry>
    <title>Women in Games Conference : Call for Papers and Participation</title>
    <link rel="alternate" type="text/html" href="http://www.aliak.com/content/women-games-conference-call-papers-and-participation" />
    <id>http://www.aliak.com/content/women-games-conference-call-papers-and-participation</id>
    <published>2008-05-11T21:51:27+01:00</published>
    <updated>2008-05-11T22:23:50+01:00</updated>
    <author>
      <name>AliaK</name>
    </author>
    <category term="call for submissions" />
    <category term="conference" />
    <category term="games" />
    <category term="international" />
    <category term="uk" />
    <category term="united kingdom" />
    <category term="women&#039;s resources" />
    <summary type="html"><![CDATA[<p>Women in Games Conference: Call for Papers and Participation<br />
Date: 31 May 2008<br />
Venue: University of Warwick, UK<br />
Website: <a href="http://www.womeningames.com" title="www.womeningames.com" rel="nofollow">www.womeningames.com</a><br />
The Women In Games conference encourages research and seeks to promote careers for women within the games industry. If games are to become a true sibling medium to music and cinema, the industry needs greater balance in its audience and its workforce. The Women In Games conference takes place from 10-12th September 2008 and welcomes participants from both industry and academia, providing a forum for presentation and discussion of issues relating to all aspects of women's involvement in games, including game development, game playing and women as portrayed within games.<br />
Although this conference is concerned with women and games please note that men are also very welcome to participate! The industry needs a meaningful dialogue between the sexes as it moves forward.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Women in Games Conference: Call for Papers and Participation</p>
<p>Date: 31 May 2008<br />
Venue: University of Warwick, UK<br />
Website: <a href="http://www.womeningames.com" title="www.womeningames.com">www.womeningames.com</a></p>
<p>The Women In Games conference encourages research and seeks to promote careers for women within the games industry. If games are to become a true sibling medium to music and cinema, the industry needs greater balance in its audience and its workforce. The Women In Games conference takes place from 10-12th September 2008 and welcomes participants from both industry and academia, providing a forum for presentation and discussion of issues relating to all aspects of women's involvement in games, including game development, game playing and women as portrayed within games.</p>
<p>Although this conference is concerned with women and games please note that men are also very welcome to participate! The industry needs a meaningful dialogue between the sexes as it moves forward.</p>
<p>Further details of the conference and this year's themes are available at the conference website: <a href="http://www.womeningames.com" title="www.womeningames.com">www.womeningames.com</a></p>
<p>You are invited to participate in the conference in the following ways:<br />
* Attending the conference<br />
* Speaking or presenting a panel - see below<br />
* Exploring options within your organisation for sponsoring the conference</p>
<p>Presenting at the conference:<br />
We welcome proposals for presentations, panels, posters and workshops from both industrial and academic participants. The main conference themes are detailed on the website and submissions related to these and other relevant issues are invited.</p>
<p>Deadline for submission of abstracts: 31st May 2008</p>
    ]]></content>
  </entry>
  <entry>
    <title>tina 2006 - chat with Richie on sound toys and playful instruments</title>
    <link rel="alternate" type="text/html" href="http://www.aliak.com/interviews/soundtoys" />
    <id>http://www.aliak.com/interviews/soundtoys</id>
    <published>2006-10-22T15:35:04+01:00</published>
    <updated>2007-08-04T20:56:52+01:00</updated>
    <author>
      <name>kathy</name>
    </author>
    <category term="australia" />
    <category term="documentation" />
    <category term="experimental" />
    <category term="games" />
    <category term="interaction design" />
    <category term="melbourne" />
    <category term="music" />
    <category term="music artists" />
    <category term="newcastle" />
    <category term="outdoor party" />
    <category term="project" />
    <category term="software" />
    <summary type="html"><![CDATA[<p><a href="http://blip.tv/file/get/AliaK-tina2006ChatWithRitchieOnSoundToysAndPlayfulInstrumen320.mov" rel="nofollow" rel="nofollow"><img src="http://blip.tv/file/get/AliaK-tina2006ChatWithRitchieOnSoundToysAndPlayfulInstrumen320.mov.jpg" border="0" /></a><br />
<a href="http://blip.tv/file/get/AliaK-tina2006ChatWithRitchieOnSoundToysAndPlayfulInstrumen320.mov" rel="nofollow" rel="nofollow">Watch the video</a><br />
a chat with Richie, from Melbourne band / crew WD40, who builds sound toys and instruments for outdoor parties and festivals - for both kids and adults. he discusses his thoughts on the importance of play. midway through some people walk past and one starts playing a piano down the other end of the room so there was a nice chat about instruments and the piano Richie has at home.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><a href="http://blip.tv/file/get/AliaK-tina2006ChatWithRitchieOnSoundToysAndPlayfulInstrumen320.mov" rel="nofollow"><img src="http://blip.tv/file/get/AliaK-tina2006ChatWithRitchieOnSoundToysAndPlayfulInstrumen320.mov.jpg" border="0" /></a></p>
<p><a href="http://blip.tv/file/get/AliaK-tina2006ChatWithRitchieOnSoundToysAndPlayfulInstrumen320.mov" rel="nofollow">Watch the video</a></p>
<p>a chat with Richie, from Melbourne band / crew WD40, who builds sound toys and instruments for outdoor parties and festivals - for both kids and adults. he discusses his thoughts on the importance of play. midway through some people walk past and one starts playing a piano down the other end of the room so there was a nice chat about instruments and the piano Richie has at home.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Machinima Workshop: Making Films out of Games - Amsterdam</title>
    <link rel="alternate" type="text/html" href="http://www.aliak.com/content/machinima-workshop-making-films-out-games-amsterdam" />
    <id>http://www.aliak.com/content/machinima-workshop-making-films-out-games-amsterdam</id>
    <published>2006-02-23T09:56:16+00:00</published>
    <updated>2006-03-20T13:21:59+00:00</updated>
    <author>
      <name>AliaK</name>
    </author>
    <category term="event" />
    <category term="film" />
    <category term="games" />
    <category term="international" />
    <category term="workshop" />
    <summary type="html"><![CDATA[<p><img src="http://static.mediamatic.nl/f/sjnh/image/10534-250-331.jpg" align="left" hspace="10" height="120" /><br />
Machinima is making film in the 3D space of a computer game. By treating the game's point of view as a camera, the gamespace becomes the set, the game characters turn into film actors, and the gamer gets to be a director. During this 4-day workshop participants create their own Machinima movie under the guidance of inspired game developers and award-winning machinimamakers. They will take you through all the main technical, creative and cultural aspects of making Machinima. More info about this workshop can be found on <a href="http://www.mediamatic.net/machinima" title="http://www.mediamatic.net/machinima" rel="nofollow">http://www.mediamatic.net/machinima</a></p>
    ]]></summary>
    <content type="html"><![CDATA[<p><img src="http://static.mediamatic.nl/f/sjnh/image/10357-380-132.jpg" /></p>
<p><img src="http://static.mediamatic.nl/f/sjnh/image/10534-250-331.jpg" /></p>
<p>Machinima Workshop: Making Films out of Games<br />
14 | 15 | 16 | 17 March 2006 @ Mediamatic, Amsterdam</p>
<p>Machinima is making film in the 3D space of a computer game. By treating the game's point of view as a camera,<br />
the gamespace becomes the set, the game characters turn into film actors, and the gamer gets to be a director.</p>
<p>During this 4-day workshop participants create their own Machinima movie under the guidance of inspired game<br />
developers and award-winning machinimamakers like:</p>
<p>&gt; Mark Meadows (US): Artist, 3D animator and game developer who produced 3D animation and interactive design works for companies like  Lucasfilm, Sony Pictures, and Microsoft.</p>
<p>&gt; Friedrich Kirschner (Germany): Prizewinning machinimamaker (at the 2005 Machinima Film Festival), editor for Machinimag, and teammember of the Ars Electronica Center.</p>
<p>&gt; Daniel van Gils (NL): Creative programmer who has built several interactive installations, and teaches Game Design and Machinima at the Design Academy in Breda.</p>
<p>&gt; Jonas Hielscher (Germany): Student Media Technology, interactive / educative media designer, and co-founder z25.</p>
<p>They will take you through all the main technical, creative and cultural aspects of making Machinima. More<br />
info about this workshop can be found on <a href="http://www.mediamatic.net/machinima" title="http://www.mediamatic.net/machinima">http://www.mediamatic.net/machinima</a>. Registration is possible online. Mail any question you might have to <a href="mailto:workshops@mediamatic.nl">workshops@mediamatic.nl</a> or call Klaas Kuitenbrouwer: +31<br />
20 6389901.</p>
<p>Mediamatic Foundation - Postbus 17490 - 1001 JL Amsterdam<br />
- The Netherlands<br />
t +31 (0)20 6389901 - f +31 (0)206387969 -<br />
<a href="http://www.mediamatic.net" title="http://www.mediamatic.net">http://www.mediamatic.net</a></p>
    ]]></content>
  </entry>
  <entry>
    <title>scene.org</title>
    <link rel="alternate" type="text/html" href="http://www.aliak.com/node/2195" />
    <id>http://www.aliak.com/node/2195</id>
    <published>2006-02-09T08:43:48+00:00</published>
    <updated>2006-10-29T12:40:03+00:00</updated>
    <author>
      <name>AliaK</name>
    </author>
    <category term="demoscene" />
    <category term="digital life" />
    <category term="games" />
    <category term="internet" />
    <category term="online  communities" />
    <summary type="html"><![CDATA[<p>Scene.org?	*<br />
Scene.org is a non-profit organization aimed at providing the 'electronic art scene' with a forum for communication and for sharing their work.<br />
We provide ftp and web space for groups and individuals who apply for them and whose applications are accepted. If the application is not approved on the first try, we encourage people to try applying again in the future. Meet other sceners on our IRC network (irc.scene.org) or on the forums. The site is maintained by a voluntary team of around 15 members contributing from around the world.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Scene.org?	*</p>
<p>Scene.org is a non-profit organization aimed at providing the 'electronic art scene' with a forum for communication and for sharing their work.</p>
<p>We provide ftp and web space for groups and individuals who apply for them and whose applications are accepted. If the application is not approved on the first try, we encourage people to try applying again in the future. Meet other sceners on our IRC network (irc.scene.org) or on the forums. The site is maintained by a voluntary team of around 15 members contributing from around the world.</p>
<p>"A demo is a program that displays a sound, music, and light show, usually in 3D. Demos are very fun to watch, because they seemingly do things that aren't possible on the machine they were programmed on." - Trixter's PC Demos Explained.</p>
<p>Scene.org cannot be explained in just a few words. On one hand it is the central source for the demoscene community but on the other hand it is an online digital community, consisting of several talented individuals across the world with the desire of creating something for the scene.</p>
<p>To be honest, scene.org is not just for the scene, it is for everyone who is interested in this sub-culture. Some might consider scene.org just as a service, and while it is part that, for us it is an ambition.</p>
<p>And of course this all would not be possible without the volunteers in the scene.org staff and our sponsors.</p>
<p>*	The mission	*</p>
<p>At it's heart scene.org is all about the demoscene. We have the latest productions and the fastest ftp and we offer webspace for FREE, the only thing we want is that you put the free space in to best use possible and not just for "Not Yet Finished" graphics. It's a bold statement from us, especially as scene.org has taken so long to become something else than just storage space, which certainly IS important for the scene's productions. Scene.org was always envisioned as a scene information source, an ftp site mixed with web-based content.</p>
<p>We simply cannot give out accounts to all groups/individuals who request them, we do our best to go through the applications as quickly as possible.</p>
<p>Scene.org runs on "custom" hardware that we have put together with the help of contributions from our sponsors and staff. We offer free web accounts and services, so naturally we have to be selective when it comes to granting these accounts. However if you don't get an account, that doesn't mean you cannot enjoy scene.org. There is still the latest files to download, news to check out and files to upload.</p>
<p>visit <a href="http://www.scene.org" title="http://www.scene.org">http://www.scene.org</a> for more information</p>
    ]]></content>
  </entry>
  <entry>
    <title>nullarbor - demoparty and game development competition</title>
    <link rel="alternate" type="text/html" href="http://www.aliak.com/content/nullarbor-demoparty-and-game-development-competition" />
    <id>http://www.aliak.com/content/nullarbor-demoparty-and-game-development-competition</id>
    <published>2006-02-09T08:03:05+00:00</published>
    <updated>2006-02-09T08:16:47+00:00</updated>
    <author>
      <name>AliaK</name>
    </author>
    <category term="demoscene" />
    <category term="event" />
    <category term="games" />
    <category term="perth" />
    <category term="project" />
    <summary type="html"><![CDATA[<p>nullarbor is a combined demoparty and game development competition. It is an event designed to bring together a community of local programmers, designers, artists and musicians that have an interest in real-time computer graphics. This is a great opportunity to get an introduction to game and demo development, meet people from the Australian industry and form new collaborative relationships with local talent. Perth is the world's most remote large city. Australia's role in the demoscene is considered just as remote, and similarly Western Australia's role in game development is also very isolated. The source of Perth's physical remoteness, and an Australian icon of isolation is the nullarbor desert. Hence, this event was set up, to celebrate the talent base available within an isolated Australia and to demostrate to the world that Australian digital content creators are the best! nullarbor takes place on Thursday the 23rd of February 2006. It starts at 9:00 am and finishes at 9:00 pm. read more or visit <a href="http://www.notrees.org/newsletter.html" title="http://www.notrees.org/newsletter.html" rel="nofollow">http://www.notrees.org/newsletter.html</a> for details</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>nullarbor is a combined demoparty and game development competition. It is an event designed to bring together a community of local programmers, designers, artists and musicians that have an interest in real-time computer graphics. This is a great opportunity to get an introduction to game and demo development, meet people from the Australian industry and form new collaborative relationships with local talent. </p>
<p>Perth is the world's most remote large city. Australia's role in the demoscene is considered just as remote, and similarly Western Australia's role in game development is also very isolated. The source of Perth's physical remoteness, and an Australian icon of isolation is the nullarbor desert. Hence, this event was set up, to celebrate the talent base available within an isolated Australia and to demostrate to the world that Australian digital content creators are the best! nullarbor takes place on Thursday the 23rd of February 2006. It starts at 9:00 am and finishes at 9:00 pm. </p>
<p>read more or visit <a href="http://www.notrees.org/newsletter.html" title="http://www.notrees.org/newsletter.html">http://www.notrees.org/newsletter.html</a> for details</p>
    ]]></content>
  </entry>
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