The BCNET Digital Media Challenge is back for its second year!
Join us for the ULTIMATE CHALLENGE where contenders of our Digital Media Challenge will present their innovative digital media projects AND, you will decide the winner! See our semifinalists compete for cash awards of up to $1000!
THEY CAME FROM ACROSS BRITISH COLUMBIA
Students from higher education member institutions across the province will join the BCNET Digital Media Competition for a chance to receive prizes and recognition. On April 19, ten academic experts in digital media will come together to judge the students through a rigorous presentation and screening process. After careful deliberation, the judges will vote for the best of the best, and select the semifinalists.
Chair: Donald Acton
Donald Acton has been Chair of the BCNET Digital Media Challenge for the last two years and has helped to promote the competition to UBC’s Computer Science students.
He is an instructor in the department of Computer Science at UBC. With an interest in distributed systems, computer communications and operating systems, much of his work has focused on designing and building system infrastructure to support the development and deployment of reliable and scalable distributed applications.
NOW, YOU DECIDE
We hope you attend this session, support the students, and cast your vote for your favorite.
(cash prizes will be awarded to all semi finalists)
TEXT YOUR VOTE
Bring your cellphones or laptops, and text your VOTE for your favorite presentation!
If you don’t have an electronic device, paper voting options are available.
MEET THE SEMIFINALISTS
IN [A] MOMENT
- Winnie Chung, School of Interactive Arts and Technology, Undergraduate, Simon Fraser University
- Jon Bantados, School of Interactive Arts and Technology
- Carol Tu, School of Interactive Arts and Technology
- Jackie Ho, School of Interactive Arts and Technology
- Nathan Todd, School of Contemporary Arts
- Carolyn Dones, School of Communications
- Coco Huang, School of Contemporary Arts
- Miles Thorogood, School of Interactive Arts and Technology
- Chao Feng, School of Interactive Arts and Technology
Project: IN [A] MOMENT
In [A] Moment is an interactive and collaborative performance combining dynamic movements with motion tracking and social media. The performance itself promotes as an open conversation between audience members and the performers using the social media site Twitter as its main driving vehicle. Through “tweeting” the experience of the audience during the performance, their words directly influence the movement and flow of the performance itself.
Kieran Coulter, Computer Science, Undergraduate, University of British Columbia
This is a project that presumes the existence of more accurate motion sensing technology being made available for the 8th generation gaming consoles.The most relevant aspect of this project in a networking capacity is how it can work to transmit gestural data efficiently over a network, to enable the kinds of extended reality multiplayer games I predict will become more popular over the 2010′s. Surround sound, which can be duplicated on a set of headphones, is an aspect of extended reality that will make these new games a far more immersive experience than what currently exists.
Vera Lukman, Faculty of Applied Science/School of Computing Science, Undergraduate, Simon Fraser University
This project would dramatically improve communication by combining voice and real-time collaborative drawing on tablet devices. BitNapkin uses VoIP to connect all collaborators in a voice conference. BitNapkin is also very interactive and intuitive as it uses compact vector-based representations to provide real-time interactivity. It uses touchscreen devices to give the feeling of drawing on a piece of paper. BitNapkin uses a centralized server to connect collaborators all over the world. As long as they have Internet connection, users can access their files and collaborate anywhere.
Mahdi Tayarani Najaran, Computer Science, PhD Student, University of British Columbia
TracerMaps aim to change that to allow games to benefit from both rasterization and ray tracing. The framework uses the normal rasterization pipeline, but on the side distributes ray tracing between any available processing units over the network to produce a TracerMap. The TracerMap is then pumped back inside the graphics pipeline in the final fragmentation stage to overlay the ray traced image on top of the rasterized one.
Finalists Presentation Schedule at the BCNET & HPCS Conference 2012
Tuesday, May 1st
Fletcher Theatre (1900), Overflow: Labatt Hall (1700)