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Keynotes
First Keynote Speaker: Dr. Richard A. Bartle
Dr Richard A. Bartle is Senior Lecturer and Honorary Professor of Computer Game Design at the University of Essex, UK. He is best known for having co-written in 1978 the first virtual world, MUD, and for his 1996 Player Types model which has seen widespread adoption by the MMO industry. His 2003 book, "Designing Virtual Worlds", is the standard text on the subject, and he is an influential writer on all aspects of MMO design and development. In 2010, he was the first recipient of the prestigious GDC "Online Game Legend" award.
Presentation: The Then and the Now of Virtual Worlds
Today's Massively Multiplayer Online Role-Playing games are the latest in a long line of virtual worlds that began in 1978 with a game called MUD. What was once cutting edge is now a museum piece, but its legacy is a multi-billion dollar a year industry. By drawing parallels between what he was trying to do with MUD and what you're doing with your research, Professor Bartle explains how you too can be invited to give keynote presentations in your own subject 35 years after starting out.
Second Keynote Speaker: Dr. Colin G. Johnson.
Dr. Colin G. Johnson is Reader at the School of Computing of the University of Kent, where he is also Faculty Director of Graduate Studies. His research interests are artificial intelligence and computing education. He is also the organiser of the Café Scientifique, which is a series of talks and discussion about science and technology that take place in informal venues.
Presentation: Analogies: Tools for Thought or Crutches for Shallow Minds?
Analogies are a key part of language. They are also used widely in scientific understanding and in the development of technologies, for example in biomimetic materials and in nature inspired computation. Is this a sensible way of making progress in science/technology, or is it just a distraction from developing a proper understanding? This talk will look at a number of examples of the use of analogy in language, science and technology, and consider arguments in favour of and against their value as ways of thought.