Gaming in Computer Science - Request for Proposals 2006
Topic: Enhancing CS1/CS2 with Gaming Concepts and Technologies
This RFP has been awarded. To view the award recipients, see
Gaming Computer Science 2006 RFP Awards.
Note: Please read this document carefully. Microsoft Research External Research & Programs (ER&P) has
endeavored to provide the fullest and most complete information possible
regarding this request. We hope to have made a compelling Request for
Proposals (RFP) and look forward to your participation.
Background & Objectives
Facing a broad decline in interest in computer science, universities
have expressed a desire to make the Computer Science major more
compelling and enjoyable. Some early results suggest that the
introduction of game-oriented themes and assignments could help
reinvigorate the computer science curriculum while fostering teamwork
and multi-disciplinary efforts within that structure. Microsoft
recognizes that exposing students to game development concepts in the
context of a rigorous program of computer science study can provide an
important foundation for tomorrow’s computer scientists, game engineers,
and game designers.
In 2005, Microsoft Research ER&P funded six projects as part of the first
Gaming in Computer Science RFP. This year, the second Gaming in Computer
Science RFP builds upon the assets and experience of the first. While
the first Gaming in Computer Science RFP focused on game engine or
curriculum development and modest assessment, the current Gaming in
Computer Science RFP focuses on the creation of laboratory assignments
for use in CS1/CS2 classes and robust assessment. Assessment is
essential because many schools are changing their computer science
curricula, and without careful assessment, it would be possible to
dilute the core computer science curriculum or to alienate a specific
type of computer science student. For instance, women studying computer
science may not be as enthusiastic about computer games as male
students.
This year’s Gaming in Computer Science RFP seeks proposals which address
the creation and assessment of laboratory exercises using a game theme
or motif, and which are suitable for use in introductory computer
science courses that teach fundamental programming concepts and
techniques. The exercises must be accompanied by a plan to assess the
impact of those lab exercises upon the attraction and retention of
students, particularly students with no previous programming experience.
Though it is expected that lab exercises embracing a game motif will
require the use of a game engine or other platform technology, Microsoft
is not looking to fund the development of additional game engines.
Rather than design yet another game engine, we encourage RFP applicants
to consider one the following available game engines.
Academic Resources:
DXframework (University of Michigan)
http://dxframework.org/
MUPPETS (Rochester Institute of Technology)
http://muppets.rit.edu/muppetsweb/about/index.php
SAGE (University of North
Texas)
http://larc.csci.unt.edu/sage/
OR
Microsoft Corporation Resources: XNA
http://msdn.microsoft.com/directx/XNA/default.aspx
GarageGames Torque X
http://www.garagegames.com/products/torque/x/
Flight Simulator X
http://www.microsoft.com/games/flightsimulatorx/
This year, we are especially
enthusiastic about the game-related resources available from Microsoft,
XNA (with Garage Games' Torque game engine) and Flight Simulator X (with
SimConnect API). XNA is already quite popular in academia. Flight
Simulator’s SimConnect API is expected have a very positive impact on
post-secondary computer science education.
The RFP winners will be asked to attend the February Academic Days
cruise for a “deep dive” into instruction. Funding for travel to the
Academic Days event, and other related conferences throughout the
duration of the RFP are expected to come from the RFP funds.
Awards
The total amount available under this request for proposals (RFP) is $480,000. Microsoft Research anticipates
making approximately 4-6 awards between $40,000 and $100,000. All awards
will be made in $US. Awards are generally made as unrestricted gifts to
the institution. Outside the United States other local restrictions may
apply to the terms of the award. For current policy regarding non-US.
countries, please refer to
http://research.microsoft.com/ur/us/fundingopps/faq.aspx. For all
awards, payment of indirect costs (“overhead”) is not permitted.
Because local costs vary widely across geographies, Microsoft will take into account the reasonableness of the
amount requested in any proposal in light of local costs, and reserves
the right to fund proposals at an amount lower than requested if
appropriate.
Awards under this program are for one
year only, but may be renewable at the sole discretion of Microsoft
Research.
Eligibility Conditions of eligibility listed below
will be strictly adhered to, so please read them carefully. Proposals
not meeting all these criteria will not be considered.
-
The proposing
institution must be an accredited baccalaureate-granting college or
university (or international equivalent) with non-profit status. All
qualifying institutions are eligible without regard for geographic
location.
-
An institution
will be awarded a maximum of one gift per RFP, regardless of the
number of proposals submitted from the institution. However,
collaborative proposals embracing multiple groups across the
organization are encouraged.
-
Proposals that
are incomplete, inaccurate, request funds in excess of the maximum
award available, or are otherwise not responsive to the terms and
conditions of this RFP will, at the sole discretion of Microsoft
Research, be excluded from consideration.
-
Proposals from
or on behalf of persons participating in the evaluation process for
this RFP will not be considered.
-
Proposals
should evidence a commitment to make all results arising from a
funded project (including all intellectual property in those
results) broadly available by either: (i) dedicating such results to
the public domain; or (ii) making the results available under a
non-restrictive license that allows modification and redistribution
without any significant restrictions or conditions, such as the BSD
license available at
http://www.opensource.org/licenses/bsd-license.html. Proposals
should further evidence willingness to contribute any resulting
curriculum material to the MSDN Academic Alliance Repository at
http://www.msdnaacr.net/curriculum/facetmain.aspx.
-
Proposals
should use one of the game engines suggested.
-
All conference
travel funds including the Academic Days cruise and SIGSCE is
expected to come from the RFP funds.
Submission Process
Proposals will be accepted in electronic
form only at
http://microsoft.redwhale.com. Proposals submitted to Microsoft will
not be returned. Microsoft cannot assume responsibility for the
confidentiality of information in submitted proposals. Therefore,
proposals should not contain information that is confidential,
restricted, or sensitive. Microsoft reserves the right to make public
proposals that receive awards, except those portions containing
budgetary or personally identifiable information. Questions concerning
this RFP should be sent to John Nordlinger (johnnord@microsoft.com).
Please include the phrase “Gaming in CS” in the subject line of all
e-mails to ensure prompt attention.
The submission
process includes two parts.
- Brief summary
and contact information. Applicants must provide full contact
information for principal investigators, amount requested, and a
brief abstract. This information will be submitted through a web
form as part of the submission process.
-
Complete
proposal containing full details on the proposed project. 7 pages
maximum, 10pt. font or larger, double-spaced, in either Microsoft
Word or PDF format.
Proposals should address each of the items listed below under separate
numbered headings.
- Problem Statement: What is the problem or curriculum area addressed by the
proposal and why is it important? What is the potential contribution
to the field of the project if successful? Cite relevant work in the
field as appropriate.
- Expected outcomes: What tangible assets, if any, will be created or produced
as a result of the proposed project? How will the results of this
project be disseminated to others?
- Schedule:When is the project to be completed? What milestones will be used to
measure progress of the project and when will they be completed? (If
the project described is part of a larger ongoing research program,
estimate the time for completion of this project only).
- Use of Funds: Provide a high-level
budget ($US) describing how the award will be used, including
purchases of hardware or software, salaries, and other costs. Please
note that, because awards are made as unrestricted gifts, Microsoft
policy prohibits the payment of indirect cost (“overhead”).
-
No indirect costs will be allowed.
- No more than 10% of the requested
funds can be used for hardware.
- Dissemination
and Evaluation: How will the results of this project be evaluated
(if appropriate), and how will they be disseminated to others? Under
what general license terms will the results be made available?
- Other Support:
Including other contributions to this project (cash, goods or
services), if any, but not including such things as use of
university facilities otherwise provided on an ongoing basis. Please
note: authors of winning proposals will be required to submit an
original letter on department letterhead certifying the commitment
of any additional or matching support described in the proposal.
- Qualifications
of Principal Investigator: Include a brief description of any
relevant prior research, teaching, publication or other professional
experience. A detailed vita or list of publications is not required.
- Methods of
Assessment: Please include details on how the project will be
assessed.
Selection Process and Criteria
All proposals received will be reviewed
by Microsoft Research and eligible proposals will be evaluated by a
panel of subject-matter experts chosen by Microsoft Research. Based on
evaluations by the review panel, Microsoft Research will select the most
worthy proposals for funding. Microsoft Research reserves the right to
fund winning proposals at an amount greater or less than the amount
requested, up to the stated maximum amount for individual awards. Due to
the volume of submissions, Microsoft Research cannot provide individual
feedback on proposals that are not funded.
Authors (including co-investigators) of winning proposals will be
required to grant Microsoft permission for the use of their name, image,
institutional affiliation and related professional information in press
releases or other forums for publication of their award.
All proposals will be evaluated based upon the following criteria:
- Well-defined goals and objectives
that, if achieved, have the potential to have a significant impact on
computer science curriculum directly and indirectly the computing
industry.
- Potential for wide dissemination and use of intellectual property
created, including specific plans for publications, conference
presentations, distance learning, etc., as well as plans to distribute
content in multiple formats or languages.
- Ability to complete the project, including the adequacy of resources
available, reasonableness of timelines, and number and qualifications of
identified contributors.
- Qualifications of principal investigator, including previous history
of work in the area, successful completion of previous funded projects,
teaching awards, books and papers published, etc.
Schedule and Deadlines
Announcement: |
Thursday, Sept 21, 2006 |
| Opening date for submission of proposals: |
Thursday, Oct 5, 2006 |
| Last date for
submission of proposals: |
Sunday, Nov 5, 2006 12:00 PM,
noon, Pacific Standard Time (-8 UTC/GMT) |
| Notification
of Awards: |
Thursday, Nov 30, 2006 5:00 PM, Pacific Standard
Time (-8 UTC/GMT) |
Questions concerning this RFP should be sent to John Nordlinger, Program
Manager, at johnnord@microsoft.com. Please include the phrase “Gaming in
CS” in the subject line of all e-mails to ensure prompt attention.
Additional Resources
Academic Resources: DXframework (UMICH)
http://dxframework.org/
MUPPETS (RIT)
http://muppets.rit.edu/muppetsweb/about/index.php
SAGE (UNT)
http://larc.csci.unt.edu/sage/
Microsoft Corporation Resources:
XNA
http://msdn.microsoft.com/directx/XNA/default.aspx
(& GarageGames)
http://www.garagegames.com/products/torque/x/
Flight Simulator X
http://www.microsoft.com/games/flightsimulatorx/
Microsoft Academic Alliance
Curriculum Repository
http://www.msdnaacr.net/curriculum/facetmain.aspx
Garage Games’ Torque X is the latest
game engine technology from GarageGames, producers of the popular Torque
Game Engine, Torque Game Builder, and Torque Shader Engine. Torque X is
a stand-alone engine which features key technologies from these existing
engines for use in conjunction with Microsoft's XNA Game Studio Express,
making it easier to design and build a full-featured game in managed C#
and the XNA Framework. The first iteration of Torque X will consist
primarily of the 2D technology found in Torque Game Builder, but
GarageGames plans to migrate much of their 3D technology over to XNA
throughout fall 2006. Torque X and XNA Game Studio Express allow you to
painlessly create games on the PC and run them in either Windows or on
the Xbox 360, representing a major breakthrough for Game Design and
Computer Science courses at all levels of education. Not only are
educators able to teach their students game development lessons and
methodologies more efficiently using the managed C# coding language, but
students will also be learning cutting-edge console game development in
addition to more traditional PC game development, which will better
prepare them for jobs in the console-driven gaming industry.
Microsoft ® Flight Simulator X (FSX) is
the latest release of a 25 year-old franchise, whose roots go deep into
simulating the world of flight as accurately as possible. Incorporating
a full 6 Degree Of Freedom (6DOF) full fidelity simulation engine, a
world-wide navigation database including over 24,000 airports, a terrain
engine supporting real-time data caching at a resolution down to 3
cm/pixel, and the most advanced use of the DirectX graphics technology
of any PC application, FSX is also the foundation for the transformation
of this application from a product to a platform. The history of the
Flight Simulator franchise is rich with the extensibility continually
built in to the underlying framework, and the opportunities have been
exponentially increased over any other previous release of this product
line. The foundation of this transformation is the Software Development
Kit (SDK).
The Microsoft ® Flight Simulator X (FSX) SDK can be used to create
add-on components for Microsoft ® Flight Simulator X. These components
can be new or replacement aircraft, instrumentation, missions, scenery,
terrain, ground vehicles, airport runways and buildings, special
effects, camera views, and many other elements of a simulated world. The
creation of a new aircraft can involve the creation of new instruments,
special effects, camera views, and appropriate missions that can all be
completed and tested individually before being added to the new
aircraft.
The most prolific advancement of the Flight Simulator platform is that
of a new, supported, programmatic interface that provides a clear and
easy to understand set of functions that allow direct access to the
internals of the code: SimConnect. This Application Program Interface
(API) is a client-server based architecture, supporting both native and
managed coding styles, leveraging an asynchronous model to achieve the
stability and power that come with multi-core processors. Major
components of the platform that are supported include:
- User and Artificial Intelligent (AI) Simulated Object State Variables - Internal Event and Input Event Control and Processing - Application State (i.e., pause) - Artificial Intelligence Object Manipulation and Control - User Interface Menu and Modal Dialog Control - Direct Weather System Access and Control - Local-Host, LAN or Internet Scope Networking (including Cluster
processing) - Mission System Custom Triggers and Actions - Camera Manipulation and Control
Periodic updates of this API will also be provided in an effort to
continue the expansion and capability of the platform between major
product releases. The functionality provided by these updates will be
prioritized based on the feedback of the development community's needs,
including those who are selected as part of the Microsoft Research
Gaming RFP process.
By utilizing the power of the SimConnect API with the extensive
world-wide simulation platform of FSX, the opportunity exists to develop
a curriculum combining the elements of Computer Science with the
advantages of an out-of-box, real-time world-wide simulation platform.
The proposal should include the use of the SimConnect Managed API.
Ideally, the proposal will include:
- A real-time interactive component
- A non-real-time, modal dialog component
- Network capability
The overall areas of interest are:
- Aerospace Sciences
- Training and Familiarization
- Physics, Math and/or Geography
Microsoft Word version of this document
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