Craig Caryl is a self-described “business ninja,” a seasoned production executive and master marketer whose entrepreneurial spirit knows no bounds. He has co-founded multiple startups, produced more than two dozen documentaries and worked in a variety of industries, partnering with companies ranging from Activision to Hasbro to Nike. So when Caryl reached out to Hadar Ziv, faculty director of capstone programs in UC Irvine’s Donald Bren School of Information and Computer Sciences (ICS), it presented a win-win opportunity.
Continue readingMonthly Archives: August 2023
‘Recrafting Soft Technologies’ Course Offers Tangible Lessons in Computer Science
August 16, 2023
Yarn isn’t something most people associate with computer science curriculum, but “ICS 190: Recrafting Soft Technologies” isn’t your typical computer science course. Students start by building an open-source, software-enabled robotic loom kit, called Robo-Loom, and they conclude the course with a team-based weaving project.
Continue readingTIME Magazine: “Why Everyone’s Worried About Their Attention Span—and How to Improve Yours” (Gloria Mark interviewed)
August 10, 2023
Screens present a unique minefield of distractibility, with their constant flow of notifications and information—and that’s by design, says Gloria Mark, a professor [emeritus of informatics at the University of California, Irvine, and author of Attention Span: A Groundbreaking Way to Restore Balance, Happiness and Productivity. … “It’s not just the fact that there’s algorithms catching our attention,” Mark says. “We have this sense that we have to respond, we have to check.”
Read the full story on TIME.
Ph.D. Candidate William Dunkel Heads to Seoul as Fulbright Fellow
August 3, 2023
“How does play become industrialized as part of the larger practice of a culture industry?” This question is central to the research of William Dunkel, an informatics Ph.D. candidate in UC Irvine’s Donald Bren School of Information and Computer Sciences (ICS).
“To explore this question, I examine a particular regional subsection of the global esports industry: Korea,” says Dunkel. As one of the biggest esports markets in the world, and as a global exporter of pop culture (owing to the Korean Wave known as “Hallyu”), Korea is an ideal focal point for Dunkel’s research.
Continue reading