CV

About the CV and Co-CV:

The idea of including rejections is one I first encountered on Lindsey Kuper’s blog: “People with tons of publications aren’t getting rejected any less often than the rest of us are; they’re making more attempts.”

There are three reasons this is important to me: first, negative results need to be destigmatized, and I think a prerequisite for that is doing the same for rejections; second, I want to show researchers who are even more junior than I that rejections are part of the process; and third, I am legitimately proud of my rejections arising from highly experimental work or from reaching out to new communities.

So, in addition to the awards and publications sections I will include denied awards and rejected publications.

Education

  • 2012–2018 Ph.D. in Computer Science, University of California, Santa Cruz
  • 2009–2012 M.F.A in Interactive Media, University of Southern California
  • 2004–2009 B.S. in Software Engineering and Computer Science (Double Major), Rochester Institute of Technology (RIT)

Fellowships & Scholarships

  • 2012–2013 University of California Chancellor’s Fellowship
  • 2009–2011 USC Annenberg Fellowship
  • 2004–2009 RIT Presidential Scholarship
  • 2004–2009 National Merit Scholarship

Awards

  • 2017 Best Student Paper

    J. C. Osborn, B. Lambrigger, and M. Mateas. HyPED: Modeling and analyzing action games as hybrid systems. In Artificial Intelligence and Interactive Digital Entertainment Conference, 2017. Best Student Paper.

  • 2017 Best Paper Honorable Mention

    J. C. Osborn, N. Wardrip-Fruin, and M. Mateas. Refining operational logics. In Foundations of Digital Games, 2017. Best Paper Honorable Mention.

  • 2017 Outstanding TA Award 2016–2017
  • 2015 Best Paper Nomination

    J. C. Osborn, D. Lederle-Ensign, N. Wardrip-Fruin, and M. Mateas. Combat in games. In Foundations of Digital Games, 2015. Best Paper Nomination.

  • 2011 Best Presentation

    J. C. Osborn and M. Sennott. Ensemble: Incremental character story generation for interactive media. In Annenberg Graduate Fellowship Program Research and Creative Project Symposium, 2011.

  • 2010 IGDA Student Showcase

    L. van den Berg, M. van Hooren, B. Teunisse, G. Nishikawa, S. Farmer, and J. C. Osborn. Paper cakes. In Independent Games Festival Student Showcase, 2010.

Rejected Awards

  • 2017. NEH Digital Humanities Advancement Grant on Game Indexing and Search
  • 2016, 2017. UCSC Dissertation-Year Fellowship
  • 2013. National Defense Science and Engineering Graduate Fellowship

Courses Taught

  • Summer 2017 Computational Media 80K Foundations of Video Game Design, University of California, Santa Cruz

    Introductory game design, development, and critique class; three different game-making tools in five weeks

  • Summer 2016 Artificial Intelligence, Stanford Pre-Collegiate Studies Summer Institutes, Stanford, CA

    AI survey course in Python and Prolog

  • Summer 2016 Computer Programming & Game Design, Stanford Pre-Collegiate Studies Honors Academy, Monterey, CA

    Building 12 games in two weeks, culminating in Processing (Java)

  • July 2008 Kids on Campus (Grades 7–9), Rochester Institute of Technology

    Teaching Game Maker to middle schoolers

Courses TAd

  • Fall 2017 Computational Media 146 Game AI, University of California, Santa Cruz

    Upper-division course in AI for game characters, game-playing, and game content generation

  • Spring 2017 Computer Science 211 Combinatorial Algorithms, University of California, Santa Cruz

    Graduate-level coursework in linear programming, approximation algorithms, and second-order logic

  • Winter 2016 Computational Media 176 Game Systems, University of California, Santa Cruz

    Board game critique and design

  • Fall 2016 Art and Design: Games and Playable Media 80I Foundations of Play, University of California, Santa Cruz

    Physical/playground game design

  • Spring 2016 Computer Science 120 Game Development Experience, University of California, Santa Cruz

    Intermediate game programming course, taught in JavaScript

Employment

  • Fall 2018–Present Assistant Professor, Pomona College Computer Science
  • Winter 2017–Spring 2018 Research Assistant, NSF Scenario Generation Project
  • 2015–2016 Research Assistant, GAMECIP Game Metadata Citation Project, University of California, Santa Cruz—Bridged C emulator cores and video transcoders with JavaScript UI
  • 2013–2015 Research Assistant, CHEKOFV Crowd-Sourced Formal Software Verification Project, University of California, Santa Cruz—ActionScript programming connecting formal verification goals to citizen science games
  • 2011–2012 Research Assistant, Annenberg Innovation Lab, University of Southern California—JavaScript multitouch interface prototyping and exploration
  • 2010–2011 Research Assistant, Game Innovation Lab, University of Southern California—Lua game scripting in PlayStation Home online environment
  • 2009–2010 Research Assistant, Institute for Creative Technologies, University of Southern California—Python multitouch interface prototyping and exploration
  • 2006–2007 Game Designer/Scripter, Vicarious Visions (Activision)—Created boss encounters and dynamic mission system using in-house tools (Spiderman 3 PSP/PS2/Wii)

Service

  • 2017–2018 Chair, 2018 AAAI Workshop on Knowledge Extraction from Games (KEG18)
  • 2017 Reviewer, IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games (TCIAIG)
  • 2017 Program Committee, Fourth Workshop on Experimental AI in Games (EXAG 2017)
  • 2017 Program Committee, Workshop on Procedural Content Generation
  • 2017 Program Committee, Foundations of Digital Games Game Analytics and Visualization Track
  • 2016 Program Committee, Third Workshop on Experimental AI in Games (EXAG 2016)
  • 2013–2014 UCSC Computer Science Department Graduate Student Council

Invited Symposia

  • 2018 CRA CCC Early-Career Researcher Symposium, Washington DC
  • 2016 BIRS Workshop 16w5160, Computational Modeling in Games, Banff, Canada

Invited Talks

  • 2017-11-07 Modeling and model-checking videogame characters as hybrid systems, UCSC Hybrid Systems Lab
  • 2017-11-20 Hybrid planning in the videogame domain, USC IDM Lab

Publications

  1. A. Summerville, C. Martens, B. Samuel, J. C. Osborn, N. Wardrip-Fruin, and M. Mateas. Gemini: Bidirectional generation and analysis of games via ASP. In Artificial Intelligence and Interactive Digital Entertainment Conference, 2018.

  2. A. Summerville, C. Martens, S. Harmon, M. Mateas, J. C. Osborn, N. Wardrip-Fruin, and A. Jhala. From mechanics to meaning. IEEE Transactions on Computational Intelligence and AI in Games, 2017.

  3. H. Lowood, E. Kaltman, and J. C. Osborn. Histories of Performance Documentation: Museum, Artistic, and Scholarly Practices, chapter Screen Capture and Replay: Documenting Gameplay as Performance. Routledge, 2017.

  4. J. C. Osborn, J. Ryan, and M. Mateas. Analyzing expressionist grammars by reduction to symbolic visibly pushdown automata. In International Workshop on Intelligent Narrative Technologies, 2017.

  5. J. C. Osborn, B. Samuel, A. Summerville, and M. Mateas. Towards general rpg playing. In Workshop on Experimental AI in Games, 2017.

  6. J. C. Osborn, B. Lambrigger, and M. Mateas. HyPED: Modeling and analyzing action games as hybrid systems. In Artificial Intelligence and Interactive Digital Entertainment Conference, 2017. Best Student Paper.

  7. J. C. Osborn, A. Summerville, and M. Mateas. Automated game design learning. In IEEE Conference on Computational Intelligence and Games, 2017.

  8. J. C. Osborn, A. Summerville, and M. Mateas. Automatic mapping of NES games with Mappy. In Workshop on Procedural Content Generation, 2017.

  9. J. C. Osborn, N. Wardrip-Fruin, and M. Mateas. Refining operational logics. In Foundations of Digital Games, 2017. Best Paper Honorable Mention.

  10. E. Kaltman, J. C. Osborn, and N. Wardrip-Fruin. Getting the GISST: A toolkit for the creation, analysis and reference of game studies resources. In Foundations of Digital Games, 2017.

  11. E. Kaltman, J. C. Osborn, and N. Wardrip-Fruin. Game and interactive software scholarship toolkit (GISST). In Foundations of Digital Games Demonstrations Track, 2017.

  12. A. Summerville, J. C. Osborn, C. Holmgøard, and D. W. Zhang. MARIO: Mechanics automatically recognized via interactive observation. In Foundations of Digital Games, 2017.

  13. A. Summerville, J. C. Osborn, and M. Mateas. CHARDA: Causal hybrid automata recovery via dynamic analysis. In International Joint Conference on Artificial Intelligence, 2017.

  14. J. C. Osborn, B. Samuel, and M. Mateas. Visualizing the strategic landscape of arbitrary games. SAGE Journal of Visual Analytics, 2017. Special Issue on Visual Game Analytics.

  15. J. C. Osborn and M. Mateas. Evaluating a solver-aided puzzle design tool. In Workshop on Mixed-Initiative Co-Creative Interfaces, 2017.

  16. J. C. Osborn and M. Mateas. Against forward models. In Workshop on What’s Next for AI in Games?, 2017.

  17. C. Martens, A. Summerville, M. Mateas, J. C. Osborn, S. Harmon, N. Wardrip-Fruin, and A. Jhala. Proceduralist readings, procedurally. In Workshop on Experimental AI in Games, 2016.

  18. D. Fava, D. Shapiro, J. C. Osborn, M. Schaef, and E. J. Whitehead. Crowd-sourcing program preconditions via a classification game. In International Conference on Software Engineering, 2016.

  19. J. C. Osborn and M. Mateas. Programming interactivity requires both semantics and semiotics. In POPL Off the Beaten Track Workshop, 2016.

  20. J. C. Osborn, B. Samuel, and M. Mateas. Playspecs: Regular expressions for game play traces. In Artificial Intelligence and Interactive Digital Entertainment Conference, 2015.

  21. J. C. Osborn, D. Lederle-Ensign, N. Wardrip-Fruin, and M. Mateas. Combat in games. In Foundations of Digital Games, 2015. Best Paper Nomination.

  22. A. S. Kahn, C. Shen, L. Lu, R. A. Ratan, S. Coary, J. Hou, J. Meng, J. C. Osborn, and D. Williams. The trojan player typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. Computers in Human Behavior, 2015.

  23. H. Logas, R. Vallejos, J. C. Osborn, K. Compton, and E. J. Whitehead. Visualizing loops and data structures in Xylem: The code of plants. In Foundations of Digital Games, 2015.

  24. J. C. Osborn, B. Samuel, J. A. McCoy, and M. Mateas. Evaluating play trace (dis)similarity metrics. In Artificial Intelligence and Interactive Digital Entertainment Conference, 2014.

  25. J. C. Osborn and M. Mateas. Visualizing play traces of arbitrary games. In Foundations of Digital Games, 2014.

  26. H. Logas, E. J. Whitehead, M. Mateas, R. Vallejos, L. Scott, J. Murray, K. Compton, J. C. Osborn, O. Salvatore, D. Shapiro, Z. Lin, H. Sanchez, M. Shavlovsky, D. Cetina, S. Clementi, and C. Lewis. Software verification games: Designing Xylem, the code of plants. In Foundations of Digital Games, 2014.

  27. J. C. Osborn, A. Grow, and M. Mateas. Modular computational critics for games. In Artificial Intelligence and Interactive Digital Entertainment Conference, 2013.

  28. K. Compton, J. C. Osborn, and M. Mateas. Generative methods. In Workshop on Procedural Content Generation, 2013.

  29. A. S. Kahn, C. Shen, L. Lu, R. A. Ratan, S. Coary, J. Hou, J. Meng, J. C. Osborn, and D. Williams. The trojan player typology: a cross-genre, cross-cultural, behaviorally validated scale of video game play motivations. In Annual meeting of the International Communication Association, 2013.

  30. J. C. Osborn. Procedural minimalism. In DiGRA Conference, 2011.

  31. M. Copier, C. Swain, L. van den Berg, J. C. Osborn, and B. Taylor. So happy together: Tips and tricks for global collaboration between universities and the industry. In Game Developers Conference IGDA Education Summit, 2010.

  32. M. Bolas, J.L. Olson, J. C. Osborn, and N. Bolas. Design approach for multi-touch interfaces in creative production environments. In Engineering Patterns for Multi-Touch Interfaces Workshop, ACM SIGCHI Symposium on Engineering Interactive Computer Systems, 2010.

Rejected Publications

Submitted drafts available upon request.

  1. C. Martens, E. Butler, and J. C. Osborn. A resourceful reframing of behavior trees. https://arxiv.org/abs/1803.09099, 2018. Submitted to International Conference on Functional Programming.

  2. J.C. Osborn and M. (2017) Mateas. Modeling action games as hierarchical hybrid automata, 2017. Submitted to Practical Aspects of Declarative Languages Workshop.

    This one was rejected for lacking concrete analysis results or concrete semantics. Also, it was a game-oriented paper that had some unexamined assumptions not shared by the PADL community. A fair rejection, and an improved, condensed, and applied version (HyPED: Modeling and Analyzing Action Games as Hybrid Systems) with Brian Lambrigger won Best Student Paper at AIIDE 2017!

  3. C. Martens, A. Summerville, M. Mateas, J. C. Osborn, S. Harmon, N. Wardrip-Fruin, and A. Jhala. Proceduralist readings, procedurally, 2016. Submitted to Artificial Intelligence and Interactive Digital Entertainment Conference.

    Later accepted to Workshop on Experimental AI in Games 2016