Faculty Connection is an online set of real-world resources and shared peer knowledge, the goal of the Faculty Connection site is to put relevant and applicable tools and information at the fingertips of technology educators.
The UK Academic Team is responsible for offering IT students and faculty members free access to software, for enhancing knowledge and skills by providing curriculum materials and other learning opportunities, for helping students achieve their dreams by organizing an international competition, and finally for assisting last year students through career resources and job opportunities at our customers and partners.
With this blog we want to inform you on our latest initiatives.
Enjoy reading and stay tuned!
The Microsoft Accelerators, Incubators and Investment opportunities are the great demonstration of Microsoft interest and involvement in the UK Start-up community. Last week at Games Industry Fair conference I had the opportunity to speak about this very matter.
Microsoft Accelerator – http://aka.ms/UKaccelerator
AppCampus – http://www.appcampus.fi
Microsoft Lift London Studio – Contact email@example.com
Greenshoots programme - http://greenshoots.creativeengland.co.uk/
Including Microsoft Bizspark http://www.bizspark.com
Traditional cloud gaming has been associated with streaming of game content only well things have really changed with the advent of apps.
Many of today’s top apps and games have been truly unleashed as a result of today’s mobile platforms.
For an app to be truly successful they need to exist, in some capacity, on the Cloud. The cloud is the glue that helps apps truly realize the monetization and audience engagement that today’s developers all seek and consumers require to create that truly connected experiences across all of their connected devices. The following video is how Microsoft believe the Cloud can create and unleash this opportunity.
One of the key things I always raise in my presentation, is Microsoft opportunity with using Cloud Services, Windows Azure helps developers truly land cross platform game/apps story using Windows Azure.
Windows Azure is the core of modern day apps cross Microsoft technologies from Xbox to Embedded systems.
Azure is an open platform, with Azure we can support developers building their Web, IoS & Android game/app development using the technologies and services that the Developer are use to using be that PHP, Phython, Node etc.
What our Cloud + Gaming Apps story with Windows Azure Mobile Services
Get a Windows Azure Free Academic Account http://www.windowsazure.com/education
Learn more & try tutorials
Tutorials, Samples, Reference Docs: http://www.windowsazure.com/mobile
Help with Mobile Services
Q&A Forum: http://bit.ly/PrZPX8
Presentations, demos, hands on labs
Windows Azure Training Kit: http://bit.ly/IjTnyh
Windows 8 Developer Resources : http://dev.windows.com
Windows Phone Developer Resources: http://dev.windowsphone.com
Academic Resources: http://www.Microsoft.com/uk/faculty
Cocos2D-XNA is a 2D/3D game developer’s framework that is written specifically for XNA. XNA is the game API developed by Microsoft for independently published games on Xbox Live Arcade.
To support other platforms than the now deprecated Microsoft XNA targets, Cocos2D-XNA supports the MonoGame runtime.
There are Visual Studio extensions available from the online gallery. From Visual Studio, choose Tools -> Extensions. From the Extensions Gallery enter cocos2d in the search box and start your search.
Install all of the extensions that you are interested in targeting. Each of these will create an empty, and runnable, game project that you can modify.
After you have installed the extensions, return to Visual Studio. From the File menu, choose New Project and find the Cocos2D project type node.
Read KJPOU1′s Getting Started Guide on Cocoa-Mono
This project is open source, freely available, and free of royalties or encumbrance.
Cocos2D-XNA software is released under the highly permissive MIT License.
The source code is hosted at github: https://github.com/Cocos2DXNA/cocos2d-xna
For more details see http://www.cocos2dxna.com/
Last week we had a huge Microsoft representation at Eurogamer ranging from Xbox360, XboxOne, Windows Phone and Windows 8 demonstrating our devcies, services and latest titles. During the event I had a lots of interesting discussions with game devs, educators and students, one of the key themes of discussion was what is the best technology to build my games with?
To address this I think you need to look at the industry and some best practices, hands down Unity is now by far the most popular middleware and what we are seeing is right now some real platform and service differentiators.
One of the cool factor about Win 8 is XAML and its support for D3D11. However one of the key debates from existing Windows Silverlight developers is which skills do I need to learn, my simply comment is if we are given a choice I would suggest that you with go with XAML/C# and this where some great open source project come in such as MonoGame which I have spoken a lot about in the past on this blog and SharpDx.
I know for many games devs building for Windows 8 they have spent a lot of time seeing if there was a way to combine D3D11 and XAML. I would simply say stop searching and start focusing on doing XAML with some DirectX immediate mode rendering.
The following is a simply walkthrough of how to do some DirectX immediate mode rendering in your C#/XAML app using the SharpDx library. This isnt a new subject and one the original MSDN Blog was published on exactly this, Combining XAML and DirectX. The blog is an excellent starting point and talks about what is possible with DirectX and XAML.
So what is SharpDx
SharpDx is a very thin library that exposes the DirectX api’s for use in C# WinRT apps. SharpDx exposes the DirectX API’s nearly 1-to-1 with no higher level abstraction (like what XNA is).
SharpDX is FREE
You can simply use the SharpDx library to render DirectX content in your XAML/C# apps via the controls mentioned in Combining XAML and DirectX (SurfaceImageHost & SwapChainBackgroundPanel) nt.
I’ll spend this post walking you through how to get this all setup.
Step 1 : Get SharpDx
Current stable version of SharpDX is 2.5.0.
SharpDX binaries are directly downloadable from this web site or available from nuget packages.
SharpDX is now bundled into 2 separate packages, for all platforms and .NET Framework:
There is also a Visual Studio Extension available with Project Templates for the Toolkit. Search for SharpDX in Extension Manager in VisualStudio 2012 and install it from there
Step 3 : Build SharpDx code
firstname.lastname@example.org:sharpdx/SharpDX.git // use https://github.com/sharpdx/SharpDX.git if you don't have a github account
Step 4 : Using these DirectX-C# libraries to render islands of DirectX in your XAML (SurfaceImageSource)
The SharpDx team have some great samples that show how to use these libraries to render DirectX content in your XAML surface via the SurfaceImageSource element.
The 2 “Rectangle” elements below are “Filled” with the SurfaceImageSource DirectX rendered content.
The d3dRectangle will load the SurfaceImageSource content generated via the Direct3D pipeline
The d2dRectangle will load the SurfaceImageSource content generated via the Direct2D pipeline.
This demo shows both pipelines for rendering content,
This rendered surface is just bitmap content so you can mix XAML all over or under it at your convenience!
Step 5 : Using these DirectX-C# libraries to render full page DirectX under your XAML (SwapChainBackgroundPanel)
This second sample shows how to render a FULL screen DirectX surface underneath XAML using the SwapChainBackgroundPanel.
Without going into too much detail the SwapChainBackgroundPanel lets you render DirectX content underneath your XAML content, because the XAML content sits within the SwapChainBackgroundPanel as a child.
Let me know how you get on and what interesting games or apps you end up building with SharpDx.
In 2012 the Computing in Schools project looked at the current provision of education in Computing in UK schools, the Royal Society report was informed by evidence gathered from individuals and organisations with an interest in computing.
Key points of the report include:
Over the past year I have been working with a number of inspirational teachers and had the pleasure of keynoting at the Computing in Schools annual conference. One of the key drivers for me with the children at school is simply getting them inspired and looking at ways of making Computer Science in lessons, exciting interesting and more importantly thought provoking at the impact technology has on everyone lives.
Over the last year I have worked with a number of inspiring teacher from the Microsoft Partners in Learning programme.
One of these teacher is Ray Chambers. Ray has successfully included programming into his curricula using tools such as Kodu, but as they progressed, he didn't want them to be simply complacent or loose interest so he decided to step it up a notch and get his students understanding functions.
He also wanted to start introducing arrays and if statements into their vocabulary. This you may think would be a huge challenge but during BETT last year I introduced Ray to a great friend and fellow Partner in Learning Teacher David Renton and David simply evangelised Ray to the power of the Touch Develop platform.
I am pleased to announce that Ray has now successfully developed an entire Scheme of works for Touchdevelop for the GCSE CS curricula.
The following is a guest Blog by Ray Chambers ICT teacher / Lead Practitioner at Uppingham Community College
To see how each of the lessons map into the new national curriculum, you can follow the links on the images.
Each of the links will take you to the video you need. Alternatively, you can click on the links below in order to go through the scheme of work lesson by lesson.
TouchDevelop is a programming environment that runs on your mobile devices. You write scripts by tapping on the screen. You do not need a separate PC or keyboard or even a PC as Touchdevelop works on any device with a web browser.
Scripts can perform various tasks similar to regular apps. Any TouchDevelop user can install, run, edit, and publish scripts. You can share your scripts with other people by publishing them to the TouchDevelop script bazaar, or by submitting them as an app to the Windows Store or Windows Phone Store.
Ray has developed the scheme of work which will allow students to break in slowly and progress, learn and be inspired at each step.
The first lesson starts off by introducing them to variables, backgrounds and sprites. They will be able to add a character into their game and they will be able to use variables to change the height and width of characters. Ray has attached some PDF’s to support and the videos on this page will support the learning. The materials are free to download and let me know if they have been useful.
Lesson 1 – This lesson introduces the basics and shows the environment to students. This lesson should get students creating a background and a character using variables. Click on the resource above for a walk through on creating and setting up the background on program. Click on the resource above for a walk through on creating your own characters / sprites within a game or application.
Lesson 2 – This lesson introduces the game loop event. This tests for interactions over and over to see what is happening. Lessons are taught about IF statements and how to update text. Learn how to add the game loop event. This tests for what is happening (all the time). Think of this as a traffic light sensor which is always looking for what is happening next. Learn how to create text as part of your game. You also learn how to set the text on the text. This activity will allow your students to put things in the correct order in the correct table. Cut out the tiles and mix them up. Your students should be able to re-arrange this into the correct order.
Lesson 3 – This lesson introduces the basics of functions and procedures and shows students how they can update their existing code to be a procedure. Learn how to use some of your existing code and how to change to insert procedures. Learn how to set up a function which uses input and output perimeters. Learn how to use the function you set up in the previous walk through.
Lesson 4 - How to move characters across the screens without input from the user. Here is a quick pop quiz to test what your students have marked so far. Most of the questions ask them to explain the knowledge they’ve gained so that you can judge their answers. Here is a quick guide to changing the X and Y variables of sprites so that they can move on their own. You might like flying objects in a game and this introduces it to students.
Lesson 5 – Users plan and develop a program which will benefit their school. They must design screen shots of their game and talk about how they plan on meeting the requirements. Attached is a proposal which was made for an Appathon competition by me. You can see some of the screen designs. Students can do this task in PowerPoint or on paper. It is something they can use as an idea. Requirements sheet. Students must write out how they plan on meeting the client needs in order to achieve marks for planning. The next lesson will focus on pseudo code.
Lesson 6 – Users plan and develop a program which will benefit their school. They’re required to use Pseudo code during this lesson. They need to think about the code and understand the importance of writing a structure of code before making it. Pseudo Code activity sheet 1 – Get students to write some structured English to help them understand coding. Pseudo Code activity sheet 2 – Get students to underline variables which might be used within Pseudo code.
Lesson 7 – This lesson allows the students to start building their application. The video tutorials are embedded and it is a large file. Alternatively you can watch the video from the tutorials attached.
Lesson 8 – This lesson introduces the final stages of development to students and talks to them about the importance of testing. There are examples of test plans in the slides for you to try with students.
Here are a few Bonus Lessons to support different aspects of the new national curriculum.
Lesson on Algorithms Resource which show you how to make a cup of tea using algorithms Instructions for Resource 1 on making a cup of tea. Students are required to make their own algorithm using this task.
Lesson on Data Types
Lesson on Logic and Logic Gates Logic Gates work sheet to support task. Logic Gates work sheet answers for previous task.
Publishing your App to Windows 8
If you follow these steps, you can publish your own students apps to the Windows store.
This guide was developed as a starter guide for anyone who is working with touch develop and their students.
If you would like more help about Touchdevelop and how Ray is using it in his curricula you can contact him via Microsoft Partners in Learning or his blog at http://raychambers.wordpress.com/
If your a UK teacher, lecturer or researcher and interested in becoming joining the Microsoft Partners in Learning UK team please see http://www.pil-network.com/
If your interested in Touchdevelop please see http://www.touchdevelop.com
GameSalad Creator is a 2D object oriented tool that allows you to create completely original games using a drag and drop interface, enabling you (the user) to create applications for Windows 8, iOS, Android, HTML5, and even for the Mac Platform without typing a single line of code so perfect for those developing there first app. This is possible by using Creator's unique design and powerful features to turn logic and assets into finished high-quality products. For our purposes, ‘logic’ refers to the combination of Rules, behaviours, and Attributes that jointly define how a project operates, and ‘assets’ are the images and sounds imported into your project.
To download Creator for Windows, head over to http://gamesalad.com/creator to get the most recent version.
GameSalad Windows Creator supports Windows 8, Android, and HTML5 publishing while Mac Creator supports iOS, Windows 8, Android, HTML5, and Mac Platform. An active Professional GameSalad Membership subscription is required for Android and Windows 8 publishing. As Pro memberships are account based, you'll only need one even if you plan on using both Windows Creator and Mac Creator. Simply log in to the Creator with your Pro account and you're good to go.
What Screen Size/Canvas should I use?
This is common question the setting should be 720p HD as the native resolution for Windows 8 is 1366 x 768
Publishing your GameSalad Apps and Games to Windows 8 To publish for Windows 8, you'll need a Windows 8 Developer License (available at http://dev.windows.com) or if your a student or educator via DreamSpark.com (available at https://www.dreamspark.com/Student/Windows-8-App-Development.aspx) and an active GameSalad Pro membership subscription (available at http://gamesalad.com/creator/pricing)
It's important to note that while it’s possible to publish for Windows 8 using any supported Windows operating system, you'll need a Windows 8 environment to adhoc test your game. Another key detail is that unlike iOS publishing, the code signing process isn't divided into developer signing versus distribution signing. Instead, you'll simply upload the resulting APPX file using the Windows 8 developer portal (available at http://dev.windows.com) when you're ready for submission via .
Once you're ready to publish your game, you'll go through the same Web Publishing process you've already been using, but this time using the newly added 'Windows 8' platform tab. This page has the following fields and configuration options:
Its vital that these field are completed I will explain each of these settings individually in regards to what they do and how they affect your game. Keep in mind that many of the terms I'll be using are Windows 8 user-interface specific.
This is One of the most common reasons Windows 8 apps fail certification is lack of a privacy statement.
Windows 8 Certification requirement 4.1.1 states
Now most of us building apps read that and think, I’m not collecting anyone’s email address or phone numbers with my app so I don’t need a privacy statement. Then you submit your app for certification and it fails! Why?
Personal information includes: Webcam snaps, Audio/Video recordings, Photos, Documents, Contacts, and so on. So if you are using the webcam to take pictures or creating a document that access contact information or users files you need a privacy statement.
Personal information also includes: IP Addresses. That means if your app has the ‘internet client’ capability enabled in your app you are going to need a privacy statement. By the way, the default templates in Visual Studio include the ‘internet client’ capability, so unless you change the default manifest, you will need a privacy statement.
According to Windows 8 certification requirement 4.1.1
• Informs users of the information collected by your app
• Informs users how that information is used, stored, secured and disclosed
• Describes the controls that users have over the use and sharing of their information
• Describes how they may access their information
• Complies with applicable laws and regulations
Where can I find some examples?
A good example is
This application does not collect or share any personal information. Your IP address (and related data provided by the operating system when making a web request) may be logged by the Internet-based servers (controlled by the vendors ) that provide the data used by the application.
This application does not collect or share any personal information. Your IP address (and related data provided by the operating system when making a web request) may be logged by the Internet-based servers (controlled by the vendors ) that provide the data used by the application.
Is there a code sample for adding it to settings?
Windows 8 UI Features
Tile Settings (Including 'Tile Background Colour', 'Foreground Text', 'Show App Name', 'Logo', and 'Small Logo') - These are all fairly self explanatory, but each includes a tool tip with additional details for further clarity. Note both the Logo and and Small Logo must either be a .png or a .jpg and their required dimensions must be pixel perfect. Splash Screen (Including 'Splash Screen Background Colour') - again must be pixel perfect in size and .png or .jpg. Snap View Image (Including 'Background Colour' and 'Vertical Alignment') -- Must be pixel perfect .png or .jpg
Windows 8 Store Package Settings (Including 'Package Name', 'Publisher ID', 'Publisher Display Name', 'Version Number', and 'Store Logo') - With the exception of the Store Logo, these fields contents are provided to you by Microsoft, through the developer portal. You'll be able to provide placeholder text in this field, these will need to be a perfect match to the information provided in the developer portal. The logo must be pixel perfect and .png or .jpg. Ensure that the following fields must be character-for- character exact to what's on your Windows 8 developer portal http://dev.windows.com, otherwise your app submission will be unsuccessful:
Display Name, Package Name, Publisher ID (minus "CN="), Publisher Display Name.
Once you've filled out the Web Publish form and have generated/downloaded your game, you're ready to submit to the Windows Store. After registering a Developer Profile via www.DreamSpark.com or directly at http://dev.windows.com you will be given a Publisher ID and Publisher Display Name. To find these values you will need to login to your Developer Account via dev.windows.com From your Developer Dashboard under Profile click on Account You will under Display Info your publisher Display Name and Publisher ID. It is critical that these values are input exactly as they appear on the page (Again, no need to include the CN= when entering your ID, GameSalad take care of this in the publishing system) Before publishing the final product for submission to the Windows 8 Store you will need to have reserved the App Name via your developer portal on Microsoft's Website.
To Reserve App Name: Go to your Dashboard Click on Submit an App Click App Name Add the Desired Name to the App Name field and submit. Reserving the App Name will then provide you with the Package Name. To get the package Name: Go to Your Dashboard Click Edit on the App in Question Click on Advanced Features Click on Push Notifications and Live Connect Services Click on Identifying your app The Identity Name at the bottom of the page is your Package Name.
Steps for ad-hoc testing your Windows 8 game: Prerequisites
If your a student simply head over to
Getting Started Building Windows 8 apps https://www.dreamspark.com/Student/Windows-8-App-Development.aspx
If your a Non Student developer you will need
• Windows 8 SDK (http://msdn.microsoft.com/en-us/windows/hardware/hh852363.aspx)
• Visual Studio 2012 Express or Professional installed (http://www.microsoft.com/visualstudio/eng/products/visual-studio-express-products)
• GameSalad App-Signer available at http://gs.downloadables.s3.amazonaws.com/AppSigner0.10.0.zip (this is required to sideload and test your app/game before publishing to the windows store)
Getting Started testing your app/game
• Install Visual Studio and Windows 8 SDK Download and Extract the GameSalad App Signer to the directory of your choice (we recommend your Documents folder)
• Go to Directory that the App Signer was extracted into
• Right Click AppSigner.exe and select Send to > Desktop Create Shortcut
• Right Click Shortcut and select Properties
• Go to Compatibility Tab and select the Run as Administrator (bottom of window)
• Apply > OK
• Build your app or Game with Gamesalad and publish the app
How to Use the GameSalad AppSigner after you have created your app/game
• Double Click to Run Program
• App Path - Browse to the published APPX file that you desire to sign • Publisher ID - This is the Publisher ID that was used during publishing
• Key Name - This can be anything that you desire. Ideal use case is to enter in the name of the Application without spaces.
• Click Sign App • You are now ready to Side Load your game for ad-hoc testing
To Side Load for Testing
• Browse to directory that has the signed APPX
• Right Click the Add-AppDevPackage.ps1 and choose Run in Power Shell
• Follow the prompts in Power Shell ◦ NOTE: If this is the first time that you are side loading an application for testing, you will be prompted to Acquire a Developer License. The account that you use to sign in must be a Microsoft Live account. Once you are signed in, continue following the prompts. ◦ NOTE: If the version Number of the app/game was not increased during publishing, and you have previously installed a version of the app/game onto the Windows 8 device, you will need to uninstall the existing version prior to installing.
• Once the app has been installed, proceed to the Windows Start Screen and click the icon for your test application.
Publishing your app to the Windows 8 Store
Once you're ready to publish your game, you'll go through the same Web Publishing process you've already been using, but complete all the fields in the 'Windows 8' platform tab as instructed above.
Have you Got your game face on?
Take it to the next level with Windows Azure. Whether you’re targeting iOS, Android or Windows, Windows Azure has the tools you need. Windows Azure allows game developers to focus on making great games and scale in the face of unpredictable demand. Learn how real-life game developers are benefiting from Windows Azure.
Epic Games on Windows Azure
Halo 4 Uses Windows Azure
Pixel Pandemic on Windows Azure
Webzen on Windows Azure
Meeting Challenge of Peak Loads
Kobojo on Windows Azure
What are the dev saying about Microsoft Azure?
“We can continue to work with the development language we know, and we are able to scale up when demand is high. It used to take us a week to set up a computer to run the game; this now takes only 10 minutes." - Vincenzo Tinebra, Cofounder of Waappy
“With Hadoop on Windows Azure, we can mine data and understand our audience in a way we never could before. It’s really the BI solution for the future.” - Mark Vayman, Lead Program Manager, Halo Services Team
See the following case studies
• Halo 4 Developer Gets New User Insights from Big Data in the Cloud
• Game Developer Uses Windows Azure to Reduce Costs, Meet Demand
• Game Developer Reduces Costs and Achieves On-Demand Scalability with Windows Azure
• Online Game Studio Minimizes Costs, Enhances Margin with Windows Azure
• Application Developer Enhances Agility and Reduces Risk with Cloud Services
• Game Developer Meets Demand and Prepares for Success with Windows Azure
Blogs and Resources
• Combat in the Cloud: Game Designer Launches Global Online Game on Windows Azure
• Pottermore, Based on Hugely Popular Harry Potter Books, Uses Windows Azure to Scale Up to 1 Billion Page Views in First Two Weeks
• Meet the ‘Plumbers’ Powering ‘Halo 4’ Infinity Multiplayer
• Social Game Developer Enjoys Lower Costs and Improved Scalability with Windows Azure
• MobileBits Makes It Easy to Deploy Games on Multiple Devices and Platforms
Windows Azure Mobile Gaming Poster
Learn more at www.WindowsAzure.com and Azure in Education at www.windowsazure.com/education also see our free cloud teaching resources at http://www.microsoft.com/faculty
Great new app ideas aren’t worth much if you don’t get them out there. There is nothing more important to students than being to develop a suitable portfolio to get them ahead in future career aspirations.
So with student getting back to University this week its key that they make the most of the FREE resources we offer.
Even non technical students will find the following resources of use to developing apps. So if your at school, college or University educators and students need to ensure they register for DreamSpark and register for Free developer resources and accounts for publishing Windows 8 and Windows Phone apps.
So here’s a way to make developing and publishing your app ideas easy and fast.
All DreamSpark institutions and students over 18 get FREE membership in the Windows 8 Dev Center and Windows Phone Dev Center where you can submit applications for publication for Windows 8 and Windows Phone.
Building for Windows Phone
Windows Phone is one of the best-designed mobile operating system with the best developer platform. It has strong consumer momentum, too, growing at a rate 6 times faster than the overall Smartphone market according to our internal analysis of available data. Here are some outstanding resources to get you started, based on your skill level.
1. Windows Phone App Studio and ZipApp these are great tools that makes developing Windows 8 and Windows Phone applications easier for beginners. In fact, some developers have gotten up and running on it in as little as 10 minutes.
2. If you’re new to traditional software development, Windows Phone 8 Development for Absolute Beginners is an easy-to-follow, 35-part course that takes you from beginning to end in building two completely Store-worthy apps.
3. Experienced developers can learn the ropes of Windows Phone development in our fast-paced, demo-rich online course, Windows Phone 8 Jump Start.
Nokia Developer Program DLVP
You’ll also find ways to have some fun with your app development, in Nokia’s DVLUP program. There, the apps you submit help you complete challenges and earn XP (experience points) you can redeem for rewards, everything from gift cards to the latest Nokia Lumia devices. Terms and Conditions of DVLUP apply. We look forward to seeing your first app and to helping you get it to the world.
And because you already have a Microsoft Dev Center account, you can quickly submit applications for the fastest-growing smartphone platform.
Registrations for the Imagine Cup 2014 are now officially open!
This is the 12th year of Imagine Cup, and with that we are rolling out a new model which evolves the program to foster year-round engagement based on feedback we have received from institutions world wide.
So what is new?
The new model is designed to give more student developers the opportunity to get involved with Microsoft to learn, develop and innovate with our technologies, inspiring young people around the globe to reach their full potential.
We have some great new opportunities and a lot of cool new stuff to share, so be sure to spread the word about Imagine Cup to student developers and their faculty in your markets. We’ll be giving out more than $750,000 in prizes this year and we’ll have even more to add in the months ahead.
Where will the finals be?
The Imagine Cup 2014 Finals will be held in Microsoft home city Seattle
Our three main competitions are back for 2014:
And once again the prizes are substantial: $50,000 to the first-place team in each competition!
The UK were Winners in 2013 the competition had some amazing projects during the 2013 World Finals in St. Petersburg, Russia. Want to hear more about the journey see http://blogs.msdn.com/b/microsoftukstudents/archive/2013/07/23/judgement-day.aspx
This year at Imagine Cup we want to help students get their project off the ground early and with the right planning. We’re launching a new series of global online challenges inspired by the Software Development Life Cycle to help students start fast and start smart:
For each of our bi-monthly challenges, student teams can compete in:
and World Citizenship
With the top team in each category winning $3,000!
In addition, the top ten teams in each category will be honored as Challenge All-Stars.
All of these winners will receive expert feedback on their projects and they will be celebrated on our website for the entire Imagine Cup community to congratulate.
That’s Not All
Take part in our global trivia quiz, Brain Games 2.0. Subscribe to our Insiders Newsletter to get the latest news and join us on Facebook and Twitter.
Electronic License Management System (ELMS) for DreamSpark is an electronic software distribution solution included in every DreamSpark subscription at no additional cost. ELMS for DreamSpark provides a Webstore for the easy management and distribution of software licenses to students, faculty and staff, and everything you need to outfit your computer labs. Watch a short introductory video for a quick overview.
1. Complete the Request Form to receive your customized ELMS for DreamSpark Webstore. Note that you need to first complete the enrollment process and receive your subscriber ID number before you can submit this request. Our partner Kivuto will set up your ELMS Webstore once they verify that your institution has an active subscription. When the setup is complete, you will receive an e-mail with the URL to your ELMS Webstore and your administrative login information. Setup can take about five business days.
2. Review the Quick Start Guide to learn how to set up your ELMS for DreamSpark Webstores, and provide user access to your students and faculty in a few easy steps. Your ELMS Webstore is a hosted and automated solution that streamlines all administrative tasks associated with software distribution, including user verification, policy enforcement, software delivery, reporting and more through an easy-to-use interface. ELMS provides:
Access: A 24/7 online store accessible only by you and your students, faculty and staff.
Customization: Ability to configure the look and feel of your DreamSpark Webstore to your department or school.
Authentication: Ability to define end-user verification types including user import and single sign-on (SSO) methods.
Standard Integrated User Verification (IUV) allows you to set up a SSO system between your organization's existing user authentication system such as LDAP/Active Directory and an ELMS Webstore.
ELMS supports the use of Shibboleth. Shibboleth is an industry standard technology for web SSO across or within organizational boundaries, commonly called Federated Identity Programs.
Ability to create accounts and deploy software to students regardless of whether the institution provides them school-issued email addresses.
Software product key management and distribution.
Secure electronic and/or physical software delivery: Direct or Campus-hosted downloads, usable also behind institution firewalls.
Real-time reporting: access to comprehensive on-demand reports.
Compliance: ELMS complies with all Microsoft and school-specific requirements.
Flexibility: Ability to configure your product catalogues to users under different agreements.
For further assistance with your ELMS for DreamSpark Webstore, please send an e-mail to DreamSpark@kivuto.com or call +1 613-526-3005