From goldfile at gmail.com Tue Jul 1 10:29:58 2008 From: goldfile at gmail.com (S. Gold) Date: Tue, 01 Jul 2008 09:29:58 -0500 Subject: [game_edu] CFP Message-ID: -------------------------------------------------------- CALL FOR PAPERS *** Interactive Storytelling'08 *** 1st Joint International Conference on Interactive Digital Storytelling 26-29 November 2008, Erfurt, Germany http://www.ai.fh-erfurt.de/ICIDS08 FINAL SUBMISSION DEADLINE: July 6, 2008 -------------------------------------------------------- *** The first joint conference of the two previous European conference series: - TIDSE ("Technologies for Interactive Digital Storytelling") and - ICVS ("Virtual Storytelling -- Using Virtual Reality Technologies for Storytelling") Research papers, case studies and demonstrations are invited that present novel scientific results, new technology, best practice showcases, or improvements to existing techniques and approaches in the multidisciplinary research field of interactive digital storytelling and its related application areas, e.g. games, virtual- / online worlds, e-learning, edutainment, and entertainment. Suggested research topics for contributions include, but are not limited to: . Interactive Digital Storytelling: theories, methods and concepts . Automated drama- / story engines and run-time systems . Virtual Storytelling -- using Virtual Reality, Augmented Reality and Mixed Reality to tell and experience stories . Believable virtual characters in real-time narrative environments . Authoring tools and creation concepts for interactive narratives . Semantic technology and knowledge tools for Interactive Digital Storytelling . Mobile, Geographical Information Systems and location-based technologies for interactive storytelling . Novel and entertaining computer interfaces for interactive storytelling . Real-time direction, staging, lighting, camera work, special effects, audio . Collaborative environments for interactive storytelling . Novel narrative forms inspired by new technology . Evaluation and user experience reports of interactive storytelling applications . Interdisciplinary approaches to simulation and storytelling . Case studies and demonstrations of concrete examples and applications Special invited key aspects for this year, motivated through the conference venue, are: . Children's media . Interactive audio *** SUBMISSIONS *** All submissions should follow the Lecture Notes in Computer Science (LNCS) format (see "Authors Instructions" at http://www.springer.de/comp/lncs/authors.html). Papers must be in English. Only electronic submissions in PDF format will be considered for review. Submissions (of all categories) that receive high ratings in the review process will be selected for publication by the program committee. They shall be published as Springer LNCS conference proceedings. For the final print-ready version, the submission of source files (WORD/LaTeX, TIF/EPS) and a signed copyright form are required. Submission categories: Full papers (8-12 pages in the proceedings) Short Papers (4-6 pages in the proceedings) Demonstrations and Posters (2-4 pages in the proceedings, plus additional material) Submission system: http://www.easychair.org/conferences/?conf=interactivestorytelling08 *** IMPORTANT DATES *** July 6th, 2008: Final deadline August 15th, 2008: Author notification of the review result September 7th, 2008: Submission of the print-ready version November 26-29th, 2008: Conference Interactive Storytelling '08 *** CONTACT *** Prof. Ulrike Spierling FH Erfurt, University of Applied Sciences contact at interactive-storytelling.com -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Tue Jul 1 20:22:08 2008 From: goldfile at gmail.com (S. Gold) Date: Tue, 01 Jul 2008 19:22:08 -0500 Subject: [game_edu] IGF Student Competition/GDC Message-ID: Independent Games Festival (IGF) Announces Call For Submissions has been announced. http://www.gamasutra.com/php-bin/news_index.php?story=19234 I am not sure if everyone knows, but last year the Seumas McNally Grand Prize went to the student who developed Crayon Physics Deluxe. http://www.igf.com/ I highly recommend pointing your students and their games to the website. I know students must submit their games by November 15, 2008 ? but I heard they don't need to be PERFECT until show time ? March 23rd (I can not vouch for this, it is just something I overheard at the post-mortem). Also, I recommend having all students check out the games that are submitted for IGF. They can see what other students have submitted in the past, it is a great sample of rather ingenious games. Student Competition Finalist are invited to attend the Games Developer Conference (GDC) and receive a complimentary pass and get to show off their games to everyone at the conference. It is my hope that we will have another IGF student post-mortem as well as game design workshops for educators as a part of our conference plans. Last year our post-mortem had a lot of head hunters and recruiters in the audience. This is an incredible opportunity for your students to get recognition, great networking and hopefully opportunities. Hope everyone is having a great summer, Susan -- Prof. Susan Gold Chair, IGDA Education SIG -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From darren.torpey at gmail.com Wed Jul 2 00:06:25 2008 From: darren.torpey at gmail.com (Darren Torpey) Date: Wed, 2 Jul 2008 00:06:25 -0400 Subject: [game_edu] IGF Student Competition/GDC In-Reply-To: References: Message-ID: Students might also like to know that their entry would be judged by an all-star cast: From the announcement: "[IGF '09 will include] a number of new IGF judges, including Spore designer Chaim Gingold, World Of Goo co-creator Kyle Gabler, The Sims Studio head Rod Humble, Civilization IV co-creator Soren Johnson, Rock Paper Shotgun co-founder Jim Rossignol, and Crayon Physics author Petri Purho." That's a seriously power-packed panel of awesome and down-to-earth guys with great "street cred". -Darren On Tue, Jul 1, 2008 at 8:22 PM, S. Gold wrote: > Independent Games Festival (IGF) Announces Call For Submissions has been > announced. > http://www.gamasutra.com/php-bin/news_index.php?story=19234 > > I am not sure if everyone knows, but last year the Seumas McNally Grand > Prize went to the student who developed Crayon Physics Deluxe. > > http://www.igf.com/ > > I highly recommend pointing your students and their games to the website. I > know students must submit their games by November 15, 2008 ? but I heard > they don't need to be PERFECT until show time ? March 23rd (I can not vouch > for this, it is just something I overheard at the post-mortem). Also, I > recommend having all students check out the games that are submitted for > IGF. They can see what other students have submitted in the past, it is a > great sample of rather ingenious games. > > Student Competition Finalist are invited to attend the Games Developer > Conference (GDC) and receive a complimentary pass and get to show off their > games to everyone at the conference. It is my hope that we will have another > IGF student post-mortem as well as game design workshops for educators as a > part of our conference plans. Last year our post-mortem had a lot of head > hunters and recruiters in the audience. This is an incredible opportunity > for your students to get recognition, great networking and hopefully > opportunities. > > Hope everyone is having a great summer, > > Susan > -- > Prof. Susan Gold > Chair, IGDA Education SIG > > > > > > -- > Susan Gold > goldfile at gmail.com > > "In a completely sane world, madness is the only freedom!" - J. G. Ballard > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > From m.masek at ecu.edu.au Wed Jul 2 18:07:09 2008 From: m.masek at ecu.edu.au (Martin MASEK) Date: Thu, 3 Jul 2008 06:07:09 +0800 Subject: [game_edu] IEEE CIG 2008 CFP - Deadline extended References: <477A8450F426E34DBD5B2E7C6FA82D540242E311@PLUTO.ad.murdoch.edu.au> Message-ID: Another call for papers to add to the list. Cheers, Martin. [Apologies if you receive multiple copies] ------------------------------------------------------------------------ - 2008 IEEE Symposium on Computational Intelligence and Games (CIG'08) Perth, Australia, 15-18 December 2008 http://www.csse.uwa.edu.au/cig08/ NEW: three plenary speakers have now been confirmed: Jonathan Schaeffer from the University of Alberta, Penny Sweetser from 2K Games, and Jason Hutchens from Interzone Entertainment. NEW: four special sessions have been announced: Computational Intelligence in Real Time Strategy Games, Player Satisfaction, Coevolution in Games, and Player/Opponent Modeling. NEW: the submission deadline has been extended until 15 August 2008. Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. This symposium, sponsored by the IEEE Computational Intelligence Society with technical co-sponsorship from the IEEE Consumer Electronics Society, aims to bring together leading researchers and practitioners from both academia and industry to discuss recent advances and explore future directions in this field. Further details are available at: http://www.csse.uwa.edu.au/cig08/ Important dates: Paper submission deadline: 15 August 2008 Decision notification: 15 September 2008 Camera-ready submission: 15 October 2008 ------------------------------------------------------------------------ - This e-mail is confidential. If you are not the intended recipient you must not disclose or use the information contained within. If you have received it in error please return it to the sender via reply e-mail and delete any record of it from your system. The information contained within is not the opinion of Edith Cowan University in general and the University accepts no liability for the accuracy of the information provided. CRICOS IPC 00279B From goldfile at gmail.com Thu Jul 3 11:02:38 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 03 Jul 2008 10:02:38 -0500 Subject: [game_edu] seeking collaborators for a Research & Development project Message-ID: Creating Virtual Actors The Computer Graphics Center CCG and the University of Minho are seeking collaborators for a Research & Development project of the Portuguese research foundation FCT (Funda??o para a Ci?ncia e a T?cnologia) on Creating Virtual Actors. The project will create 3D animated virtual actors that will facilitate the production of 3D movies. * The candidate for the position shall have a Master degree in Computer Science, or an equivalent degree in a related field. * Solid background in OOP and inclination for programming is the key requirement, for example through working experience as a C++ -programmer. * Acquaintance with at least basics of 3D-programming and GUI-making is also necessary, and the willingness and aptitude to learn all the rest independently ?on the job?. Knowledge of the Portuguese language is not required. * The contract will be a grant of the FCT, which has non-negotiable value of 1060 EUR. Health insurance is included, no taxes are paid. * The initial contract will be about 6 months, prolongation up to 21 months is possible. * The pursuit of university studies in parallel to the job is encouraged and facilitated, for example, Doctoral studies in Computer Science. * The working place is in the beautiful historical city of Guimar?es, in the north of Portugal. For further information please contact Dr.-Ing. Ido A Iurgel Ido.Iurgel at ccg.pt http://www.dsi.uminho.pt http://www.ccg.pt Dani Barreiro Centro de Computa??o Gr?fica Universidade do Minho Campus de Azur?m 4800-058 Guimar?es Portugal tel.: +351 253 510 580 fax.: +351 253 510 581 Email : dbarreiro at ccg.pt / URL: www.ccg.pt CCG and University of Minho are Members of the INI-GraphicsNet -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 3 17:08:47 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 03 Jul 2008 16:08:47 -0500 Subject: [game_edu] FW: REMINDER - CfP: Advances in Computer Entertainment Technology (ACE 2008) Message-ID: -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard ------ Forwarded Message From: Chris Swain Date: Thu, 3 Jul 2008 11:05:21 -0700 Subject: REMINDER - CfP: Advances in Computer Entertainment Technology (ACE 2008) Conference on Advances in Computer Entertainment Technology - ACE 2008 (http://www.ace-conf.org/ace2008/ ) Invites you to submit Full Papers, Short Papers, Posters and Creative Showcases. * Deadline for Full and Short Papers: July 15th, 2008 * Deadline for Posters and Creative Showcases: July 15th, 2008 Submissions of papers will be online on our conference website ( http://www.ace-conf.org/ace2008/ ) , and should follow the ACM Submission Format. The conference will take place: December 3rd - 5th, 2008 in Yokohama, Japan. Entertainment is one of the important magical ingredients in the 21st Century society. ACE 2008 is an annual international conference devoted to computer entertainment to provide a premium forum for researchers, developers, practitioners, artists and designers to present and discuss new problems, solutions, content design and technologies in entertainment areas. We warmly invite original papers, demos, art and design works in all areas of entertainment computing and design including (but not limited to): Affective Computing, Internet Networking Media, Ambient Intelligence, Learning and Children, Animation Techniques, Location-Based Entertainment, Augmented / Mixed Reality, Metaverse, Avatars and Virtual Community , Mobile Entertainment, Cultural Computing, Multimodal Interaction, Digital Entertainment and Sports, Narratives / Digital Storytelling, Digital Broadcasting/Podcasting, Pervasive and Online Games, Digital Cinema, Physical Computing, Elderly Entertainment, Smart Gadgets and Toys, Entertainment Design Theory, Social Networking, Human-Robots Interaction, Sound and Music, Experience Design, Synesthetic Entertainment, Funology, Tangible Interfaces, Graphics Techniques, Visual Effects, Interaction Design For further information please visit: http://www.ace-conf.org/ace2008/ Masa Inakage and Adrian David Cheok (General Chairs ACE 2008) -------------------------------------------------------------------- Chris Swain Asst. Professor Co-Director, EA Game Innovation Lab Interactive Media Division USC School of Cinematic Arts http://interactive.usc.edu/research/games Skype: chris.swain Mobile: 310 403 0798 Play my latest game: The Redistricting Game http://www.redistrictinggame.org -- Gamesnetwork, discussion list of Digital Games Research Association, www.digra.org Note: to unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to LISTSERV at UTA.FI from your subscribed email account. The list archive is available online at: https://listserv.uta.fi/archives/gamesnetwork.html ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 3 17:10:04 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 03 Jul 2008 16:10:04 -0500 Subject: [game_edu] Evaluating Player Experiences in Location Aware Games In-Reply-To: Message-ID: -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard ------ Forwarded Message From: GAMESNETWORK automatic digest system Reply-To: Games Research Network Date: Fri, 4 Jul 2008 00:00:02 +0300 To: GAMESNETWORK at uta.fi Subject: GAMESNETWORK Digest - 2 Jul 2008 to 3 Jul 2008 (#2008-100) >> CALL FOR PAPERS - EXTENDED DEADLINE + JOURNAL SPECIAL ISSUE >> *** WORKSHOP *** >> Evaluating Player Experiences in Location Aware Games >> HCI 2008: Culture, Creativity, Interaction >> 1-5 Sept. 2008, Liverpool, John Moores University, UK >> http://www.hci2008.org >> Submission Deadline: July 14th, 2008 >> UPDATE: >> The authors of the best abstracts may be invited to submit >> a full paper for inclusion in a special edition of a leading journal. >> --------------------------------------------------------------------- >> Location aware technologies such as widespread mobile computers >> and varying location sensors open up a massive range of >> possibilities for extending game playing into streets, buildings >> and even the rural landscape. New and extended forms of location- >> aware games including mobile or pervasive phone games, smart >> toys, role-playing games as well as Mixed Reality (MR) games all >> demonstrate promising new forms of game play. Substantial work >> has also gone into new game concepts, sophisticated technology >> and viable business models. However, research on the >> methodological issues of studying mobile player experiences, >> pervasive game activity and ubiquitous interaction has become >> necessary. Furthermore, there is also a need to explore the >> methodological issues in the evaluation of the intertwined, >> mutually dependent dimensions related to the usability and >> playability of location-based games. >> This workshop will bring together researchers, practitioners, and >> students with the objective of sharing knowledge, experience and >> ideas so that the many user experience issues of location aware >> games can be more thoroughly addressed. >> We would like to invite papers to be submitted to this workshop >> that focus on one or several issues of measuring player >> experience in location-aware games including but not limited to: >> * User interface design issues on multiple device types: from >> ideas to guidelines and principals >> * Devices and modalities, including tangible computing >> * Appropriateness of existing HCI work to game interfaces e.g. >> task analysis, heuristics, interviews and other methods >> * Social dimensions of location gaming technologies, from non- >> player participation to between player communication >> * Theoretical issues related space, place and presence >> * Contextual issues when designing and evaluating location aware >> games >> * Using participatory design and probes in design and evaluation >> * Game design patterns >> *** SUBMISSIONS *** >> Authors are invited to submit position or research papers of not >> more than 4 pages, including tables, figures and references. >> Submissions will be accepted to be presented in a talk or as a >> poster. Papers should present original research or summarize >> experiences related to the above mentioned workshop topics. All >> submissions should be made via the online workshop paper >> submission system. >> Paper submissions should adhere to the HCI 2008 style guidelines. >> The respective templates may be found at: >> http://www.cms.livjm.ac.uk/hci2008/documents/ >> HCI_2008_Paper_Template.doc >> Please include all author and contact information in your submission. >> Unless clearly indicated otherwise, submission of a workshop >> contribution implies permission for a publication on the workshop >> website. >> *** IMPORTANT DEADLINES *** >> Paper Submission: July 14th, 2008 >> Notification of Acceptance: End of July >> *** POST WORKSHOP *** >> We are currently in advanced stages of negotiation with a leading >> journal and have provisional acceptance for a special issue. We >> anticipate being able to make a further announcement shortly. If >> you require more information please contact us. >> *** Organising and Programme Committee *** >> Rod McCall, Fraunhofer FIT, Germany (co-chair) >> Barbara Gr?ter, Hochschule Bremen, University of Applied >> Sciences, Germany (co-chair) >> Anne-Kathrin Braun, Fraunhofer FIT, Germany (co-chair) >> Lynne Baillie, Glasgow Caledonian University (UK) and FTW, Austria >> Andrew Wilson, Blink, UK >> Richard Wetzel, Fraunhofer FIT, Germany >> Zachary O'Toups, Texas A&M University, USA >> Joerg Niesenhaus, University of Duisberg-Essen, Germany >> ** Further Information **** >> For more information contact Rod McCall >> (rod.mccall at fit.fraunhofer.de) or visit www.ipcity.eu >> The workshop is being held in association with the EC funded >> IPCity and PEACH projects. > ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From adrijackmarie at gmail.com Thu Jul 3 17:14:19 2008 From: adrijackmarie at gmail.com (Adrien MARIE) Date: Thu, 3 Jul 2008 23:14:19 +0200 Subject: [game_edu] Evaluating Player Experiences in Location Aware Games In-Reply-To: References: Message-ID: <43AA2FB7-9512-4B50-90DA-0FE8944FB385@gmail.com> yes On 3 Jul 2008, at 11:10, S. Gold wrote: > > -- > Susan Gold > goldfile at gmail.com > > ?In a completely sane world, madness is the only freedom!? - J. G. > Ballard > > ------ Forwarded Message > From: GAMESNETWORK automatic digest system > Reply-To: Games Research Network > Date: Fri, 4 Jul 2008 00:00:02 +0300 > To: GAMESNETWORK at uta.fi > Subject: GAMESNETWORK Digest - 2 Jul 2008 to 3 Jul 2008 (#2008-100) > > >> CALL FOR PAPERS - EXTENDED DEADLINE + JOURNAL SPECIAL ISSUE > >> *** WORKSHOP *** > >> Evaluating Player Experiences in Location Aware Games > >> HCI 2008: Culture, Creativity, Interaction > >> 1-5 Sept. 2008, Liverpool, John Moores University, UK > >> http://www.hci2008.org > >> Submission Deadline: July 14th, 2008 > >> UPDATE: > >> The authors of the best abstracts may be invited to submit > >> a full paper for inclusion in a special edition of a leading > journal. > >> > --------------------------------------------------------------------- > >> Location aware technologies such as widespread mobile computers > >> and varying location sensors open up a massive range of > >> possibilities for extending game playing into streets, buildings > >> and even the rural landscape. New and extended forms of location- > >> aware games including mobile or pervasive phone games, smart > >> toys, role-playing games as well as Mixed Reality (MR) games all > >> demonstrate promising new forms of game play. Substantial work > >> has also gone into new game concepts, sophisticated technology > >> and viable business models. However, research on the > >> methodological issues of studying mobile player experiences, > >> pervasive game activity and ubiquitous interaction has become > >> necessary. Furthermore, there is also a need to explore the > >> methodological issues in the evaluation of the intertwined, > >> mutually dependent dimensions related to the usability and > >> playability of location-based games. > >> This workshop will bring together researchers, practitioners, and > >> students with the objective of sharing knowledge, experience and > >> ideas so that the many user experience issues of location aware > >> games can be more thoroughly addressed. > >> We would like to invite papers to be submitted to this workshop > >> that focus on one or several issues of measuring player > >> experience in location-aware games including but not limited to: > >> * User interface design issues on multiple device types: from > >> ideas to guidelines and principals > >> * Devices and modalities, including tangible computing > >> * Appropriateness of existing HCI work to game interfaces e.g. > >> task analysis, heuristics, interviews and other methods > >> * Social dimensions of location gaming technologies, from non- > >> player participation to between player communication > >> * Theoretical issues related space, place and presence > >> * Contextual issues when designing and evaluating location aware > >> games > >> * Using participatory design and probes in design and evaluation > >> * Game design patterns > >> *** SUBMISSIONS *** > >> Authors are invited to submit position or research papers of not > >> more than 4 pages, including tables, figures and references. > >> Submissions will be accepted to be presented in a talk or as a > >> poster. Papers should present original research or summarize > >> experiences related to the above mentioned workshop topics. All > >> submissions should be made via the online workshop paper > >> submission system. > >> Paper submissions should adhere to the HCI 2008 style guidelines. > >> The respective templates may be found at: > >> http://www.cms.livjm.ac.uk/hci2008/documents/ > >> HCI_2008_Paper_Template.doc > >> Please include all author and contact information in your > submission. > >> Unless clearly indicated otherwise, submission of a workshop > >> contribution implies permission for a publication on the workshop > >> website. > >> *** IMPORTANT DEADLINES *** > >> Paper Submission: July 14th, 2008 > >> Notification of Acceptance: End of July > >> *** POST WORKSHOP *** > >> We are currently in advanced stages of negotiation with a leading > >> journal and have provisional acceptance for a special issue. We > >> anticipate being able to make a further announcement shortly. If > >> you require more information please contact us. > >> *** Organising and Programme Committee *** > >> Rod McCall, Fraunhofer FIT, Germany (co-chair) > >> Barbara Gr?ter, Hochschule Bremen, University of Applied > >> Sciences, Germany (co-chair) > >> Anne-Kathrin Braun, Fraunhofer FIT, Germany (co-chair) > >> Lynne Baillie, Glasgow Caledonian University (UK) and FTW, Austria > >> Andrew Wilson, Blink, UK > >> Richard Wetzel, Fraunhofer FIT, Germany > >> Zachary O'Toups, Texas A&M University, USA > >> Joerg Niesenhaus, University of Duisberg-Essen, Germany > >> ** Further Information **** > >> For more information contact Rod McCall > >> (rod.mccall at fit.fraunhofer.de) or visit www.ipcity.eu > >> The workshop is being held in association with the EC funded > >> IPCity and PEACH projects. > > > > ------ End of Forwarded Message > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Jul 4 10:24:08 2008 From: goldfile at gmail.com (S. Gold) Date: Fri, 04 Jul 2008 09:24:08 -0500 Subject: [game_edu] GAMEON'2008, November 17-19, 2008, UPV, Valencia, Spain 1ST CALL FOR PAPERS In-Reply-To: Message-ID: GAMEON'2008 November 17 - 19, 2008 FIRST CALL FOR PAPERS UPV Valencia, Spain Organized by The European Technology Institute Sponsored by: EUROSIS UPV FIV In Cooperation with Ghent University, Larian Studios, The Moves Institute, Binary Illusions, ModelBenders LLC, Delft University of Technology Conference website http://www.eurosis.org/cms/?q=node/763 The aim of the 9th annual European Game-On? Conference on simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on methodology, simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants. Companies will also have the opportunity to seek new talent at this event. This year's event will also herald the introduction for the foundation of the Spanish Language Computer Conference , which follows immediately upon GAMEON?'2008. The conference will cover the following tracks: Game Development Methodology Game Development Methodology, Game Design and Research Methods, Production Roles, Techniques and Process Management, Social and Technical Interactions in Art and Engineering, Participatory Media and Heterogeneous Development Approaches, Sociotechnical MOG Development, Communities and sustainability, Business and Requirements Modeling for Game Projects, Software Architecture and Modeling in Games, Interaction Design and Usability in Game Contexts, Play Testing, Gameplay Experience Evaluation Artificial Intelligence Designing (Extensible) AI Engines with Built-in Machine Learning Technologies, Using Adaptive Markov Models, Using Decision Trees, Production Rules and Learning, Using Fuzzy Logic for membership functions and inference procedures, Using Rule Based AI or a Finite State Machine (FSM), Using Fuzzy State Machines (FuSM) or Cascaded FuSMs, Using Artificial Life and layered AI Techniques, Level-of-Detail AI, Using scripting languages to govern NPC Bots, synthetic characters, or believable agents, Controlling simulated characters (Group Behaviour control) using f.ex. flocking algorithms based on extensible scripting systems , Cognitive Modeling: (combining geometric models and inverse kinematics to simplify key-framing. physical models for animating particles. Bio-mechanical modeling, behavioral modeling), Domain knowledge specification and character instruction, Creating AI Networks using supervised learning and genetic algorithms, and pathfinding, Using Databases using the winnowing algorithm , Using Multi-user Data Management. Physics and Simulation Collision detection, contact resolution and manifold generation (methods Lin-Canny, OBB Trees, I-Collide and Ray Tracing); Calculation optimization between objects; The closest point algorithm by Gilbert Johnson and Keerthi (GJK) between convex and union-of convex objects; Contact equation formulation (point-plane, edge-edge and sphere-plane); LCP (Linear Complementary problems) Based contact resolution; Iterative constraints and penalty methods for contact resolution, Micro-Collisions, Software Object Interaction. a number of peripheral tracks 3-D Scalability MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith Tech Engines; Scalable level of detail-oriented rendering ; Methods for scaling animation quality; Scaling animation quality, new animation steps, on interpolated key-frame animation or key-frame morphing; Bump mapping: emboss-dot product and environment mapped bump map (EMBM) Facial Animation Facial animation for Real-Time, Model Behaviour of 3D Modeling; Modelling the bone structure of faces, Facial Hair etc.. Skeletal animation and fully scaled rendering Physical Simulation, 3D Character Animation and physical controllers; Simulation performance; Rigid body physical animation and rigid body dynamics; Polygon Character Design and level of Detail under Technical Constraints; Particle systems, full polygonal models or sprites; Smooth rendered skins, soft skinning, head animations and full body animation (Skin, extrude and boolean, Design, composition and anatomy; Skeletal, skinning, single skin meshes; Creating Character Animation Assets; Real-Time motion Synthesis, Kinematics and Dynamics, Animating the real-time run cycle; T-Buffers and motion blur ; Motion Capture Techniques. 3D in Game Animation Creating and scaling special effects in Real-Time 3D: environmental weapon effects and general pyrotechnics, software used to produce single frame and animated textures, booth looping and linear, and the pivotal role of alpha channels. Modeling an animation of the geometry needed and the system used to encode additional engine-specific timing and trigger data into the files. The use of the engine particle system and scripting capabilities, Weighted vertices, Streaming SIMD Extension Overview (floating point instruction);Pre-rendered cinematics; Scaling of special effects and texture tricks: particle systems for generating smoke and fire, texture tricks, for volumes, lens flares and onscreen pyrotechnics, Animation Blending Modelling of virtual worlds Due to their complexity and size, virtual worlds used in next-gen games will have to be automatically generated, to a large extent, whether based on real data or fully imaginary. Representing objects and their relations in these worlds needs to take into account more data than simply their geometry or appearance. In addition, most objects in such worlds will typically require a high degree of adaptivity, in order to avoid most current rigid behaviours, as well as to cope with the need for really adaptive game-play in both entertainment and serious games. This theme focuses on tools and methods for achieving such goals. Tools Silicon Graphics (MAYA, as a game prototyping environment), 3D Programming for Rage Programmable Shaders (Renderman), 3D Studio Max, Scratch,XNA and other Open Source Games Software Design Game Engine Design and game environment creation; Using rapid prototyping (NEMO-DEV) and generic technology (generic world building engine), portable code ; Using Math for Game programming by solving simultaneous Equations; Using Modularity and isolation abstraction, data hiding, functional independence, cohesion and coupling; Using Java as an embedded Game scripting engine; Procedural content placement, level design, enemy and entity placement; Using Databases in online Games; Programming in Linux, C++ and Visual Basic; Programming Web Games in Java Scalable 3D games; Creating large 3D worlds; Creating Multiplayer online Games; Techniques for scaling game content, and approaches to scaling game content; C++ optimization Strategies and Techniques; 3D Engine optimization; Optimizing games for the MIPS RISC Architecture; Game design: User set set according to hard limits, pre-runtime profiling and runtime profiling history of Game Design. Rendering Rendering Equations and architectures; Image Based Rendering (polygon counts (throughput) and overdraw (filtrate); Photorealistic rendering using Open GL and Direct 3D; Multi texture tricks like gloss mapping, dynamic environment mapping, detail texturing and bump mapping Spatial aliasing and Anti-aliasing and accumulation buffers; Setup, Rendering and Transforms; Full floating point setup; Perspective-corrected texture mapping, multiple filtering modes, sophisticated texture blending for special effects and effective looking transparency; Classical local illumination equations and colour theory; Creating Reflections and shadows with stencil buffers and Z-Buffers; Light maps and changing texture coordinates, shadow maps, projected shadow maps; Methods for scaling lighting and shadows, lighting calculations; Equation on a per pixel basis, pixel path and voxel animation; Procedural Texture Methods and Theory and Real-Time; Procedural Texture Implementation; Parametric Surfaces, Deforming surfaces, Curved surfaces and tri-linear flip-flopping Using NURBS (non-uniform rational B-splines) and other parametric surfaces for representing 3D Geometry; Matrix Manipulations; Methods for scaling geometry using parametric curves and surfaces in relation to polygonal models; Progressive meshes and subdivision surfaces On-Line Gaming and On-Line Game Security As online gaming becomes more and more popular security issues now come into the forefront of secure game play using public key cryptography, symmetric key cryptography, digital signatures, authentication and available cryptographic toolkits. Voice Interaction Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice Interaction, Speech Synthesizer; Interaction with AI-NPC's, Voice-Over Net Technology (one to one, and one to many) Cognitive Psychology applied to games, based on player to game interactions and biometric data analysis. Artistic input to game and character design Storytelling and Natural Language Processing Applications Wargaming methodology and techniques applied to strategic game design using Campaign managers, character generators, terrain generators.Multiplayer wargaming and Web Wargaming Serious Games applications Aerospace Simulations, Board Games etc... Games for training Handheld Gaming Devices - Mobile Gaming Gaming with I-Toy, WII and other handheld devices such as phones, Virtual Sat-Nav Gaming. Focusing on the man-machine interaction part Perceptual User Interfaces for Games Humans communicate using speech, gesture, and body motion, yet today's computers do not use this valuable information. Instead, computers force users to sit at a typewriter keyboard, stare at a TV-like display, and learn an endless set of arcane commands -- often leading to frustration, inefficiencies, and disuse. The idea behind PUI is that a computer system "hears" users' voice commands and "sees" their gestures and body positions. Interactions are natural, more like human-to-human interactions. PUI use here machine perception to allow users to interact with computergames and within computer gaming environments. By reading gestures, motions and speech we should be able to in a much more natural way interact with the games. But sensor systems deliver only raw position and pose information. For interface use, these are not the desired quantities?we need to understand the abstractions appropriate for a natural interface and consider how the various perceptual input degrees of freedom should relate to available commands and options. Special track: Gaming with robots Aibo, Bionicles, Mindstorms etc... Tutorials, "Aren't we great" presentations, Student Demos. Students are encouraged to show demos of their work to the companies present at the conference. The best demo will receive a prize from the organizers. The conference will be held at the UPV, Valencia, Spain. POSTER SESSION The poster session only features work in progress. Next to the actual poster presentation, these submissions also feature as short papers in the Proceedings. STUDENTS SESSION This session is for students who want to present their work in progress or part of their doctoral thesis as a paper. Student papers are denoted by the fact that only the name of the student appears on the paper as an author. They are published as short papers in the Proceedings. DIVERSE ACTIVITIES For demonstrations or video sessions, please contact Philippe Geril. A Special session will be set up for vendor presentations in co-ordination with the scientific program. User Group meetings for games simulation languages and tools can be organised the day before the conference. If you would like to arrange a meeting, please contact the Conference Chairs. We will be happy to provide a meeting room and other necessary equipment. EUROPEAN PROJECTS Partners for European projects session(s) will be organised by EUROSIS to give potential project teams or individuals the opportunity to present their research in order to link up with fellow researchers for future research projects. Those wishing to participate in this session need to send a proposal to Philippe Geril EXHIBITION A special exhibition will be held during the conference focused on gaming tools. For more information please contact EUROSIS for further details. Email: Philippe.Geril at eurosis.org REGISTRATION FEES Registration Fees Author EUROSIS Other Participants Pre-reg before Nov.1st 2008 495 EURO 495 EURO 555 EURO Reg after Nov.1st 2008 Pre-registration Required 535 EURO 595 EURO Student authors pay: 250 EUR Students who register after November 1st and who are not authors pay 350 EUR. The registration fee includes a copy of the Proceedings, lunches, conference dinner, get-together party, coffee breaks, company visit and demonstrations. PAPER SUBMISSION TYPES FULL PAPER (including abstract, conclusions, diagrams, references) During review, the submitted full papers can be accepted as a regular 5 page paper. If excellent, full papers can be accepted by the program committee as an extended (8-page) paper. Each submission will be reviewed by at least three members of the International Program Committee. EXTENDED ABSTRACT (at least five pages) Participants may also submit a 5 page extended abstract for a regular (5 pages) or short (3 pages) paper or poster, which will be reviewed by the International Program Committee. SHORT ABSTRACT(at least three pages) Participants may also submit a 3 page abstract for a short paper or poster, which will be reviewed by the International Program Committee. All accepted papers will be published in the GAMEON?'2008 Conference Proceedings. ONE PAGE ABSTRACTS ARE NOT ACCEPTED. All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC DEADLINES AND REQUIREMENTS Send all submissions in an ELECTRONIC FORM ONLY in PDF format indicating the designated track and type of submission (full paper or an extended abstract) to EUROSIS (Philippe.Geril at eurosis.org). Please provide your name, affiliation, full mailing address, telephone / fax number and Email address on all submissions as well. For submissions please put in the subject of your Email the following indications: GAMEON?'2008 and designated track or USE THE ABSTRACT SUBMISSION SITE!! Only original papers, which have not been published elsewhere, will be accepted for publication SUBMISSION DEADLINES EARLY BIRD SUBMISSION: JULY 30, 2008 SUBMISSION DEADLINE: AUGUST 30, 2008 Submit contributed full-papers (5 to 8 proceedings pages) not previously published. These submissions, when accepted will be published as regular or extended papers, depending on their quality. Submit extended abstracts (5 abstract pages) or short papers (3 abstract pages), reports of industrial projects and summaries of posters. These submissions, when accepted will be published as regular 5 page or short 3 page proceedings papers. Submit a one to three page proposals to present tutorials, to organise and chair panel sessions, to organise user meetings, vendor sessions or to exhibit software Submit abstracts for student and poster session LATE SUBMISSION DATE: SEPTEMBER 15, 2008 OCTOBER 1, 2008 Notification of Acceptance or Rejection NOVEMBER 1, 2008 Authors provide camera-ready manuscript NOVEMBER 17-19, 2008 Conference at UPV OUTSTANDING PAPER AWARD The 2008 GAMEON? Conference Committee will select the Outstanding Paper of the Conference. The author of this paper will be awarded a free registration for a EUROSIS conference. Only papers SUBMITTED AS FULL papers will be eligible for the Outstanding Paper Award. LANGUAGE The official conference language for all papers and presentations is English. REPLY CARD First Name: Surname: Occupation and/or Title: Affiliation: Mailing Address Zip code: City: Country. Telephone: Fax: E-Mail: Yes, I intend to attend the GAMEON?'2008: [ ] Presenting a paper, by submitting a full paper [ ] Presenting a short paper (by submitting an extended abstract) [ ] Participating in the industrial program [ ] Organizing a vendor session [ ] Proposing a panel discussion (please mention names of panellists) [ ] Contributing to the exhibition [ ] Without presenting a paper The provisional title of my paper / exhibited tool is: With the following highlights: The paper belongs to the category (please tick only one): [ ] Games Methodology [ ] Artificial Intelligence [ ] Physics and Simulation [ ] 3D Scalability [ ] Facial Animation [ ] Skeletal Animation and Fully Scaled Rendering [ ] 3-D in Game Animation [ ] Modelling of Virtual Worlds [ ] Tools [ ] Games Design [ ] Rendering [ ] Security [ ] Voice Interaction [ ] Cognitive Psychology [ ] Artistic Input [ ] Storytelling and Natural Language Processing [ ] Applications [ ] Games Console Design [ ] Online Gaming and Gaming Security [ ] Networked Gaming and MMOG's [ ] Games for Training [ ] Serious Gaming [ ] Wargaming [ ] Handheld Gaming [ ] Perceptual User Interfaces [ ] Robot Based Gaming [ ] European Projects [ ] Exhibition [ ] Poster session [ ] Student Session [ ] Other_____________________________ Other colleague(s) interested in the topics of the conference is/are: Name: Address: Name: Address: Please email your reply or send or fax this card immediately to: Philippe Geril, EUROSIS, European Simulation Office Greenbridge NV Wetenschapspark 1, Plassendale 1 B-8400, Ostend, Belgium Tel:+32.59.255.330 Fax: +32.59.255.339 Email: Philippe.Geril at eurosis.org web: http://www.eurosis.org GAMEON? is a registered trademark of the European Technology Institute. -------------- next part -------------- An HTML attachment was scrubbed... URL: From winnb at msu.edu Mon Jul 7 12:20:06 2008 From: winnb at msu.edu (Brian Winn) Date: Mon, 7 Jul 2008 12:20:06 -0400 Subject: [game_edu] Meaningful Play 2008 call for submissions deadline is July 13, 2008 Message-ID: <88226126-82A4-4489-8AFC-5F6B44C14D6A@msu.edu> Meaningful Play 2008 October 9 - 11, 2008 East Lansing, MI, USA http://meaningfulplay.msu.edu Meaningful Play 2008 call for submissions deadline is July 13, 2008 Whether designed to entertain or for more "serious" purposes, games have the potential to impact players? beliefs, knowledge, attitudes, emotions, cognitive abilities, and behavior. Meaningful Play 2008 is an interdisciplinary academic conference that explores the potential of games to entertain, inform, educate, and persuade in meaningful ways. The conference includes thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games. Submissions are sought from both researchers and practitioners in academia and industry. Graduate and advanced undergraduate students are also encouraged to submit either jointly with an academic/member of industry or alone. While any topic related to games for entertainment and learning is appropriate to submit to Meaningful Play 2008, topics of particular interest include: 1) Exploring meaningful applications of games * Games to change attitudes, beliefs, or behaviors (including social impact games and personal health games) * Games to stimulate creativity or innovation * Games to build social skills * Games to advertise (advergames) and persuade * Games to exercise specific cognitive functions * Games to explore personal beliefs and help make decisions * Games to build knowledge and skills (games for learning) * Serious games for history and cultural heritage learning 2) Issues in designing meaningful play * Game design for specific audience segments * Player types and play styles * Story and storytelling in games * Competitve and cooperative play (single player, multiplayer and massively multiplayer) * Balancing entertainment and serious goals * Repurposing entertainment games for serious purposes * Unintended and unexpected effects of games * Using psychology and neuroscience to design and understand games * Evaluation and assessment of game impacts * Barriers to the adoption of serious game Submission deadline is July 13, 2008. Complete details on Meaningful Play 2008 are available at: http://meaningfulplay.msu.edu From drew at waxebb.com Tue Jul 8 16:08:01 2008 From: drew at waxebb.com (drew davidson) Date: Tue, 8 Jul 2008 16:08:01 -0400 Subject: [game_edu] etc press beta In-Reply-To: References: Message-ID: Lulu.com and Carnegie Mellon University?s Entertainment Technology Center Team Up to Redefine the Book Lulu.com, the premier marketplace for digital content on the Internet, is partnering with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) to showcase new creative endeavors launched through the ETC Press, a new academic publishing imprint. With Lulu.com, ETC Press has flexibility in publishing without the limitations encountered by traditional publishing. ETC Press is an innovative experiment into the future of publication, and as such, authors and contributors who publish through ETC Press will retain ownership of their intellectual property. All ETC Press publications will be released under a Creative Commons license, and will also have associated websites to encourage and enable a community of collaborative authorship and discussion. ETC Press also has an agreement with the Association of Computing Machinery (ACM) to place ETC Press publications in the ACM Digital Library. "ETC doesn't just want to make a book. They want to open a dialog," says Rob Katz, Senior Vice President of Sales and Communications. "And with the options Lulu offers, like print-on-demand technology, texts available in print and download format, and multi-platform accessibility, ETC can accomplish just that." ETC will be able to take advantage of Lulu's global marketing resources and network of international printers to foster discussions that span the world. ?We believe this is the future of publication,? says Drew Davidson, Director of the ETC in Pittsburgh and Editor of ETC Press. ?Partnering with Lulu.com enables ETC Press to publish across multiple media and publish multiple additions, exploring what constitutes reading and writing.? Lulu and ETC Press are having a beta launch with two books ? stories in between: narratives and mediums @ play and Beyond Fun: Serious Games and Media ? and there are several other projects in development as well. For more information, visit: http://etc.cmu.edu/etcpress/ # # # About Lulu (www.lulu.com): Lulu.com is the premier marketplace for digital content on the Internet, with over 380,000 recently published titles, and more than 5,000 new titles added each week, created by people in 80 different countries. With just over 1.3 million registered members, Lulu is changing the world of publishing by enabling the creators to publish their work themselves with complete editorial and copyright control. With storefronts provided and other marketing support, Lulu creators are fully empowered to profit from their work. About the ACM Digital Library (http://portal.acm.org/dl.cfm): The ACM Digital Library is a vast collection of citations and full text from the Association of Computing Machinery journals and newsletter articles and conference proceedings. The Digital Library is the full- text repository of papers from publications that have been published, co-published, or co-marketed by ACM and other publishers. About the ETC (http://etc.cmu.edu): The ETC at CMU offers a Master's Degree in Entertainment Technology. It is a unique interdisciplinary program that is the first of its kind, and the top in its field. The program was started nine years ago by Don Marinelli, who is the currently the executive producer of the program, and Randy Pausch. The concept behind the program is for technologists and artists to work together to create projects that entertain, educate, inform, and inspire. -------------- next part -------------- An HTML attachment was scrubbed... URL: From beth.a.dillon at gmail.com Tue Jul 8 16:15:27 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Tue, 8 Jul 2008 13:15:27 -0700 Subject: [game_edu] Are games art? Message-ID: <218b01990807081315r177188cbm1ce1a29f2e118807@mail.gmail.com> I thought someone here might want to debate on this topic! Chris Crawford recently responded to 'Are games art?' on Notes on Game Dev. I'd love to get everyone else's take on this matter, especially given Crawford's general view on industry. "In other computing industries, the size of a program is measured by the number of lines of code; in the games industry, it is measured by the number of newbies you burn out during the project." Are we educating students to send them off to burn out or is there a hope to foster creative input? See http://gamedev.sessions.edu/special/art/ for posting comments. - Beth -- Beth Aileen Dillon PhD Student, Simon Fraser University School of Interactive Arts and Technology Research Assistant, Aboriginal Territories in Cyberspace http://www.bethadillon.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From bgrace at digipen.edu Tue Jul 8 21:16:13 2008 From: bgrace at digipen.edu (Brandii Grace) Date: Tue, 8 Jul 2008 18:16:13 -0700 Subject: [game_edu] PAX Panel on Education for Game Devs Message-ID: The Penny Arcade Expo (PAX: http://www.pennyarcadeexpo.com/) will be holding a panel on the education of a game developer. This panel is meant to facilitate discussion/Q&A about the various options available to those wanting to be game developers. The audience will be gamers, developers, students, potential students, journalists, and anyone else interested in the education of future game developers. There is still a slot open on this panel. If you are interested in being on this panel and you will be in the Seattle-area on August 29th, please email me at bgrace at digipen.edu with your name, the school/institute you work for, your position, and preferably a website link for your school's game-related degree program. Each panelist is expected to give a brief introductory explanation of their school's program at the start of the panel. Participants will NOT be compensated for food, travel, or lodging; so keep that in mind before volunteering. Participants WILL be given a free pass to enjoy PAX ? a huge and growing gathering of gamers from around the USA. Attendees have access to concerts, merchandise, demos, competitions, a variety of panels, and most of all ? rooms full of all your favorite games! It's a lot of fun! -Brandii Grace -------------- next part -------------- An HTML attachment was scrubbed... URL: From c.linford at lcc.arts.ac.uk Wed Jul 9 06:02:10 2008 From: c.linford at lcc.arts.ac.uk (Chris Linford) Date: Wed, 9 Jul 2008 11:02:10 +0100 Subject: [game_edu] Are games art? In-Reply-To: <218b01990807081315r177188cbm1ce1a29f2e118807@mail.gmail.com> References: <218b01990807081315r177188cbm1ce1a29f2e118807@mail.gmail.com> Message-ID: <3B7B2B903DE0EE4EB47EDF70276E52BFC21A2F8DBA@DS-EXVS2.arts.local> I have a student planning this as a major project at the moment. It is a great subject so please keep me in the loop and I will pass on where we are next academic year. Thanks Chris Head of Digital Media ________________________________________ From: game_edu-bounces at igda.org [game_edu-bounces at igda.org] On Behalf Of Beth Aileen Dillon [beth.a.dillon at gmail.com] Sent: 08 July 2008 21:15 To: IGDA Game Education Listserv Subject: [game_edu] Are games art? I thought someone here might want to debate on this topic! Chris Crawford recently responded to 'Are games art?' on Notes on Game Dev. I'd love to get everyone else's take on this matter, especially given Crawford's general view on industry. "In other computing industries, the size of a program is measured by the number of lines of code; in the games industry, it is measured by the number of newbies you burn out during the project." Are we educating students to send them off to burn out or is there a hope to foster creative input? See http://gamedev.sessions.edu/special/art/ for posting comments. - Beth -- Beth Aileen Dillon PhD Student, Simon Fraser University School of Interactive Arts and Technology Research Assistant, Aboriginal Territories in Cyberspace http://www.bethadillon.com From Mark_Onisk at elementk.com Wed Jul 9 10:01:38 2008 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Wed, 9 Jul 2008 10:01:38 -0400 Subject: [game_edu] AUTO: Mark Onisk is traveling (returning 07/10/2008) Message-ID: I am out of the office until 07/10/2008. Please contact me on my cell with any urgent matters. Note: This is an automated response to your message "?Re: [game_edu] Are games art?" sent on 7/9/2008 6:02:10 AM. This is the only notification you will receive while this person is away. -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Jul 9 13:02:33 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 09 Jul 2008 12:02:33 -0500 Subject: [game_edu] Early Registration DIMEA 2008/Special issue of the International Journal of Computer Games Technology on *Game Technology for Training and Education* Message-ID: 3rd ACM International Conference on Digital Interactive Media in Entertainment and Arts DIMEA 2008 In cooperation with ACM SIGCHI 10-12 September 2008 Athens Information Technology (AIT), Athens, Greece Conference Web site: http://www.dimea2008.org Register Early to benefit from favourable prices up to 11th of July! Industrial Exhibitors to register their interest up to 15th of July! Workshops and Tutorials participation to be registered up to 21st of July! _______________________________________________________________ The 3rd ACM International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA 2008), that will take place on September 10-12, 2008, at Athens Information Technology's premises in Athens, Greece, focuses on the presentation of societal, business and technological advances and research results related with digital interactive media in entertainment, art and creative technologies. A significant number of high quality technical papers as well as digital artworks and demos have been selected, after peer review, for presentation and demonstration during the conference. These will be included in the conference proceedings and in the ACM Digital library. Innovations, new research approaches and practices will be presented in focused technical sessions, which will offer a wide coverage of the DIMEA 2008 scientific and technological areas, as well as be exhibited and demonstrated during its Digital Art Exhibition hosting digital interactive rich-media works in art and entertainment, co-located and run in parallel with the technical sessions. The exhibition will be open to all interested visitors during September 10-14, 2008. DIMEA 2008 will thus bring together academics, technologists, artists, designers, and industry representatives from all over the world, to meet, discuss and share opinions and practices. ________________ Keynote Speakers ________________ Dr. Roberto Cencioni, Head of Unit INFSO.E2 Content and Knowledge, European Commission Prof. Nadia Magnenat-Thalmann, Miralab, University of Geneva, Switzerland ______________________ Advance Program, Events ______________________ The Advance Conference Program will shortly be published at the conference web site, including both regular focused technical sessions with oral presentations in the Technical track of the conference, as well as demonstrations of art works in the Digital Art Exhibition track. The list of accepted submissions in both conference tracks is published at http://www.dimea2008.org under Accepted Submissions. The conference program is further complemented with a number of relevant events, listed below: ***Special Sessions*** 1. Mobile Mixed Reality Games, Organizers: Wolfgang Broll, Fraunhofer FIT, Germany and Anne-Kathrin Braun, Fraunhofer FIT, Germany 2. User Centric and Personalised Multimedia Service Platforms, Organizers: Nikolaos Chr. Papaoulakis, National Technical University of Athens, Greece and John Soldatos, Athens Information Technology, Greece ***Technical Workshop, 11th September*** Pervasive Awareness applications: addressing their Aesthetic and Ludic aspects Organizers: Monica Divitini, NTNU, Sweden and Irene Mavrommati, CTI, Greece ***Tutorials to be offered, 10th September (based on participation)*** 1. Inside and Outside the UpStage: Live Participative On-line Cyberformance, Tutorial speakers: Miljana Perice, University of Arts Belgrade, Serbia and Helen Varley Jamieson, Queensland University of Technology, Australia 2. Authoring Tools for Web Comic, Tutorial speakers: Symeon Retalis, Petros Georgiakakis, M. Boloudakis, J. Arapoglo, University of Pireaus, University of Pireaus, Department of Technology Education and Digital Systems, CoSy-LLab: Computer Supported Learning Engineering Laboratory, Greece 3. User Experience Design for Interactive TV, Tutorial speakers: Konstantinos Chorianopoulos, Ionian University, Greece, and Pablo Cesar, CWI, the Netherlands 4. Developing a videogame: from concept to your TV, Tutorial speakers: Kostas Anagnostou, Ionian University, Greece 5. Developing play tacticts in the Web 2.0 era, Tutorial speakers: Daphne Dragona, Ilias Marmaras, New media artists, Greece ***Hands-on Workshops to be offered, 12th September (based on participation)*** 1. Employment of tilted hemispherical projection surface for creating large audience immersive environment, Organizers: Vaggelis Christodoulou, Foundation of the Hellenic World, Greece and Abraham Onasiadis, Foundation of the Hellenic World, Greece 2. Sketchtools, Organizers: Matt Cottam, Jasper Speicher, Katie Wray, Tellart LLC, USA 3. Encyclopedia as a creative platform, Organizers: Eleni Glinou, Technological Institute of Athens, Greece and Katerina Antonaki, Digital artist ____________________ Industrial Exhibitors Call ____________________ Industrial Exhibitions establish the link between research and the market, allowing for fast adoption of research results by the industry and an opportunity for industry representatives and researchers to meet and discuss on collaboration prospects. The published Call for Industrial Exhibitions, available at http://www.dimea2008.org under Other Calls, welcomes all interested industrial representatives to announce their interest up to 15th of July. ____________ Sponsors Call ____________ The opportunity to sponsor DIMEA 2008 is still open! Sponsorship offers an effective way of demonstrating your interest in and commitment to digital interactive media technologies and their impact in diverse applications fields spanning the entertainment and art areas. Corporate sponsorship can offer companies publicity and the ability to influence current and future leaders in digital interactive media technologies research and development. We will recognize and acknowledge the generosity of all of our sponsors on the DIMEA 2008 website (www.dimea2008.org ) and in the conference program (to be available in print and on-line). Please send an e-mail to sots at ait.edu.gr , kpro at ait.edu.gr , mpal at ait.edu.gr if you would like to pledge your sponsorship. More details can be found at: http://www.dimea2008.org under Other Calls We are looking forward to welcoming you in Athens in September! The DIMEA 2008 Conference Co-chairs, Sofia Tsekeridou, Athens Information Technology, Greece Adrian David Cheok, ACM SIGCHI Singapore, National University of Singapore, Singapore Konstantinos Giannakis, InExDe, Greece John Karigiannis, InExDe, Greece _____________________ DIMEA 2008 Organizers _____________________ Athens Information Technology - AIT ACM SIGCHI, Singapore Chapter InExDe ___________________ DIMEA 2008 Sponsors ___________________ Corporate Sponsors INTRALOT INTRACOM IT Services Sponsors Telmaco Technical Sponsors Multimedia Tools and Applications Journal, Springer ACM Computers in Entertainment Journal Communication Sponsors PC Magazine ????????? + Web Design ICTplus onLine Creative Sponsor Linakis + Associates Powered by: HOL ______________________________ Dr. Sofia Tsekeridou Assistant Professor Athens Information Technology - AIT Multimedia, Knowledge and Web Technologies Group Building B7, 0.8 km Markopoulo Ave., P.O. Box 68, PEANIA 190 02, Athens, Greece Tel: +30 210 6682804 (Int.: 5804) Fax: +30 210 6682703 E-mail: sots at ait.edu.gr sofia at ieee.org Web site: www.ait.edu.gr Special issue of the International Journal of Computer Games Technology on *Game Technology for Training and Education* The special issue 'Game Technology for Training and Education' will focus on technical aspects of the development and application of games in training and education, so-called serious games. Though many excellent papers and journal articles currently address serious games and elaborate on many relations between learning and games, they are often oriented towards specific game design methodologies and/or pedagogical motivations. We believe that, besides all those developments, serious games can also achieve much progress and innovation from developing, combining, and deploying game technology in novel ways. Therefore, this special issue will be devoted to technical topics including, but not limited to, the following: * Game engine development and customization * Game AI * Game rendering, physics, and animation * Game user interfaces * Modeling and simulation techniques * Virtual characters/agents * Vision and imaging technology in games * Virtual reality, augmented reality, and mixed reality Submission of manuscripts is welcome on any of the above technical topics, as long as they clearly relate, influence or apply to serious games. Prospective authors should follow the International Journal of Computer Games Technology manuscript format described at the journal site, as well as be acquainted with Hindawi's APC policy (please refer to http://www.hindawi.com/journals/ijcgt/). Authors should submit an electronic copy of their complete manuscript through the journal Manuscript Tracking System at http://mts.hindawi.com, according to the following timetable: Manuscript Due September 1, 2008 First Round of Reviews December 1, 2008 Publication Date March 1, 2009 For any questions or clarifications, feel free to contact one of the Guest Editors: * Rafael Bidarra, Computer Graphics and CAD/CAM Group, Faculty of Electrical Engineering, Mathematics and Computer Science, Delft University of Technology, 2600 GA Delft, The Netherlands * Xiaopeng Zhang, National Laboratory of Pattern Recognition, Institute of Automation, Chinese Academy of Sciences, Beijing 100080, China -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From sdjaeger at ucalgary.ca Wed Jul 9 13:13:26 2008 From: sdjaeger at ucalgary.ca (Shannon Jaeger) Date: Wed, 9 Jul 2008 11:13:26 -0600 Subject: [game_edu] Early Registration DIMEA 2008/Special issue of the International Journal of Computer Games Technology on *Game Technology for Training and Education* In-Reply-To: References: Message-ID: Wouldn't it be nice to go to Greece! That's one place you haven't made it to, correct? me On 9-Jul-08, at 11:02 AM, S. Gold wrote: > > 3rd ACM International Conference on Digital Interactive Media in > Entertainment and Arts > DIMEA 2008 > > In cooperation with ACM SIGCHI > > 10-12 September 2008 > Athens Information Technology (AIT), Athens, Greece > Conference Web site: http://www.dimea2008.org > > Register Early to benefit from favourable prices up to 11th of > July! > Industrial Exhibitors to register their interest up to 15th > of July! > Workshops and Tutorials participation to be registered up to 21st > of July! > _______________________________________________________________ > > The 3rd ACM International Conference on Digital Interactive Media in > Entertainment and Arts (DIMEA 2008), that will take place on September > 10-12, 2008, at Athens Information Technology's premises in Athens, > Greece, > focuses on the presentation of societal, business and technological > advances > and research results related with digital interactive media in > entertainment, art and creative technologies. > > A significant number of high quality technical papers as well as > digital > artworks and demos have been selected, after peer review, for > presentation > and demonstration during the conference. These will be included in the > conference proceedings and in the ACM Digital library. > > Innovations, new research approaches and practices will be presented > in > focused technical sessions, which will offer a wide coverage of the > DIMEA > 2008 scientific and technological areas, as well as be exhibited and > demonstrated during its Digital Art Exhibition hosting digital > interactive > rich-media works in art and entertainment, co-located and run in > parallel > with the technical sessions. The exhibition will be open to all > interested > visitors during September 10-14, 2008. > > DIMEA 2008 will thus bring together academics, technologists, artists, > designers, and industry representatives from all over the world, to > meet, > discuss and share opinions and practices. > > ________________ > Keynote Speakers > ________________ > Dr. Roberto Cencioni, Head of Unit INFSO.E2 Content and Knowledge, > European > Commission > Prof. Nadia Magnenat-Thalmann, Miralab, University of Geneva, > Switzerland > > ______________________ > Advance Program, Events > ______________________ > The Advance Conference Program will shortly be published at the > conference > web site, including both regular focused technical sessions with oral > presentations in the Technical track of the conference, as well as > demonstrations of art works in the Digital Art Exhibition track. > > The list of accepted submissions in both conference tracks is > published at > http://www.dimea2008.org under Accepted Submissions. > > The conference program is further complemented with a number of > relevant > events, listed below: > > ***Special Sessions*** > 1. Mobile Mixed Reality Games, Organizers: Wolfgang Broll, > Fraunhofer FIT, > Germany and Anne-Kathrin Braun, Fraunhofer FIT, Germany > > 2. User Centric and Personalised Multimedia Service Platforms, > Organizers: > Nikolaos Chr. Papaoulakis, National Technical University of Athens, > Greece > and John Soldatos, Athens Information Technology, Greece > > ***Technical Workshop, 11th September*** > Pervasive Awareness applications: addressing their Aesthetic and Ludic > aspects > Organizers: Monica Divitini, NTNU, Sweden and Irene Mavrommati, CTI, > Greece > > ***Tutorials to be offered, 10th September (based on participation)*** > 1. Inside and Outside the UpStage: Live Participative On-line > Cyberformance, > Tutorial speakers: Miljana Perice, University of Arts Belgrade, > Serbia and > Helen Varley Jamieson, Queensland University of Technology, Australia > > 2. Authoring Tools for Web Comic, Tutorial speakers: Symeon Retalis, > Petros > Georgiakakis, M. Boloudakis, J. Arapoglo, University of Pireaus, > University > of Pireaus, Department of Technology Education and Digital Systems, > CoSy-LLab: Computer Supported Learning Engineering Laboratory, Greece > > 3. User Experience Design for Interactive TV, Tutorial speakers: > Konstantinos Chorianopoulos, Ionian University, Greece, and Pablo > Cesar, > CWI, the Netherlands > > 4. Developing a videogame: from concept to your TV, Tutorial speakers: > Kostas Anagnostou, Ionian University, Greece > > 5. Developing play tacticts in the Web 2.0 era, Tutorial speakers: > Daphne > Dragona, Ilias Marmaras, New media artists, Greece > > ***Hands-on Workshops to be offered, 12th September (based on > participation)*** > 1. Employment of tilted hemispherical projection surface for > creating large > audience immersive environment, Organizers: Vaggelis Christodoulou, > Foundation of the Hellenic World, Greece and Abraham Onasiadis, > Foundation > of the Hellenic World, Greece > > 2. Sketchtools, Organizers: Matt Cottam, Jasper Speicher, Katie Wray, > Tellart LLC, USA > > 3. Encyclopedia as a creative platform, Organizers: Eleni Glinou, > Technological Institute of Athens, Greece and Katerina Antonaki, > Digital > artist > > ____________________ > Industrial Exhibitors Call > ____________________ > Industrial Exhibitions establish the link between research and the > market, > allowing for fast adoption of research results by the industry and an > opportunity for industry representatives and researchers to meet and > discuss > on collaboration prospects. The published Call for Industrial > Exhibitions, > available at http://www.dimea2008.org under Other Calls, welcomes all > interested industrial representatives to announce their interest up > to 15th > of July. > > ____________ > Sponsors Call > ____________ > The opportunity to sponsor DIMEA 2008 is still open! > > Sponsorship offers an effective way of demonstrating your interest > in and > commitment to digital interactive media technologies and their > impact in > diverse applications fields spanning the entertainment and art areas. > Corporate sponsorship can offer companies publicity and the ability to > influence current and future leaders in digital interactive media > technologies research and development. We will recognize and > acknowledge the > generosity of all of our sponsors on the DIMEA 2008 website > (www.dimea2008.org ) and in the conference program (to be available > in print > and on-line). > > Please send an e-mail to sots at ait.edu.gr , kpro at ait.edu.gr , mpal at ait.edu.gr > if you would > like to pledge your sponsorship. More details can be found at: > http://www.dimea2008.org under Other Calls > > > We are looking forward to welcoming you in Athens in September! > > The DIMEA 2008 Conference Co-chairs, > Sofia Tsekeridou, Athens Information Technology, Greece > Adrian David Cheok, ACM SIGCHI Singapore, National University of > Singapore, > Singapore > Konstantinos Giannakis, InExDe, Greece > John Karigiannis, InExDe, Greece > > _____________________ > DIMEA 2008 Organizers > _____________________ > Athens Information Technology - AIT > ACM SIGCHI, Singapore Chapter > InExDe > ___________________ > DIMEA 2008 Sponsors > ___________________ > Corporate Sponsors > INTRALOT > INTRACOM IT Services > Sponsors > Telmaco > Technical Sponsors > Multimedia Tools and Applications Journal, Springer > ACM Computers in Entertainment Journal > Communication Sponsors > PC Magazine > ????????? + Web Design > ICTplus > onLine > Creative Sponsor > Linakis + Associates > Powered by: > HOL > > ______________________________ > Dr. Sofia Tsekeridou > Assistant Professor > Athens Information Technology - AIT > Multimedia, Knowledge and Web Technologies Group > Building B7, 0.8 km Markopoulo Ave., P.O. Box 68, > PEANIA 190 02, Athens, Greece > Tel: +30 210 6682804 (Int.: 5804) > Fax: +30 210 6682703 > E-mail: sots at ait.edu.gr > sofia at ieee.org > Web site: www.ait.edu.gr > > Special issue of the > > International Journal of Computer Games Technology > > on > > *Game Technology for Training and Education* > > > The special issue 'Game Technology for Training and Education' will > focus on technical aspects of the development and application of games > in training and education, so-called serious games. > > Though many excellent papers and journal articles currently address > serious games and elaborate on many relations between learning and > games, they are often oriented towards specific game design > methodologies and/or pedagogical motivations. We believe that, besides > all those developments, serious games can also achieve much progress > and innovation from developing, combining, and deploying game > technology in novel ways. Therefore, this special issue will be > devoted to technical topics including, but not limited to, the > following: > > * Game engine development and customization > * Game AI > * Game rendering, physics, and animation > * Game user interfaces > * Modeling and simulation techniques > * Virtual characters/agents > * Vision and imaging technology in games > * Virtual reality, augmented reality, and mixed reality > > Submission of manuscripts is welcome on any of the above technical > topics, as long as they clearly relate, influence or apply to serious > games. > Prospective authors should follow the International Journal of > Computer Games Technology manuscript format described at the journal > site, as well as be acquainted with Hindawi's APC policy (please refer > to http://www.hindawi.com/journals/ijcgt/). > > Authors should submit an electronic copy of their complete manuscript > through the journal Manuscript Tracking System at > http://mts.hindawi.com, according to the following timetable: > > Manuscript Due September 1, 2008 > First Round of Reviews December 1, 2008 > Publication Date March 1, 2009 > > For any questions or clarifications, feel free to contact one of the > Guest Editors: > > * Rafael Bidarra, Computer Graphics and CAD/CAM Group, Faculty of > Electrical Engineering, Mathematics and Computer Science, Delft > University of Technology, 2600 GA Delft, The Netherlands > * Xiaopeng Zhang, National Laboratory of Pattern Recognition, > Institute of Automation, Chinese Academy of Sciences, Beijing 100080, > China > > > -- > Susan Gold > goldfile at gmail.com > > ?In a completely sane world, madness is the only freedom!? - J. G. > Ballard > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu From lewpuls at gmail.com Wed Jul 9 14:01:16 2008 From: lewpuls at gmail.com (Lewis Pulsipher) Date: Wed, 9 Jul 2008 14:01:16 -0400 Subject: [game_edu] game_edu Digest, Vol 44, Issue 4 In-Reply-To: References: Message-ID: <790382db0807091101s756e8bddr5932a20775612eeb@mail.gmail.com> It may be worth pointing out, to those not entirely familiar with academia, that if your paper is published in this journal you (or your school, if funds are available) will be billed a 400 Euro processing charge. Lew Pulsipher > Special issue of the > > International Journal of Computer Games Technology > > on > > *Game Technology for Training and Education* > > > The special issue 'Game Technology for Training and Education' will > focus on technical aspects of the development and application of games > in training and education, so-called serious games. > > Though many excellent papers and journal articles currently address > serious games and elaborate on many relations between learning and > games, they are often oriented towards specific game design > methodologies and/or pedagogical motivations. We believe that, besides > all those developments, serious games can also achieve much progress > and innovation from developing, combining, and deploying game > technology in novel ways. Therefore, this special issue will be > devoted to technical topics including, but not limited to, the following: > > * Game engine development and customization > * Game AI > * Game rendering, physics, and animation > * Game user interfaces > * Modeling and simulation techniques > * Virtual characters/agents > * Vision and imaging technology in games > * Virtual reality, augmented reality, and mixed reality > > Submission of manuscripts is welcome on any of the above technical > topics, as long as they clearly relate, influence or apply to serious > games. > Prospective authors should follow the International Journal of > Computer Games Technology manuscript format described at the journal > site, as well as be acquainted with Hindawi's APC policy (please refer > to http://www.hindawi.com/journals/ijcgt/). > > Authors should submit an electronic copy of their complete manuscript > through the journal Manuscript Tracking System at > http://mts.hindawi.com, according to the following timetable: > > Manuscript Due September 1, 2008 > First Round of Reviews December 1, 2008 > Publication Date March 1, 2009 > > For any questions or clarifications, feel free to contact one of the > Guest Editors: > > * Rafael Bidarra, Computer Graphics and CAD/CAM Group, Faculty of > Electrical Engineering, Mathematics and Computer Science, Delft > University of Technology, 2600 GA Delft, The Netherlands > * Xiaopeng Zhang, National Laboratory of Pattern Recognition, > Institute of Automation, Chinese Academy of Sciences, Beijing 100080, > China > > > -- > Susan Gold > goldfile at gmail.com > > ?In a completely sane world, madness is the only freedom!? - J. G. Ballard > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://seven.pairlist.net/pipermail/game_edu/attachments/20080709/8a74c6b2/attachment.htm > > > > ------------------------------ > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > > End of game_edu Digest, Vol 44, Issue 4 > *************************************** > -------------- next part -------------- An HTML attachment was scrubbed... URL: From erin.n.hoffman at gmail.com Wed Jul 9 19:45:48 2008 From: erin.n.hoffman at gmail.com (Erin Hoffman) Date: Wed, 9 Jul 2008 19:45:48 -0400 Subject: [game_edu] Are games art? In-Reply-To: <218b01990807081315r177188cbm1ce1a29f2e118807@mail.gmail.com> References: <218b01990807081315r177188cbm1ce1a29f2e118807@mail.gmail.com> Message-ID: Very bogged down, so apologies for the brevity of this response, but I think it's important to counterpoint Crawford... He's an intelligent person, and much of what he's saying in the introduction is likewise intelligent, if a bit wordy -- but as for the whole conclusion, especially the part that you quoted, Beth... he has been far too far away from the games industry for far too many years to be making those kinds of grandiose statements with any kind of authority. He suffers from intense bitterness surrounding his dramatic exit from the industry and still seems to be looking for reasons to stay away, and then publishing those reasons. I think the key with Crawford is to listen to him where he has expertise (game design from over fifteen years ago) and let the rest wash. In terms of what the industry is doing today and how you measure the success of a current project, he simply has no data on which to base his assumptions, which have been the same since 1995 when he first declared "games are dead" -- ten years before Shadow of the Colossus, Katamari Damacy, and Portal, just to name a few. 1995 was the release year of one of my favorite games of all time, and truly a work of art (Ecco the Dolphin: Tides of Time). So I think while his previous achievements should be held separate and studied, we have reason to question his modern declarations, and the perceived personal injury from which they source. It would be a shame if future students were scared off by this kind of thing. In my opinion the industry is a better place for newcomers now than it was in '99 when I started, and it was better then than it was in the years before that. There are puts and takes, of course -- higher volume, higher attention -- but in the aggregate I think it's easier to break in now than it has been in years past, and easier to sort through the crummy companies for the ones that take pride in their work and in their workforce. Students should have no illusions that it isn't a difficult industry, but it isn't what Crawford describes, either. --Erin On Tue, Jul 8, 2008 at 4:15 PM, Beth Aileen Dillon wrote: > I thought someone here might want to debate on this topic! Chris Crawford > recently responded to 'Are games art?' on Notes on Game Dev. I'd love to get > everyone else's take on this matter, especially given Crawford's general > view on industry. "In other computing industries, the size of a program is > measured by the number of lines of code; in the games industry, it is > measured by the number of newbies you burn out during the project." > > Are we educating students to send them off to burn out or is there a hope to > foster creative input? > > See http://gamedev.sessions.edu/special/art/ for posting comments. > > - Beth > > -- > Beth Aileen Dillon > PhD Student, Simon Fraser University > School of Interactive Arts and Technology > Research Assistant, Aboriginal Territories in Cyberspace > http://www.bethadillon.com > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > From bbrathwaite2001 at yahoo.com Thu Jul 10 08:47:38 2008 From: bbrathwaite2001 at yahoo.com (Brenda Brathwaite) Date: Thu, 10 Jul 2008 05:47:38 -0700 (PDT) Subject: [game_edu] Are games art? Message-ID: <741773.27376.qm@web56007.mail.re3.yahoo.com> Great post, Erin. Like you, I don't find the level of churn and burn that Crawford describes. I also agree with Erin that it's a better place to work in today than in the past, and that there are lots of great opportunities for students. I also find his points somewhat myopic. The game industry - when taken as a whole from non-digital to indie to experimental - is an amazingly diverse place to work with great innovation. In addition to the titles Erin mentioned, we've seen Passage and Everyday Shooter and even things like Lost In Static. Carcassonne goes to Xbox Live, Civilization Revolution brings turn-based strategy to the consoles, and games like WoW are spawning seriously good non-digital games. It's good times, and I'd hate for students to think otherwise. -------------- next part -------------- An HTML attachment was scrubbed... URL: From kschrier at alum.mit.edu Thu Jul 10 23:36:35 2008 From: kschrier at alum.mit.edu (Karen Schrier) Date: Thu, 10 Jul 2008 23:36:35 -0400 Subject: [game_edu] Survey: Games Industry/Games Conferences Message-ID: <9a7a2f220807102036v7ff44e5p42ca92ac7754c400@mail.gmail.com> Hi all, Sorry about any cross-postings! I am a doctoral student at Columbia University, where I am completing a program on games and learning. I am conducting a research project on the games industry and games conferences, and I wanted to invite you to fill out my survey. Here is the link to the survey: http://www.surveymonkey.com/s.aspx?sm=nznUmQbUGAJPVDznZ7hezA_3d_3d The survey should take approximately 15 minutes to complete. If you are also available for a phone or email interview based on your answers, please email me directly. The survey is completely anonymous. While I will be using this for a class paper, I may also reference the results for a publication or presentation to the academic or games community. Please let me know if you have any comments or concerns. Thanks so much! Karen PS If you would like to get a copy of the paper once it's completed, please email me. -- _________ Karen Schrier kschrier at gmail.com kls2108 at columbia.edu kschrier at alum.mit.edu kschrier at scholastic.com From telmah at mit.edu Fri Jul 11 09:28:55 2008 From: telmah at mit.edu (Clara Fernandez) Date: Fri, 11 Jul 2008 09:28:55 -0400 Subject: [game_edu] Survey: Games Industry/Games Conferences In-Reply-To: <9a7a2f220807102036v7ff44e5p42ca92ac7754c400@mail.gmail.com> References: <9a7a2f220807102036v7ff44e5p42ca92ac7754c400@mail.gmail.com> Message-ID: <28dc8aaa0807110628l2faffdc8lbf2e387dbbbb5a9b@mail.gmail.com> Hey, Karen, I'd be very interested in reading your paper when you finish it, it sounds very interesting. I can forward this to friends in the games industry, if you'd like. So if it's okay to forward, just let me know. Thanks--and good luck with the paper! Best, Clara 2008/7/10 Karen Schrier : > Hi all, > > Sorry about any cross-postings! > > I am a doctoral student at Columbia University, where I am completing > a program on games and learning. I am conducting a research project on > the games industry and games conferences, and I wanted to invite you > to fill out my survey. > > Here is the link to the survey: > http://www.surveymonkey.com/s.aspx?sm=nznUmQbUGAJPVDznZ7hezA_3d_3d > > The survey should take approximately 15 minutes to complete. If you > are also available for a phone or email interview based on your > answers, please email me directly. > > The survey is completely anonymous. While I will be using this for a > class paper, I may also reference the results for a publication or > presentation to the academic or games community. > > Please let me know if you have any comments or concerns. > > Thanks so much! > Karen > > PS If you would like to get a copy of the paper once it's completed, > please email me. > -- > _________ > Karen Schrier > > kschrier at gmail.com > kls2108 at columbia.edu > kschrier at alum.mit.edu > kschrier at scholastic.com > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -- Clara Fern?ndez-Vara Research Associate Singapore-MIT GAMBIT Game Lab 77 Massachusetts Ave Bldng NE25 Room 379 Cambridge, MA 02139 Office: (+01) 617-324-9115 Mobile: (+01) 404-323-1047 http://gambit.mit.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From telmah at mit.edu Fri Jul 11 09:45:50 2008 From: telmah at mit.edu (Clara Fernandez) Date: Fri, 11 Jul 2008 09:45:50 -0400 Subject: [game_edu] Survey: Games Industry/Games Conferences In-Reply-To: <28dc8aaa0807110628l2faffdc8lbf2e387dbbbb5a9b@mail.gmail.com> References: <9a7a2f220807102036v7ff44e5p42ca92ac7754c400@mail.gmail.com> <28dc8aaa0807110628l2faffdc8lbf2e387dbbbb5a9b@mail.gmail.com> Message-ID: <28dc8aaa0807110645u5a25f448s287170f68b52436e@mail.gmail.com> SOOOOOORRY about the spam (thought I was emailing Karen alone) *embarrased* Clara 2008/7/11 Clara Fernandez : > Hey, Karen, > > I'd be very interested in reading your paper when you finish it, it sounds > very interesting. I can forward this to friends in the games industry, if > you'd like. So if it's okay to forward, just let me know. > > Thanks--and good luck with the paper! > > Best, > > Clara > > 2008/7/10 Karen Schrier : > > Hi all, >> >> Sorry about any cross-postings! >> >> I am a doctoral student at Columbia University, where I am completing >> a program on games and learning. I am conducting a research project on >> the games industry and games conferences, and I wanted to invite you >> to fill out my survey. >> >> Here is the link to the survey: >> http://www.surveymonkey.com/s.aspx?sm=nznUmQbUGAJPVDznZ7hezA_3d_3d >> >> The survey should take approximately 15 minutes to complete. If you >> are also available for a phone or email interview based on your >> answers, please email me directly. >> >> The survey is completely anonymous. While I will be using this for a >> class paper, I may also reference the results for a publication or >> presentation to the academic or games community. >> >> Please let me know if you have any comments or concerns. >> >> Thanks so much! >> Karen >> >> PS If you would like to get a copy of the paper once it's completed, >> please email me. >> -- >> _________ >> Karen Schrier >> >> kschrier at gmail.com >> kls2108 at columbia.edu >> kschrier at alum.mit.edu >> kschrier at scholastic.com >> _______________________________________________ >> game_edu mailing list >> game_edu at igda.org >> http://seven.pairlist.net/mailman/listinfo/game_edu >> > > > > -- > Clara Fern?ndez-Vara > Research Associate > Singapore-MIT GAMBIT Game Lab > > 77 Massachusetts Ave > Bldng NE25 Room 379 > Cambridge, MA 02139 > Office: (+01) 617-324-9115 > Mobile: (+01) 404-323-1047 > > http://gambit.mit.edu -- Clara Fern?ndez-Vara Research Associate Singapore-MIT GAMBIT Game Lab 77 Massachusetts Ave Bldng NE25 Room 379 Cambridge, MA 02139 Office: (+01) 617-324-9115 Mobile: (+01) 404-323-1047 http://gambit.mit.edu -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Fri Jul 11 15:30:18 2008 From: goldfile at gmail.com (S. Gold) Date: Fri, 11 Jul 2008 14:30:18 -0500 Subject: [game_edu] CALL FOR PAPERS: ONLINE GAMING SECURITY Message-ID: ONLINE GAMING is becoming a big part of our culture. Not only are virtual worlds, virtual economies, and virtual interactions compelling, they?re also lucrative. The online gaming industry is growing at very healthy clip?online gaming itself rakes in over US$1.3 billion dollars a year in monthly subscription fees, not including revenue from the client software or add-ons. In fact, virtual economies have grown to such an extent that some have eclipsed the real-world economies of some countries (measured in terms of per capita GDP). To create and evolve these games, game developers continue to push the limits of all facets of computer science?from graphics to massively distributed Internetworked systems. Recent developments in online gaming, especially surrounding virtual worlds, directly impact other fields of study including psychology, physics, law, and film studies. Of course, these innovations come at a price. New methods of cheating regularly emerge, some with serious economic impact. Well-worn game-hacking techniques and communities are on the rebound. Most recently, architectural weaknesses in online game clients have come to light, proving just how prone to exploit client-side functionality is. The security implications of online gaming are the topic of a special issue of IEEE Security & Privacy magazine. We seek feature articles with an in-depth coverage of topics relating to online gaming and security. Among potential topics are: * Trust boundaries and client-side functionality issues * Legal issues * Social issues * Virtual worlds and their economies * Electronic crime, crimeware, and money laundering * Education and pedagogy * Bug exploits * Botting * Modding Our list is neither complete nor closed. Authors are encouraged to submit articles that explore other aspects of security and online gaming. Submissions will be subject to peer-review resulting in refereed scientific papers. Articles should be understandable to a broad audience of people interested in security and privacy. The writing should be down-to-earth, practical, and original. Authors should not assume that the audience will have specialized experience in a particular subfield (including gaming). All accepted articles will be professionally copyedited according to the IEEE Computer Society style guide. CALL FOR PAPERS: ONLINE GAMING SECURITY DEADLINE TO SUBMIT: 5 SEPT. 2008 GUEST EDITORS: GARY MCGRAW (CIGITAL) MING CHOW (TUFTS UNIVERSITY) SUBMIT A MANUSCRIPT: WWW.COMPUTER.ORG/PORTAL/PAGES/SECURITY/AUTHOR.XML -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Mon Jul 14 20:55:29 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 14 Jul 2008 19:55:29 -0500 Subject: [game_edu] FW: [IFIP-EC-NEWS] Call for participation: Narrative and Interactive Learning Environments 2008 In-Reply-To: <44DE44B116E52E48B820E11DE088912E4E84DC@ex6.mail.win.hw.ac.uk> Message-ID: -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard ------ Forwarded Message From: "Robertson, Judy" Date: Mon, 14 Jul 2008 16:30:09 +0100 To: Subject: [IFIP-EC-NEWS] Call for participation: Narrative and Interactive Learning Environments 2008 ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE ** http://listserver.tue.nl/mailman/listinfo/icec ** Send all news to: icec at listserver.tue.nl **************************************************** ** NOTE: Please reply to article's originator, ** not this IFIP EC News Service **************************************************** Call for Participation: Narrative and Interactive Learning Environments Conference 2008 Edinburgh, Scotland 5th -8th August 2008 www.nile2008.org Please join us at the 5th International Conference on Narrative and Interactive Learning Environments 2008 from 5th-8th August in Edinburgh, Scotland. To register, go to www.nile2008.org/conference-payment-inform.html. In the last ten years there has been a noticeable increase in the application of narrative and drama to a variety of contexts broadly in the area of education. These applications have drawn on theories that are both relevant to the design and generation of learning environments and to the ways in which learners construct their own understanding of their experience. The NILE 2008 conference will further develop this emerging field. For a list of papers which will be presented, see www.nile2008.org/2008/05/conference-prog.html. Topics include: Theoretical contributions including: design principles for effective narrative learning environments, interactive narrative, developing learner autonomy and supporting the relationship between teachers and learners. Results of empirical studies and case studies of educational narrative technology. Design and evaluation of innovative narrative interactive learning environments: web application, software, games, interactive television. Methodology issues considering design approaches or examining evaluation methods for narrative learning environments. Programme committee: Judy Robertson, Heriot-Watt University, UK (Conference chair) Paul Brna Ruth Aylett, Heriot-Watt University, UK Sandy Louchart, Heriot-Watt University, UK Judith Good, University of Sussex,UK Rose Luckin, Institute of Education, UK Lisa Gjedde, University of Aarhus, Denmark Michael Young, North Carolina State University, USA Ruth Wood, Kingston University London, UK Heriot-Watt University is a Scottish charity registered under charity number SC000278. ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Jul 16 11:00:28 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 16 Jul 2008 10:00:28 -0500 Subject: [game_edu] VS-GAMES09, 2nd call In-Reply-To: <487E0A5E.1050004@ewi.tudelft.nl> Message-ID: ------ Forwarded Message From: Rafael Bidarra Organization: Delft University of Technology Reply-To: vs-games09 at cad.coventry.ac.uk Date: Wed, 16 Jul 2008 16:49:02 +0200 To: icec at listserver.tue.nl Subject: [IFIP-EC-NEWS] VS-GAMES09, 2nd call http://www.sgandvwconference.net/announcement.asp?event=42 > > > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > > > > 2nd Call for Participation > > > > > (Apologies if you receive multiple copies) > > > > 1st International Conference in Games and Virtual Worlds for Serious > Applications 2009 > > VS-GAMES'09 > > March 23 - 24, Coventry, UK > > > > (http://www.sgandvwconference.net/announcement.asp?event=42) > > > > Context > > > > The emergence of serious or non-leisure uses of games technologies and virtual > worlds applications has been swift and dramatic over the last five years. As a > result, there has been little time to develop the theoretical and academic > rigour in the emerging field. This problem has been exacerbated by the largely > technological drive of the technologies, with often little time to consider > more user-centred approaches to design and use of serious applications of > games and virtual world technologies. Another factor affecting the field has > been the general aspects of convergence between new technologies, for example > augmented reality, mobile technologies, GPS technologies, sensor technologies > and social software. > > > > Together this has presented potential for developing new technologies based > upon immersive and interactive interfaces and has in parallel produced many > unanswered questions in terms of the usage of the formats. As a result there > is a clear need to consider new frameworks, theories, methods and design > strategies for making serious applications of games and virtual world > technologies more effective and useful as part of education, health and > training. > > > > Scope > > > > The first International Conference in Games and Virtual Worlds for Serious > Applications 2009 (technical co-sponsorship with the IEEE Computer Society > pending) aims to meet the significant challenges of the cross-disciplinary > community that work around these serious application areas by bringing the > community together to share case studies of practice, to present new > frameworks, methodologies and theories and to begin the process of developing > shared cross-disciplinary outputs. In order to achieve this main aim the > conference will pioneer new methods for bringing together and supporting > communities of practice emerging in themed areas beyond the duration of the > conference. Using the conference as an ignition to support a wider aspiration > to form and sustain a community of practice around the field. To achieve this, > the team at the SGI will use innovative software called Intronetworks, which > allows conference participants to create their own profile allowing them to > identify like-minded and complementary skilled colleagues. > > > > The term 'Serious Games' covers a broad range of applications from flash-based > animations to totally immersive and code driven 3D environments where users > interface with large volumes of data through sophisticated and interactive > digital interfaces. This shift towards immersive world applications being used > to support education, health and training activities mark the beginning of new > challenges that offer real scope for collaborative and multi-disciplinary > research solutions, and real opportunities for innovative development. We > invite researchers, developers, practitioners and decision-makers working with > or applying serious games in their communities to present papers in the > following two main streams of the conference: games and virtual world > applications for serious applications. The conference will explore games and > virtual worlds in relation to: > > * Applications (e.g. case studies, exemplars,practice examples) > * Methodologies, theories and frameworks (e.g.participatory design methods, > mixed methodologies for data collectionand analysis, cross-disciplinary > methods) > * Evaluation approaches and studies > > > > Aims > > > > The conference aims to ask: > > * In what ways are games and virtual worldapplications effective tools? > * What cross-disciplinary approaches areemerging to support design, > development and implementation of thetechnologies? > * What role does convergence with relatedtechnologies mean for the field? > * What founding theories and approaches areemerging to support the field? > * How and in what ways is the participantbecoming the producer of content? > * What are the technologies (e.g. applications,platforms, engines) that are > most effective in which areas of practice? > > > > Topics of Interest > > > > We are seeking contributions that advance the state of the art in the > technologies available to support sustainability of serious games. The > following topics in the areas of environment, cultural heritage, health, smart > buildings, v-commerce and education are particularly encouraged: > > > > * Game design > * Serious games methodologies > * User-modelling in serious games > * Pervasive gaming > * Interactivity issues > * Game modelling > * Alternate reality games > * Virtual environments > * Augmented reality > * Visualisation techniques > * Human-computer interaction > * Mobile games > * Education and learning > * Case studies in serious > > > > Program Chairs > > > > Sara de Freitas (Serious Games Institute) > > Kurt Squire (University of Wisconsin-Madison) > > Edward Castronova (Indiana University) > > > > Publication Chairs > > > > Genaro Rebolledo-Mendez (Serious Games Institute) > > Fotis Liarokapis (Coventry University) > > > > Publicity and Public Relations Chair > > > > Tim Blanchard (Communications Management) > > > > Local Arrangements Chair > > > > Kate Pallister (Coventry University) > > > > Finance Chair > > > > Jacqueline Cawston (Coventry University Enterprises) > > > > For any enquiries, please forward to the Program Committee: > vs-games09 at cad.coventry.ac.uk > > > > Paper Submission > > > > The participants of the conference will be invited to submit papers into the > Proceedings using the Easy Chair system. Authors should register to the Easy > Chair system before submitting their papers. Authors must follow IEEE > standards to format the papers accordingly > (http://www.ieee.org/portal/pages/pubs/confstandards/pdfs.html). With the > camera ready paper submission for publication, you agree to pay registration > fee (or reduced registration fee if your registration form is received on or > before the early registration date) and published papers must be presented by > at least one of the authors. All accepted paper will appear in the IEEE > digital library. In addition the best papers will be selected for a planned > special issue of the ?British Journal of Educational Technology?. > > > > > > Important Dates > > > > Paper submission for full papers 1st November 2008 > > Paper submission for short papers and posters 15th November 2008 > > Notification for refereeing feedback 1st December 2008 > > Camera-ready full papers and tutorials to printer 20th January 2008 > > Early registration January 2009 > > > ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Jul 16 13:38:36 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 16 Jul 2008 12:38:36 -0500 Subject: [game_edu] Sandbox/SIGGRAPH Message-ID: Is anyone going to Sandbox/SIGGRAPH? I am in meetings all weekend and will miss Sandbox, but I am planning on attending SIGGRAPH this year (I think I can get my 10 year ribbon this year). I would be happy to meet folks for drinks one night during the conference, or maybe meet-up at the reception? Susan -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard -------------- next part -------------- An HTML attachment was scrubbed... URL: From Mark_Onisk at elementk.com Wed Jul 16 16:01:28 2008 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Wed, 16 Jul 2008 16:01:28 -0400 Subject: [game_edu] AUTO: Mark Onisk is traveling (returning 07/21/2008) Message-ID: I am out of the office until 07/21/2008. Please contact me on my cell with any urgent matters. Note: This is an automated response to your message "[game_edu] VS-GAMES09, 2nd call" sent on 7/16/2008 11:00:28 AM,. This is the only notification you will receive while this person is away. -------------- next part -------------- An HTML attachment was scrubbed... URL: From ElardeJ at uiu.edu Thu Jul 17 13:28:05 2008 From: ElardeJ at uiu.edu (Elarde, Joseph) Date: Thu, 17 Jul 2008 12:28:05 -0500 Subject: [game_edu] Game Programming and Design Course Naming Standards/Recommendations Message-ID: <5151ECD6856C0F4493E3DD985A64671F07BAC179@uiu-ex1.uiu.uiu.edu> Dear IGDA Game Education SIG members: I am in the process of proposing an undergraduate introductory game programming course. The proposed course will emphasize game programming, but will also include some game design topics. Question: Is there an IGDA standard or recommended course name for this type of introductory course? Thank you in advance for your time and advice. Joseph Elarde, Ph.D. Assistant Professor of Information Technology Upper Iowa University elardej at uiu.edu From goldfile at gmail.com Sun Jul 20 13:03:56 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 20 Jul 2008 12:03:56 -0500 Subject: [game_edu] Serious Game Showcase Message-ID: The Third Annual I/ITSEC Serious Games Showcase & Challenge Call for Serious Games Entries http://www.iitsec.org/ ; http://www.sgschallenge.com December 1-4, 2008, Orlando, Florida, USA Serious Game developers are invited to submit their original serious game to the Third Annual I/ITSEC Serious Games Showcase & Challenge. The goal of the Serious Games Showcase & Challenge is to identify innovative game-based solutions to training problems that could affect personnel and systems today and in the future. Finalists in the Serious Game Showcase & Challenge will be selected by a panel of leaders in the gaming, industry and academic fields, and will be invited to showcase their serious game at I/ITSEC 2008, where over 16,000 attendees will view and vote on each of the finalists. Awards will be presented to the top finishers. The Challenge is open to a wide range of contestants, potential categories include student, government, individual / small business, and businesses larger than 500 employees. Entries can be submitted starting August 15th. Please forward this to any of your Serious Games friends and associates! Check www.sgschallenge.com for important details and information about last years outstanding contest. -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From winnb at msu.edu Sun Jul 20 23:20:31 2008 From: winnb at msu.edu (Brian Winn) Date: Sun, 20 Jul 2008 23:20:31 -0400 Subject: [game_edu] Meaningful Play 2008 call for games and posters Message-ID: <777A3C6B-C79C-452E-BE84-0805B50F6F9C@msu.edu> Meaningful Play 2008 October 9 - 11, 2008 East Lansing, MI, USA http://meaningfulplay.msu.edu Meaningful Play 2008 call for games and posters Meaningful Play 2008 is an interdisciplinary academic conference that explores the potential of games to entertain, inform, educate, and persuade in meaningful ways. The conference includes thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games. The call for papers deadlines has past, but there is still time to submit games and poster proposals (deadline is August 15, 2008.) Games - The Meaningful Play Game Exhibition and Competition allows academic, independent, experimental, serious game, and/or student developers to gain recognition for their creative/innovative work in game design and development. Posters - Poster submissions should present research or design work whose topic directly advances the Meaningful Play 2008 topics. Late- breaking advances and work-in-progress reports from ongoing research or design are particularly encouraged to be submitted to the poster session. Complete details on Meaningful Play 2008 is available at: http://meaningfulplay.msu.edu From goldfile at gmail.com Mon Jul 21 10:03:50 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 21 Jul 2008 09:03:50 -0500 Subject: [game_edu] Call for Papers :S ixth International Conference in Game Design and Technology/CFP 6th Annual IEEE Consumer Communications & Networking Conference Message-ID: GDTW 2008, Sixth International Conference in Game Design and Technology http://www.cms.livjm.ac.uk/GDTW/GDTW2008/index.html Call for Paper General Chairs * Prof. Madjid Merabti - Liverpool John Moores University (UK) * Dr. Marc Price - BBC Research and Development (UK) Publication Co-Chairs * Prof. Zhigeng Pan - Zhejiang University (P.R.C) * Dr. Edmond Prakash - Manchester Metropolitan University (UK) * Dr. Newton Lee - Editor-in-Chief ACM CiE (US) Programme Co-Chairs * Dr. Abdennour El Rhalibi - Liverpool John Moores University (UK) * Dr. Kevin Wong - Murdoch University (AUS) Topics Researchers in game design and technology will have the opportunity to present their work in these sessions. The subjects and areas of interest cover, but are not limited to: * Game Artificial Intelligence (pathfinding, learning, agents, ...) * Real Time Physics and Animation * 3D Modelling Graphics/Animation Techniques * Game Character Emotion and Social Interaction * Tools development for Game Engineering and middleware * Mobile Gaming * Advanced/Innovative Interaction Design * Ambient Intelligence for Entertainment * Augmented, Virtual and Mixed Reality * Art, Design and Media * Cultural and Media Studies on Computer Games * Education, Training, and Edutainment Technologies * Human Factors of Games * Interaction design * Interactive Digital Storytelling * Media Theory * Networking (technical and social) in computer Entertainment Applications * New Genres, New Standards * Security (technical and social) * Social Computing and Presence * Sound and Music Authors are invited to submit full or short papers for presentation at the conference. Full papers (no more than 10 camera-ready pages in the ACM format detailed on the ACM web site). Short papers are an opportunity to present preliminary or interim results and are limited to 5 camera-ready pages in length. An example paper template can also be found here . Papers will be peer reviewed by at least 3 independent reviewers, will published in the conference proceedings and the best papers and special issues will be recommended for publishing in the ACM Computer in Entertainment Journal, the Hindawi Publishing International Journal of Computer Games Technology, The Internation Journal of Virtual Reality or the Springer Verlag Transactions on Edutainment, according to the relevant topic. Timeline of Important Dates for author * Paper Submission: 1 September 2008 * Notification of Acceptance: 15 October 2008 * Camera-ready Papers due: 25 October 2008 * Registration by Authors due: 25 October 2008 Best Regards, Dr Abdennour El Rhalibi 6th Annual IEEE Consumer Communications & Networking Conference CCNC 2009 10 - 13 January 2009 in Las Vegas, Nevada Special Session on Digital Entertainment, Networked Virtual Environment and Creative Technology http://cms.comsoc.org/eprise/main/SiteGen/CCNC_2009/Content/Home/call_for_pa pers/Special_Session_on_Digital_Entertainment__Networke.html Computer games become increasingly important; not only in entertainment but also in serious applications. Games are being used in education, training, decisions support, communication, marketing and even as art forms. Games enable people to experience environments and situations that could never be experienced in real life, because they are too dangerous, unreachable, or simply do not exist. Games can train abilities in new, effective and enjoyable ways. And games can create new social networks in which people from all over the world meet, talk, and play together. New technology, like faster computers and graphics cards, new interface techniques, broadband connections and mobile devices, lead to new game play possibilities. But they also put a large burden on those of us who must create such games. Players get more demanding. They expect not only realistic graphics and physics but also natural behaviour of the entities that inhibit the virtual game worlds. They expect gripping storylines that are smoothly incorporated in the game play. They expect to be challenged by game play that understands the player and automatically adapts to her abilities. This is only achievable by hard work and new research. Research in new graphics and physics techniques, research in new forms of artificial intelligence, research in human-computer interaction, research in learning and automatic scenario design, and research in the artistic aspects of games. Fortunately digital entertainment and creative technology is nowadays considered as a serious academic domain and the number of researchers studying these topics is rapidly increasing. An excellent way to advance the state-of-the-art in digital entertainment, networked virtual environment and creative technology is to have people from all these different, multi-disciplinary areas of research meet and discuss their problems and achievements. The IEEE Digital Entertainment, Networked Virtual Environment and Creative Technology Special Session is an excellent opportunity for this. The purpose of this session is to bring together academic and industry researchers, designers and computer entertainment developers and practitioners, to address and advance the research and development issues related to computer entertainment. Papers presenting original research and applications are being sought in all areas of digital entertainment, networked virtual environment and creative technology. Suggested topics include (but are not limited to): Topics areas: * Distributed simulation and communication in multi-player games * MUVE * Real-time animation and computer graphics for video games * Game console hardware and software * Artificial intelligence in games * Interactive physics * Uses of GPU for non-graphical algorithms in games * Multi-processor techniques for games * Speech and vision processing as user input techniques * Development tools and techniques * Procedural art * Sound Design and music in games * Cinematography in games * Game design and game genres * Story structure (setting, plot, character, theme) in games * Games (Casual, Serious, Mobile, Networked, Alternative Reality, Ubiquitous, Pervasive, etc.) * Gamer culture and community; such as modding communities, LAN parties, creative gamer content and machinima * Independent game developers * Economics and business models in the game industry * Game production pipelines * Tools and Middleware Submission Instructions Authors are invited to submit regular technical papers or position papers. The position papers should present novel technologies at an early stage of development or share future vision. All submissions should describe original, previously unpublished research, not currently under review by another conference or journal. Manuscripts should not exceed five (5) pages in double-column IEEE format. Please submit the paper through EDAS. Formatting details can be found under Author Information on the CCNC web site. Session Organisers Kevin Wong (K.Wong at murdoch.edu.au) - Murdoch University, AU Seah Hock Soon, (ashsseah at ntu.edu.sg) - Nanyang Technological University, Singapore Abdennour El Rhalibi (a.elrhalibi at ljmu.ac.uk ) - Liverpool John Moores University, UK -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Wed Jul 23 14:31:52 2008 From: goldfile at gmail.com (S. Gold) Date: Wed, 23 Jul 2008 13:31:52 -0500 Subject: [game_edu] =?iso-8859-1?q?FW=3A_=5Bcg-educators=5D_Digital_=B9_08?= =?iso-8859-1?q?=3A_Imagination_On=09Behalf_Of_Our_Planet?= In-Reply-To: Message-ID: -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde ------ Forwarded Message From: Rick Barry Date: Wed, 23 Jul 2008 10:18:00 -0400 To: cgeducators siggraph , Dac Subject: [cg-educators] Digital?08: Imagination On Behalf Of Our Planet http://www.asci.org/index2.php?artikel=981 Digital?08: Imagination On Behalf Of Our Planet 10th International Digital Print Open Competition/Exhibition at the New York Hall of Science October 4, 2008 ? January 25, 2009 Organized by Art & Science Collaborations, Inc. INTRODUCTION What are the artists, designers, architects, scientists, and technologists of the twenty-first century thinking about our current environmental challenges? Can their artwork imagine new, positive approaches to sustaining life on Earth? Can it inspire us to confront the consequences of our current ways of living? Through the almost limitless possibilities of digital image technologies, we invite our competition entrants to examine their environmental concerns, indulge their fantasies, and then share their fabricated/montaged visions of how a sustainable future might look, which might include new types of hybrid forms: plants, animals, humans, cities, transportation systems, food, etc. Let's boldly envision on behalf of our planet! CO-JURORS: ~ Michael John Gorman, Director of the new Science Gallery, Trinity College, Dublin, Ireland ~ Cynthia Pannucci, Founder/Director, Art & Science Collaborations, Inc. (ASCI) TIMELINE Aug. 10, 2008: Entry deadline Aug. 27, 2008: Notification of Juror Selections via email Sept. 22-29, 2008: Artworks must arrive at the museum Oct. 4, 2008: Exhibition opens at New York Hall of Science Oct. 4, 2008: Online Exhibition opens at ASCI's website Oct. 5th [3-5pm]: Reception at New York Hall of Science Jan. 25, 2009: Exhibition closes at New York Hall of Science Jan. 27-30, 2009: Arrange for pick-up or return shipping ASCI's SUPPORT OF DIGITAL PRINTS: ASCI was one of the first organizations in the world to recognize the digital print as a valid fine art product in 1998 by organizing an afternoon panel discussion, "Collectibility & the Digital Print." The event was held in The Great Hall at Cooper Union, New York City, in conjunction with ASCI's first international digital print competition/exhibition. _______________________________________________ cg-educators mailing list cg-educators at siggraph.org http://lists.siggraph.org/mailman/listinfo/cg-educators ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: From Mark_Onisk at elementk.com Wed Jul 23 16:01:29 2008 From: Mark_Onisk at elementk.com (Mark_Onisk at elementk.com) Date: Wed, 23 Jul 2008 16:01:29 -0400 Subject: [game_edu] AUTO: Mark Onisk is out of the office (returning 07/29/2008) Message-ID: I am out of the office until 07/29/2008. Please contact Will Ingle at 585.240.1902 with any urgent matters. Note: This is an automated response to your message "[game_edu] FW: [cg-educators] Digital ? 08: Imagination On Behalf Of Our Planet" sent on 7/23/2008 2:31:52 PM. This is the only notification you will receive while this person is away. -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 24 15:06:30 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 24 Jul 2008 14:06:30 -0500 Subject: [game_edu] FW: job opportunity In-Reply-To: Message-ID: ------ Forwarded Message >> >> From: Sharon Allen >> Organization: Game Recruiter >> Date: Wed, 23 Jul 2008 18:05:55 -0500 >> To: Susan Gold >> Subject: Hi Susan - Can you help me with this??? >> Our client is one largest degree-granting higher education systems in North >> America, offering a career-oriented higher education institution with >> graduate and undergraduate accredited degree programs in business and >> technology. >> >> Our client is seeking a games industry professional as an Instructor in Games >> and Simulation Programming for one of their schools. The Instructor will >> teach courses specializing in Game and Simulation programming at a pristine >> campus in one of top cities in the U.S. This new position allows for 12 >> weeks off per year, with full-time annual pay and benefits, plus flexibility >> and encouragement to pursue your independent game projects. Think of it - a >> life without crunchtime! >> >> This Instructor will work 4 days or less per week, teaching courses that are >> designed to enable successful students to join the game software industry. >> The Instructor will participate in developing specific curriculum, and will >> have a hand in determining overall course requirements for students. A >> Master?s degree is not essential, but the client will assist in completing a >> Masters, if desired. They are offering a generous salary, relocation and >> benefits package. >> >> Please, feel free to forward my email and contact info to whomever you >> choose. >> >> Thanks for your immediate attention to this matter ~ Our client is currently >> reviewing our prospects now! >> >> Have a great day! >> Kind regards, >> Sharon Allen, Senior Agent >> GameRecruiter.com >> Sharon at GameRecruiter.com >> Toll Free: 866.358.4263 x 123 >> >> +++++++++++++++++++++++++++++++++++++++++++++++++++++++ >> >> To opt out of future e-mail messages please forward this e-mail to >> Remove at GameRecruiter.com . We may also be >> contacted at 401 East Las Olas Blvd. # 130-112 * Ft.Lauderdale, FL 33301. >> The information contained herein, is solely for the use of the individual or >> entity to which it is addressed and may contain information that is >> privileged, confidential and exempt from disclosure under applicable law. If >> the reader of this e-mail is not the intended recipient, or the employee or >> agent responsible for delivering this message to the intended recipient, you >> are hereby notified that any dissemination, distribution or copying of this >> communication is strictly prohibited. If you have received this >> communication in error, please notify us immediately by telephone and return >> the original message to us at Bank of America City Centre * 401 East Las Olas >> Blvd. # 130-112 * Ft.Lauderdale, FL 33301. >> > ------ End of Forwarded Message -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: From kschrier at alum.mit.edu Thu Jul 24 19:22:54 2008 From: kschrier at alum.mit.edu (Karen Schrier) Date: Thu, 24 Jul 2008 19:22:54 -0400 Subject: [game_edu] Siggraph Sandbox Conference: Reminder Message-ID: <9a7a2f220807241622g3ded4b37v78c5d08cffff125b@mail.gmail.com> Just a reminder that the Sandbox conference is coming up in a few weeks! Sandbox: an ACM SIGGRAPH Videogame Symposium The Sandbox Symposium, a premier industry and academic games conference, is co-located with SIGGRAPH 2008. It will take place at the Los Angeles Convention Center on August 9th and 10th. The Sandbox features two fantastic keynote speakers: Raph Koster and Katie Salen Check out the rest of the program at: http://sandbox.siggraph.org/program.html Please note that registration rates will be going up on July 30th. Let me know if you have any questions! Karen Schrier Siggraph Sandbox Program Co-Chair -- _________ Karen Schrier kschrier at gmail.com kls2108 at columbia.edu kschrier at alum.mit.edu kschrier at scholastic.com From glyn.heatley at gmail.com Fri Jul 25 13:50:48 2008 From: glyn.heatley at gmail.com (Glyn Heatley) Date: Fri, 25 Jul 2008 13:50:48 -0400 Subject: [game_edu] Randy Pausch - Obituary Message-ID: <871e1ded0807251050q25aea673ufbb796ae0f315b39@mail.gmail.com> http://news.yahoo.com/s/ap/20080725/ap_en_ot/obit_pausch -- regards, Glyn Heatley Email: glyn.heatley at gmail.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From beth.a.dillon at gmail.com Fri Jul 25 16:47:51 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Fri, 25 Jul 2008 13:47:51 -0700 Subject: [game_edu] GAMEON-NA contact? Message-ID: <218b01990807251347n1f87cc4rf35bd98231232089@mail.gmail.com> Hey does anyone know anyone or are you yourself involved in GameOn NA in August? I'm trying to get a writer from Notes on Game Dev a media pass but this one is stumping me... No email contact information; it's all just forms. Thanks much! - Beth -- Beth Aileen Dillon PhD Student, Simon Fraser University School of Interactive Arts and Technology Research Assistant, Aboriginal Territories in Cyberspace http://www.bethadillon.com From young at csc.ncsu.edu Fri Jul 25 18:31:36 2008 From: young at csc.ncsu.edu (R. Michael Young) Date: Fri, 25 Jul 2008 18:31:36 -0400 Subject: [game_edu] GAMEON-NA contact? In-Reply-To: <218b01990807251347n1f87cc4rf35bd98231232089@mail.gmail.com> References: <218b01990807251347n1f87cc4rf35bd98231232089@mail.gmail.com> Message-ID: Try Philippe Geril, Philippe.Geril at biomath.UGent.be. Philippe has organized the GAMEON-NA conference for a few years at least. -M On Jul 25, 2008, at 4:47 PM, Beth Aileen Dillon wrote: > Hey does anyone know anyone or are you yourself involved in GameOn NA > in August? I'm trying to get a writer from Notes on Game Dev a media > pass but this one is stumping me... No email contact information; it's > all just forms. > > Thanks much! > - Beth > > -- > Beth Aileen Dillon > PhD Student, Simon Fraser University > School of Interactive Arts and Technology > Research Assistant, Aboriginal Territories in Cyberspace > http://www.bethadillon.com > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu R. Michael Young Director, Liquid Narrative Group Department of Computer Science, NC State University http://liquidnarrative.csc.ncsu.edu/rmy/ From malcolmr at cse.unsw.edu.au Tue Jul 29 03:29:32 2008 From: malcolmr at cse.unsw.edu.au (Malcolm Ryan) Date: Tue, 29 Jul 2008 17:29:32 +1000 Subject: [game_edu] Words on Play Message-ID: Hi, If you'll excuse a bit of self-promotion, I'd like to advertise my new blog "Words on Play". http://www.cse.unsw.edu.au/~malcolmr/words_on_play I've recently realised that I have a shelf full of books on game design and interactive narrative, half of which I never finished reading. I've decide to review one a week for the rest of the year. That will motivate me to read them all, and hopefully it will also be of value to other readers to know about some of the books that are out there. If anyone has any suggestions for titles that I should consider, please feel free to contribute them. I shall now return you to your regularly scheduled program. Malcolm From ginadavis11 at gmail.com Wed Jul 30 02:48:30 2008 From: ginadavis11 at gmail.com (Gina Davis) Date: Wed, 30 Jul 2008 02:48:30 -0400 Subject: [game_edu] FW: job opportunity In-Reply-To: References: Message-ID: Sharon, I'm on vacation until August 8th, please send details for my review. Gina Davis On 7/24/08, S. Gold wrote: > > ------ Forwarded Message > > > *From: *Sharon Allen > *Organization: *Game Recruiter > *Date: *Wed, 23 Jul 2008 18:05:55 -0500 > *To: *Susan Gold > *Subject:* Hi Susan - Can you help me with this??? > > > Our client is one largest degree-granting higher education systems in > North America, offering a career-oriented higher education institution with > graduate and undergraduate accredited degree programs in business and > technology. > > Our client is seeking a games industry professional as an *Instructor in > Games and Simulation Programming* for one of their schools. The > Instructor will teach courses specializing in Game and Simulation > programming at a pristine campus in one of top cities in the U.S. This new > position allows for 12 weeks off per year, with full-time annual pay and > benefits, plus flexibility and encouragement to pursue your independent game > projects. *Think of it - a life without crunchtime! > * > This Instructor will work 4 days or less per week, teaching courses that > are designed to enable successful students to join the game software > industry. The Instructor will participate in developing specific curriculum, > and will have a hand in determining overall course requirements for > students. A Master's degree is not essential, but the client will assist in > completing a Masters, if desired. They are offering a generous salary, > relocation and benefits package. > > Please, feel free to forward my email and contact info to whomever you > choose. > > Thanks for your immediate attention to this matter ~ *Our client is > currently reviewing our prospects now! > * > Have a great day! > Kind regards, > Sharon Allen, Senior Agent > GameRecruiter.com > Sharon at GameRecruiter.com > Toll Free: 866.358.4263 x 123 > > +++++++++++++++++++++++++++++++++++++++++++++++++++++++ > > To opt out of future e-mail messages please forward this e-mail to > Remove at GameRecruiter.com . > We may also be contacted at 401 East Las Olas Blvd. # 130-112 * > Ft.Lauderdale, FL 33301. > The information contained herein, is solely for the use of the individual > or entity to which it is addressed and may contain information that is > privileged, confidential and exempt from disclosure under applicable law. > If the reader of this e-mail is not the intended recipient, or the employee > or agent responsible for delivering this message to the intended recipient, > you are hereby notified that any dissemination, distribution or copying of > this communication is strictly prohibited. If you have received this > communication in error, please notify us immediately by telephone and return > the original message to us at Bank of America City Centre * 401 East Las > Olas Blvd. # 130-112 * Ft.Lauderdale, FL 33301. > > > ------ End of Forwarded Message > > > -- > Susan Gold > goldfile at gmail.com > > "To live is the rarest thing in the world. Most people exist, that is all." > Oscar Wilde > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From ginadavis11 at gmail.com Wed Jul 30 03:06:50 2008 From: ginadavis11 at gmail.com (Gina Davis) Date: Wed, 30 Jul 2008 03:06:50 -0400 Subject: [game_edu] GAMEON-NA contact? In-Reply-To: <218b01990807251347n1f87cc4rf35bd98231232089@mail.gmail.com> References: <218b01990807251347n1f87cc4rf35bd98231232089@mail.gmail.com> Message-ID: Beth, sorry I can't help you with this. I'm putting together an informational web based session to inform people how to break into the game industry, from a skills/education/experience perspective. From my experience as a recruiter to the industry, I have the insight that the directors and hiring managers view an applicant. Gina Davis On 7/25/08, Beth Aileen Dillon wrote: > > Hey does anyone know anyone or are you yourself involved in GameOn NA > in August? I'm trying to get a writer from Notes on Game Dev a media > pass but this one is stumping me... No email contact information; it's > all just forms. > > Thanks much! > - Beth > > -- > Beth Aileen Dillon > PhD Student, Simon Fraser University > School of Interactive Arts and Technology > Research Assistant, Aboriginal Territories in Cyberspace > http://www.bethadillon.com > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu > -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Thu Jul 31 17:44:09 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 31 Jul 2008 16:44:09 -0500 Subject: [game_edu] CFP: International Conference on the Foundations of Digital Games Message-ID: Everyone should note that the scope of the conference has changed, now encompassing all aspects of game studies. I have attended the past two cruises and they were extremely informative with multiple tracks and insightful presenters. Add to that a great way to network with your peers and . Now with the the broader scope, probably one of the key education summits. I highly recommend participation by seriously considering this CFP. Susan CALL FOR PAPERS FDG ?09, the International Conference on the Foundations of Digital Games, is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year's conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play. The conference will be held aboard the Disney Wonder cruise ship, departing from and returning to Port Canaveral, FL with port calls in the Bahamas and at Disney's private island, Castaway Cay. FDG 2009 will include presentation of peer-reviewed papers, invited talks by high-profile industry and academic leaders, hands-on tutorials and topical panels on a range of subjects related to games research and education. We invite researchers and educators to share insights and cutting-edge results relating to game technologies and their use. SUBMISSIONS FDG 2009 will accept both full paper and poster submissions (the details of each are described below). To encourage submissions across a range of topics, this year's program includes six distinct theme areas. Authors may choose to submit their papers to the general conference or to a specific theme area of particular relevance. The conference themes are a) artificial intelligence, b) computer science and games education, c) databases, d) game studies/game design, e) graphics and interfaces and f ) networking and security. Papers that fall outside these topic areas are strongly encouraged and should be submitted to the general track. All submissions will be rigorously peer reviewed for their technical merit, significance, clarity and relevance to the advancement of the sciences of games. All full papers must describe a completed unit of work and show rigorous and compelling evaluation of the ideas they present. Poster submissions should describe novel work in progress that is not at the same level of research maturity as a full submission. PAPERS AND POSTERS All accepted paper and poster submissions will be published in the conference proceedings, which will be available on a USB drive. For a paper or poster to appear in the proceedings, at least one author must register for the conference by the deadline for camera-ready copy submission. One author of each accepted submission will be provided with a special registration package that allows them to register at the early registration rate. Papers from previous years' conferences have been included in the ACM Digital Library and we anticipate that all paper, poster, and doctoral consortium publications from this year's conference will appear there as well. Conference organizers are working with the ACM to obtain in-cooperation sponsorship status, and anticipate approval in September 2008. Electronic paper and poster submission is required. Authors should submit their papers at the conference submission site, http://www.easychair.org/conferences/?conf=icfdg2009 . Both paper and poster authors must submit their papers by 11PM Pacific time on December 19, 2008. Papers must not exceed eight pages and poster submissions must not exceed two pages. All submissions must comply with the official ACM proceedings format using one of the templates provided at http://www.acm.org/sigs/pubs/proceed/template.html. FDG 2009 will not accept any paper that, at the time of submission, is under review for or has already been published or accepted for publication in a journal or another conference. This restriction does not apply to submissions for workshops and other venues with a limited audience. THEME AREA TOPICS Authors whose papers align with a particular theme area should choose to submit their paper under that theme. Theme areas for FDG 2009 are defined broadly using the descriptions here: Artificial Intelligence We solicit papers on artificial intelligence research that provides novel solutions to traditional game AI problems (e.g. path planning, camera control, terrain analysis, user modeling, tactical/strategic decision making, etc.), supports novel game concepts or gameplay elements (e.g. interactive drama, narrative/character development, NPC belief/attitude/emotion modeling, etc.), provides automated or semi-automated solutions to game production challenges (e.g. game design, content creation, testing, prodcedural animation, etc.), or describes the integration of AI technologies (e.g. machine learning, logical inference, planning, etc.) into game AI architectures. Computer Science and Games Education The Computer Science and Games Education Theme Area invites researchers and educators to submit papers illustrating the latest advances and innovation in curricula for games and computer science, in both formal and informal educational contexts. All papers must show rigorous and compelling evaluation. Topics of interest include, but are not limited to: game design and development curricula, effective practices and infrastructure for the use of games and game technologies in Computer Science courses and programs, Web-based (adaptive) educational games and interdisciplinary collaboration among computer scientists and others to create games in educational contexts. Databases The database track is soliciting papers with either novel applications of database techniques to computer games or with novel database techniques especially designed for digital games. Topics include database engines, query processing, and query optimization for games workloads; declarative languages for game programming; distributed database techniques and consistency models for networked games; data management for games that cross physical and virtual worlds. Game Studies | Game Design The Game Studies | Game Design theme seeks reports of creative design practice and methods, as well as the exploration and development of innovative gameplay forms and mechanics. Research on new models for player involvement, design as co-construction with players and their communities, and iterative player-centered design are also very welcome. Within the domain of game studies more generally, submissions are welcome in the areas of player experience, game ontology, the social and cultural aspects of gameplay, cross-cultural analyses, networked play (including consoles), casual and serious gaming. Submissions that provide a rigorous analysis of new or emerging phenomena are of strong interest. Graphics and Interfaces The graphics and interfaces theme seeks papers on all aspects of computer graphics and user interfaces that are specifically related to digital games, including but not limited to: animation; modeling; rendering; 2D and 3D user interfaces; collaborative user interfaces; mobile user interfaces; tangible user interfaces; design of (interfaces for) Web 2.0 game focused web applications; integration of web-based and computer/console based game worlds; augmented reality and virtual reality; and novel interaction devices and displays. Networks and Security We invite submissions that focus on the many aspects of constructing networked games and networked game services. Submissions that fall under the following areas are encouraged: networked game architectures, network protocol design for games, latency issues, lag compensation, and synchronization methods, mobile and/or resource-constrained games, software and middleware support for developing networked games, content delivery and adaptation, services for supporting networked games, cheat detection techniques, cheat prevention via secure game design and the networking and security aspects of Web-based games and game portals. submissions IMPORTANT DATES December 19, 2008 Full paper and poster submission deadline December 29, 2008 Doctoral Consortium proposal submission deadline January 9, 2009 Early registration deadline January 30, 2009 Paper, poster, and Doctoral Consortium notifications of acceptance/rejection February 20, 2009 Camera-ready copy due. Presenting author conference registration deadline April 26-30, 2009 2009 Int?l Conference on Foundations of Digital Games April 30, 2009 Doctoral Consortium -- Susan Gold goldfile at gmail.com "To live is the rarest thing in the world. Most people exist, that is all." Oscar Wilde -------------- next part -------------- An HTML attachment was scrubbed... URL: