From beth.a.dillon at gmail.com Tue Jun 3 00:18:50 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Mon, 2 Jun 2008 21:18:50 -0700 Subject: [game_edu] Two Game Art Contests Nearing Deadlines Message-ID: <218b01990806022118m7af3d70bm38aab13a84a22e07@mail.gmail.com> Notes on Game Dev 2D/3D Environment and Character Art Competition The Notes on Game Dev 2D/3D Environment and Character Art Competition is open for entries until June 15. Art will be judged by some of the top talent in game development today including Damian Pannell (Artist, Relic, Vancouver, British Columbia), Doug Oglesby (Concept Artist, Red Storm Entertainment), Jesse Brophy (THQ, Phoenix, AZ), and Nate Purkeypile (World Artist, Bethesda). Excellent prizes for winners include a full Game Art Certificate Program from Sessions Online Schools of Game Art, a broad choice of instructor-led game art and animation classes, membership in IGDA, and subscriptions to Game Developer Magazine. Winners will be announced on July 1. There are four categories in which you may enter--3D Environment Art, 2D Environment Art, 3D Character Art, and 2D Character Art. You may submit only one entry for each category. Each category will have a finalist, and from these finalists a Grand Prize Winner will be selected. The Grand Prize Winner receives a fully paid grant for the Accredited Game Art Certificate Program at Sessions Online School of Game Art ($5355 value) - OR - any number of the instructor-led online classes taught at Sessions Online School of Game Art including Maya Basics, Maya Advanced, Tiling Textures, Game Lighting and Color, Tiling Textures, Character Animation, Character Setup and Rigging, Game Analysis and Criticism, Intro to Game Development and History of Video Games; a one year membership in the International Game Developers Association; and a one year subscription to Game Developer Magazine. For more information, visit Notes on Game Dev Awards (http://gamedev.sessions.edu/nogd-awards/). ------------ Notes on Game Dev Aspiring Women Game Artists Competition Notes on Game Dev invites all women aspiring game artists to submit an essay to the 2008 NoGD Aspiring Women Game Artists Competition for a chance at a full time scholarship to Sessions Online School of Game Art. Sessions Online School of Game Art, an accredited online program that can be accessed anywhere, wants to provide education to women and diversify the industry. Students leave the program with a strong portfolio and reel reviewed by faculty and industry professionals before graduation. Entries are due June 20 and will be judged by female leaders in game art and education including Heather Kelley, Sheri Graner Ray, and Cristin McKee. Prizes to be provided by Sessions Online School of Game Art, IGDA, and Game Developer Magazine. For more information, visit Notes on Game Dev Awards (http://gamedev.sessions.edu/nogd-awards/). -- 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 beth.a.dillon at gmail.com Wed Jun 4 12:45:55 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Wed, 4 Jun 2008 09:45:55 -0700 Subject: [game_edu] Professional Techniques for Video Game Writing Message-ID: <218b01990806040945j73c9e74dj6aa0b59036e6e5a0@mail.gmail.com> Hey all! Just sending off a shameless plug for the recent release of Professional Techniques for Video Game Writing. There's a special discount until June 15. This book by the International Game Developers Association (IGDA) Game Writing Special Interest Group focuses on various aspects of working as a professional game writer, including how to break in to game writing, writing manuals, narrative design, writing in a team, working as a freelancer, working with new intellectual property, and more. It includes exercises and writing samples. You can see it here at Amazon: http://www.amazon.com/Professional-Techniques-Video-Game-Writing/dp/156881416X/ref=pd_bbs_sr_7?ie=UTF8&s=books&qid=1212597733&sr=8-7 Or better yet, check it out at AK Peters and order it direct for a 25% member discount until June 15th. Use discount code "Writing" on the order form. http://www.akpeters.com/product.asp?ProdCode=4162 - 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 goldfile at gmail.com Thu Jun 5 08:09:31 2008 From: goldfile at gmail.com (S. Gold) Date: Thu, 05 Jun 2008 07:09:31 -0500 Subject: [game_edu] Call for papers: IEEE CG&A Serious Games Special Issue, due July 30! Message-ID: Serious Games Guest Editors Tiffany Barnes , L. Miguel Encarna??o , and Chris Shaw Special Issue of IEEE CG&A, March/April 2009 Submissions due: 30 July 2008 Author notification: 31 October 2008 Final versions due: 28 November 2008 Videogames for entertainment have been pushing the boundaries of graphics research and capabilities for the past two decades. More recently, these technologies have been extended to include interaction with and modification of data-driven, complex 3D models, performed in real time on graphics processing units. As this industry has matured, other applications of videogame technologies have become apparent for the purposes of scientific simulation and visualization, industrial and military training, medical and health training and education, and geographic information systems, as well as public awareness and policy change. The models used in these serious game applications may contain millions of 3D primitives, from point sets to voxels, to complex higher-dimensional data sets. The use of serious games for education, decision-making, health, and training applications makes the realistic, real-time representation of models and data through geometry, appearance, illumination, visibility, and behavior critically important. Another significant set of problems concerns the representation and animation of avatars and other life-like characters in a game and the interaction of the player with his or her own avatars as well as the avatars of other players. For training scenarios, a significant challenge is the provision of artificially intelligent characters for players to interact with. For persuasive applications, the realism of the characters' social behavior bears additional importance. Characters must react to the players in a way that supports the application goals and is immediately and realistically responsive. Serious games require the real-time acquisition, processing, and visualization of changing data sets at high bandwidth and low latency, often with multiple simultaneous users. Rendering rates and interaction in these games are ideally at or above 30-60 frames per second. Advances that accelerate the management and interaction of large data sets, including techniques based on sample-based representation and rendering, polygon rasterization and shader hardware, and ray tracing are important for serious games, but the examination of the effects of these techniques on fidelity for decision making and training is particularly salient. Toward maximizing real-world training effects, as well as making game play a more ubiquitous aspect of everyday life, serious games increasingly aim at bridging players' real world behavior and virtual world performance. The emergence of sophisticated low-cost sensor technologies to monitor activities, biometrics, geospatial location, proximity, and contextual influences promises to greatly enhance players' direct and indirect interaction with games and therefore has great potential to improve their effectiveness. However, the richness of these new modalities will also require a rethinking of the general interaction paradigms commonly associated with videogames in order to draw maximum benefit from multimodal input capabilities. This special issue seeks articles examining some of the latest advances with respect to data representation, algorithms and data structures, systems issues, and applications for serious games that include real-time interaction with complex models. Topics of interest include, but are not limited to * multiplayer systems architectures, * player-to-player coordination, * automated and semiautomated modeling techniques, * compression and playback of simulation data, * scripting and control of animated characters, * training scenario planning and execution, * human figure animation for training, * intelligent characters, * individual, group, and crowd behavior modeling and simulation, * lighting, and relighting sampled models, * representation and storage of large data sets, * scalable parallel algorithms and architectures, * rendering of complex and hybrid data sets, * sampling and filtering for complex models, * image- or sample-based representations, * simplification and compression, * visibility computations, * data-driven procedural modeling, * hardware for processing large data sets, * data and resource management, * configuration management and change control, * delivery considerations (networking and system configuration), * novel interaction techniques for massive data sets, * sensor-based input and interaction technologies and techniques, and * systems and applications. Articles should be no more than 10 magazine pages, where a page is 800 words and a quarter-page image counts as 200 words. Cite only the 12 most critical references, and consider providing technical background in sidebars for nonexpert readers. Color images can be interspersed throughout the article and should be limited to a total of 10. Visit IEEE CG&A style and length guidelines at http://www.computer.org/cga/author.htm. Please submit your article using our online manuscript submission service at https://mc.manuscriptcentral.com/cs-ieee. When uploading your article, please select the appropriate special issue title under the category "Manuscript Type." Also include complete contact information for all authors and coauthors in the submission. If you have any questions about submitting your article, please contact Alkenia Winston . Please direct any correspondence prior to submission to one of the guest editors: Tiffany Barnes Woodward 403E Computer Science Department UNC Charlotte 9201 University City Blvd. Charlotte, NC 28223 Email: tbarnes2 @uncc. edu Phone: +1 704 687 8577 Fax: +1 704 687 3516 L. Miguel Encarna??o 500 W Main St., HUM10 Innovation Center Humana Inc. Louisville, KY 40202 Email: lme @computer. org Phone: +1 502 580 8691 Fax: +1 502 508 0042 Chris Shaw 13450 102 Ave. Simon Fraser University Surrey Surrey, BC, V3T 5X3 Canada Email: shaw @sfu. ca Phone: +1 778 782-7506 Fax: +1 778 782-7488 -- Tiffany Barnes Assistant Professor Computer Science UNC Charlotte -- 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 winnb at msu.edu Thu Jun 5 17:07:23 2008 From: winnb at msu.edu (Brian Winn) Date: Thu, 5 Jun 2008 17:07:23 -0400 Subject: [game_edu] First Two Keynotes Announced for Meaningful Play 2008 Message-ID: <34F656E3-4909-4661-827D-E47A32967F57@msu.edu> The organizing committee is excited to announce the first two keynote speakers for Meaningful Play 2008 , taking place October 9-11, 2008 in East Lansing, MI. The keynote speakers represent a wealth of knowledge and expertise in the design and study of meaningful play. Keynote Speakers: Nick Fortugno Nick Fortugno is a co-founder and President of Rebel Monkey, a NYC- based casual game studio. Before Rebel Monkey, Fortugno was the Director of Game Design at gameLab, where he was a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick teaches game design and interactive narrative design at Parsons The New School of Design, and has participated in the construction of the school's game design curiculuum. Nick is also a co-founder of the Come Out and Play street games festival hosted in New York City and Amsterdam. Ute Ritterfeld, Ph.D. Ute Ritterfeld, Professor for Media Psychology, received her education in the Health Sciences (Academy of Rehabilitation in Heidelberg) and in Psychology (University of Heidelberg), completed her Ph.D. in Psychology (Technical University in Berlin), and habilitated at the University of Magdeburg, Germany. She was Assistant Professor at the University of Magdeburg, Adjunct Professor at the Universities of Berlin (Humboldt) and Hannover, and Associate Professor at the University of Southern California (USC) in Los Angeles, Annenberg School for Communication. At USC, Ritterfeld directed an interdisciplinary research team devoted to the studies of digital games and hosted the inaugural academic conference on serious games. In 2007, Ritterfeld joined the faculty of Psychology and Education at the VU University Amsterdam and co-founded the Center for Advanced Media Research Amsterdam (CAMeRA at VU) where she serves as director of interdisciplinary research. Ritterfeld co-edits the Journal of Media Psychology (Hogrefe) and is leading editor of Serious Games: Mechanisms and Effects, published by Routledge, Taylor and Francis in fall 2008. About Meaningful Play: 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. Call for speaking submissions (papers, panels, etc) is due July 1, 2008 Call for game exhibition and competition is due August 15, 2008 Complete details on the conference is available at: http://meaningfulplay.msu.edu From kschrier at alum.mit.edu Fri Jun 6 00:35:16 2008 From: kschrier at alum.mit.edu (Karen Schrier) Date: Fri, 6 Jun 2008 00:35:16 -0400 Subject: [game_edu] Siggraph Sandbox: Call for Demos Message-ID: <9a7a2f220806052135s397f9a69g6aca8fc9d6dd542c@mail.gmail.com> You can still present your work at the SIGGRAPH Sandbox Symposium! ******** Sandbox Symposium Call for Demos and Posters: Due June 30th http://sandbox.siggraph.org/ The third annual ACM SIGGRAPH Sandbox Symposium on videogames calls for: **Demonstrations of innovative projects and/or previews of unreleased videogame titles. Presentations should be two minutes in length and must show gameplay. Use Quicktime format, either NTSC (480p) or HDTV (720p). **Poster presentations of late-breaking research or evolving ideas on videogame theory, practice, methodologies, and criticism. Please see http://sandbox.siggraph.org/callforpapers.html for potential topics. Submissions You can submit proposals, send links to demos, or forward questions to Dr. Michael Wagner at michael.wagner at donau-uni.ac.at The deadline for demo and poster submissions is June 30, 2008. Location Sandbox 08 will be co-located with SIGGRAPH 08 and will start on Saturday, August 9, 2008 in Los Angeles, California. More details about location, times, and dates will be posted on the conference website. http://sandbox.siggraph.org/ -- _________ Karen Schrier kschrier at gmail.com kls2108 at columbia.edu kschrier at alum.mit.edu kschrier at scholastic.com From goldfile at gmail.com Fri Jun 6 16:51:08 2008 From: goldfile at gmail.com (S. Gold) Date: Fri, 06 Jun 2008 15:51:08 -0500 Subject: [game_edu] CFP Message-ID: !!!Deadline extended!!! -------------------------------------------------------- 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 NEW SUBMISSION DEADLINE: June 30, 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") *** SCOPE*** Interactive Digital Storytelling is a huge step forward in games and learning. This can be seen through its ability to enrich virtual characters with intelligent behaviour, to allow collaboration of humans and machines in the creative process, and to combine narrative knowledge and user activity in interactive artefacts. In order to create novel applications, in which users play a significant role together with digital characters and other autonomous elements, new concepts for Human-Computer Interaction have to be developed. Knowledge for interface design and technology has to be garnered and integrated. Interactive Digital Storytelling involves concepts from many aspects of Computer Science, above all from Artificial Intelligence, with topics such as narrative intelligence, automatic dialogue- and drama management, robotics and smart graphics. In order to process stories in real time, traditional storytelling needs to be formalized into computable models, by drawing from narratological studies, and by taking into account the characteristics of programming. Consequently, due to its technological complexity, it is currently hardly accessible for creators and end-users. There is a need for new authoring concepts and tools supporting the creation of dynamic story models, allowing for rich and meaningful interaction with the content. Finally, there is a need for theoretical foundations considering the integration of so far disjunctive approaches and cultures. 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 *** June 30th, 2008: New submission deadline July 31st, 2008: Author notification of the review result August 31st, 2008: Submission of the print-ready version November 26-29th, 2008: Conference Interactive Storytelling '08 *** PROGRAMME COMMITTEE *** Co-Chairs: Ulrike Spierling, Nicolas Szilas Andr?, Elisabeth - University of Augsburg, Germany Aylett, Ruth -- Heriot-Watt University, UK Bolter, Jay David -- Center for New Media Research and Education, Atlanta, USA Bushoff, Brunhild -- sagasnet, Munich, Germany Cavazza, Marc -- University of Teesside, Middlesbrough, UK Champagnat, Ronan -- L3i, IUT de La Rochelle, France Cheok, Adrian David -- National University of Singapore, Singapore Crawford, Chris -- Storytron.com, USA Donikian, St?phane -- IRISA / INRIA, Rennes, France G?bel, Stefan -- ZGDV e.V., Darmstadt, Germany Gordon, Andrew -- USC Institute for Creative Technology, Marina del Rey, USA Grimm, Paul -- Erfurt University of Applied Sciences, Erfurt, Germany Gro?mann, Holger -- Fraunhofer IDMT, Ilmenau, Germany Hartmann, Knut -- Flensburg University of Applied Sciences, Flensburg, Germany Iurgel, Ido -- CCG, Centro de Computa??o Gr?fica, Guimar?es, Portugal Jantke, Klaus P. -- Fraunhofer IDMT, Ilmenau, Germany Lindley, Craig -- Blekinge Technical College, Sweden Magerko, Brian -- Georgia Institute of Technology, Atlanta, USA Marsella, Stacy -- USC Information Sciences Institute, Marina Del Rey, USA Masuch, Maic -- Trier University of Applied Sciences, Trier, Germany M?ller, Wolfgang -- University of Education, Weingarten, Germany Nakatsu, Ryohei -- National University of Singapore, Singapore Natkin, Stephane - Cedric, France Nitsche, Michael -- Georgia Institute of Technology, Atlanta, USA Pa?va, Ana -- INESC-ID, Portugal Pan, Zhigeng -- Zhejiang University, Hangzhou, China Petta, Paolo -- Austrian Research Institute for Artificial Intelligence, Vienna, Austria Pisan, Yusuf -- University of Technology, Sydney, Australia R?ty, Jean-Hugues -- University of Paris 8, Saint-Denis, France Riedl, Mark -- Georgia Institute of Technology, Atlanta, USA Sch?fer, Leonie -- European Commission, Brussels, Belgium Schneider, Oliver - IGDV, University of Applied Sciences, Darmstadt, Germany Seif El-Nasr, Magy -- Simon Fraser University, Surrey, Canada Spierling, Ulrike -- University of Applied Sciences, Erfurt, Germany Sporer, Thomas -- Fraunhofer IDMT, Ilmenau, Germany Stern, Andrew -- Procedural Arts, LLC, Portland, USA Su, Wen-Poh -- Queensland University of Technlogy, Brisbane, Australia Sumi, Kaoru -- National Institute of Information & Communications Technology, Kyoto, Japan Szilas, Nicolas -- TECFA, University of Geneva, Switzerland Wages, Richard - NOMADS Lab, Cologne, Germany Young, Michael R. -- North Carolina State University, Raleigh, USA Zagalo, Nelson -- University of Minho, Braga, Portugal *** CONTACT *** Prof. Ulrike Spierling FH Erfurt, University of Applied Sciences http://www.ai.fh-erfurt.de/spierling spierling at fh-erfurt.de -- 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 stevera at noa.nintendo.com Sat Jun 7 03:10:43 2008 From: stevera at noa.nintendo.com (Steve Rabin) Date: Sat, 07 Jun 2008 00:10:43 -0700 Subject: [game_edu] IGDA Curriculum Framework Message-ID: <4849D20302000032000179F6@mail4.nintendo.com> Where can I find the most up-to-date Curriculum Framework from the IGDA Education Committee? At the website (http://www.igda.org/academia/curriculum_framework.php) there are only docs from 2002 and 2003. Thanks, Steve From goldfile at gmail.com Sat Jun 7 04:36:49 2008 From: goldfile at gmail.com (S. Gold) Date: Sat, 07 Jun 2008 03:36:49 -0500 Subject: [game_edu] IGDA Curriculum Framework In-Reply-To: <4849D20302000032000179F6@mail4.nintendo.com> Message-ID: http://igda.org/wiki/Curriculum_Framework Our knowledge base: http://igda.org/wiki/index.php/Category:Courses On 6/7/08 2:10 AM, "Steve Rabin" wrote: > Where can I find the most up-to-date Curriculum Framework from the IGDA > Education Committee? > > At the website (http://www.igda.org/academia/curriculum_framework.php) > there are only docs from 2002 and 2003. > > Thanks, > Steve > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard From goldfile at gmail.com Sun Jun 8 18:15:01 2008 From: goldfile at gmail.com (S. Gold) Date: Sun, 08 Jun 2008 17:15:01 -0500 Subject: [game_edu] CFP's Message-ID: Call for Papers: Second Workshop on Story representation, mechanism and context (SRMC) http://ame2.asu.edu/SRMC08/ in conjunction with ACM Multimedia 2008 Vancouver, BC, Canada, October 31, 2008 http://www.mcrlab.uottawa.ca/acmmm2008/ Workshop Description: Stories are told and exchanged for many reasons: to entertain, educate, illustrate and inspire. Stories are a fundamental form we use to organize our lived experiences into patterned narratives that aspire to communicate that which is memorable and valuable. The act of storytelling involves a dynamic interplay between an evolving network of authors, storytellers and audiences moving fluidly back and forth between lived lives and storied representations. The theory and practice of how people and machines can create, represent, share and understand stories offer an unlimited wealth of insight into impactful multimedia system design. The premise of this workshop is that better understanding of storytelling abilities by people and machines is necessary for the development of more compelling, participatory and sustainable multimedia systems. In the workshop we will investigate the application and practice of story to multimedia story creation, artificial intelligence and social networks. This workshop would be of interest to those investigating traditional multimedia research involving search and retrieval, content analysis, media summarization and semantics, as well as those researchers developing new forms of story expression, narrative based interface design and user-generated story-sharing platforms. Recent advances in artificial intelligence, knowledge representations, social networks, and technologies for interactive systems point to a reemergence of story models as useful tools for multimedia research. Mechanisms for navigating these representations and constructing and sharing stories from them provide new directions for multimedia, networks and human interface design. Building story systems that are aware of narrative contexts, social dynamics and cultural relevance offers the potential for computer assisted generation, sharing and understanding of stories that are purposefully connected to the lives and experiences of an active audience. Aim and Workshop Topics: * Capture/sensing: life caching, aggregating experiential data * Generation: new computational frameworks and knowledge resources for story creation * Summarization: salience of story components, story facets/viewpoint * Representation: story structure, rules and heuristics * Applications: new technologies and platforms for supporting user engagement with computational stories * Multimedia storage, management and retrieval using story models * Networks: community centric storytelling, emergent knowledge networks Important Dates: Workshop papers due: June 30, 2008 Notification of acceptance: July 15, 2008 Camera-ready papers due: August 01, 2008 Organizing committee: Kevin Brooks, Motorola Labs, USA Aisling Kelliher, Arizona State University, USA Frank Nack, University of Amsterdam, NL Program committee: Barbara Barry, MIT Media Laboratory, USA Glorianna Davenport, MIT Media Laboratory, USA Erik Mueller, IBM, USA Hari Sundaram, Arizona State University, USA Complete committee list will be finalized shortly Call for Participation: Boot-camp on Build Your Own Multi-touch Surface (Supported by IEEE Workshop on Tabletops and Interactive Surfaces 2008) This Bootcamp aims to share the knowledge and experience of developers of multi-touch surfaces with the wider tabletop and interactive surface community. Multi-touch interaction with computationally enhanced surfaces has received considerable attention in the last few years. The rediscovery of diffused illumination and frustrated total-internal reflection principles, which allow for building such surfaces at low cost, has pushed the development of multi-touch applications forward. Although this and other related techniques have been presented in an academic setting, the steps involved in building a high quality multi-touch enabled surface, on a software and hardware level, are not trivial. By practically demonstrating the steps involved in creating these interactive surfaces the workshop aims to encourage the exploration of multi-touch by researchers who may not have considered self-construction of such hardware viable. Topics covered: - Infrared Illumination - Silicone & Projection surfaces - Cameras, Optics, Filters & Projectors - Software - Hardware Integration - Community & Network Organizers - Otmar Hilliges, LMU M?nchen, Germany http://www.medien.ifi.lmu.de/team/otmar.hilliges/ - Jon Hook, Newcastle University, UK http://old.cs.ncl.ac.uk/people/home.php?id=472 - Nima Motamedi, Simon Fraser University, CA http://www.siat.sfu.ca/ - Johannes Sch?ning, WWU M?nster, Germany http://ifgi.uni-muenster.de/~j_scho09 Date: October 1 2008 (14:00 to 17:00 hrs),, Venue: The bootcamp will be co-located with Tabletops and Interactive Surfaces at Park Hotel Amsterdam (http://www.parkhotel.nl/). Capacity: To keep the bootcamp interactive and manageable, the number of attendees will be restricted to the first 50 or 70 participants. Participation: The bootcamp is free for all participants of the IEEE Tabletops and Interactive Surfaces workshop. You can register your interest in this bootcamp by registering through the website of the workshop. Please visit www.ieeetabletop.org for registration details (registration will open around 1st August 2008). If you have any questions or want to pre-register for this bootcamp please contact: Johannes Sch?ning (j.schoening at uni-muenster.de) -- 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 Greg.Garvey at quinnipiac.edu Sun Jun 8 18:33:56 2008 From: Greg.Garvey at quinnipiac.edu (Garvey, Gregory Prof.) Date: Sun, 8 Jun 2008 18:33:56 -0400 Subject: [game_edu] Stats on game programs in higher ed References: Message-ID: <650D20187ADDCC41987C4167276541E617FEB098@Zeus.quinnipiac.edu> Where can I find stats on the growth of gaming programs in higher ed, enrollment trends, retention, program success rates for hiring in the industry etc. Forgive me if it is right under my nose in the knowledge base. Gregory P. Garvey, Professor Computer Science & Interactive Digital Design Quinnipiac University 275 Mount Carmel Avenue Hamden, CT 06518 (203) 582-8389 greg.garvey at quinnipiac.edu -----Original Message----- From: game_edu-bounces at igda.org on behalf of S. Gold Sent: Sat 6/7/2008 4:36 AM To: Steve Rabin; IGDA Game Education Listserv Subject: Re: [game_edu] IGDA Curriculum Framework http://igda.org/wiki/Curriculum_Framework Our knowledge base: http://igda.org/wiki/index.php/Category:Courses On 6/7/08 2:10 AM, "Steve Rabin" wrote: > Where can I find the most up-to-date Curriculum Framework from the IGDA > Education Committee? > > At the website (http://www.igda.org/academia/curriculum_framework.php) > there are only docs from 2002 and 2003. > > Thanks, > Steve > > > _______________________________________________ > game_edu mailing list > game_edu at igda.org > http://seven.pairlist.net/mailman/listinfo/game_edu -- 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 goldfile at gmail.com Mon Jun 9 10:19:34 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 09 Jun 2008 09:19:34 -0500 Subject: [game_edu] FW: Women In Games Conference - Keynotes Announced and Speaker Submission Deadline Extended In-Reply-To: <8A5056571989DA47A8C3E7AE719A85C5093F40E6E4@EA-EXMSG-C335.europe.corp.microsoft.com> Message-ID: -- Susan Gold goldfile at gmail.com ?In a completely sane world, madness is the only freedom!? - J. G. Ballard ------ Forwarded Message From: Nicola Bhalerao Date: Mon, 9 Jun 2008 14:11:37 +0100 To: "'goldfile at GMAIL.COM'" Subject: Women In Games Conference - Keynotes Announced and Speaker Submission Deadline Extended Women in Games Conference University of Warwick, UK 10-12th September 2008 Keynotes announced and Speaker Submission Deadline Extended The Women In Games conference encourages research and seeks to promote careers for women within the games industry. If games are to become a true sibling medium to music and cinema, the industry needs greater balance in its audience and its workforce. The Women In Games conference welcomes participants from both industry and academia, providing a forum for presentation and discussion of issues relating to all aspects of women's involvement in games, including game development, game playing and women as portrayed within games. Although this conference is concerned with women and games please note that men are also very welcome to participate! The industry needs a meaningful dialogue between the sexes as it moves forward. This year?s conference is co-organised by games company Rare Ltd (www.rare.co.uk ) and the Computer Science Department at the University of Warwick (www.dcs.warwick.ac.uk ) Further details of the conference and this year's themes are available at the conference website: www.womeningames.com The Speaker Submission deadline has moved to Monday 23rd June 2008 Thinking of submitting a talk, or offering to participate in a panel, but thought you were too late? Think again! We have extended the deadline to Monday 23rd June to allow you some more time. We are keen to have more offers on the themes, ?Dressing up Programming? and ?Technology in Schools? in particular, but submissions on any of the themes still welcome. For more details on how to submit, please check out www.womeningames.com Keynotes Announced I am pleased to announce our Keynote speakers for this year?s Women In Games conference:- Karen Brennan (Scratch, MIT) Sara de Freitus (Serious Games) Eileen Brown (Microsoft) Karen Clark (Bioware) Paulina Bozek (Sony) I invite you to check out www.womeningames.com for more details on these excellent speakers. Conference Dinner at Warwick Castle We have a fabulous conference dinner, a mediaeval feast arranged at Warwick Castle, sponsored by Blitz Games Studios (www.blitzgames.com ). It is included in the conference price, and is sure to be an excellent night! Sign up Now Registration for the conference is open, sign up now to ensure your place. Conference-standard accommodation is available on campus - no need to drive during the conference, parking is free, and evening meals and entertainment all included! Advertise Got something to advertise? Get in touch to find out what sponsorship options we have on offer. The conference relies on the generosity of our sponsors. For further details see www.womeningames.com or contact nicola at womeningames.com Nicola Bhalerao Senior Software Engineer Rare Limited Registered Office: Beaufort House, Tenth Floor, 15 St Botolph St, London, EC3A 7EE, UK Registered in England & Wales, No: 1905690 Organiser of Women In Games 2008 Why not join us on Facebook ( http://www.facebook.com/group.php?gid=10962393678) and LinkedIn (http://www.linkedin.com/e/gis/88533/664DC534A4E4) [To be removed from our mailing list, email nicola at womeningames.com with the subject-line "unsubscribe"] ------ End of Forwarded Message -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: image/jpeg Size: 15718 bytes Desc: not available Url : From goldfile at gmail.com Tue Jun 10 09:50:08 2008 From: goldfile at gmail.com (S. Gold) Date: Tue, 10 Jun 2008 08:50:08 -0500 Subject: [game_edu] CFP Message-ID: === ACE 2008 === (http://www.ace-conf.org/ace2008/) - Conference on Advances in Computer Entertainment Technology - 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) -- 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 Fri Jun 13 10:41:52 2008 From: goldfile at gmail.com (S. Gold) Date: Fri, 13 Jun 2008 09:41:52 -0500 Subject: [game_edu] grunt work? Message-ID: Do any of you have students that you can give some grunt work? I have a collection of syllabi that need to go up on our wiki, it is very simple but time consuming. I would really like to find some students to aid in the process, if you could refer them to me, I would be most appreciative. 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 goldfile at gmail.com Sat Jun 14 09:51:25 2008 From: goldfile at gmail.com (S. Gold) Date: Sat, 14 Jun 2008 08:51:25 -0500 Subject: [game_edu] CFP Message-ID: Call for Papers *EXTENSION NOTICE* Deadline: June 15, 2008 The 4th International Conference on Games Research and Development, CyberGames Beijing Normal University, China October 27-30, 2008 The 4th International Conference on Games Research and Development 2008 (CyberGames 2008) will be held during October 27-30, 2008 at the Beijing Normal University, Beijing, China. CyberGames aims to explore the latest developments in the computer games and interactive entertainment technologies. Papers are invited in the following games research and development topics (but not limited to them) from both industry and academia: Game Platforms, Game Hardware, Game Software, Games on Grid Computing HCI technologies for Games, Interactive digital medias Simulation Games, Pervasive Entertainment Game Culture: Boomer vs Gamer Edutainment Games, Online and Multiplayer Games, Mobile and Handheld Gaming Games AI, Agents for Games, Game Level Design Game Physics, Game Mechanics Publication The conference proceedings will be published in ACM Digital Library. The best 6 papers from Cybergames 2008 will be invited to submit an expanded version for publication in the online journal "ACM Computers in Entertainment".The top 50% of the papers from Cybergames 2008 will be invited to submit a revised paper for publication in the International Journal of Computer Games Technology published by Hindawi Publishing Corporation. The paper submissions must use the exact ACM SIG templates. Please find the template (Latex and Word) at http://www.acm.org/sigs/pubs/proceed/template.html Important Dates Full Papers Submission Deadline: June 15th, 2008 Full Papers Notification of Acceptance: July 14th, 2008 Conference Dates: Oct. 27-30th, 2008 Call for Participation: Narrative and Interactive Learning Environments Conference 2008 Edinburgh, Scotland 5th -8th August 2008 www.nile2008.org ****MUST REGISTER BY 1st JULY**** Please join us at the 5th International Conference on Narrative and Interactive Learning Environments 2008 from 5th-8th August in Edinburgh, Scotland. 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. To register, go to www.nile2008.org/conference-payment-inform.html. Registration deadline: 1st July 2008. Book early to avoid disappointment: accommodation is hard to find in Edinburgh at this time of year, due to the Edinburgh Festival. Judy Robertson, Heriot-Watt University, UK (Conference chair) Paul Brna, SCRE, UK 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 ********** -- 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 beth.a.dillon at gmail.com Sat Jun 14 14:39:58 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Sat, 14 Jun 2008 11:39:58 -0700 Subject: [game_edu] Lunch with Will Wright Message-ID: <218b01990806141139q742da7b3qb5a36eb29960fdaa@mail.gmail.com> Thought this may be helpful for showing to design students! Will Wright recently visited the Masters of Digital Media program at Great Northern Way Campus in Vancouver, British Columbia for lunch and a preliminary discussion before his evening talk as part of the Krazy! Exhibition through the Vancouver Art Gallery. In his ever-friendly manner, he invited the group to ask questions from the get go, and had helpful advice and insights for people interested in game design. For more, see the Notes on Game Dev coverage at http://gamedev.sessions.edu/breaking-in/lunch-with-will-wright/ . -- 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 beth.a.dillon at gmail.com Sat Jun 14 15:02:19 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Sat, 14 Jun 2008 12:02:19 -0700 Subject: [game_edu] Notes on Game Dev 2D/3D Environment and Character Art Competition Message-ID: <218b01990806141202i5f5a6957u8e42ac1facbb2f95@mail.gmail.com> The Notes on Game Dev 2D/3D Environment and Character Art Competition, targeted at celebrating upcoming talent with an interest in game art, is open for entries until June 15. Art will be judged by some of the top talent in game development today including Damian Pannell (Artist, Relic, Vancouver, British Columbia), Doug Oglesby (Concept Artist, Red Storm Entertainment), Jesse Brophy (THQ, Phoenix, AZ), and Nate Purkeypile (World Artist, Bethesda). Excellent prizes for winners include a full Game Art Certificate Program from Sessions Online Schools of Game Art, a broad choice of instructor-led game art and animation classes, membership in IGDA, and subscriptions to Game Developer Magazine. Winners will be announced on July 1. There are four categories in which you may enter--3D Environment Art, 2D Environment Art, 3D Character Art, and 2D Character Art. You may submit only one entry for each category. Each category will have a finalist, and from these finalists a Grand Prize Winner will be selected. The Grand Prize Winner receives a fully paid grant for the Accredited Game Art Certificate Program at Sessions Online School of Game Art ($5355 value) - OR - any number of the instructor-led online classes taught at Sessions Online School of Game Art including Maya Basics, Maya Advanced, Tiling Textures, Game Lighting and Color, Tiling Textures, Character Animation, Character Setup and Rigging, Game Analysis and Criticism, Intro to Game Development and History of Video Games; a one year membership in the International Game Developers Association; and a one year subscription to Game Developer Magazine. For more information, visit Notes on Game Dev Awards (http://gamedev.sessions.edu/nogd-awards/). -- 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 r.christie at qut.edu.au Tue Jun 17 02:56:33 2008 From: r.christie at qut.edu.au (Ruth Christie) Date: Tue, 17 Jun 2008 16:56:33 +1000 Subject: [game_edu] Interactive Entertainment Conference - 2008 Message-ID: <5B3F7E43E7B32640B3C251C4008C3ED943AD2BA956@QUTEXMBX03.qut.edu.au> [X] Call for Papers IE2008 The Fifth Australasian Conference on Interactive Entertainment Key dates: * Long (up to 10 pages) and short papers (up to 6 pages) submission: June 20th 2008 * Demonstration abstracts (up to 3 pages): 14th July 2008 The Australasian Conference on Interactive Entertainment (http://ieconference.org/ie2008/), in its fifth year, is a cross-disciplinary conference that brings together researchers from artificial intelligence, audio, cognitive science, cultural studies, drama, HCI, interactive media, media studies, psychology, computer graphics, as well as researchers from other disciplines working on new interactive entertainment specific technologies or providing critical analysis of games and interactive environments. The conference will accept innovative submissions that present new ideas, improvements to existing techniques or provide new ways of examining, designing and using interactive entertainment technologies. All full paper and short paper submissions will be peer-reviewed by an international program committee. Topics Of Interest ------------------------- --------------------------------------------------- The papers and presentations should include original and unpublished contributions. Suggested research topics include but are not limited to: * Artificial Intelligence * Augmented, Virtual and Mixed Reality * Art, Design and New Media * Convergence and cross-platform media * E-learning and the roles of games in pedagogy * Technology, co-presence and place * Pervasive (location aware) mobile technologies * Policy and legislative responses to mobile and locative media * Cultural and Media Studies on Computer Games * Education, Training, and Edutainment Technologies * Graphics/Animation Techniques * Interactive Digital Storytelling * Mobile Media * Security (technical and social) * The rise of social software and networking (technical and social) * Sound and Music Demonstrations/Works ------------------ ------------------------------------------------ Demos might include interactive art works, playful exploration of interactive interfaces, tangible interfaces, innovative independent games, interactive entertainment toolkits, works in progress. Submission Procedure ------------------------- -------------------------------------------------- All papers will be peer reviewed and evaluated on originality, significance, technical contribution and accepted papers will be published in the proceedings. Panels: We invite the submission of proposals for thematic panel discussions. Panels may take a variety of forms including, but not limited to, led discussion around a topic or issue from a panel of experts, thematically linked papers, demonstration of original and interesting interactive environments, workshops. Papers to be included in the conference proceedings will be reviewed according to the standards of the conference. To prepare your paper for submission, please follow these instructions carefully. 1. Download copy of Call for Papers 2. Download the style file or template from http://www.acm.org/sigs/pubs/proceed/template.html. Use only the template fonts and styles. 3. Prepare a PDF version of your paper PDF see http://createpdf.adobe.com/ to convert from Word format if necessary. 4. Submit the PDF version of your paper through the paper submission web-site at: http://www.ieconference.org/submission/ 5. You will get a confirmation of receipt within 48 hours. If you do not receive a confirmation, please contact the conference chair 6. Register for IE2008. At least one author must be registered before the camera ready deadline for your paper to appear in the proceedings. Please Note: IE2008 will not accept any full or short paper, which, 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. General inquiries should be forwarded to: (ie2008 at ieconference.org) IE2008 Conference Chair: Ruth Christie (QUT). IE2008 Program Committee Chairs: Gavin Sade (QUT) and Yusuf Pisan (UTS) -------------- next part -------------- An HTML attachment was scrubbed... URL: From goldfile at gmail.com Tue Jun 17 11:23:16 2008 From: goldfile at gmail.com (S. Gold) Date: Tue, 17 Jun 2008 10:23:16 -0500 Subject: [game_edu] CFP Message-ID: === ACE 2008 === http://www.ace-conf.org/ace2008/ - Conference on Advances in Computer Entertainment Technology - 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) -- 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 r.christie at qut.edu.au Tue Jun 17 20:10:20 2008 From: r.christie at qut.edu.au (Ruth Christie) Date: Wed, 18 Jun 2008 10:10:20 +1000 Subject: [game_edu] Interactive Entertainment Conference - 2008 Message-ID: <5B3F7E43E7B32640B3C251C4008C3ED943AD2BAA5D@QUTEXMBX03.qut.edu.au> My apologies for spamming but I forgot to modify the submission date to show the extension. _____________________________________________________________________________________________________ Call for Papers IE2008 The Fifth Australasian Conference on Interactive Entertainment Key Note Speakers: * John Passfield: John is currently the Creative Director of Pandemic Studios Australia and was co-founder of Krome Studios. He was co-lead designer in the creation of Krome's TY the Tasmanian Tiger franchise and has also played a significant role in the development of casual games with the creation of titles such as Halloween Harry. * International speaker yet to be anounced. Key dates: * Long (up to 10 pages) and short papers (up to 6 pages) submission: 18th July 2008 * Demonstration abstracts (up to 3 pages): 1st August 2008 The Australasian Conference on Interactive Entertainment (http://ieconference.org/ie2008/), in its fifth year, is a cross-disciplinary conference that brings together researchers from artificial intelligence, audio, cognitive science, cultural studies, drama, HCI, interactive media, media studies, psychology, computer graphics, as well as researchers from other disciplines working on new interactive entertainment specific technologies or providing critical analysis of games and interactive environments. The conference will accept innovative submissions that present new ideas, improvements to existing techniques or provide new ways of examining, designing and using interactive entertainment technologies. All full paper and short paper submissions will be peer-reviewed by an international program committee. Topics Of Interest ------------------------- --------------------------------------------------- The papers and presentations should include original and unpublished contributions. Suggested research topics include but are not limited to: * Artificial Intelligence * Augmented, Virtual and Mixed Reality * Art, Design and New Media * Convergence and cross-platform media * E-learning and the roles of games in pedagogy * Technology, co-presence and place * Pervasive (location aware) mobile technologies * Policy and legislative responses to mobile and locative media * Cultural and Media Studies on Computer Games * Education, Training, and Edutainment Technologies * Graphics/Animation Techniques * Interactive Digital Storytelling * Mobile Media * Security (technical and social) * The rise of social software and networking (technical and social) * Sound and Music Demonstrations/Works ------------------ ------------------------------------------------ Demos might include interactive art works, playful exploration of interactive interfaces, tangible interfaces, innovative independent games, interactive entertainment toolkits, works in progress. Submission Procedure ------------------------- -------------------------------------------------- All papers will be peer reviewed and evaluated on originality, significance, technical contribution and accepted papers will be published in the proceedings. Panels: We invite the submission of proposals for thematic panel discussions. Panels may take a variety of forms including, but not limited to, led discussion around a topic or issue from a panel of experts, thematically linked papers, demonstration of original and interesting interactive environments, workshops. Papers to be included in the conference proceedings will be reviewed according to the standards of the conference. To prepare your paper for submission, please follow these instructions carefully. 1. Download copy of Call for Papers 2. Download the style file or template from http://www.acm.org/sigs/pubs/proceed/template.html. Use only the template fonts and styles. 3. Prepare a PDF version of your paper PDF see http://createpdf.adobe.com/ to convert from Word format if necessary. 4. Submit the PDF version of your paper through the paper submission web-site at: http://www.ieconference.org/submission/ 5. You will get a confirmation of receipt within 48 hours. If you do not receive a confirmation, please contact the conference chair 6. Register for IE2008. At least one author must be registered before the camera ready deadline for your paper to appear in the proceedings. Please Note: IE2008 will not accept any full or short paper, which, 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. General inquiries should be forwarded to: (ie2008 at ieconference.org) IE2008 Conference Chair: Ruth Christie (QUT). IE2008 Program Committee Chairs: Gavin Sade (QUT) and Yusuf Pisan (UTS) -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: Picture (Enhanced Metafile) 1.jpg Type: image/jpeg Size: 50247 bytes Desc: Picture (Enhanced Metafile) 1.jpg Url : From david.hayward at pixel-lab.co.uk Wed Jun 18 12:15:28 2008 From: david.hayward at pixel-lab.co.uk (David Hayward) Date: Wed, 18 Jun 2008 17:15:28 +0100 Subject: [game_edu] Games:EDU 08 Message-ID: A quick reminder: early bird discount for Games:EDU 08 runs out on July the 11th. It's in Brighton, UK, on Tues July the 29th. Info: http://www.gamesedu.co.uk Registration: http://gamesedu-south.eventbrite.com/ We have an excellent line up of speakers this year, including stellar indie developers Mark Morris from Introversion, and Jonathan Blow, developer of well known indie game Braid and an outspoken critic of commercially produced games. Games:EDU is at the forefront of UK dialogue between the games industry and academia, featuring presentations from Britain's top universities and studios. The conference provides an excellent opportunity to forge links with the industry, providing not only a platform for learning about what the industry needs from graduates, but also an opportunity to assist developers in understanding academic perspectives on games education. Games:EDU is a part of the Develop conference and expo. Find out more and book your ticket at www.gamesedu.co.uk David Hayward Project Coordinator ? Pixel-Lab Mobile: +44 (0) 7976 216 029 E-Mail: david.hayward at pixel-lab.co.uk Blog: http://pixellove.wordpress.com ? Pixel-Lab Videogame & Digital Media Development Agency Katapult House, 28 Ashbourne Road, Derby, DE22 3AD E. info at pixel-lab.co.uk VOIP/P. +44 (0) 2071 934 058 W. www.pixel-lab.co.uk Pixel-Lab Ltd is a company limited by shares. Registered in England and Wales. Reg No. 05526667. VAT No. 864 9374 75 This communication, and any file(s) transmitted with it, contains information that is confidential, and is for the exclusive use of the individual(s) or entity to which it is addressed. If you are not the intended recipient, the use of the information by disclosure, copying or distribution is prohibited and may be unlawful. If you have received this e-mail in error please contact the sender immediately, and also delete the communication from your system. Any views or opinions presented are solely those of the author and do not necessarily represent those of Pixel-Lab Ltd. unless otherwise specifically stated. -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: unknown.png Type: image/png Size: 11974 bytes Desc: not available Url : From Enda.Dunican at itcarlow.ie Mon Jun 23 14:07:24 2008 From: Enda.Dunican at itcarlow.ie (Enda Dunican) Date: Mon, 23 Jun 2008 19:07:24 +0100 Subject: [game_edu] Funded M.Sc. Research the Institute of Technology Carlow, Ireland Message-ID: FlowZone: The application of edutainment to learning computer programming ? Funded M.Sc. Research Project Overview - This M.Sc. research project aims to apply edutainment (act of learning through a medium that both educates and entertains) to facilitate the learning of novice computer programming with the dual aim of increasing its pass rate and addressing the minimal exposure to programming/problem-solving in pre third-level education. This will be achieved by blending education theory and computer game technology in the form of a tool that enables a student to learn programming within their individual learning flow/zone. Canditates - Applicants should typically possess at least 2.1 in an honours Computer Games Development degree. Applicants holding an honours degree in Software Engineering together with excellent software development capabilities and a profound interest in games programming and edutainment research will also be considered. Given the mixed-method research approach, applicants should possess excellent interpersonal/qualitative interviewing skills as well as an ability to engage in quantitative analysis. Applicants should enclose a detailed CV with their application. Funding ? This project will be funded for two years under the HEA Strand 1 initiative. The bursary paid to the student will be 12,500 euro per annum. Location ? Carlow town is located approximately 1 hour from Dublin in the South East of Ireland. It is a vibrant town with many amenities. For detailed information on the Institute of Technology Carlow, you can access its website at www.itcarlow.ie Contact - This research project will be led by Dr. Enda Dunican, Computing and Networking Department, IT Carlow. He can be contacted on 059 91 70508 or by email enda.dunican at itcarlow.ie. ------------------------------------------------------------ Dr. Enda Dunican Lecturer in Computing Computing and Networking Department Institute of Technology Carlow Kilkenny Road Carlow Ireland ------------------------------------------------------------ Phone 00 353 (0)59 9170508 Fax 00 353 (0)59 9170500 ------------------------------------------------------------ -------------- next part -------------- An HTML attachment was scrubbed... URL: From winnb at msu.edu Mon Jun 23 20:44:43 2008 From: winnb at msu.edu (Brian Winn) Date: Mon, 23 Jun 2008 20:44:43 -0400 Subject: [game_edu] Call for Submissions Extended to July 13, 2008 Message-ID: <4FA01645-7F56-41D9-8840-3E7EBC8FC349@msu.edu> Meaningful Play 2008 October 9 - 11, 2008 East Lansing, MI, USA http://meaningfulplay.msu.edu Call for Submissions Extended to 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 (extended). Complete details on Meaningful Play 2008 are available at: http://meaningfulplay.msu.edu From goldfile at gmail.com Tue Jun 24 15:08:47 2008 From: goldfile at gmail.com (S. Gold) Date: Tue, 24 Jun 2008 14:08:47 -0500 Subject: [game_edu] CFP Message-ID: Workshop on Design for social interaction through physical play at International Conference on Fun and Games Wednesday October 22, 2008 Eindhoven University of Technology, The Netherlands http://www.idemployee.id.tue.nl/m.m.bekker/WorkshopSPG.htm Organizers Emilia Barakova, e.i.barakova at tue.nl Tilde Bekker, m.m.bekker at tue.nl Janienke Sturm, j.sturm at tue.nl Advancements in technology determine several trends in today's society that pose serious threats to social interaction. At present, more people interact through media and less in a face-to-face manner. Another trend is that people lead less active lifestyles. At the same time, new technologies provide novel entertainment and interaction opportunities. We aim to combine these trends and explore the opportunities that technology-driven physical play offers for enhancing and stimulating real social interaction (as opposed to virtual interaction through a computer). This can be beneficial for diverse reasons: For children to counter the trend of playing computer games and watching television on their own, for elderly to socialize more when making new contacts becomes more difficult and for autistic children because they particularly like technological toys. The main goal of the workshop is to share information and experiences among researchers in the area of social interaction through physical play. We invite position papers addressing social and physical issues including (but not restricted to) the following fields: - Social robotics - Design for diverse user groups, such as children and elderly - Social games - Creative toolkits - Exertion interfaces - Pervasive and head-up games - Embodied facilitation - Spatial and tangible interaction Paper contributions should be submitted by email to one of the organizers. Papers should be 4-6 pages in PDF format LNCS style. Contributions will be reviewed by an international program committee. Accepted papers will be included in the workshop notes (with ISBN number), distributed at the workshop, and published on the workshop's web site. The organizing committee intends to organize a special issue in an international journal. Workshop participants are required to also register for the main conference. Program Committee Nadia Berthouze, University College London, UK Adrian David Cheok, National University of Singapore Kerstin Dautenhahn, University of Hertfordshire, UK Berry Eggen, TU/e, The Netherlands Loe Feijs, TU/e, The Netherlands Newton Fernando, National University of Singapore Ole Sejer Iversen, University of Aarhus, Denmark Narcis Peres, Universitat Pompeu Fabra, Spain Matthias Rauterberg, TU/e, The Netherlands Ben Robins, University of Hertfordshire, UK Important dates September 1, 2008: Deadline paper submission September 22, 2008: Notification of acceptance September 29, 2008: Deadline final version October 22, 2008: Workshop -- 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 winnb at msu.edu Mon Jun 30 14:16:41 2008 From: winnb at msu.edu (Brian Winn) Date: Mon, 30 Jun 2008 14:16:41 -0400 Subject: [game_edu] Ian Bogost Announced as Keynote Speaker at Meaningful Play 2008 Message-ID: <01894967-0928-4586-99FF-CE8E7DF86B86@msu.edu> Ian Bogost Announced as Keynote Speaker at Meaningful Play 2008 The organizing committee is excited to announce that Ian Bogost will be a keynote speaker at Meaningful Play 2008 , taking place October 9-11, 2008 in East Lansing, MI. Dr. Ian Bogost is a videogame designer, critic, and researcher. He is an Associate Professor at the Georgia Institute of Technology and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on games about social and political issues. Bogost is author of Unit Operations: An Approach to Videogame Criticism (MIT Press 2006), recently listed among ?50 books for everyone in the game industry,? and of Persuasive Games: The Expressive Power of Videogames (MIT Press 2007), along with several other books and many other writings. Bogost has recently co-authored (with Nick Montfort) Video Computer System: A Platform Study of the Atari 2600, which will be published this year. Bogost?s videogames about social and political issues cover topics as varied as airport security, disaffected workers, the petroleum industry, suburban errands, and tort reform. His games have been played by millions of people and exhibited internationally. About Meaningful Play: 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. Call for speaking submissions (papers, panels, etc) is due July 13, 2008. Call for game exhibition and competition is due August 15, 2008. Complete details on the conference is available at: http://meaningfulplay.msu.edu From goldfile at gmail.com Mon Jun 30 17:25:37 2008 From: goldfile at gmail.com (S. Gold) Date: Mon, 30 Jun 2008 16:25:37 -0500 Subject: [game_edu] CFP Message-ID: 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. -- Dr Rod McCall, Research Scientist Collaborative, Virtual and Augmented Environments Department Fraunhofer FIT, Sankt Augustin, Germany http://www.fit.fraunhofer.de/services/cvae_en.html Call: Evaluating Player Experiences in Location Aware Games www.ipcity.eu -- 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 beth.a.dillon at gmail.com Mon Jun 30 22:39:14 2008 From: beth.a.dillon at gmail.com (Beth Aileen Dillon) Date: Mon, 30 Jun 2008 19:39:14 -0700 Subject: [game_edu] Announcing Winners of the Aspiring Women Game Artists Contest Message-ID: <218b01990806301939j5a180812uaf753906f113eca3@mail.gmail.com> In an attempt to remedy the fact that only 9% of game artists are women and they make on average over $10,000 less per year than their male counterparts (Source: Game Career Guide, 2007), Notes on Game Dev ( http://gamedev.sessions.edu) launched the Aspiring Women Game Artists Contest with a fully paid scholarship to the Sessions Online School of Game Art as the grand prize. Entries were judged by female leaders in game art and education including Heather Kelley, Sheri Graner Ray, and Cristin McKee. Prizes are provided by Sessions Online School of Game Art, IGDA, and Game Developer Magazine. Sponsors include Women in Games International, IGDA Women in Game Development Group, and WomenGamers.com. Notes on Game Dev is proud to announce the winners. Amy McDonough Jones and Erin Robinson will receive a fully paid grant for the Accredited Game Art Certificate Program at Sessions Online School of Game Art ($5355 value), the right to use the NoGD Grand Place Award Winner digital seal in their future portfolio / reel, a one year membership to the International Game Developers Association, and a one year subscription to Game Developer Magazine Runners up Elise Motzny and Lesa Wilcox will receive the right to use the NoGD Grand Place Award Winner digital seal in their future portfolio / reel and a one year subscription to Game Developer magazine. "I was a little pig-tailed girl growing up in the suffocating heat, canals, and blacktop of South Florida when my father brought home a semi-functional Pac-Man tabletop machine. Between the juicy 80's color appliqu?s and the hum of the giant tube lighting the bright graphics, I fell in love with the dusty arcade reject and a newly born art form." - Amy McDonough Jones "I want to challenge the notion of 'games for women.' Thus far, attempts to court women gamers have focused on games with domestic, consumerist, and cutesy themes: the gaming equivalent of cotton candy. I feel that this is far too narrow a scope. My goal is to create games that are smart, funny, and memorable, and enjoyable to anyone who likes a challenge." ? Erin Robinson "I have been an aspiring artist ever since I could pick up crayons." - Elise Motzny "I received a Super Nintendo at the age of three and ever since then my passion has been for gaming. Vast new worlds, creative characters, and immersive environments?everything about video games inspired me and captured my imagination." - Lesa Wilcox For more information, see Notes on Game Dev Winners ( http://gamedev.sessions.edu/nogd-winners/). -- 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: