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25. November 2009 by admin.
Future Play @ Vancouver Digital Week 2010: The International Academic
Conference on the Future of Game Design and Technology
May 6-7 2010, Vancouver, British Columbia, Canada
Vancouver Convention and Exhibition Center
Call for Papers
Overview
Future Play 2010 will be held alongside Game Developers Conference®
(GDC) Canada during Vancouver Digital Week 2010. Vancouver Digital Week
includes a series of events for top creative minds and business leaders
working in Digital Media. We are pleased to present Future Play at the
Vancouver Convention Center, in Vancouver British Columbia, Canada, May
6-7 2010.
Since 2002, Algoma University has been hosting Future Play, an
international conference to advance game design and technology. Future
Play features cutting-edge peer¬-reviewed academic research and
discussion on creative and experimental game design and development.
Future Play brings together researchers, developers, and government
partners for formal and informal engagement and examination of emergent
features of computer game development for entertainment, for
learning/teaching, for serious purposes and to impact society. Future
Play also provides an important forum for future game development talent
to gain perspective on the knowledge, skills and attitude required to
succeed in the game development world. Beginning with Future Play 2007
Algoma University has teamed up with the Ontario University Institute of
Technology to give Future Play attendees the chance to interact with
some of the most talented people in the games world today.
GDC® Canada is a forum for Canadian developers to share best practices
for fostering ingenuity and quality games within their region and
distributed globally. This event emphasizes studying the challenges and
opportunities of creating games with long production cycles, large
development teams, and multi-platform releases.
Scope of the Conference
Future Play addresses issues in Game Design, Art, and Technology by
enabling thought ¬provoking presentations from leaders in academia and
industry, peer ¬reviewed research presentations, workshops (including
design, technology, and career workshops), and exhibitions of posters,
games, and the latest game technologies and systems available from
industry ¬leading vendors.
Topics of interest to Future Play include, but are not restricted to,
the following:
Design and Human Factors:
Social and ethical issues for games
Interdisciplinary issues
Gender issues
Narrative Design
Innovations in Technology:
Software engineering for games
Artificial intelligence for games
Innovative rendering algorithms
Game engine design
Networking and multiplayer support
Innovations in Art and Production:
Animation and motion capture
Modeling & Rigging Methodologies
Sound and music Design/Production
Education and Serious Games:
Games for Education
Games for Health
Game-based Learning
Game-based Curriculum
Bridging the academia-¬industry gap
Paper submissions must present original, unpublished research. Papers
under review elsewhere must not be submitted to Future Play. The
following categories of papers will be accepted:
Full papers (8 pages):
Should present original reports of substantive new work - eight page
maximum. Accepted full papers will be presented in the form of a 20
minute presentation at the conference. Individual presentations will be
grouped by topic into sessions by conference organizers.
Short papers (4 pages):
Should present interesting recent results or novel thought-provoking
ideas that are not quite ready for a regular full-length paper. Four
page maximum. Accepted short papers will be presented in the form of
either a poster or 20 minute presentation at the conference.
Extended Abstracts (2 pages):
Late-¬breaking advances and work ¬in ¬progress reports from ongoing
research are encouraged to be submitted as extended abstracts – two
pages maximum. These will be presented in the form of a poster
presentation throughout the conference.
Papers must adhere to ACM formatting — Portable Document Format (PDF)
formatted in two-column conference style. LaTeX and Microsoft Word
templates will be made available from the Future Play website
(http://futureplay.org ). Further details regarding ACM formatting are
available via the following ACM URL:
http://www.acm.org/sigs/publications/proceedings-templates
All submissions will be peer reviewed and evaluated based on
originality, technical and/or research content/depth, correctness,
relevance to the conference, contributions, and readability. All
accepted papers (full, short, and poster) will be included in the
distributed conference proceedings and the online ACM digital library.
Since 2007 proceedings of the Future Play conference have been included
in the Association for Computing Machines (ACM) digital library. The
Program Committee is currently working with ACM to ensure
“in-cooperation” status for Future Play 2010 and we are confident this
will be granted this year again. Pending ACM approval, accepted
submissions will be included in the ACM Digital Library.
Please submit your paper via the EasyChair conference system available
via the following URL:
https://www.easychair.org/login.cgi?conf=futureplaygdccanada2010
Conference Chairs
Bill Kapralos, University of Ontario Institute of Technology
Andrew Hogue, University of Ontario Institute of Technology
Simon Xu, Algoma University
Jay Rajnovich, Algoma University (Chair Emeritus)
Important Dates (TENTATIVE)
Submission deadline: March 5, 2010
Notification: April 9, 2010
Final paper submission: April 23, 2010
The City of Vancouver
Bordered by the Coast Mountain Range and the Pacific Ocean, Vancouver is
recognized as one of the world’s most livable cities. Archaeological
evidence shows that the Coast Salish people had settled the Vancouver
area by 500 BC. In the 1870s, Vancouver was founded as a sawmill
settlement called Granville. And in 1886, the city was incorporated and
renamed Vancouver after Captain George Vancouver, a British naval
captain who explored the area in 1792. Vancouver is the eighth largest
city in Canada with a population of 578,000 (2006 census) and has one of
the mildest climates in Canada with temperatures averaging around 3
degrees Celsius in January and 18 degrees Celsius in July. It covers
114.7 sq km (44.3 sq miles), and is part of Metro Vancouver, the third
largest metropolitan area in Canada, with a population of 2.1 million
(2006 census). The City of Vancouver is renowned for its innovative
programs in the areas of sustainability, accessibility and inclusivity.
In 2010, Vancouver will host the world at the 2010 Olympic and
Paralympic Winter Games. Vancouver has more than 200 diverse parks, but
Vancouver’s most famous park is Stanley Park. One of the largest urban
parks in the world, with 150 year old forest, 8.85 km of seawall, and
many popular attractions.
The Vancouver Convention and Exhibition Centre
Built on the original Pier B-C on Vancouver’s Waterfront, the Vancouver
Convention Centre first served as the Canada Pavilion for the World’s
Fair Expo in 1986. Since then, it has grown to become recognized as one
of the leading convention centres in the world. It has been designated
a Power Smart Convention Centre by BC Hydro, awarded the “GO GREEN”
certificate from the Building Owners and Managers Association (BOMA) for
industry-approved, environmental best practices in building management,
and contains a living roof, seawater heating and cooling, on-site water
treatment and fish habitat built into the foundation of the West
Building making it one of the “greenest” convention centres in the
world. The Convention Centre is located at 1055 Canada Place,
Vancouver, BC, V6C 0C3, Canada. (http://www.vancouverconventioncentre.com/)
For Further Information
For further Information, updates, and to register please consult the
official Future Play 2010 website at http://www.futureplay. General
inquiries about Future Play 2010 can be directed to futureplay@algomau.ca.
Posted in Publication Calls, Interactive Arts, Conferences | Print | 1 Comment »
25. November 2009 by admin.
Signup for the 2nd Global Game Jam has begun.

The Global Game Jam is an international computer game making festival, where people all over the world race to make an original game in a single weekend. In 2009, the first Global Game Jam involved 1600 people, from 23 countries. From Caracas to Tokyo they made 370 games in one weekend. As the organizers put it, “lives were changed, jobs found, ideas sold, collaborations and opportunities abound.”
Miami University is a site location for the second Global Game Jam ever. We will be hosting participants for the 2010 Global Game, on January 29-31, 2010. For independent game makers, students, and game enthusiasts this is a one-of-kind experience. The event, organized by the International Game Developer’s Association, is the only event of its type in the world.
The Armstrong Institute for Interactive Media studies will be partnering with the Computer Science and Software Engineering department at Miami University to make our school one of the best locations in the Global Game Jam community. Participation is not limited to those areas nor is it limited to members of the Miami community. We strongly encourage everyone with a passion for game making and interactive media to participate. Teams include artists, sound designers, interaction designers, programmers, and anyone with passion for game making. Everyone from high school students to industry professionals may participate. Participants may even receive international press for their game designs. Registration is now available.
I was a guest designer at the Chicago location for the Global Game in 2009 and the energy was fantastic. People fall into a rhythm and really have fun at the event. Spending one intense weekend developing a game is a nice way to add to your portfolio, finally get started on that game you’ve been meaning to make, experience game design, or simply bond with other people who share your passion.
From the 2010 Global Game Jam press release:
“Game Jams foster innovation and experimentation. If you have ever wanted to make a game, be a part of a team, or go outside of your usual working method, then a game jam is for you. It’s all about making games and in the GGJ you’re part of a global experiment in creativity. A game jam is not for the faint of heart though. It’s two days of hard work, experimentation, little sleep, collaboration, new friends, great ideas, laughs, technical issues and the time of your life.
Everyone is given similar constraints and rules to make their games, it is amazing how different and culturally diverse the games will be. The Nordic Game Jam has honored GGJ with being the flagship Game Jam. The goal is to provide a vehicle for professional developers, students and hobbyist to come together and have an incredible experience in collaboration and inventiveness. The GGJ works perfectly into the mission of the International Game Developers Association, ‘Connecting members with their peers & promoting professional development.’ A Game Jam is not a competition, it is unique ‘idea space’ where sometimes things work and sometimes they don’t. “
If you are interested in creating a team, you should being to organize yourselves now. The strongest teams balance designers, artists, and developers. The Global Game Jam will be accepting participants soon, so get ready for this exceptional opportunity! You can learn more about the Miami University Global Game jam at http://aims.muohio.edu/gamejam.
Posted in Interactive Arts, contests, students, Game Sites | Print | No Comments »
25. November 2009 by admin.
========== FDG 2010: CALL FOR PAPERS ==========
FDG 2010: The 5th International Conference on the Foundations of Digital Games
19-21 June 2010, at Asilomar Conference Grounds, Monterey, California.
http://fdg2010.org/
*** Important Dates ***
Workshop Proposals: 18 Sep 2009 (past)
Paper and Poster Submission: 5 Feb 2010
Doctoral Consortium Submission: 12 Feb 2010
Author Notification: 29 Mar 2010
Demo Submission: 2 Apr 2010
Registration for Authors: 9 Apr 2010
Camera Ready Papers: 23 Apr 2010
Conference: 19-21 Jun 2010
LATEST NEWS
===========
* Invited Speaker: James Gee
James Gee, Mary Lou Fulton Presidential Professor of Literacy Studies
at the Arizona State University and the author of “What Video Games
Have to Teach Us About Learning and Literacy”, “Good Video Games and
Good Learning: Collected Essays” as well as other influential books
and research papers is the first Invited Speaker for FDG 2010.
* Advertisement in the November issue of Communications of the ACM
The November issue of CACM features a full page ad for FDG 2010. You
can download a copy of the ad from
http://fdg2010.org/downloads/FDG2010-acm-ad-small.pdf to distribute to
your colleagues and students. If you would like some color flyers to
distribute at the next conference you are attending, please contact
Yusuf Pisan yusuf.pisan@uts.edu.au and we will get some flyers out to
you.
* Workshops at FDG 2010
There will be 3-4 workshops held in conjunction with FDG 2010. See web
page for details of the workshops and on submitting papers to
workshops. Please note that selection and publication of the papers
for the workshops is the responsibility of specific workshop
organizers and is not conducted by the FDG Program Committee.
* Panels at FDG 2010
In addition to invited speakers from industry and academy leaders,
peer-reviewed papers and tutorials, FDG 2010 will have panels on
topics related to games. If you have any burning suggestions for panel
topics or people you would like to see on the panel, please email Ian
Bogost ian.bogost@lcc.gatech.edu
OVERVIEW
========
FDG 2010, the International Conference on the Foundations of Digital
Games, is a focal point for academic efforts in all areas of research
and education involving games, game technologies, gameplay and game
design. The goal of the conference is the advancement of the study of
digital games, including new game technologies, capabilities, designs,
applications, educational uses, and modes of play.
FDG 2010 will include presentations 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.
PAPER and POSTER SUBMISSIONS
============================
FDG 2010 will accept both full paper and poster submissions. Authors
may choose to submit their papers and posters to the general
conference or to a specific theme area. The seven theme areas for FDG
2010 are described below.
1) Artificial Intelligence
Track Chair: Magy Seif El-Nasr, Simon Fraser University
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
and decision making), supports novel game concepts or gameplay
elements (e.g. interactive drama, narrative/character development and
NPC belief/attitude/emotion modeling), provides automated or
semi-automated solutions to game production challenges (e.g., game
design, content creation, testing and procedural animation), or
describes the integration of AI technologies (e.g., machine learning,
logical inference and planning) into game AI architectures.
2) Computer Science and Games Education
Track Chair: Andrew Phelps, Rochester Institute of Technology
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.
3) Game Design
Track Chair: Tracy Fullerton, University of Southern California
The Game Design theme seeks detailed reports of creative practice and
methods, as well as the exploration and development of innovative
gameplay forms and mechanics. Design postmortems that rigorously
analyze the intent and effect of particular solutions, mechanics,
structures or gaming situations are very welcome. Also, research on
new models for player involvement, design for learning, participatory
design, iterative player-centered process, and investigations into the
relationship between hardware and software platforms and design are
strongly encouraged. Submissions may discuss theoretical designs or
implemented ones, but should provide evaluative evidence and rigorous
analysis of outcomes.
4) Game Studies
Track Chair: Mia Consalvo, MIT
Game Studies as a field is broadly interdisciplinary, welcoming a
variety of theoretical, methodological and computational approaches to
the study of games and play. This year, we particularly seek
submissions that investigate areas such as player experience, game
ontology, the social and cultural aspects of gameplay, cross-cultural
or global analyses, networked play (including consoles), game
aesthetics and criticism, casual and serious gaming and analysis of
new and emerging phenomena. All submissions must provide rigorous
analysis and present evaluative evidence.
5) Graphics and Interfaces
Track Chair: Steven Feiner, Columbia University
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.
6) Infrastructure (Databases, Networks, Security)
Track Chair: Mark Claypool, WPI
The Infrastructure track invites submissions that focus on the many
aspects of improving systems support for digital games. Suitable
papers should describe novel networks, operating systems or database
systems that are especially designed for games, or make novel use of
existing systems to support games. Topics of interest include:
networked game architectures, network protocol design for games,
latency compensation and synchronization methods, mobile and/or
resource-constrained game platforms, software and middleware support
for networked games, content delivery and adaptation, services for
supporting networked games, cheat detection and prevention, networking
and security for Web-based games and game portals, database engines
and database optimization for games, distributed database techniques
and consistency models for networked games, and data management for
games that cross physical and virtual worlds.
7) Learning in Games
Track Chair: Elisabeth Hayes, Arizona State University
Learning in Games invites papers that investigate how games contribute
to intellectual, creative, social, and embodied forms of learning in
and outside the classroom, for learners of all ages. Studies focused
on educational games as well as the learning potential of COTS games
are welcome. Research on the design of games for learning, the
outcomes of game-based learning, and learning that occurs in the
social contexts and interactions around games (such as within fan
communities) should be submitted to this track. Papers on the
professional training of game developers should be submitted to the
Computer Science and Games Education track.
All paper and poster submissions will be rigorously peer reviewed for
their technical merit (where applicable), significance, clarity and
relevance to the advancement of the study 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.
Full papers must not exceed eight pages, but can be shorter. We will
review for quality not length! Poster submissions must not exceed two
pages. All submissions must be submiteed via
https://easychair.org/login.cgi?conf=fdg2010 and must comply with the
official ACM proceedings format using one of the templates provided at
http://www.acm.org/sigs/pubs/proceed/template.html
All accepted paper and poster submissions will be published in the
conference proceedings. 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.
Papers from FDG 2009 and its predecessor (GDCSE 2008) are 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.
Submissions must not have been published previously. In addition, a
submission identical or substantially similar (or even a subset or
superset) in content to one submitted to FDG should not be
simultaneously under consideration at another conference or journal
during the entire FDG review process (i.e., from the submission
deadline until the notifications of decisions are emailed to authors).
WORKSHOP PROPOSALS
==================
The workshops portion of the conference provides an informal setting
for new developments to be discussed and demonstrated. We invite
proposals for full-day and half-day workshops focused on specific
topics related to the broader themes around games. We are particularly
interested in topics that will bridge different communities.
Proposals should include: A 2-page extended abstract, the objectives
and expected outcome of the workshop, the planned activities, the
background of the organizer(s), the anticipated number of
participants, and the means for soliciting and selecting
participants. Proposal should be emailed directly to the Michael
Mateas, Workshop Chair, at michaelm@cs.ucsc.edu.
DOCTORAL CONSORTIUM
===================
The FDG Doctoral Consortium provides an opportunity for a limited
group of Ph.D. students to discuss and explore their research
interests and career objectives with a panel of established games
researchers and industry professionals. The consortium has the
following objectives: (1) to provide a setting for mutual feedback on
participants’ current research and guidance on future research
directions; (2) develop a supportive community of scholars and a
spirit of collaborative research; (3) support a new generation of
researchers with information and advice on academic, research,
industrial, and nontraditional career paths; and (4) contribute to the
conference goals through interaction with other researchers and
participation in conference events.
Students whose submissions to the Doctoral Consortium are accepted for
presentation will receive complimentary conference registration and
some support for their travel/housing expenses.
FDG 2010 ORGANIZING COMMITTEE
=============================
Conference Chair
Ian Horswill, Northwestern University
Program Chair
Yusuf Pisan, University of Technology, Sydney
Doctoral Consortium Chair
Zoran Popovic, University of Washington
Workshops Chair
Michael Mateas, University of California, Santa Cruz
Panels Chair
Ian Bogost, Georgia Institute of Technology
Tutorials Chair
Robin Hunicke, That Game Company
Local Arrangements Chair
Marilyn Walker, University of California, Santa Cruz
Webmaster
Karl Cheng-Heng Fua, Northwestern University
ADDITIONAL INFORMATION
======================
Please see http://fdg2010.org/ for this year’s conference and
http://foundationsofdigitalgames.org/ for past years, including:
Table of Contents for FDG 2009: http://portal.acm.org/toc.cfm?id=1536513
Table of Contents for GDCSE 2008:
http://portal.acm.org/citation.cfm?id=1463673
Proceedings for GDCSE 2007:
http://www.eng.unt.edu/ian/Cruise2007/madgdcse2007.pdf
To get the latest news on FDG, subscribe to the FDG-announce mailing
list. Send an email to listserv@listserv.it.northwestern.edu with no
subject line and a body saying:
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