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7. March 2010 by admin.
Final Call for Submissions to ICEC 2010
=============================
ICEC 2010: 9th International Conference on Entertainment Computing
“ Creative and Innovative Entertainment Theory, Science, Art and Contents in 21C”
Supported by IFIP=ACM+ACS+BCS+CIE+GI+IEEE+IPSJ+KIISE+SEE+many other organizations
September 8-11, 2010 * Venue: COEX Seoul Korea * Website: www.icec2010.or.kr
———————————————————————————-
Important Dates:
March 15, 2010 Deadline for Full and Short Paper Submissions
April 15, 2010 Notification of Acceptance for Full and Short Paper Submissions
April 30, 2010 Deadline for Poster and Demo Submissions
May 15, 2010 Notification of Acceptance for Poster and Demo Submissions
June 10, 2010 Camera Ready Copy
———————————————————————————-
Papers should be submitted through the EasyChair system:
http://www.easychair.org/conferences/?conf=icec2010
(either in PostScript format or in PDF format)
Please use the LNCS format for formatting your paper:
http://www.springer.com/computer/lncs?SGWID=0-164-7-72376-0
All paper submissions must include the author’s name(s), affiliation, complete
mailing address, phone number, fax number and email address.
A special issue with the “top ten” long papers will be published in the
international journal of Entertainment Computing (Elsevier):
http://www.elsevier.com/wps/find/journaldescription.cws_home/717010/description#description
All other accepted submissions will be published in the Proceedings (LNCS, Springer):
See e.g. http://www.springer.com/computer/hci/book/978-3-642-04051-1
———————————————————————————-
ICEC2010 will cover not only technical but also artistic, empirical and theoretical issues
regarding entertainment practices; we invite submissions of
- Full Papers: not exceeding 12 pages
- Short Papers: not exceeding 6 pages
- Posters, Demos: not exceeding 3 pages
———————————————————————————-
Topics include (but are not limited to):
Artificial Intelligence for Games//
CG & Visual Effects//
Computer, Video, Console and Internet Games//
Creative Entertainment Theory and Design//
Digital Broadcasting and Digital Cinema//
Digital Entertainment and Sports//
Edutainment//
Entertainment Robots//
Entertainment Technology, Applications, Interfaces and Architecture//
Human Factors of Entertainment Technology//
Human-Robot Interaction & Performance//
Impact of Entertainment Technology on Users and Society//
Integration of Interaction and Multimedia in Entertainment Systems//
Interactive Graphic Design; Interactive Sound Design//
Interactive Television and Broadcasting//
Methodologies, Paradigms, Tools for Entertainment Applications//
Narratives / Digital Storytelling//
New Genres of Entertainment Technology//
Simulation/Gaming Methodologies//
Smart Gadgets and Toys//
Social Impact, Social Networking, Sound and Music//
TransMedia, Art and Entertainment//
Ubiquitous/Pervasive Entertainment//
VR/AR/MR Entertainment Contents//
———————————————————————————-
Feel free to broadcast this information and to encourage people
to submit papers to ICEC 2010.
Best Regards.
Organizing Committee
Matthias Rauterberg (TUE), Fumio Kishino (OU), Young Jik Lee (ETRI)
General Chairs
Hyun Seung YANG (KAIST), Ryohei Nakatsu (NUS), Don Marinelli (CMU)
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7. March 2010 by admin.
ACM Future Play 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
For Further Information
For further Information, updates, and to register please consult the official Future Play 2010 website athttp://www.futureplay. General inquiries about Future Play 2010 can be directed to futureplay@algomau.ca.
Posted in Publication Calls, Conferences | Print | No Comments »
7. March 2010 by admin.
********************* CALL FOR PAPERS *********************
***INAUGURAL ISSUE***
SUBMISSION DUE DATE: 1st May 2010
International Journal of People-Oriented Programming (IJPOP)
Official publication of the Information Resources Management Association
www.igi-global.com/IJPOP
Co-Editors-in-Chief: Steve Goschnick & Sandrine Balbo
Published: Semi-annual (both in Print and Electronic form)
Mission of IJPOP:
The International Journal of People-Oriented Programming (IJPOP) is
cross-discipline in range yet singularly focused on empowering
individuals to conceptualise, design, program, configure and
orchestrate Internet-powered mashups, game mods (modifications),
aggregate and structure personal media and build standalone
cloud-based and client-side applications (on smartphones, netbooks,
laptops, desktops, home network and novel appliances) into
self-fashioned tools and products that ultimately suit the user’s own
unique needs and aspirations. Other individuals may well take up such
apps, mods and mashups for themselves, further customising, enhancing
and embellishing them, or they may in part be used in a social or
family context (to the benefit of the collective aspirations of those
Social Worlds of which the individual is a part) nonetheless, the
focus of composition, development and customisation is on a product
for oneself, upon theory, concepts, techniques, methodologies and
ultimately tools that service a market of one. Our mission is to be
the first journal that comes to mind to academics and practitioners
alike and remain the best with regard to all aspects of
People-Oriented Programming. Our papers and reviews will be insightful
and compelling to both educators and researchers, and often to a wider
audience too the people for whom this paradigm of software
development has come about.
International Editorial Review Board:
* Prof. David Benyon,
School of Computing, Edinburgh Napier University, UK
* Prof. Birgit Bomsdorf,
Applied Computer Science, Fulda University, Germany
* Dr. Lawrence Cavedon, Senior Researcher, National ICT Australia (NICTA)
* Ass. Prof. Erik Champion, Auckland School of Design, Massey University, NZ
* Prof. Karin Coninx, EDM, Hasselt University, Belgium
* Prof. Larry Constantine, University of Madeira, Portugal
* Ass. Prof. Virginia Dignum,
Policy & Management, Delft University of
Technology, NL
* Dr. Anke Dittmar, University of Rostock, Germany
* Prof. Alan Dix, InfoLab21, Lancaster University, UK
* Dr. Rod Farmer, Experience Strategy, Vodafone Hutchison Australia
* Prof. Geraldine Fitzpatrick, Vienna University of Technology, Austria
* Prof. Peter Forbrig, Rostock University, Germany
* Dr. Martin Gibbs, DIS, University of Melbourne, Australia
* Prof. Patrick Girard,
LISI, Ensma, France
* Dr. Judith Good,
Director, IDEAs Lab, The University of Sussex, UK
* Prof. Michael N. Huhns, University of South Carolina, USA
* Prof. Christophe Kolski, LAMIH, University of Valenciennes, France
* Prof. Ryszard Kowalczyk, CS3, Swinburne University, Australia
* Prof. Jiming Liu, Hong Kong Baptist University
* Prof. Kris Luyten, Expertise Centre for Digital Media, Hasselt
University, Belgium
* Prof. Philippe Palanque,
IRIT, University Paul Sabatier, France
* Dr. Fabio Paterno,
CNR, Italy
* Ass. Prof. Philippe Pasquier,
SIAT, Simon Fraser University, Canada
* Dr. John Rooksby, Computer Science, University of St Andrews, UK
* Dr. Mark Rouncefield,
Computing Department, Lancaster University, UK
* Dr. Dominique Scapin, INRIA, France
* Prof. Graeme Shanks, DIS, University of Melbourne, Australia
* Prof. Ian Sommerville, University of St Andrews, UK
* Prof. Ulrike Spierling, University of Applied Sciences, Erfurt, Germany
* Prof. Constantine Stephanidis, ICS, Greece
* Prof. Leon Sterling, Faculty of ICT, Swinburne University, Australia
* Prof. Christian Stary, Kepler University, Linz, Austria
* Peter J. Wild, Independent Researcher, Cambridge, UK
* Prof. Gerrit van der Veer,
School of Computer Science, Open University, NL
Associate Editors
* Dr. Connor Graham, Independent Researcher, Singapore
* Ass. Professor Yusuf Pisan, University of Technology Sydney, Australia
* Ass. Professor Aaron Quigley, HITLab, University of Tasmania, Australia
* Dr. Christine Sun, www.taiwan.com.au, Australia
* Dr. Daniel Sinnig, Concordia University, Canada
SCOPE:
People-Oriented Programming requires high-level tools to empower both
the technical and non-technical user, which in turn calls upon
research into meta-models that inform design and construction, that
aid comparisons of these tools, and facilitates the interchange of
content between them. The meta-models of most interest to POP
initially, are drawn from two disparate disciplines the Task
Analysis (TA) and Agent-Oriented (AO) paradigms both of which often
have models with representations of entities matching the needs of
POP, e.g. goal, task, object, agent, individual, role, intention and
communication. Several AO architectures and methodologies have called
upon branches of Psychology to formulate AO meta-models that
incorporate mentalistic notions such as perception, motivation and
intention, but which are most often aimed at constructing artificial
humans and the like. In POP we too call upon those same Psychologies
and similarly enhance and formulate meta-models and methodologies
influenced by them, but with the intention of augmenting and
empowering the individual human, in areas where they themselves desire
aid or have identified a gap in their own abilities or resources,
which they want to enhance.
From Sociology, POP draws upon ethnography with a focus on
self-ethnography using tools such as cultural probes, life blogs and
life logs to capture aspects of the individual’s own life, themselves
(or through a life coach), from which they draw the desire and/or
frame the need for new technological artefacts to be used in their own
lives. Interactivity, with respect to facilitating and streamlining a
regular user’s intention to build their own artefacts, and
situatedness in terms of the individual’s current location and
activities, are two other facets of HCI (human computer interaction)
that POP encompasses.
Video gaming is the first application area where large numbers of
everyday users have been able to envisage and then developed their own
innovations within existing games. So-called game mods are working
examples of POP where players have appropriated userfriendly tools,
usually built into the game engines by the vendors (e.g. The Sims,
World of Warcraft, etc.). Video games have joined other media (e.g.
movie, novel, comic) in the new genre of transmedia storytelling (e.g.
franchises such as Tomb Raider, The Matrix, Harry Potter), allowing
the player to enter the story ’so far’, extending it in the ‘now’,
constructing their own individualised narratives and increasingly,
with the capability to enhance and extend the realm of the game
itself. These individual constructed game mods allow players to extend
virtual realms and narratives in real-time, in directions often
unforeseen by the game engine makers. Such activities are
increasingly a part of an individual’s entertainment and education.
Game modding as described, and the engines and tools that enable it,
are within the scope of POP.
Internet-based mashup tools (e.g. Google Wave) have opened up a second
application front beyond game mods, where POP is likely to gain mass
adoption and occasionally produce radical user innovation. The
selection and orchestration of disparate distributed services (e.g.
web services; information feeds; the Cloud) by an individual within a
user-friendly toolkit or framework, is also in the scope of POP. While
the formal protocols and the technical enactment of such specific
services are of little interest here, the quality, access, usage,
aggregation and orchestration of them by the individual themselves,
into a personalised synergy of capability made available through some
enacting technology, are of acute interest to POP. Modeling techniques
and people-friendly notations that bridge and coordinate distributed
services together with local resources within POP tools ones that
the layperson can understand and use in conceptualising their designs
- encompasses another cross-discipline facet of POP.
RECOMMENDED TOPICS:
Topics to be discussed in this journal include (but are not limited
to) the following:
* Activity theory and modeling
* Agent meta-models, mental models
* Alert filter and notification software, automated task assistance
* Augmented reality, augmented interaction
* Automating personal ontologies, personalised content generation
* Client-side conceptual modeling
* Computational models from psychology
* Context-aware systems, location-aware computing, ubiquitous computing
* Cultural probes, self-ethnography
* End-user composition, end-user multi-agent systems
* Game development support tools
* Game mods, game engines, open game engines
* Home network applications
* Human-centred software development
* Interface generators, XML-based UI notation generators
* Interface metaphors
* Life logs, life blogs, feed aggregators
* Mashups, mashup tools, cloud mashups
* Model-driven design, didactic models, model-based design and implementation
* New generation visual programming
* Personal interaction styles, touch and gestures
* People-Oriented Programming (POP)
* People-Oriented Programming case studies
* Personal ontologies and taxonomies
* Personalisation, individualisation, market of one
* Personas and actors
* Real-time narrative generation engines
* Role-based modeling
* Service science for individuals
* Situated computation, social proximity applications
* Smart-phone mashups, home network mashups, home media mashups
* Software analysis & design, software process modeling
* Software component selection
* Speech and natural language interfaces
* Storyboarding, scenarios, picture scenarios
* Task flow diagrams, Task-based design
* Task models, task analysis, cognitive task models, concurrent task modeling
* Use case models, user interface XML notations
* User-centered design, usage-centered design
* User interface tools, XML-based UI notations
* User modelling, end user programming, end user development
* Wearable computing, bodyware
* Web-service orchestration, web-service co-ordination
SUBMITTING TO IJPOP:
Prospective authors should note that only original and previously
unpublished articles will be considered. INTERESTED AUTHORS MUST
CONSULT THE JOURNALS GUIDELINES FOR MANUSCRIPT SUBMISSIONS at
http://www.igi-global.com/development/author_info/guidelines
submission.pdf PRIOR TO SUBMISSION. All article submissions will be
forwarded to at least 3 members of the Editorial Review Board of the
journal for double-blind, peer review. Final decision regarding
acceptance/revision/rejection will be based on the reviews received
from the reviewers. All submissions must be forwarded electronically
to stevenbg@unimelb.edu.au.
PUBLISHER:
The International Journal of People-Oriented Programming (IJPOP) is
published by IGI Global (formerly Idea Group Inc.), publisher of the
Information Science Reference (formerly Idea Group Reference),
Medical Information Science Reference, Business Science Reference,
and Engineering Science Reference imprints. For additional
information regarding the publisher, please visit www.igi-global.com.
All inquiries and submissions should be should be directed to the attention of:
Steve Goschnick
Co-Editor-in-Chief
International Journal of People-Oriented Programming
E-mail: stevenbg@unimelb.edu.au
www.igi-global.com/IJPOP
_______________________________________________
Posted in Publication Calls, Interactive Arts | Print | 1 Comment »
6. March 2010 by admin.
Meaningful Play 2010
October 7 - 9, 2009
East Lansing, MI, USA
http://meaningfulplay.msu.edu

Call for Submissions
After the great success of Meaningful Play 2008, we are happy to send out of the call for submissions for the upcoming International Academic Conference on Meaningful Play 2010, taking place October 7-9, 2010 in East Lansing, Michigan, USA.
Whether designed to entertain or to achieve more “serious” purposes, games have the potential to impact players‘ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior.
Meaningful Play 2010 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways. The conference will include 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 and prototypes.
Paper, Panel, Poster, Roundtable, Workshop, and Game 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.
Details on the conference, including the call for submissions, is available at:
http://meaningfulplay.msu.edu
Posted in Publication Calls, Interactive Arts, Conferences, students | Print | No Comments »
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.
========== 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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11. September 2009 by admin.
Technarte 2010 invites you to send your paper and be part of a unique Conference in its creative and innovative character.
If your career turns around the fusion between art and technology, if the merge between this two disciplines is one of your passions, don’t think about it anymore and send your paper before 13 November. Technarte will bring together in Bilbao, Spain, artists, experts of Centres of Technological Research and professionals of the art world in all its forms (researchers and developers of art centres, professionals of galleries and museums, universities, etc.), with which you can share your experiences and who will show you the most innovative artistic disciplines.
Technarte gives you the opportunity to present your artistic-technological in a warm and relaxed Conference, where other proposals related to areas like augmented reality, bio-art, robotics and nanoart, among others, will be shown.
If the combination between art and technology is essential in your life, Technarte is your Conference. Send your paper before 13 November and be part of this fantastic event, that will be held in Bilbao, Spain, on 15 and 16 April 2010.
Posted in Publication Calls, Interactive Arts, Conferences | Print | No Comments »
11. September 2009 by admin.
Call for Papers: Computer Game Education Review
http://www.akpeters.com/previews/cger.pdf
CGER is a peer-reviewed academic publication addressing issues that concern the teaching of game design and development including, but not limited to, curriculum organization, teaching techniques (e.g., conceptual vs. exemplary), methodology, assessment, tools for facilitating game design education, game typology, societal impact,
economic and commercial issues, legal aspects, and student evaluation that are of interest to faculty and institutions involved in the education and training of future game developers.
CGER will publish original research, summarize the research of the past year in survey articles, provide analyses from noted experts, and include complete bibliographies drawn from the key journals and conference proceedings of the field. The goal is to create a tool that will facilitate computer game education research and provide a research compass to the community at large.
EDITOR-IN-CHIEF
Stephen Jacobs
EDITORIAL BOARD
Bryan Alexander, Jessica Bayliss, Marinka Copier, Drew Davidson, Ann DeMarle, Christopher Egert, Stéphane Natkin
Ian Parberry, James Parker, Ruben R. Puentedura, Karen Schrier, Magy Seif El-Nasr
SUBMISSIONS - Deadline December 1, 2009
Submissions for the first issue will close on December 1st, 2009. Authors will be notified of
their submission status by January 1, 2010 with revisions (if any) due by February 1, 2010.
While our initial plan for CGER is as an annual publicati on, we are considering a more frequent
publicati on schedule depending on the level and quality of submissions.
Submit your paper electronically at http://journaltool.akpeters.com
QUESTIONS? cger@akpeters.com
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22. July 2009 by admin.
Please visit and entry through the official website as follows;
http://plaza.bunka.go.jp/english/festival/2009/entry/guideline.php
Last year the record-setting 2,146 applications came from 44 countries and regions worldwide.
We seek and await dynamic creative works that are opening up a new era from all over the world.
This year, the application period is from today to 25th September 2009 in each division;
[Art Division]
Interactive Art, Installation, Visual Image, Still Image (including Digital Photograph),
Web Work, etc.
[Entertainment Division]
Game, Play Equipment, Visual Image (VFX, CM, MV,etc.), Character, Web Work, etc.
[Animation Division]
Long Animation (Movie, TV, Original Video Animation), Short Animation, etc.
[Manga Division]
Story Manga, Frame Manga, Web Manga, Independent Manga, etc.
《The 13th Japan Media Arts Festival》
Application period;16th July ? 25th September 2009
Divisions;Art/Entertainment/Animation/Manga
Award-winning Works Exhibition;3rd-14th February 2010 at The National Art Center, Tokyo.
We look forward to your participation in the 13th Japan Media Arts Festival again.
Posted in Publication Calls, Interactive Arts, Conferences, contests | Print | No Comments »
9. July 2009 by admin.
The 8th International Workshop on Network and Systems Support for Games
November 23 and 24, 2009
Paris, France
In co-operation with ACM SIGCOMM/SIGMM
Technically sponsored by IEEE Communications Society
OVERVIEW
========
The 8th Annual Workshop on Network and Systems Support for Games (NetGames
2009) will be held in Paris, France, on November 23-24, 2009. The NetGames
workshop brings together researchers and developers from academia and
industry to present new research in understanding networked games of today
and in enabling the next generation of future networked games. Submissions
are sought in any area related to networked games. In particular, topics
of interest include (but are not limited to):
- Network measurement and traffic modeling
- System benchmarking, performance evaluation, and provisioning
- Latency issues and lag compensation techniques
- Operating system enhancements, service platforms, and middleware
- Impact of online game growth on network infrastructure
- P2P & Scalable system architectures
- Network protocol design
- Mobile and resource-constrained systems
- Augmented physical systems
- Networks of sensors and actuators
- Input devices, haptics and accessibility
- User and usability studies, group dynamics
- Quality of service and content adaptation
- User-generated content management
- Content authoring and sharing
- Artificial intelligence
- Security, authentication, accounting and digital rights management
- Cheat detection and prevention
- Messaging and conferencing in games
- Results that reproduce (or refute) previous published results
SUBMISSIONS
===========
NetGames 2009 welcomes submissions of full papers, as well as extended
abstracts reporting work-in-progress. Full papers must be no longer than 6
pages (inclusive of all figures, references and appendices). Extended
abstracts must be no longer than 2 pages, and will be presented as Posters
in an interactive setting. In addition to papers, technical demonstrations
showing original research prototypes are also solicited. Demonstration
papers must be no more than 2 pages in length, and should provide a short
description of the system and the features that are to be demonstrated.
Authors must submit their papers in PDF and use single-spaced, double
column ACM conference format. Detailed paper submission guidelines are
available at http://netgames2009.lip6.fr/SUBMIT.html. Reviews will be
single-blind, authors must include their names and affiliations on the
first page. Papers will be judged on their relevance, technical content
and correctness, and the clarity of presentation of the research. Papers
should not be under review at another venue nor previously published
elsewhere.
Accepted papers will be archived in the ACM Digital Library and IEEE
Xplore, and published in the workshop proceedings. Submission of a paper
for review will be considered your agreement that at least one author will
register and attend if your paper is accepted.
Authors of selected, top quality papers from NetGames 2009 will be invited
to submit an extended version of their papers to a special issue of the
International Journal of Advanced Media and Communication (IJAMC).
COMMITTEE
=========
WORKSHOP CHAIR:
Maha Abdallah (University of Paris 6, France)
PROGRAM COMMITTEE:
Maha Abdallah (University of Paris 6, France)
Grenville Armitage (Swinburne University of Technology, Australia)
Bharat Bhargava (Purdue University, USA)
Khaled Boussetta (University of Paris 13, France)
Mark Claypool (Worcester Polytechnic Institute, USA)
Kuan-Ta Chen (Academia Sinica, Taiwan)
Christophe Diot (Thomson, France)
Wu-chang Feng (Portland State University, USA)
Wu-Chi Feng (Portland State University, USA)
Carsten Griwodz (University of Oslo, Norway)
Pål Halvorsen (University of Oslo, Norway)
Tristan Henderson (University of St Andrews,UK)
Jehn-Ruey Jiang (National Central University, Taiwan)
Yoshihiro Kawahara (University of Tokyo, Japan)
JongWon Kim (GIST, Korea)
Ben Leong (National University of Singapore)
John Miller (Microsoft Research, UK)
Madjid Merabti (Liverpool John Moores University, UK)
Wei Tsang Ooi (National University of Singapore)
Marius Preda (Institut TELECOM, France)
Farzad Safaei (University of Wollongong, Australia)
Shervin Shirmohammadi (University of Ottawa, Canada)
Joel Wein (Polytechnic Institute of NYU, USA)
Lars Wolf (TU Braunschweig, Germany)
Roger Zimmermann (National University of Singapore)
Important DATES
===============
Paper registration: July 24, 2009
Paper submission: July 31, 2009
Author notification: September 27, 2009
Camera ready manuscript: October 25, 2009
Workshop Dates: November 23-24, 2009
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