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Steering Committee
of the Conference

Conference Founding
Chair:

Samad Ahmadi

IEEE CE Society
Executive members:

Larry Zhang
William Lumpkins

IEEE Computer
Society Executive
member:

Nahum Gershon

Program Chairs:
Simon Lucas
Steven Gustafson

Subject Chairs:
Simon Colton
Donna Djordjevich
Jeremy Gow
Dylan Menzies
Daniel Ramirez
Hongji Yang

Industry Liaison
Chairs:

Stephen Dukes
William Lumpkin

Publicity Chair
Jenny Carter

Competitions
Chair:

Julian Togelius

Treasurer:
Scott Linfoot

Tutorials Chairs:
Robert John

International Program
Committee

IEEE Consumer Electronics Society's
Games Innovation Conference

The International IEEE Consumer Electronics Society's Games Innovations Conference 2009 (ICE-GIC 09) aims to be a platform for innovative research in game design and technologies and to make this multi-disciplinary subject area more accessible to researchers and practitioners from different disciplines in academia and industry. The conference will take place in central London in UK between 25th-28th August 2009. Areas of interest of ICE-CIG 2009 include, but not limited to:

Games Technologies Innovations

  1. Display technologies and interfaces for games
    • Stereoscopic/3D Displays
    • Novel Interaction techniques such as touch, gesture, & gaze
    • Health & safety
    • Human factors of display
    • Standards
  2. Audio technologies for games
    • Game audio control interfaces
    • Interactive sound synthesis and processing
    • Sound production
    • Interactive / generative music
    • Spatial audio
    • Voice processing
  3. Mixed reality technologies
    • Original uses of location in mixed-reality gaming environments
    • Experimental/creative uses of games for hybrid environments
    • Exploration of games tools, which enhance mixed reality gaming
    • Evaluation of structuring and conceptual models and techniques for supporting mixed-reality games innovations 
  4. Serious games
    • Uncommon/novel usage domains
    • Massively Multiplayer Online Worlds / Virtual Environments
    • Real-time Learning and Educational Feedback
    • Innovative hardware interfaces (e.g. iPhone)
  5. Artificial intelligence technologies for games
    • Decision-Making, Learning and Adaptation: Machine learning, reinforcement learning, neural networks, Bayesian techniques, genetic algorithms, state machines, fuzzy logic, rule-based AI, case-based systems, agent-based models, adaptive Markov models, natural language processing 
    • Game AI Design Components: Pathfinding, believable characters, terrain analysis, intelligent camera control, steering behaviours, movement control, sensory models, real-time performance, ecosystem design, virtual environments 
    • Strategic AI and Collective Behaviour: Crowd simulation, group behaviour, tactical pathfinding, flocking, agent cooperation, coordinated movement, formations, squad tactics 
    • AI in Content Creation: Automatic content generation, assisted content sharing, game design, data collection 
    • Player Profiling for Improved AI: Automated player type detection, preference-based models, imitation techniques 
  6. Science of games
  7. Games software engineering
    • Games Software Process
    • Games System Model
    • Formal Aspects of Games Software
    • Games Software Design
    • Games Development
    • Games Software Evolution
    • Games Software Verification and Validation
    • Games Software Management
    • Network and Security Issues of Games Software

Creativity in Games

  1. Innovations in commercial models in games
  2. Machinima
    • Analysis of machinima
    • Original machinima creation in gaming environments
    • Experimental creative uses of games for machinima
    • Exploration of games tools which enhance machinimating capabilities
    • Evaluation of how machinima techniques are supporting games innovations
  3. Game Sound and Music
    • History of music/sound in digital games
    • Analysis of game sound/music
    • Original musical creation in gaming environments
    • Experimental creative uses of games in music and sound
  4. Games innovations in education
    • Teaching game design and development in computer science curriculum and other disciplines;
    • Exploiting game design and development in teaching Science, Technology, Engineering and Mathematics(STEM);
    • Experimental programs on using games to help facilitate learning;
    • Rapid prototyping skills and group dynamics applied in game education;
    • Teaching agile development as a metaphore;
    • Utilizing collaborative development tools in the classroom;
    • using game education as a way to interface with a digital generation
    • open source tools utilized in game curriculum to learn development concepts
  5. Social impact of games technologies

 

Conference Coordinator: Charlotte Kobert, ckobert@zbzoom.net

 

Technical Sponsors


COMPSOC


Artificial Intelligence
and Games Research
Network


Coughlin Associates