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Paper Submissions
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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
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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
- Display technologies and interfaces for games
- Stereoscopic/3D Displays
- Novel Interaction techniques such as touch, gesture, & gaze
- Health & safety
- Human factors of display
- Standards
- Audio technologies for games
- Game audio control interfaces
- Interactive sound synthesis and processing
- Sound production
- Interactive / generative music
- Spatial audio
- Voice processing
- 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
- Serious games
- Uncommon/novel usage domains
- Massively Multiplayer Online Worlds / Virtual Environments
- Real-time Learning and Educational Feedback
- Innovative hardware interfaces (e.g. iPhone)
- 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
- Science of games
- 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
- Innovations in commercial models in games
- 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
- 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
- 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
- Social impact of games technologies
Conference Coordinator: Charlotte Kobert, ckobert@zbzoom.net
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Artificial Intelligence
and Games Research
Network

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