[game_edu] CFP's

Susan Gold goldfile at gmail.com
Mon May 23 08:41:11 EDT 2011


------- Call for Papers for ICCE 2011-C5 Subconference -----------

ICCE Conference on Game and Toy Enhanced Learning and Society (GTEL&S)
November 28, 2011 (Monday) to December 2, 2011 (Friday)
Chiang Mai, Thailand
http://www.nectec.or.th/icce2011/callForPapers/cfp_c5.html

Organized by Asia Pacific Society for Computers in Education
http://apsce.net

Hosted by National Electronics and Computer Technology Center, Thailand
http://www.nectec.or.th


In response to the emerging research diversity, ICCE2010 will be a meta-conference,
a conference of collocated theme-based conferences. This is the Call for Papers for
the theme-based conference, C5: ICCE Conference on GTEL&S, standing for
'Game and Toy Enhanced Learning and Soceity'. The spurring interest in deriving
pedagogical principles and design from video games and digital toys offers a new angle
of designing 'how to learn' in the future. More specifically, GTEL&S puts 'why to learn'
(motivation and engagement) as a prominent element in our design. How to relate that
element with other elements: 'how well to learn' (learning performance), 'what to learn'
(domain knowledge), 'what to learn with' (computer programs or digital toys,
virtual characters or robots), 'where to learn' (physical settings or online), and
'who to learn with' (individuals or teams) are the fundamental issues of investigation.
Such endeavor will lead to significant extension of the horizon of technology enhanced
learning research.


Program Co-chairs

Ming-Puu CHEN, National Taiwan Normal University, Taiwan (Executive PC-Chair)
Maiga CHANG, Athabasca University, Canada
Muhammet DEMIRBILEK, Suleyman Demirel University, Turkey


The scope of the GTEL&S will cover but not be limited to:

‧Foundation and Theory for Design
‧Evaluation
‧Case Studies and Exemplars
‧Artificial Intelligence
‧Virtual Characters
‧Virtual Storytelling and Game Narrative
‧Multiplayer and Social Game Design
‧Simulation and Animation
‧Entertainment Robots and Digital Toys for Education
‧Augmented/Mixed Reality
‧Interface
‧Training
‧Sport
‧Non-Visual Senses (Smelling, Touching, Hearing)
‧Mobile Games and its Linking to Online Games
‧Location-Based Games and Ubiquitous Technology
‧Identity, Roles, and Role-Playing
‧Optimal Experience and Flow
‧Engagement and Emotion
‧Collaboration, Competition and Communities
‧Social and Cultural Aspect
‧Wii-Like Learning Technology

Submission Categories

Full Papers: 8 pages
Short Papers: 5 pages
Posters: 3 pages
Note: an abstract is not sufficient to adequately evaluate a Full Paper, Short Paper or Poster
Author Guidelines: http://www.nectec.or.th/icce2011/callForPapers/authorGuidelines.html

Important dates

Submission Deadline: May 27, 2011 (extended)
Notification: July 29, 2011

For queries, you may contact Dr. Maiga Chang (maiga.chang at gmail.com)

** CALL FOR PAPERS **

IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG)

Special issue: Computational Aesthetics in Games

Special issue editors:
Cameron Browne, Georgios N. Yannakakis and Simon Colton

========

AI research seeks to optimise the performance of artificial agents in
their given domains, and in the area of games this does not mean
simply making stronger opponents. We do not increase the playerʼs
enjoyment of a game by beating them as quickly as possible, but by
matching them at their level of expertise to engage them and provide
an entertaining experience. While such aesthetic considerations are
more difficult to quantify and measure than playing strength, they are
becoming increasingly important as more consumer content becomes
digitally created and tested.

Computational aesthetics in games covers a range of aspects from
visual presentation and the elegance of the underlying mechanics, to
less tangible aspects such as player engagement and enjoyment; a good
game will provide a rich player experience and afford sensual,
visceral and/or intellectual stimulation. We are seeing the emergence
of game telemetry as a growing research area and the development of
increasingly sophisticated tools such as biostatistical indicators of
user engagement, yet much work remains to be done to maximise the true
entertainment potential that is now available to game and AI
designers.

The purpose of this special issue is to draw together the various
aspects of computational aesthetics as they relate to AI in games, and
to shed light on the relationship between game aesthetics and player
satisfaction. It will explore questions such as: What exactly is
beauty in a game? How do we measure this and use it to best effect?
How do we make AIs more entertaining? We invite high quality work on
any aspect of computational aesthetics in any genre of game,
electronic or physical. Papers should be of a technical nature with
claims backed up by experimental results or case studies. Topics
include but are not limited to:

* Modeling game aesthetics
* Notions of creativity and beauty in game design and AI behaviour
* Agent-based game aesthetics
* Self-adaptation/tailoring of aesthetic models
* Fitness (entertainment) functions for procedural content generation
* Player experience/affect and adaptive AI response
* Methods for verifying and interpreting aesthetic measurements and
quality assurance
* Player biases and the perceived value of automated vs handmade
content
* Game telemetry, user engagement, player immersion
* Culture-driven aesthetics modelling
* The relationship between games and art
* Other aspects of AI in game playing contexts, e.g. generative mood
music
* Nonlinear game story scripting

========

Authors should follow normal T-CIAIG guidelines for their submissions,
but clearly identify their papers for this special issue during the
submission process. Seehttp://www.ieee-cis.org/pubs/tciaig/ for
author information. Submissions should be between 8 and 12 pages long,
but may exceed these limits in special cases. Extended versions of
previously published conference/ workshop papers are welcome, but must
be accompanied by a covering letter that explains the novel and
significant contribution of the extended work.

Deadline for submissions: October 28, 2011
Notification of Acceptance: December 16, 2011
Final copy due: March 9, 2012
Publication: June 2012

--
Georgios N. Yannakakis
Associate Professor
IT University of Copenhagen
Center for Computer Games Research (Room 3B02)
Addr: Rued Langgaards Vej 7, 2300 CPH, DK

+45 7218 5078
http://www.itu.dk/~yannakakis/

**** ACII 2011 Workshop: Emotion in Games (EmoGames) ****

UNIVERSITY OF MEMPHIS, MEMPHIS, TN, US, OCTOBER 9, 2011

http://www.image.ece.ntua.gr/events/acii-emotion-in-games/

WORKSHOP HELD IN CONJUNCTION WITH ACII 2011 (http://www.acii2011.org)

WORKSHOP DESCRIPTION

Computer games are unique elicitors of emotion. Recognition of player
emotion, dynamic construction of affective player models, and modelling
emotions in non-playing characters, represent challenging areas of research
and practice at the crossroads of cognitive and affective science,
psychology, artificial intelligence and human-computer interaction.
Techniques from AI and HCI can be used to recognize player affective states
and to model emotion in non-playing characters. Multiple input modalities
provide novel means for measuring player satisfaction and engagement. These
data can then be used to adapt the gameplay to the player's state, to
maximize player engagement and to close the affective game loop.

This workshop will bring together researchers and practitioners in
affective computing, user experience research, social psychology and
cognition, machine learning, and AI and HCI, to explore topics player
experience research, affect induction, sensing and modelling and
affect-driven game adaptation, and modelling of emotion in non-playing
characters. It will also provide new insights on how gaming can be used as
a research platform, to induce and capture affective interactions with
single and multiple users, and to model affect- and behaviour-related
concepts, helping to operationalize concepts such as flow and engagement.

The workshop will include a keynote, paper and poster presentations, and
panel discussions. To promote a fruitful exchange of ideas, paper abstracts
will be posted on the workshop web page prior to the workshop, enabling
visitors to discuss, comment and post questions to the authors. Results of
panel discussions will also be available on the workshop webpage, to
facilitate post-workshop interaction.

Authors of selected papers will be invited to submit extended versions of
their work to a special issue of the IEEE Transactions on Affective
Computing, "Emotion in Games", to be published in mid-2013 (with a
submission deadline in summer 2012).

SUBMISSION GUIDELINES

Interested participants should submit papers of not more than 10 pages,
formatted according to the Springer LNCS guidelines (http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0). Papers
must be submitted as PDF through the EasyChair conference system
(https://www.easychair.org/account/signin.cgi?conf=acii20110).

IMPORTANT DATES

Paper Submission June 17
Acceptance Notification July 4
Camera-ready versions July 22
Workshop October 9

WORKSHOP TOPICS

Topics include:

* Natural interaction in games
* controlling games with hand & body gestures, body stance, facial expressions, gaze & physiology
* sonification in games
* speech recognition & prosody analysis of players
* mapping low-level cues to affective states
* mapping non-verbal cues to player satisfaction

* Emotion in player experience
* affective player modelling
* artificial & computational intelligence for modelling player experience
* adapting to player affect/player experience
* optimizing for/adapting to player satisfaction
* adaptive learning & player experience
* affect-driven procedural content generation

* Emotion modelling in non-player characters
* emotion synthesis in affective non-player characters
* modelling effects of emotions on non-player character decision-making
* affective influences on task & objectives planning for non-player characters
* alternatives for expressing emotions in non-player characters

* Higher-level concepts
* user engagement, attention & satisfaction
* maximising user engagement
* social context awareness & adaptation
* affective & behavioural states in gaming
* psychology of gaming
* ethics & morality in player and non-player characters

* Game-based corpora (naturally evoked or induced emotion)

ORGANIZING COMMITTEE

Georgios N. Yannakakis (IT University of Copenhagen, Denmark)
Ana Paiva (Instituto Superior Técnico/INESC-ID, Portugal)
Kostas Karpouzis (ICCS-NTUA, Greece)
Eva Hudlicka (Psychometrix Associates, Inc., USA)

--
Susan Gold
In a completely sane world, madness is the only freedom!
- J. G. Ballard







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