IPT

Matthias Spruill (SAIC) sent me an email out of the blue and asked if I would be interested in serving as a member on the IPT team. Well, yeah! ;-)

It’s been two/three years now, since I got to know Curtis Conkey, Brent Smith and Kent. Not only are they a very interesting group of individuals, they are the only group who knew immediately how to pronounce CILR properly! :mrgreen: (None of my educator/academic colleagues has ever done it… they always tried “siller”, or something unrecognizable…)

Great to be able to run with people who understand what I am doing, again. With the pending changes in my workplace, it may work out well this time.

more serious games conference???

What? This is unbelievable. How many conferences are out there are showcasing Serious Games research and application?

1st IEEE International Conference in Games and Virtual Worlds for Serious Applications 2009 (VS-GAMES’09)

March 23 – 24, Coventry, UK

VS-Games 2009

Official Site: http://www.vs-games.org.uk/

Context

The emergence of serious or non-leisure uses of games technologies and virtual world applications has been swift and dramatic over the last five years. As a result, there has been little time to develop the theoretical and academic rigour in the emerging field. This problem has been exacerbated by the largely technological drive of the technologies, with often little time to consider more user-centred approaches to design and use of serious applications of games and virtual world technologies. Another factor affecting the field has been the general aspects of convergence between new technologies, for example AI applications, augmented reality, mobile technologies, GPS technologies, sensor technologies and social software.

Together this has presented potential for developing new technologies based upon immersive and interactive interfaces and has in parallel produced many unanswered questions in terms of the usage of the formats. As a result there is a clear need to consider new frameworks, theories, methods and design
strategies for making serious applications of games and virtual world technologies more effective and useful as part of education, health and training.

Scope

The first IEEE International Conference in Games and Virtual Worlds for Serious Applications 2009 aims to meet the significant challenges of the cross-disciplinary community that work around these serious application areas by bringing the community together to share case studies of practice, to present new frameworks, methodologies and theories and to begin the process of developing shared cross-disciplinary outputs. In order to achieve this main aim the conference will pioneer new methods for bringing together
and supporting communities of practice emerging in themed areas beyond the duration of the conference. Using the conference as an ignition to support a wider aspiration to form and sustain a community of practice around the field. To achieve this, the team at the SGI will use innovative software called Intronetworks, which allows conference participants to create their own profile allowing them to identify like-minded and complementary skilled colleagues.

The term ‘Serious Games‘ covers a broad range of applications from flash-based animations to totally immersive and code driven 3D environments where users interface with large volumes of data through sophisticated and interactive digital interfaces. This shift towards immersive world applications being used to support education, health and training activities marks the beginning of new challenges that offer real scope for collaborative and multi-disciplinary research solutions, and real opportunities for innovative development. We invite researchers, developers, practitioners and decision-makers working with or applying serious games in their communities to present papers in the following two main streams of the conference: games and virtual world applications for serious applications.

  • Applications (e.g. case studies, exemplars, practice examples)
  • Methodologies, theories and frameworks (e.g. participatory design methods, mixed methodologies for data collection and analysis, cross-disciplinary methods)
  • Evaluation approaches and studies

Oh, and how everyone is talking about evaluation approaches… interesting.

Foundations of Digital Games 2009

CALL FOR PAPERS (PDF Version)

FDG ’09, the International Conference on the Foundations of Digital Games (http://www.foundationsofdigitalgames.org/) , is a focal point for academic efforts in all areas of research and education involving computer and console games, game technologies, game play and game design. Previously known as Academic Days on Game Development in Computer Science Education (GDCSE 08), this year’s conference expands its scope to encompass all aspects of Computer Science focused game research, along with game-oriented education research, and game studies and game design research. The goal of the conference is the advancement of the science of digital games, including new game technologies, capabilities, designs, applications, educational uses, and modes of play.

FDG 2009 will include presentation 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.

Theme Area Topics

Authors whose papers align with a particular theme area should choose to submit their paper under that theme. Theme areas for FDG 2009 are defined broadly using the descriptions here:

Artificial Intelligence

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 decision making, etc.), supports novel game concepts or gameplay elements (e.g. interactive drama, narrative/character development, NPC belief/attitude/emotion modeling, etc.), provides automated or semi-automated solutions to game production challenges (e.g. game design, content creation, testing, prodcedural animation, etc.), or describes the integration of AI technologies (e.g. machine learning, logical inference, planning, etc.) into game AI architectures.

Computer Science and Games Education

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.

Databases

The database track is soliciting papers with either novel applications of database techniques to computer games or with novel database techniques especially designed for digital games. Topics include database engines, query processing, and query optimization for games workloads; declarative languages for game programming; distributed database techniques and consistency models for networked games; data management for games that cross physical and virtual worlds.

Game Studies | Game Design

The Game Studies | Game Design theme seeks reports of creative design practice and methods, as well as the exploration and development of innovative gameplay forms and mechanics. Research on new models for player involvement, design as co-construction with players and their communities, and iterative player-centered design are also very welcome. Within the domain of game studies more generally, submissions are welcome in the areas of player experience, game ontology, the social and cultural aspects of gameplay, cross-cultural analyses, networked play (including consoles), casual and serious gaming. Submissions that provide a rigorous analysis of new or emerging phenomena are of strong interest.

Graphics and Interfaces

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.

Networks and Security

We invite submissions that focus on the many aspects of constructing networked games and networked game services. Submissions that fall under the following areas are encouraged: networked game architectures, network protocol design for games, latency issues, lag compensation, and synchronization methods, mobile and/or resource-constrained games, software and middleware support for developing networked games, content delivery and adaptation, services for supporting networked games, cheat detection techniques, cheat prevention via secure game design and the networking and security aspects of Web-based games and game portals.

ModSim World conference

Come across a ModSim World Conference: Decision Making in Complex Environment [http://www.modsimworld2008.com] from September 15-18, 2008, at Virginia Beach, VA.

The conference looks to be small to medium size (as compared to AECT and AERA, of course). But I wonder how is it when compared to Ed-Media and E-Learn? No doubt the computer science and engineering people are getting into these kind of things fast! (Selected presentations will be published in ACM digital library, so go figure.) :mrgreen:

And something new for my radar: there is Virginia Modeling, Analysis and Simulation Center (VMASC) at Old Dominion University, perhaps I should “look around more”? The VMASC is a multi-disciplinary modeling, simulation and visualization collaborative research center managed through the Office of Research at Old Dominion University.

There are several tracks in the conference. but the tracks include:

Education & Training

This track focuses on the development and preparation of modeling and simulation professionals and specialists, and issues related to the development and enhancement of the 21st Century modeling and simulation workforce. This includes high school, community college, undergraduate, and graduate level education; modeling and simulation as content and methodology; professional development; and continuing education.

Education and training are broadly defined to include instruction, instructional-related issues and techniques, curricula, standards, certification, accreditation, and resources.  The education and training track serves as a forum for (1) the exchange of knowledge; (2) interchange among individuals and parties; and (3) for the presentation, discussion, and resolution of issues pertaining to pedagogy and modeling and simulation.

Day 1: M&S in Engineering & Technology 1: Aerospace (Charles Camarda), M&S in Engineering & Technology 2: Science (William Dunn), Emerging M&S Capabilities in 2030,

Day 2: Vertical Panel on M&S in Eng & Tech: K-12, CC, University, Industry; M&S in Engineering & Technology 3:  Civil & Naval Design (Alexander Kott), Game-Based Learning,

Day 3: M&S in Program & Project Design & Management – Part 1

And, no kidding! They have a track for serious games, too. This is getting really “serious”…

Cross-Cutting Track – Game-Based Learning (Serious Games)

In addition to the core areas of concentration, MODSIM will explore some of the conceptual and technological threads that run between these various disciplines. Our cross cutting secessions will focus on the exciting world of Game-Based Learning (serious games) as it applies to each of the focal tracks. By exploring these topics we will begin opening the door to revolutionary new solutions.

This track embraces the full spectrum of thought from theory and practice, research and experimentation, development, to test and evaluation of game-based learning (GBL) and its application across a variety of disciplines and communities of practice.

Topics of interest include learning theory; comparative research in human and synthetic learning; the application of GBL to the “teaching and learning” of science, technology, engineering, and mathematics (STEM) at all levels; and the technical, social, and logistical challenges associated with implementing GBL.

This track is also a forum for fostering research, information exchange, and for individuals and groups interested in curriculum and professional development, tools and user applications, infrastructure and integration, and assessment and evaluation.

No presentation???

Took a quick look at their contacts: Alicia Sanchez.

 

eLBA Call for Paper

The eLBa 2008 is now calling for paper. Information as follows:

E-Learning Baltics (eLBa 2008): International Scientific E-Learning Conference

June 18-19, 2008, Rostock, Germany
http://www.e-learning-baltics.de/

AIMS AND SCOPE

The international conference »E-Learning Baltics« addresses all aspects of teaching and learning with digital media. It was initiated by both representatives from science and business. E-Learning Baltics offers with a scientific conference (eLBa-Science), an application forum (eLBa-Business) and an accompanying fair an ideal opportunity for presenting innovative products as well as actual and ongoing research results.

The event provides a platform for exchange of results, solutions, experiences and for starting new collaborations. The International Scientific E-Learning Conference eLBa-Science presents the scientific part of »E-Learning Baltics« and affords presentation and publication of peer reviewed scientific contributions covering the fields of computer sciences, pedagogy, psychology, and design.

The 2008 conference focuses on the topic e-learning in working processes. The demand for permanent education and training - life long learning – is by now inherent part of daily job routine. Methods and tools of e-learning can play an important role to meet these demands. The understanding of working processes shall not be narrowed to job routine only. Also pupils, vocational school students, and university students more and more face learning situations that force the use of computers for learning, i.e. e-learning in learning processes. Not least e-learning contributes beyond the active professional life also to the constitution of everyday life, summarized in e-learning for seniors.

Following this, e-learning in working processes addresses very divers topics and perspectives, technologies and theories, implementations and evaluations in the fields of computer sciences, pedagogy, psychology, and design. Accordant we invite contributions from all these fields.

TOPICS of interest include, but are not limited to:

  • E-learning in working processes; e-learning in learning processes; e-learning for seniors
  • Communication, cooperation, and collaboration in learning processes; computer supported cooperative learning (CSCL)
  • Game based learning; game based training
  • Didactic for e-learning; game didactics
  • Modes of learning and teaching; scenarios for learning and teaching
  • Learning technologies; learning platforms; learning programs
  • Best practice; examples from professional use

SUBMISSIONS

Submission Deadline: April 7, 2008

We invite contributions to the above-named topics. Extended abstracts of 1-3 pages written in English or German should be submitted until April 7, 2008 via email at submit@e-learning-baltics.de. All submissions will be reviewed by an international program committee. Accepted papers will be presented at the conference (30 minutes for talk and discussion) and published in the conference proceedings. Conference languages are English and German.