Digital Arts for Science (CAI Yiyu, NGO B K)
Science and Arts are two sides of the same coin. This track is primarily designed to show the Beauty of
Science using Digital Arts. Here Science is a general term covering Natural Science, Social Science, Engineering,
Management Science, etc. Digital Arts includes, but is not limited to, Digital Video, Digital Music, 2D/3D
Animation, Digital 2D/3D Photography, 2D/3D Design, Calligraphy, Sculpture, etc. Proposals are invited to
address any scientific topics with the specific illustration present, for example, as a simulation or as
artifact(s). For instance, one can use Computer Graphics to illustrate Nano material, apply Sonification to
interpret the signal from the outer space, apply Animation to simulate the Life of a HIV, or design a Game for
the 4-color Map Conjecture in Mathematics.
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This track only accepts poster or laptop presentation. Similar to other normal tracks, proposals for this
track should describe in detail the work to be present possibly with the help of sample pictures. Hyperlink
should be provided if the submission work is available online. Authors are responsible to print their own
posters, if accepted, in high resolution not more than A2 size. Display stands will be provided by the
conference organizer. For laptop presentation, authors are advised to bring along with their own laptops.
Education & Learning (David
CROOKALL, Ma. Mercedes T. RODRIGO)
This track is concerned primarily with how people learn from
simulation/games, particularly in educational settings (primary, secondary,
tertiary), professional training, and teacher training. The track will focus
on such things as (a) conditions of learning from simulation/games, (b) the
vital element of debriefing, (c) the nitty-gritty of classroom teaching (eg,
in science, communication), (d) pedagogical aspects of learning from
experience, (e) articulation with the curriculum, and (f) other topics that
you suggest. Debriefing is of particular interest; proposals should either
touch or focus on this vital element of the experiential learning cycle. Excellent background
discussions can be found in the following articles in Simulation & Gaming:
An Interdisciplinary Journal http://sg.sagepub.com:
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- Kolb & Kolb. Forthcoming. The learning way: Meta-cognitive aspects of experiential learning.
- Kriz. 2008. A systemic-constructivist approach to the facilitation and debriefing
of simulations and games.
- Lederman. 1992. Debriefing: Toward a systematic assessment of theory and practice.
- Peters & Vissers. A simple classification model for debriefing simulation games.
- Thatcher. 1990. Promoting learning through games and simulations.
We also plan to organise panels and interactive Q&A sessions.
Engineering (Theodore LIM, Alasdair G THIN)
The engineering track of this conference looks at how game technologies and associated methods will be employed to revolutionise
engineering applications, the contention being that gaming environments provide a means to understand what engineers do, how
they work including enhancing the way in which they carry out their activities throughout the whole product life cycle. Gaming and
simulation technologies have come a long way, especially in the 3D domain; yet modern technological advances in this area have not
readily been copied and applied to industrial engineering applications or to promote the learning and understanding of
engineering science. This conference scope covers a broad spectrum ranging from integrating/implementing game ware �?software,
hardware and interactive devices - for problem solving and skills training through to cognitive engineering. This challenging
multidisciplinary endeavour seeks to build today?ˉs high-performance engineering applications to support new requirements, enable and
support natural and intuitive innovation, as well as make work more enjoyable and, consequently, more productive.
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Submissions are welcomed, but not limited to the following areas: gaming and simulation methodologies for engineering applications, the
application and evaluation of virtual environments which engage participants in engineering problem solving, gaming-engineering
diversity awareness, behavioural pattern recognition in engineering and gaming, machine learning, cognitive engineering in product
design, analysis and manufacturing. A SPECIAL ISSUE for the Engineering Track has been planned. Selected contributors will be
invited to submit an extended paper to be published in the American Society of Mechanical Engineers (ASME) Journal of Computing and
Information Science in Engineering (JCISE).
A full description is available
here.
Healthcare (HENG Pheng Ann)
Almost all aspects of healthcare training and delivery can be
enhanced by interactive computer-based technologies. For examples,
imaging tools enhance diagnosis, treatment and medical education;
robotic devices facilitate surgery and rehabilitation; visualization
and virtual reality provide excellent means for surgical training
and planning; telemedicine technologies realize remote consultation,
E-learning, tele-therapy and tele-surgery. Submissions are welcome
on all healthcare related simulation and edutainment research and
applications, which can include, but not limited to:
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- Bioinformatics and medical data visualization
- Biomedical modeling and illustrative rendering
- Virtual human anatomy and physiology simulation
- Gaming or E-learning for healthcare education
- High fidelity virtual environments for surgical simulation
- Augmented reality systems for image-guided surgery
- Tele-therapy and tele-surgery
A SPECIAL ISSUE on "Simulation and Gaming in Healthcare" has been planned for the track. Selected authors will be invited to submit an enhanced paper to be published in the "Transactions on Edutainment" (Springer).
Humanities (Beverly RISING, Hans Christian ARNSETH)
The Humanities track of this conference is concerned with any
aspect of human constructs and concerns and how they can be taught,
learnt, explained, illustrated or otherwise illuminated through
simulation and gaming.
Interactive Digital Media (Henry DUH Bee-Lirn, Vivian Hsueh-Hua
CHEN, Newton FERNADO, Hsien Hsu CHEN)
Interactive Digital Media transcends the traditional boundaries of mediums
and platforms to allow greater interactivity and enhance human life. This
emerging new field of research combines technological invention, innovative
design, cutting edge interface and immersive user experiences. Digital game
is a perfect example of such media. Game design requires advance technology
for enhancing users' sensory experiences, use-friendly interface
design for easy use, and communication functions for integrating games into
social life. Interactive Digital Media paves the way for new and exciting
fields of research that calls for researchers from various disciplines to
work together to advance the field.
Management Sciences (Jimmy CHANG)
The track on Management Sciences will focus on the theme “Learn to Game and Game to Learn" and will include (a) traditional
academic papers dealing with business gaming and simulation development, research, evaluation, assessment, and applications
of experiential exercises and simulations, and business teaching methods and evaluations, (b) demonstrations of experiential
learning exercises for use in training, and (c) discussion/interactive sessions on meeting the industry’s need.
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Submissions are welcome on the following topics:
- Management
- Marketing
- Finance
- Accounting
- Entrepreneurships
- Operation
- Supply Chain Management
- Others
Methodology (Jan KLABBERS , Willy KRIZ
)
The methodology track will focus on and welcome papers that explore such topics as
- game design
- theory testing
- assessment studies (evaluation)
- gaming & change processes (design-in-the-small & design-in-the-large)
- game research (e.g., comparison between various sorts of games or classification schemes,
playfulness of rigid-rule versus free-form games, competitive versus cooperative gaming, and so on).
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Submissions are welcome on all methodology related issues with respect to simulation and gaming, their design,
use, and evaluation. We plan “traditional" paper presentations with discussion and we also plan to organise a panel
discussion with interactive Q&A session on “Bridging the gap between design science and analytical science domains of
gaming & simulation�? We further plan a joint publication with invited participants of the track.
For further details about the theme of this track, see
here.
Excellent background discussions can be found in the following symposiums (guest editor Jan Klabbers) in
Simulation & Gaming: An Interdisciplinary Journal
:
- “State of the Art and Science of Simulation & Gaming�? Volume 32, 4, 2001
- “Simulation and Gaming: The Art and Science of Design�? Volume 34, 4, 2003
- “Artifact Assessment versus Theory Testing�? Volume 37, 2, 2006
the symposium (guest editor Willy Kriz) in
Simulation & Gaming:
- “Bridging the Gap: Transforming Knowledge into Action through Gaming and Simulation�? Volume 40, 1, 2009
and in the books:
- Duke, R.; Geurts, J. (2004): Policy games for Strategic Management. Tilburg.
- Klabbers, J. H. G. (2008): The Magic Circle: Principles of Gaming & Simulation. Rotterdam.
Mobile Gaming (Adriana de SOUZA e Silva )
Games are integral to human culture, but the strong success of video and computer games over
the past 20 years can blind us to the significance of the physical environment as a playful space. If
computers took games to digital spaces, emergent mobile technologies have the potential to reinsert games
in physical spaces. Walking through public spaces while playing games on a location-aware, Internet-enabled,
mobile device encourages unprecedented and creative ways of exploring and navigating urban and digital spaces.
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This track is concerned with interrogating the phenomenon of mobile games from a social and design perspective,
thus providing a broad overview of the emerging field of mobile, location-aware and urban games. We welcome papers
that explore:
- History: The history of mobile, location-aware and urban games as social environments,
as related to other types of games and entertainment activities.
- Theory: Theoretical papers about mobile games, differentiating these types of activities from previous game
theories on video games. Paper can also explore social and cultural implications of mobile and location-aware
games.
- Design: Papers describing case studies on current location-based, hybrid reality games, urban games,
and pervasive games.
- Education: Essays that investigate games beyond the pure entertainment approach, including articles
that explore uses of hybrid reality, location aware and pervasive activities in educational contexts, media
arts, training, corporate environments, and other similar activities. Essays might draw connections among gaming,
education, art, and other location-based activities.
Natural Resources (Christophe
LE PAGE)
It is quite challenging to capture the essence of
the interactions between ecological and social dynamics of ecosystems used
by multiple stakeholders to design simulation and gaming tools that are
attractive to their potential users and a the same time representative of a
complex reality. Nevertheless, experiments of using both computer based
simulations and gaming in that field begin to be long lasted. Such tools
typically include two modules:
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- a dynamic representation of the physical
world relevant to the problem under study and
- a behavioural module to
portray the way in which people behave in different situations.
They can be used in various ways, from gaining understanding to supporting collective
decision, through raising awareness and facilitating communication. Unclear
objectives can lead to possible confusion and disbelief about the actual
usefulness of gaming and simulation to deal with natural resources issues.
This track is intending to present the diversity of methods for the design
as well as for the evaluation of simulation and gaming tools dealing with
natural resources. Therefore communications dealing with these issues of
design or evaluation are particularly sought, be them coming from simulation
or training backgrounds. It is aimed to have a balance between
methodological and case study or experiment report papers.
Submissions are thus welcome on this topic, including notably:
- Case studies, story based of use of such tools, evaluation of past
experiments
- Benefits of using S&G to sensitize, to teach, to support decisions about
natural resources issues
Public Policy-making and Politics (Igor
MAYER)
In this track we aim to explore two related strands of research on gaming,
politics and public policy-making:
- How simulation/gaming is contributing to public policy-making. How it
operates as a method for policy analysis, planning, decision and policy
support, etc.
.
- How digital games influence political and societal opinions. And vice
versa, how politics, policies and public opinions influence digital gaming.
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Ad 1: The foundations for the use of gaming-simulation in pursuits like
planning, public policy making and international relations were laid out in
the late 60s/early 70s a.o. by Dick Duke and Clark Abt in publications like
Gaming, the Futures Language (1973) and Serious Games (1970). Today,
simulation-gaming is widely used as a research and support method in domains
like urban and spatial planning, ecology and sustainable development,
agriculture, innovation and economic policy, public management, energy and
infrastructures, security and international relations, development aid,
education, welfare, and education policy, etc. The staggering growth and
success of digital entertainment games, has spurred the interest for the use
of serious gaming for public policy and decision-making even more.
In the first strand, we are particularly interested in ‘how, why and to what
effect simulation-games, serious games and virtual worlds are being and can
be used for public policy making and politics. We invite authors to present
their theories, case-studies, innovations and research findings.
Ad 2: The second strand of invited papers aims to explore the broader
political dimensions of digital gaming and public policies regarding digital
gaming and associated phenomena. This for instance could be: 1. studies on
digital games as a form of political persuasion or communication (political
games; persuasive games). 2. Studies on political-social behavior in MMORPGs
and virtual worlds; 3. Studies on political and public discourse regarding
digital games (controversial games, like Grand Theft Auto) or controversial
phenomena often associated with digital gaming, like aggression, addiction,
tax evasion etc;
Sessions will involve much interaction and discussion. It would be good if a
number of political and controversial games could be played, demonstrated
and discussed in workshops. Please contact the track chair if you have
questions or suggestions.
Depending on the range and quality of the track contributions, we may have
the opportunity of publishing contributions in a journal special issue or a
book.
Simulators (Gary TAN Soon Huat )
This track is primarily concerned with simulators
(or games), in particular those used by the military, police, aviation, and
government for training and exercise. These types of simulators, whether
built in-house or commercial-off-the-shelf, have gained considerable
interest in the wake of crises, terrorism attacks and calamities.
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Submissions are welcome on this topic, which can include, but not limited
to:
- Crisis management simulators
- Evacuation simulation
- Crowd simulation
- Serious games
- High Level Architecture based simulators
Virtual Communities (Fiona
NAH Fui Hoon)
Virtual communities are gaining popularity and
they serve various purposes ranging from recreation/entertainment to
education (e.g., edutainment) and business use. Virtual communities exist in
various environments including the ICONS blog, Facebook, Second Life, and
Massively Multiplayer Online Games (MMOG) such as World of Warcraft.
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Such environments are constantly evolving and their potential is increasing.
For example, Active World has been used by the educational communities for
many years while Second Life is gaining momentum in its adoption by
educational institutions. Massively Multi-learner Online Learning
Environment (MMOLE) will continue to bring value to educators as well as
benefits to learners as technology continues to improve and advance. On the
other hand, businesses are also gaining value from these virtual communities
and possibly gaining competitive advantages.
In relation to the theme of the conference, “Learn to Game, Game to Learn,”
we welcome proposals related to using the gaming environment and other
virtual communities to learn. We invite proposals covering all aspects of
virtual communities, including but not limited to educational and business.
Virtual
Reality (ZHENG Jianmin)
Virtual Reality (VR) is not new. Ivan Sutherland worked on Head-Mounted Display in 1960s and
Jaron Lanier coined the term VR in earlier 1980s. Today, VR is an hot enabling technology and
has very wide applications. This track is primary concerned with the VR fundamental research
and application development in relation to Simulation and Gaming.
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Submissions are welcome on this topic, which can include, but not limited to:
- Methodology, Algorithms and Techniques in VR
- VR-enabled Simulation and Gaming
- Geometric modeling for VR-based Simulation and Gaming
- Graphics and visualization for VR-based Simulation and Gaming
- Imaging for VR-based Simulation and Gaming
- Computer vision for VR-based Simulation and Gaming
- Interaction in VR-based Simulation and Gaming
- High performance (grid and cloud) computing in VR-based Simulation and Gaming