Track Notes

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.


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


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.


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:


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.


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).

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.

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:


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:

  1. How simulation/gaming is contributing to public policy-making. How it operates as a method for policy analysis, planning, decision and policy support, etc.
  2. How digital games influence political and societal opinions. And vice versa, how politics, policies and public opinions influence digital gaming.

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.

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.

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.