Conferences related to Computer Games

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2014 IEEE Conference on Computational Intelligence and Games (CIG)

Games can be used as a challenging scenery for benchmarking methods from computational intelligencesince they provide dynamic and competitive elements that are germane to real-world problems. This conference brings together leading researchers andpractitioners from academia and industry to discuss recent advances and explore future directions in this field.

  • 2012 IEEE Conference on Computational Intelligence and Games (CIG)

    Games provide dynamic environments modelling many real-world problems and methods from computational intelligence promise to having a big impact on game technology and development. CIG 2012 brings together leading researchers, designers, developers, and practitioners from academia and industry to discuss recent advances and explore future directions in this ever changing field.

  • 2011 IEEE Conference on Computational Intelligence and Games (CIG)

    Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. The 2010 IEEE Symposium on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field.

  • 2010 IEEE Symposium on Computational Intelligence and Games (CIG)

    Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. The 2010 IEEE Symposium on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field.

  • 2009 IEEE Symposium on Computational Intelligence and Games (CIG)

    The 2009 IEEE Symposium on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in the area of computational intelligence applied to games.

  • 2008 IEEE Symposium on Computational Intelligence and Games (CIG)


2014 IEEE International Conference on Systems, Man and Cybernetics - SMC

SMC2014 targets advances in Systems Science and Engineering, Human-Machine Systems, and Cybernetics involving state-of-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies, and emerging applications.

  • 2013 IEEE International Conference on Systems, Man and Cybernetics - SMC

    SMC 2013 targets advances in Systems Science and Engineering Human-machine Systems and Cybernetics involving state-of-the-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies and emerging applications.

  • 2012 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2011 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research, and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2010 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2010 IEEE International Conference on Systems, Man, and Cybernetics (SMC2010) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.

  • 2009 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2009 IEEE International Conference on Systems, Man, and Cybernetics (SMC2009) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.


2013 IEEE International Symposium on Haptic Audio Visual Environments and Games (HAVE)

Papers are being solicited on all aspects of multimodal haptic audio visual virtual environment technologies and related haptic applications, including Haptic sensors and renderers, Hapto-audio-visual systems and applications, Hapto-sergical/medical systems, Haptic compression and prediction, multimodal perception and psychophysics, Haptic game interfaces, tele-haptics and tele-operation, augmented and virtualized reality, collaborative virtual environments, human-computer interaction in virtual environment

  • 2012 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2012)

    Papers are being solicited on all aspects of multimodal haptic audio visual virtual environment technologies and related haptic applications, including Haptic sensors and renderers,Hapto-audio -visual systems and applications, Hapto -surgical/medical systems, Haptic compression and prediction, multimodal perception and psychophysics, Haptic game interfaces, tele -haptics and tele - operation, augmented and virtualized reality, collaborative virtual environments, human -computer interaction in virtual environment.

  • 2011 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2011)

    Papers are being solicited on all aspects of multimodal haptic audio visual virtual environment technologies and related haptic applications, including Haptic sensors and renderers, Hapto-audio-visual systems and applications, Hapto-surgical/medical systems, Haptic compression and prediction, multimodal perception and psychophysics, Haptic game interfaces, tele-haptics and tele-operation, augmented and virtualized reality, collaborative virtual environments, human-computer interaction in virtual environment

  • 2010 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2010)

    Papers are being solicited on all aspects of multimodal haptic and audio visual virtual environment technologies and related applications such as tele-haptic robotics, design, tele-medicine, arts, education and training, Entertainment and Games. Topics of interest include but are not limited to Haptic sensors and renderers, Hapto-audio-visual systems and applications, multimodal perception and psychophysics, game interfaces (specially haptics interfaces), tele-haptics and tele-operation, augmented and virtu

  • 2009 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2009)

    Papers are being solicited on all aspects of multimodal haptic and audio visual virtual environment technologies and related applications such as tele-haptic robotics, design, tele-medicine, arts, education and training, Entertainment and Games.


2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012)

Applications of entertaining or intelligent devices, software, systems, and technologies to education, and practices; including games,toys, robots, virtual systems, etc.

  • 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010)

    In light of the shared research interests of the two communities, IEEE DIGITEL(International Conference on Digital Game and Intelligent Toy Enhanced Learning) and IEEE WMUTE (International Conference on Wireless, Mobile and Ubiquitous Technologies in Education) conferences 2010 will be held jointly in Kaohsiung, Taiwan. Participants in both conferences will be able to interact and exchange ideas, which we hope will stimulate more exciting ideas for future research. The spurring of interest on deriving pedag


2012 IEEE International Games Innovation Conference (IGIC)

This conference aims to be a platform for disseminating peer -reviewed papers, state - of-the-art demonstrations and special sessions that describe innovative research and development of hardware and software game technologies. Participation from industry, academia and government are welcome.


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Periodicals related to Computer Games

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Communications, IEEE Transactions on

Telephone, telegraphy, facsimile, and point-to-point television, by electromagnetic propagation, including radio; wire; aerial, underground, coaxial, and submarine cables; waveguides, communication satellites, and lasers; in marine, aeronautical, space and fixed station services; repeaters, radio relaying, signal storage, and regeneration; telecommunication error detection and correction; multiplexing and carrier techniques; communication switching systems; data communications; and communication theory. In addition to the above, ...


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Intelligent Systems, IEEE

IEEE Intelligent Systems, a bimonthly publication of the IEEE Computer Society, provides peer-reviewed, cutting-edge articles on the theory and applications of systems that perceive, reason, learn, and act intelligently. The editorial staff collaborates with authors to produce technically accurate, timely, useful, and readable articles as part of a consistent and consistently valuable editorial product. The magazine serves software engineers, systems ...



Most published Xplore authors for Computer Games

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Xplore Articles related to Computer Games

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A Tool for Landscape Architecture Based on Computer Game Technology

Marc Herrlich 17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

Modern computer game engines have reached a level of visual quality that makes them usable for other tasks and applications than mere entertainment. In this paper we will present our prototype of an interactive tool for landscape architecture based on the well-known CryENGINE and the game Farcry. We will present the steps necessary to automatically derive a valid Farcry level ...


Military Training Game Requirement Description Framework Based on Multi-Views

Yang Nan; Mu Xiaodong; Zhang Qinghui; Guo Yi; Song Wei 2015 IEEE Symposium on Service-Oriented System Engineering, 2015

Requirement description is the foundation of MTG(Military Training Game) development. As the MTG becomes more and more complex, its requirement description becomes more and more difficult. Traditional requirement description methodologies couldn't fulfill the requirements development of MTG. In order to deal with the difficulty in MTG requirement description, this paper introduced the multi-views methodology into the requirement description of MTG. ...


Dependability Issues of Android Games: A First Look via Software Analysis

Jiaojiao Fu; Yangfan Zhang; Yu Kang 2015 IEEE Symposium on Service-Oriented System Engineering, 2015

Smart phones have surged into popularity in recent years, which has dramatically changed the way people live, work, and have fun. Smart phone games are an important type of Smart phone applications, which attract many software developers. However, they still have not caught much research attention in the software dependability community. In this paper, we study the characteristics of over ...


Hacked Devices, A New Game Experience, and a Wi-Fi Detector Shirt

Maria Ebling; Mark Corner IEEE Pervasive Computing, 2008

The article covers several hacks for devices, new and old, and a couple of things that should appeal to the hacker tradition: the jDome game and a Wi-Fi detector shirt.


Design and Implementation of Digital Shadow Play Communication Model Based on Flash

Shen Qi; Zhao Lei 2010 International Conference on E-Business and E-Government, 2010

Digital shadow play is one attempt to combine the traditional shadowgraph and modern computer science technology. By the requirement of shadowgraph in the real world, the digital shadow play is required to be highly real-time, easily handle and strong interaction. Besides, because of the requirement of multi- personal interaction, the design and implement of communication model also should be considered ...


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Educational Resources on Computer Games

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eLearning

A Tool for Landscape Architecture Based on Computer Game Technology

Marc Herrlich 17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

Modern computer game engines have reached a level of visual quality that makes them usable for other tasks and applications than mere entertainment. In this paper we will present our prototype of an interactive tool for landscape architecture based on the well-known CryENGINE and the game Farcry. We will present the steps necessary to automatically derive a valid Farcry level ...


Military Training Game Requirement Description Framework Based on Multi-Views

Yang Nan; Mu Xiaodong; Zhang Qinghui; Guo Yi; Song Wei 2015 IEEE Symposium on Service-Oriented System Engineering, 2015

Requirement description is the foundation of MTG(Military Training Game) development. As the MTG becomes more and more complex, its requirement description becomes more and more difficult. Traditional requirement description methodologies couldn't fulfill the requirements development of MTG. In order to deal with the difficulty in MTG requirement description, this paper introduced the multi-views methodology into the requirement description of MTG. ...


Dependability Issues of Android Games: A First Look via Software Analysis

Jiaojiao Fu; Yangfan Zhang; Yu Kang 2015 IEEE Symposium on Service-Oriented System Engineering, 2015

Smart phones have surged into popularity in recent years, which has dramatically changed the way people live, work, and have fun. Smart phone games are an important type of Smart phone applications, which attract many software developers. However, they still have not caught much research attention in the software dependability community. In this paper, we study the characteristics of over ...


Hacked Devices, A New Game Experience, and a Wi-Fi Detector Shirt

Maria Ebling; Mark Corner IEEE Pervasive Computing, 2008

The article covers several hacks for devices, new and old, and a couple of things that should appeal to the hacker tradition: the jDome game and a Wi-Fi detector shirt.


Design and Implementation of Digital Shadow Play Communication Model Based on Flash

Shen Qi; Zhao Lei 2010 International Conference on E-Business and E-Government, 2010

Digital shadow play is one attempt to combine the traditional shadowgraph and modern computer science technology. By the requirement of shadowgraph in the real world, the digital shadow play is required to be highly real-time, easily handle and strong interaction. Besides, because of the requirement of multi- personal interaction, the design and implement of communication model also should be considered ...


More eLearning Resources

IEEE-USA E-Books

  • Computer Games as Designed Ethical Systems

    This chapter contains sections titled: Game Research and the Ontology of Games, Game Design and the Craft of Making Systems

  • List of Games

    No abstract.

  • Players as Moral Beings

    This chapter contains sections titled: Becoming a Player, The Player as Ethical Skin, The Phenomenology of Playing, Players as Moral Beings

  • Cognitive Consequences Approach: What Is Learned from Playing a Game?

    This chapter contains sections titled: Introduction, Method, Results, Discussion, References

  • The Lost Game

    This chapter contains sections titled: Design and Play, Learning from Computer Games, Repetition and the Eternal Return, Levels, The Reality Quest, The Sociality of the Game, Bad Taste, Fractured Games

  • The New Computer Cultures: The Mechanization of the Mind

    In The Second Self, Sherry Turkle looks at the computer not as a "tool," but as part of our social and psychological lives; she looks beyond how we use computer games and spreadsheets to explore how the computer affects our awareness of ourselves, of one another, and of our relationship with the world. "Technology," she writes, "catalyzes changes not only in what we do but in how we think." First published in 1984, The Second Self is still essential reading as a primer in the psychology of computation. This twentieth anniversary edition allows us to reconsider two decades of computer culture-- to (re)experience what was and is most novel in our new media culture and to view our own contemporary relationship with technology with fresh eyes. Turkle frames this classic work with a new introduction, a new epilogue, and extensive notes added to the original text.Turkle talks to children, college students, engineers, AI scientists, hackers, and personal computer owners-- people confronting machines that seem to think and at the same time suggest a new way for us to think--about human thought, emotion, memory, and understanding. Her interviews reveal that we experience computers as being on the border between inanimate and animate, as both an extension of the self and part of the external world. Their special place betwixt and between traditional categories is part of what makes them compelling and evocative. (In the introduction to this edition, Turkle quotes a PDA user as saying, "When my Palm crashed, it was like a death. I thought I had lost my mind.") Why we think of the workings of a machine in psychological terms--how this happens, and what it means for all of us--is the ever more timely subject of The Second Self.

  • Bibliography

    No abstract.

  • The Ethics of Computer Games

    This chapter contains sections titled: Virtue Ethics and Computer Games, Information Ethics and Computer Games, The Ethics of Computer Games

  • Media Comparison Approach: Are Games More Effective Than Conventional Media?

    This chapter contains sections titled: Introduction, Method, Results, Discussion, References

  • All Work and Play

    This chapter contains sections titled: The Work of Meaning Signs of Interaction The Mechanics of Interaction The Inside-Out Code Where Is the Player? Summary Further Reading and Tasks



Standards related to Computer Games

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No standards are currently tagged "Computer Games"


Jobs related to Computer Games

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