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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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 ...




Xplore Articles related to Computer Games

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[Title page]

2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), 2015

The following topics are dealt with: interactive mobile communication technology; remote interactive mobile learning; university education; E-learning; inquiry based learning; ontology-driven game-based educational platform; Internet of Things; ICT; MOOCs; and information and communication technology.


Preparing for the aftermath: Using emotional agents in game-based training for disaster response

Donna D. Djordjevich; Patrick G. Xavier; Michael L. Bernard; Jonathan H. Whetzel; Matthew R. Glickman; Stephen J. Verzi 2008 IEEE Symposium On Computational Intelligence and Games, 2008

Ground truth, a training game developed by Sandia National Laboratories in partnership with the University of Southern California GamePipe Lab, puts a player in the role of an incident commander working with teammate agents to respond to urban threats. These agents simulate certain emotions that a responder may feel during this high-stress situation. We construct psychology- plausible models compliant with ...


Eroded terrain simulation based on improved hydraulic erosion algorithm

Zhan Yongsong; Chen Xianjun 2011 IEEE 2nd International Conference on Computing, Control and Industrial Engineering, 2011

In order to improve the traditional terrain simulation with the problem of high computation cost and poor visual effect, a novel eroded terrain simulation technique for computer games is developed. Water Map and sediment map are utilized for the improvement of traditional hydraulic erosion algorithm to achieve more convincing simulated effects. Moreover, four acceleration methods are employed for algorithm optimization ...


Apply technology acceptance model with big data analytics and unity game engine

Hongye Zhong; Jitian Xiao 2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS), 2015

In modern enterprises, customer data is highly valued for consumer behavior analysis and business strategy development. The objective of this research is to develop a framework that promotes the use of Unity for Big Data Analytics on consumer behaviors with Technology Acceptance Model. Unity3D is a popular game engine and a development tool that enables graphical game development for multiple ...


Demo: The Globefish: A novel input device for desktop-based 3D interaction

Alexander Kulik; Jan Hochstrate; Andre Kunert; Bernd Froehlich 2009 IEEE Symposium on 3D User Interfaces, 2009

The Globefish is a novel desktop input device for efficient three-dimensional object manipulation and viewpoint navigation. The device was developed for the 3D graphics applications such as computer aided design (CAD), digital content creation (DCC) and 3D games. The Globefish consists of an elastically suspended 3D trackball, which provides a natural mapping for position- controlled 3D rotations. 3D translations are ...


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Educational Resources on Computer Games

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eLearning

[Title page]

2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), 2015

The following topics are dealt with: interactive mobile communication technology; remote interactive mobile learning; university education; E-learning; inquiry based learning; ontology-driven game-based educational platform; Internet of Things; ICT; MOOCs; and information and communication technology.


Preparing for the aftermath: Using emotional agents in game-based training for disaster response

Donna D. Djordjevich; Patrick G. Xavier; Michael L. Bernard; Jonathan H. Whetzel; Matthew R. Glickman; Stephen J. Verzi 2008 IEEE Symposium On Computational Intelligence and Games, 2008

Ground truth, a training game developed by Sandia National Laboratories in partnership with the University of Southern California GamePipe Lab, puts a player in the role of an incident commander working with teammate agents to respond to urban threats. These agents simulate certain emotions that a responder may feel during this high-stress situation. We construct psychology- plausible models compliant with ...


Eroded terrain simulation based on improved hydraulic erosion algorithm

Zhan Yongsong; Chen Xianjun 2011 IEEE 2nd International Conference on Computing, Control and Industrial Engineering, 2011

In order to improve the traditional terrain simulation with the problem of high computation cost and poor visual effect, a novel eroded terrain simulation technique for computer games is developed. Water Map and sediment map are utilized for the improvement of traditional hydraulic erosion algorithm to achieve more convincing simulated effects. Moreover, four acceleration methods are employed for algorithm optimization ...


Apply technology acceptance model with big data analytics and unity game engine

Hongye Zhong; Jitian Xiao 2015 6th IEEE International Conference on Software Engineering and Service Science (ICSESS), 2015

In modern enterprises, customer data is highly valued for consumer behavior analysis and business strategy development. The objective of this research is to develop a framework that promotes the use of Unity for Big Data Analytics on consumer behaviors with Technology Acceptance Model. Unity3D is a popular game engine and a development tool that enables graphical game development for multiple ...


Demo: The Globefish: A novel input device for desktop-based 3D interaction

Alexander Kulik; Jan Hochstrate; Andre Kunert; Bernd Froehlich 2009 IEEE Symposium on 3D User Interfaces, 2009

The Globefish is a novel desktop input device for efficient three-dimensional object manipulation and viewpoint navigation. The device was developed for the 3D graphics applications such as computer aided design (CAD), digital content creation (DCC) and 3D games. The Globefish consists of an elastically suspended 3D trackball, which provides a natural mapping for position- controlled 3D rotations. 3D translations are ...


More eLearning Resources

IEEE-USA E-Books

  • The Ethics of Game Design

    This chapter contains sections titled: Failed Attempts: Ethics as Statistics, Ethical Design: The Open and the Closed

  • Introduction

    This chapter contains sections titled: Media Machines, Expressive Processing, A View of Digital Media, Operational Logics, Three Effects, Looking Forward, Notes

  • Conclusions

    This chapter contains sections titled: Computer Games as Moral Objects, The Player as Moral Being, The Ethics of Computer Games, Challenges and Future Research, Final Considerations

  • The Eliza Effect

    This chapter contains sections titled: Meeting Eliza, The Eliza Effect, Revisiting the Eliza Effect, Notes

  • Notes

    This chapter contains sections titled: Introduction, Computer Games as Designed Ethical Systems, Players as Moral Beings, The Ethics of Computer Games, Applying Ethics: Case Studies, Unethical Game Content and Effect Studies: A Critical Ethical Reading, The Ethics of Game Design, Conclusions

  • Evidence

    Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. _Computer Games for Learning_ describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introduct ry chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

  • The Human Spirit in a Computer Culture

    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.

  • Computer Game Fictions

    This chapter contains sections titled: Digital Fictions and the Eliza Effect, Role-Playing Games, An Example: Star Wars: Knights of the Old Republic, An Alternative: Prince of Persia: The Sands of Time, The Game Fiction Dilemma, Notes

  • References—Literature

    Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

  • 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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Jobs related to Computer Games

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