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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The design and implement of Scene Management in 3D engine SR

Cao Xu-Yang; Zhang Yan-Feng; Gao Shun-De; Teng Ru-Min; Wang Xin 2010 International Conference on Mechanic Automation and Control Engineering, 2010

Scene Management is the spirit of the 3D engine. Its design is directly affects the efficiency of rendering and conflict detection. If we don't manage the object in the scene specially or we just use the link-list to manage the object simplify, all of the object in the scene need to be clipped, transformed, lighted and doing raster by the ...


To Create Intelligent Adaptive Game Opponent by Using Monte-Carlo for the Game of Pac-Man

Xiao Liu; Yao Li; Suoju He; Yiwen Fu; Jiajian Yang; Donglin Ji; Yang Chen 2009 Fifth International Conference on Natural Computation, 2009

Adaptive Game AI improves adaptability of opponent AI with the challenge level of the gameplay; as a result the entertainment of game is augmented. Opponent game AI is usually implemented by scripted rules in video games. However MCT (Monte-Carlo for Trees), a most updated algorithm which perform excellent in computer go can also be used to achieve excellent result to ...


Multimedia based fitness function optimization through evolutionary game learning

Sanjay M Shah; Chirag S Thaker; Dharm Singh 2011 International Conference on Emerging Trends in Networks and Computer Communications (ETNCC), 2011

One of the areas of Artificial intelligence is Board Game Playing. Game- playing programs are often described as being a combination of search and knowledge. The board games are very popular. Board Games provide dynamic environments that make them ideal area of computational intelligence theories, architectures, and algorithms. Building a quality evaluation function is usually a lot of manual hard ...


Co Design of Augmented Reality Game-Based Learning Games with Teachers Using Co-CreaARGBL Method

Hendrys Tobar-Muñoz; Silvia Baldiris; Ramon Fabregat 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), 2016

Recent studies argue that Augmented Reality Game-Based Learning (ARGBL) benefit learning and teaching processes. However, creating and leveraging ARGBL experiences is not easy for teachers, since they lack the expertise and time to design and construct them. Using Co Design strategies that combine the expertise of different actors in the creation can solve this. In this paper, we introduce Co-CreARGBL ...


Monitoring and analysis of player behavior in world of warcraft

Mirko Sužnjević; Maja Matijašević; Borna Brozović 2012 Proceedings of the 35th International Convention MIPRO, 2012

Massively Multiplayer Online Role-Playing Games (MMORPGs) comprise persistent virtual worlds in which thousands of players are interacting. Information regarding player behavior in MMORPGs is highly relevant for network planning, game design, server load balancing, etc. The main contribution of this paper is wJournal - a tool for detailed measuring of player behavior for the most popular MMORPG - World of ...


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Educational Resources on Computer Games

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eLearning

The design and implement of Scene Management in 3D engine SR

Cao Xu-Yang; Zhang Yan-Feng; Gao Shun-De; Teng Ru-Min; Wang Xin 2010 International Conference on Mechanic Automation and Control Engineering, 2010

Scene Management is the spirit of the 3D engine. Its design is directly affects the efficiency of rendering and conflict detection. If we don't manage the object in the scene specially or we just use the link-list to manage the object simplify, all of the object in the scene need to be clipped, transformed, lighted and doing raster by the ...


To Create Intelligent Adaptive Game Opponent by Using Monte-Carlo for the Game of Pac-Man

Xiao Liu; Yao Li; Suoju He; Yiwen Fu; Jiajian Yang; Donglin Ji; Yang Chen 2009 Fifth International Conference on Natural Computation, 2009

Adaptive Game AI improves adaptability of opponent AI with the challenge level of the gameplay; as a result the entertainment of game is augmented. Opponent game AI is usually implemented by scripted rules in video games. However MCT (Monte-Carlo for Trees), a most updated algorithm which perform excellent in computer go can also be used to achieve excellent result to ...


Multimedia based fitness function optimization through evolutionary game learning

Sanjay M Shah; Chirag S Thaker; Dharm Singh 2011 International Conference on Emerging Trends in Networks and Computer Communications (ETNCC), 2011

One of the areas of Artificial intelligence is Board Game Playing. Game- playing programs are often described as being a combination of search and knowledge. The board games are very popular. Board Games provide dynamic environments that make them ideal area of computational intelligence theories, architectures, and algorithms. Building a quality evaluation function is usually a lot of manual hard ...


Co Design of Augmented Reality Game-Based Learning Games with Teachers Using Co-CreaARGBL Method

Hendrys Tobar-Muñoz; Silvia Baldiris; Ramon Fabregat 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), 2016

Recent studies argue that Augmented Reality Game-Based Learning (ARGBL) benefit learning and teaching processes. However, creating and leveraging ARGBL experiences is not easy for teachers, since they lack the expertise and time to design and construct them. Using Co Design strategies that combine the expertise of different actors in the creation can solve this. In this paper, we introduce Co-CreARGBL ...


Monitoring and analysis of player behavior in world of warcraft

Mirko Sužnjević; Maja Matijašević; Borna Brozović 2012 Proceedings of the 35th International Convention MIPRO, 2012

Massively Multiplayer Online Role-Playing Games (MMORPGs) comprise persistent virtual worlds in which thousands of players are interacting. Information regarding player behavior in MMORPGs is highly relevant for network planning, game design, server load balancing, etc. The main contribution of this paper is wJournal - a tool for detailed measuring of player behavior for the most popular MMORPG - World of ...


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IEEE-USA E-Books

  • Introduction: Taking an Evidence-Based Approach to Games for Learning

    This chapter contains sections titled: What Are Games for Learning?n Three Questions about Games for Learning, What Is an Evidence-Based Approach?, Potential Benefits and Drawbacks of Games for Learning, Four Roles in the Field of Games for Learning, What Proponents Say: The Claims Are Strong, What Researchers Say: The Evidence Is Weak, Historical Overview of Game Research, References

  • Time to Visit Yokosuka

    This chapter contains sections titled: Shenmue Genre and Activity Profile Aesthetics Shenmue POs PSAS and Cut Scenes Interactive Storytelling? And On With General Aesthetics Summary Further Reading and Tasks

  • The Ethics of Game Design

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

  • Method: Conducting Scientific Research on Games for Learning

    This chapter contains sections titled: Three Designs for Research on Game Effectiveness, Four Goals of Game Research, Six Principles of Scientific Research in Education, Three Characteristics of Experimental Research on Game Effectiveness, Eight Ways to Conduct a Useless Study on Game Effectiveness, Role of Effect Size in Game Research, Note, References

  • Meaning What?

    This chapter contains sections titled: Semiotics and Signs Pac-Man's Signs Icons, Indexes, and Symbols Denotation, Connotation, and Myth Syntagms and Paradigms Codes Making Up Pac-Man Filling Gaps Summary Further Reading and Tasks

  • 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

  • Theory: Applying Cognitive Science to Games for Learning

    This chapter contains sections titled: Applying Cognitive Science to Learning with Games, How Games Affect Learning, How Games Affect the Motivation to Learn, Conclusion, References

  • Beyond Stereotypes of Gender and Gaming: Video Games Made by Middle School Students

    In the field of game studies, there is a longstanding debate about how to interpret the growing number of studies that find gender differences in children's playtime and in their game play preferences. This chapter contributes to this debate by analyzing computer games made by preteen girls and boys to determine where gender differences occur in the content and game mechanics and to consider whether other factors, such as prior experience or the social context, can explain these differences. It describes existing research on gender and gaming where the focus is on gender differences. The chapter reviews the growing number of studies that make the case for going beyond gender dichotomies and beyond self-report in order to understand variation within gender. Finally, the chapter discusses how the findings can inform both researchers and game designers that want to move beyond simple gender stereotypes to engage a broader audience of gamers.

  • Conclusion

    This chapter contains sections titled: Authors, Critics, Citizens, Notes

  • Index

    What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough--or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at "expressive processing" by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.



Standards related to Computer Games

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