Conferences related to Game Development

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2018 7th IEEE International Conference on Biomedical Robotics and Biomechatronics (Biorob)

The RAS/EMBS International Conference on Biomedical Robotics and Biomechatronics - BioRob 2018 - is a joint effort of the two IEEE Societies of Robotics and Automation - RAS - and Engineering in Medicine and Biology - EMBS.BioRob covers both theoretical and experimental challenges posed by the application of robotics and mechatronics in medicine and biology. The primary focus of Biorobotics is to analyze biological systems from a "biomechatronic" point of view, trying to understand the scientific and engineering principles underlying their extraordinary performance. This profound understanding of how biological systems work, behave and interact can be used for two main objectives: to guide the design and fabrication of novel, high performance bio-inspired machines and systems for many different applications; and to develop novel nano, micro-, macro- devices that can act upon, substitute parts of, and assist human beings in prevention, diagnosis, surgery, prosthetics, rehabilitation.


2018 IEEE International Conference on Technology Management, Operations and Decisions (ICTMOD)

existing and new technologies


2017 11th International Workshop on Robot Motion and Control (RoMoCo)

RoMoCo is a forum where the state – of – the – art, the latest developments relating for robot motion and control are presented and discussed by Ph.D. students of robotics and automation, informatics, mechatronics and production engineering systems. It will also be of interest to well experienced scientists and researchers working in the aforementioned fields. In this edition of the RoMoCo Workshop Young Author Best Paper Award (for a candidate less then 30 years old being a principal author of the paper and presenter during workshop) will be organized that honors an excellent paper presented at the workshop, which is distinguished by its originality, importance of the topic and quality of presentation. Event is scheduled for three days with a single track presentations including oral and poster presentations. We plan to organize exhibits of selected robotics equipment that will be placed at conference vanue.


2017 12th Iberian Conference on Information Systems and Technologies (CISTI)

CISTI is a technical and scientific event, whose purpose is to present and discuss knowledge, new perspectives, experiences and innovations in the Information Systems and Technologies field.


2017 14th International Conference on Service Systems and Service Management (ICSSSM)

The scope of the conference includes topics on: Theory and Principle of Service Sciences;Service System Design, Operations, and Management, Supply Chain Management for Service, Service Marketing and Financial Management, Specific Industrial Service Management, Service Information Technology and Decision Making, Service Experiential Studies and Case Studies.


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Periodicals related to Game Development

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Communications Letters, IEEE

Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)


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 ...


Engineering Management, IEEE Transactions on

Management of technical functions such as research, development, and engineering in industry, government, university, and other settings. Emphasis is on studies carried on within an organization to help in decision making or policy formation for RD&E.


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Xplore Articles related to Game Development

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Promoting inclusive design practice at the Global Game Jam: A pilot evaluation

Michael James Scott; Gheorghita Ghinea; Ian Hamilton 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, 2014

Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a willingness to apply inclusive design practice is often necessary. The Global Game Jam offers a potential avenue to promote inclusive design practices to students of ...


A hierarchical peer-to-peer reduction and merging framework for efficient operational transformations in collaborative editing

Jon A Preston; Sushil K Prasad 2015 International Conference on Collaboration Technologies and Systems (CTS), 2015

The primary goals in a synchronous, real-time collaborative editing system (RTCES) involve ensuring a high level of concurrent access (editability) to users while maintaining the properties of the CCI model (consistency, causality-preservation, and intention-preservation). The field of RTCES research has advanced in techniques to overcome some of the challenges inherent in the support of synchronous editing of a shared document ...


Research on a coal mine virtual system using Unreal Engine

Yuanchen Li; Mei Li; Pingyi Liu 2013 21st International Conference on Geoinformatics, 2013

Virtual Mine System (VMS) can promote the productivity, efficiency, and safety in modern coal mines. In this paper, we used Unreal Engine, a mature and reliable game development toolset, as well as optimized technology of BSP (Binary Space Partitioning) and Static Meshes combined with real world data in order to establish a prototype of VMS. This system, which has been ...


Towards Developing Mobile Game-Based Learning Engineering Model

Syamsul Bahrin Zaibon; Norshuhada Shiratuddin 2009 WRI World Congress on Computer Science and Information Engineering, 2009

Mobile game-based learning (mGBL) is a game purposely employed for learning which is played on mobile devices such as mobile phones. The development of mGBL is indeed a crucial task in ensuring the player to be motivated enough to keep playing until the game goal has been achieved. Various game development methodologies have been introduced for different types of games ...


On the development and evaluation of a serious game for forensic examination training

Maria Drakou; Andreas Lanitis 2016 18th Mediterranean Electrotechnical Conference (MELECON), 2016

Training for forensic investigations is an important aspect of the overall training procedure in Police Academies around the world. However, the overall complexity of forensic examinations and the sensitive nature of data available in crime scenes limit the possibility of exposing police cadets in different types of real crime scenes. In this paper the plausibility of using dedicated computer games ...


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Educational Resources on Game Development

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eLearning

Promoting inclusive design practice at the Global Game Jam: A pilot evaluation

Michael James Scott; Gheorghita Ghinea; Ian Hamilton 2014 IEEE Frontiers in Education Conference (FIE) Proceedings, 2014

Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a willingness to apply inclusive design practice is often necessary. The Global Game Jam offers a potential avenue to promote inclusive design practices to students of ...


A hierarchical peer-to-peer reduction and merging framework for efficient operational transformations in collaborative editing

Jon A Preston; Sushil K Prasad 2015 International Conference on Collaboration Technologies and Systems (CTS), 2015

The primary goals in a synchronous, real-time collaborative editing system (RTCES) involve ensuring a high level of concurrent access (editability) to users while maintaining the properties of the CCI model (consistency, causality-preservation, and intention-preservation). The field of RTCES research has advanced in techniques to overcome some of the challenges inherent in the support of synchronous editing of a shared document ...


Research on a coal mine virtual system using Unreal Engine

Yuanchen Li; Mei Li; Pingyi Liu 2013 21st International Conference on Geoinformatics, 2013

Virtual Mine System (VMS) can promote the productivity, efficiency, and safety in modern coal mines. In this paper, we used Unreal Engine, a mature and reliable game development toolset, as well as optimized technology of BSP (Binary Space Partitioning) and Static Meshes combined with real world data in order to establish a prototype of VMS. This system, which has been ...


Towards Developing Mobile Game-Based Learning Engineering Model

Syamsul Bahrin Zaibon; Norshuhada Shiratuddin 2009 WRI World Congress on Computer Science and Information Engineering, 2009

Mobile game-based learning (mGBL) is a game purposely employed for learning which is played on mobile devices such as mobile phones. The development of mGBL is indeed a crucial task in ensuring the player to be motivated enough to keep playing until the game goal has been achieved. Various game development methodologies have been introduced for different types of games ...


On the development and evaluation of a serious game for forensic examination training

Maria Drakou; Andreas Lanitis 2016 18th Mediterranean Electrotechnical Conference (MELECON), 2016

Training for forensic investigations is an important aspect of the overall training procedure in Police Academies around the world. However, the overall complexity of forensic examinations and the sensitive nature of data available in crime scenes limit the possibility of exposing police cadets in different types of real crime scenes. In this paper the plausibility of using dedicated computer games ...


More eLearning Resources

IEEE-USA E-Books

  • Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation

    In technology, the growth of ubiquitous computing and the increased use of human computation games (HCGs) create a possibility space for games that convert the serious business of work into the seriously engaging experience of play. HCGs have witnessed a significant growth in the last few years. This chapter outlines the defining characteristics of HCGs. It also outlines the design concept of the human cloud for HCGs. The chapter provides an overview of design patterns in games based on heuristic analysis. There are two dichotomous solutions to the design of HCGs. The first is to determine the problem to be solved and then apply an appropriate game design to it. The second solution is to reverse engineer the game solution by starting with a game. The chapter concludes with a discussion on design models for creating ubiquitous and persuasive play using HCGs.

  • Contributors

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

  • Culturalization

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

  • Game Development

    This chapter contains sections titled: Emergence of the Term, Digital Game Development, Notes, Works Cited

  • Artisanal Local Networks: Game Work and Culture in Independent Game Production

    This chapter is particularly concerned with the synergies between independent game production and developers?> game cultures. It relies on a cultural industry approach to game work as cultural work, while engaging with the community-of-practice (CoP) framework to understand the internal dynamics of developers?> artisanal local networks. The chapter attempts to describe and reflect on the daily work practices of independent game developers, with special emphasis on a local network in Cambridge, and to provide an understanding of the microsocial relationships that structure their process of game making, both spatially and procedurally. In addition, it is set to explore the meanings and functions of these relationships, which is driven by the pleasures of work/play as suggested by N. Dyer-Witheford and G. De Peuter and C. O?>Donnell as well as shaped by the need to socially ensure access to technical, intellectual, and economic sources of game development.

  • The Desert of the Unreal: Democracy and Military-Funded Videogames and Simulations

    This chapter contains sections titled: The Tactical Iraqi Case Study, The Virtual Iraq Case Study, The Palace of Memory, Identity in Play, Trust and Face, Critical Play, Testing the Prototypes: Gamer Culture and Primary Reception, Backlash in the Professional Game Development Community, Language Games in Tactical Iraqi, Res Publica: Videogames and the Material Culture of Civic Life

  • World 4: Interactive Game Development Tools

    This chapter contains sections titled: World 4-1: Engineering Interactivity, World 4-2: Interactive Artistry, World 4-3: Designing Interactivity Interactively, World 4-4: Keeping Things Synched, World 4 Boss Fight: This Ain't Anything like Grandma's Boy

  • Developing Java Games on Symbian OS‐Based Mobile Devices

    Games are one of the most popular applications on mobile phones. Even the first mobile phones with a monochrome screen had different types of game such as Tetris and Snake. Developing games for mobile phones differs from game development for desktop computers, as the capabilities of mobile phones are limited. For instance, it is hard to handle the keyboard, there is no mouse‐like pointing device, and the screen size of the mobile phone is small, which makes it difficult to display the game area effectively. Besides this, people usually play with mobile games in different conditions, such as on a bus or metro while travelling. This shows that developing games for mobile phones requires creativity from developers. One of the most popular platforms for mobile game development is Java ME. This chapter first discusses Java ME implementation on Symbian OS from the game development point of view. The processing power of mobile applications is then demonstrated via a small measurement. In the second part of the chapter, a complex interactive game is described, called MobSensor. MobSensor basically turns the mobile phone into a motion and noise detector and enables a sensor network to be created from mobile phones via ad hoc WLAN communication. MobSensor has several uses including actual game play, where the task of one player is to build up a sensor network from a specific number of mobile phones in a large area and the task of the other is to go through the area without being detected.

  • Index

    Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical "takes" on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simu ation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. **Contributors**Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas urewal, Rene?? H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinba??, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf



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