Conferences related to Console Games

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2020 42nd Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC)

The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted papers will be peer reviewed. Accepted high quality papers will be presented in oral and postersessions, will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE


2020 57th ACM/ESDA/IEEE Design Automation Conference (DAC)

The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2022 59th ACM/ESDA/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2021 58th ACM/ESDA/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2019 56th ACM/ESDA/IEEE Design Automation Conference (DAC)

    EDA (Electronics Design Automation) is becoming ever more important with the continuous scaling of semiconductor devices and the growing complexities of their use in circuits and systems. Demands for lower-power, higher-reliability and more agile electronic systems raise new challenges to both design and design automation of such systems. For the past five decades, the primary focus of research track at DAC has been to showcase leading-edge research and practice in tools and methodologies for the design of circuits and systems.

  • 2018 55th ACM/ESDA/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2017 54th ACM/EDAC/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2016 53nd ACM/EDAC/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2015 52nd ACM/EDAC/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2014 51st ACM/EDAC/IEEE Design Automation Conference (DAC)

    DAC Description for TMRF The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 sessions on design methodologies and EDA tool developments, keynotes, panels, plus the NEW User Track presentations. A diverse worldwide community representing more than 1,000 organizations attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading

  • 2013 50th ACM/EDAC/IEEE Design Automation Conference (DAC)

    The world's premier EDA and semiconductor design conference and exhibition. DAC features over 60 session on design methodologies and EDA tool developments, keynotes, panels, plus User Track presentations. A diverse worldwide community representing more than 1,000 organization attends each year, from system designers and architects, logic and circuit designers, validation engineers, CAD managers, senior managers and executives to researchers and academicians from leading universities.

  • 2012 49th ACM/EDAC/IEEE Design Automation Conference (DAC)

    The Design Automation Conference (DAC) is the premier event for the design of electronic circuits and systems, and for EDA and silicon solutions. DAC features a wide array of technical presentations plus over 200 of the leading electronics design suppliers

  • 2011 48th ACM/EDAC/IEEE Design Automation Conference (DAC)

    The Design Automation Conference is the world s leading technical conference and tradeshow on electronic design and design automation. DAC is where the IC Design and EDA ecosystem learns, networks, and does business.

  • 2010 47th ACM/EDAC/IEEE Design Automation Conference (DAC)

    The Design Automation Conference (DAC) is the premier event for the design of electronic circuits and systems, and for EDA and silicon solutions. DAC features a wide array of technical presentations plus over 200 of the leading electronics design suppliers.

  • 2009 46th ACM/EDAC/IEEE Design Automation Conference (DAC)

    DAC is the premier event for the electronic design community. DAC offers the industry s most prestigious technical conference in combination with the biggest exhibition, bringing together design, design automation and manufacturing market influencers.

  • 2008 45th ACM/EDAC/IEEE Design Automation Conference (DAC)

    The Design Automation Conference (DAC) is the premier event for the design of electronic circuits and systems, and for EDA and silicon solutions. DAC features a wide array of technical presentations plus over 250 of the leading electronics design suppliers.

  • 2007 44th ACM/IEEE Design Automation Conference (DAC)

    The Design Automation Conference (DAC) is the premier Electronic Design Automation (EDA) and silicon solution event. DAC features over 50 technical sessions covering the latest in design methodologies and EDA tool developments and an Exhibition and Demo Suite area with over 250 of the leading EDA, silicon and IP Providers.

  • 2006 43rd ACM/IEEE Design Automation Conference (DAC)

  • 2005 42nd ACM/IEEE Design Automation Conference (DAC)

  • 2004 41st ACM/IEEE Design Automation Conference (DAC)

  • 2003 40th ACM/IEEE Design Automation Conference (DAC)

  • 2002 39th ACM/IEEE Design Automation Conference (DAC)

  • 2001 38th ACM/IEEE Design Automation Conference (DAC)

  • 2000 37th ACM/IEEE Design Automation Conference (DAC)

  • 1999 36th ACM/IEEE Design Automation Conference (DAC)

  • 1998 35th ACM/IEEE Design Automation Conference (DAC)

  • 1997 34th ACM/IEEE Design Automation Conference (DAC)

  • 1996 33rd ACM/IEEE Design Automation Conference (DAC)


2020 IEEE 17th Annual Consumer Communications & Networking Conference (CCNC)

IEEE CCNC 2020 will present the latest developments and technical solutions in the areas of home networking, consumer networking, enabling technologies (such as middleware) and novel applications and services. The conference will include a peer-reviewed program of technical sessions, special sessions, business application sessions, tutorials, and demonstration sessions.


2020 IEEE Frontiers in Education Conference (FIE)

The Frontiers in Education (FIE) Conference is a major international conference focusing on educational innovations and research in engineering and computing education. FIE 2019 continues a long tradition of disseminating results in engineering and computing education. It is an ideal forum for sharing ideas, learning about developments and interacting with colleagues inthese fields.


2020 IEEE International Conference on Consumer Electronics (ICCE)

The International Conference on Consumer Electronics (ICCE) is soliciting technical papersfor oral and poster presentation at ICCE 2018. ICCE has a strong conference history coupledwith a tradition of attracting leading authors and delegates from around the world.Papers reporting new developments in all areas of consumer electronics are invited. Topics around the major theme will be the content ofspecial sessions and tutorials.


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Periodicals related to Console Games

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Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


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 Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


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 ...


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Most published Xplore authors for Console Games

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Xplore Articles related to Console Games

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The Ways We Play, Part 2: Mobile Game Changers

Computer, 2013

The lines between PC, console, and mobile games appear to be blurring more each year, suggesting that developers are learning to take advantage of each platform's unique strengths.


User customization of the GamingAnywhere Android mobile client interface

2015 International Workshop on Network and Systems Support for Games (NetGames), 2015

The GamingAnywhere platform supports playing various computer and console games on a wide set of different mobile devices by using an Android mobile client. Due to the variety of game types and the heterogeneity of devices in terms of screen size, it is virtually impossible to provide adequate controls for each of the games. Therefore we implemented and incorporated into ...


The computer graphics wars heat up

Computer, 2002

The author describes the present status of computer graphics hardware. While console games flourished, PC game sales have plummeted. The plans of Nvidia and ATI, the 3D graphics world's two dominant players are described.


The big hook up - The consumer electronics industry has found its success is all about connections

Electronics Systems and Software, 2007

The consumer electronics industry has found its success is all about connections. One of the biggest challenges at the moment is the sheer quantity of data that the more realistic digital video and console games systems produce. A high-definition TV datastream compressed for broadcast takes 19Mbit/s, while the data rate off a Blu-ray disc is 48Mbit/s. Once uncompressed, the datarates ...


Tech(xt)s [links between text and technology]

IEEE MultiMedia, 2000

Two of the most productive links between text and technology resulted in hypertexts and interactive fiction. Has this union of text and technology taken two totally different paths? Hypertexts, originally thought to be entirely new modes of expression for mass literature, have been largely relegated to highly academic textual experimentation, while narratives and stories in PC and console games are ...


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Educational Resources on Console Games

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IEEE-USA E-Books

  • The Ways We Play, Part 2: Mobile Game Changers

    The lines between PC, console, and mobile games appear to be blurring more each year, suggesting that developers are learning to take advantage of each platform's unique strengths.

  • User customization of the GamingAnywhere Android mobile client interface

    The GamingAnywhere platform supports playing various computer and console games on a wide set of different mobile devices by using an Android mobile client. Due to the variety of game types and the heterogeneity of devices in terms of screen size, it is virtually impossible to provide adequate controls for each of the games. Therefore we implemented and incorporated into the Android GA client a component for building custom user interfaces. The component allows users to build appropriate custom user interfaces according to a game's requirements, device limitations, and user needs. We conducted a small scale subjective study to investigate the usability of the component and custom user interfaces. Results show that users are satisfied and can easily and effortlessly build their own interfaces by using the integrated component in the mobile GA client.

  • The computer graphics wars heat up

    The author describes the present status of computer graphics hardware. While console games flourished, PC game sales have plummeted. The plans of Nvidia and ATI, the 3D graphics world's two dominant players are described.

  • The big hook up - The consumer electronics industry has found its success is all about connections

    The consumer electronics industry has found its success is all about connections. One of the biggest challenges at the moment is the sheer quantity of data that the more realistic digital video and console games systems produce. A high-definition TV datastream compressed for broadcast takes 19Mbit/s, while the data rate off a Blu-ray disc is 48Mbit/s. Once uncompressed, the datarates balloon. Version 1.2 of the high-definition multimedia interface (HDMI) standard, which defines the cable that connects a high-definition source such as a Blu-ray player to a display, carries 4.9Gbit/s. The HDMI 1.3 specification, which has just launched, offers 10.2Gbit/s of bandwidth, to support a 48bit rather than 24bit colour gamut, better audio, and better synchronisation between audio and video. The HDMI connector highlights another issue for designers, and particularly for those involved in developing connection systems that may become part of a standard. HDMI includes the Intel-derived high-definition copy protection (HDCP) scheme, which ensures that high-quality content is protected from source to screen

  • Tech(xt)s [links between text and technology]

    Two of the most productive links between text and technology resulted in hypertexts and interactive fiction. Has this union of text and technology taken two totally different paths? Hypertexts, originally thought to be entirely new modes of expression for mass literature, have been largely relegated to highly academic textual experimentation, while narratives and stories in PC and console games are told through graphics, sound, streaming video and 3D acceleration. Text is completely absent or relegated to on- screen, subtitled dialogue. Can we do anything that reunites text and technology to end the "all-text or no-text" divergence? Hypertextual authors and computer games designers must consider many issues as they move forward. Multimedia artists and developers of next-generation handheld devices are inheriting a wonderful legacy of interconnection between text and technology. After almost 6,000 years of unity, now is not the time for separation.

  • Innovative computing powers theme park adventures

    Entertainment technology has found application in a vast number of settings, from living-room console games to in-flight entertainment systems. Yet amusement parks provide the largest and possibly most impressive arena for showcasing these technologies. The author argues that the tight integration of complex physical sets and 3D computer-generated imagery provides theme park customers with a wild ride.

  • Bringing VR and Spatial 3D Interaction to the Masses through Video Games

    Virtual reality (VR) and 3D user interface (3D UI) research has been going on for more than 20 years, with limited success in being a part of people's everyday lives.VR and 3D UIs have been useful in areas such as simulation and training, scientific visualization, medicine, and psychological rehabilitation.Our glance at video game history shows three trends that lead us to why 3D Uls and VR are starting to become so popular. First, once game consoles had better graphics and sound, had more interesting stories, and let users play much longer, arcade games had to give players something that they couldn't get on consoles: innovative interfaces that provided more natural means of expression. Second, more complicated video games and video game controllers gave users more expressive power but alienated casual gamers.Third, the technology to make 3D spatial interaction mainstream and not just a gimmick has arrived. Console games had previously incorporated advanced game interfaces (in the late '80s and early '90s) with devices such as the Nintento U-Force, Mattel PowerGlove, and Sega 3D glasses. Popularity of the Wii and games such as Guitar Hero, 3D Uls have finally hit mainstream society, and gamers appear to be thirsty for more. These issues present a great opportunity for 3D UI and VR researchers to determine how to best leverage existing research into games and to develop new interaction methodologies and strategies geared toward console and PC games and their constraints.

  • From Gamenics to Servicenics: Lessons Learned in Mobile Social Games in Japan toward Service Engineering

    Gamenics Theory is a massive collection of know-how for improving usability and playability based on lessons learned from Nintendo video games. The author comes to recognize that many design social game design principles can be interpreted as applications of Gamenics Theory. Gamenics Theory covers the highlights of emerging social game design, however, some of the social and revenue-generating factors are not covered because Gamenics Theory was originally coined for console games. In order to facilitate a better base for service engineering, the author proposes to extend Gamenics Theory to the wider scope of service engineering. The author coins the term ``Servicenics'' and discusses its implications for service engineering based on lessons learned in mobile social games in Japan.

  • The platformer experience dataset

    Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.

  • Automated test generation for Debugging arithmetic circuits

    Optimized and custom arithmetic circuits are widely used in embedded systems such as multimedia applications, cryptography systems, signal processing and console games. Debugging of arithmetic circuits is a challenge due to increasing complexity coupled with non-standard implementations. Existing equivalence checking techniques produce a remainder to indicate the presence of a potential bug. However, bug localization remains a major bottleneck. Simulation-based validation using random or constrained-random tests are not effective and can be infeasible for complex arithmetic circuits. In this paper, we present an automated test generation and bug localization technique for debugging arithmetic circuits. This paper makes two important contributions. We propose an automated approach for generating directed tests by suitable assignments of input variables to make the reminder non-zero. The generated tests are guaranteed to activate the unknown bug. We also propose a bug detection and correction technique by utilizing the patterns of remainder terms as well as the intersection of regions activated by the generated tests. Our experimental results demonstrate that the proposed approach can be used for automated debugging of complex arithmetic circuits.



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