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Ubiquitous Computing, Entertainment and Games 
http://ubicomp.techkwondo.com/

A One Day Ubicomp 2005 (http://ubicomp.org/ubicomp2005/) Workshop 
September 11, 2005
-------------------------------------------------

Workshop Goals and Themes 

Ubiquitous games, loosely defined, are games that take place in a
mixture of the real world and the virtual world of the game. These
games have attracted the attention of the entertainment industry, the
art and technology community, as well as academic researchers.
Moreover, these games have become a phenomenon in themselves, having
been played by dozens, hundreds and even thousands of players. The
theme of this workshop is ubiquitous computing entertainment, playful
social networking, and games. Our goals are to provide a productive
forum in which international researchers, members of the entertainment
industry, game players, game designers, and game publishers can
discuss key issues in ubiquitous gaming, present and future uses of
ubiquitous computing that create compelling, playful and socially
beneficial gaming experiences, and to facilitate an exchange of ideas
that will allow ubiquitous games to break out of their current "niche"
and into the mainstream. Our emphasis is on new and near-future
scenarios and devices, with a particular focus on novel content and
forms that help advance the game experience. Rather than focusing
exclusively on technology, we are also seeking to gain a cross
disciplinary and collaborative perspective on the unique opportunities
for ubiquitous computing and games. The workshop's topics of interest
include

 New ubiquitous game designs 

 Mixed traditional and ubiquitous game design 

 Studies or reports on the compelling aspects of existing ubiquitous games 

 "Post-mortems" on past ubiquitous game experiences 

 Taxonomies of ubiquitous games 

 New, existing and emerging technologies supporting ubiquitous gaming
platforms

 Mechanisms to evaluate or test ubiquitous games 

 Design elements that can be learned or adapted from popular
console/PC games for creating compelling ubiquitous games

 Business models that will enable ubiquitous gaming to be successful
in the marketplace

------------------------------------
Participation 

Selection of workshop participants and presentations will be based on
refereed submissions. Authors are invited to submit a two-page "design
statement" in the ACM SIGCHI conference publications format; game
mock-ups, graphics, sounds, and videos are strongly encouraged and can
be submitted in addition to the two-page statement. Design statements
should have a brief biography of the presenting author in addition to
a discussion of the game design. At least one author is expected to
present their design at the workshop.

Please email submissions in PDF format to
[log in to unmask] no later than June 17, 2005.

--------------------------------------------------------------
Workshop Chairs 

Julian Bleecker, Ph.D.
Interactive Media Division
University of Southern California

Nicolas Ducheneaut, Ph.D.
Palo Alto Research Center

Ian Smith, Ph.D.
Intel Research Seattle

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