Ubiquitous Computing, Entertainment and Games

A One Day Ubicomp 2005 (http://ubicomp.org/ubicomp2005/) Workshop

Ubicomp 2005
September 11-14, 2005
Tokyo, Japan


http://ubicomp.techkwondo.com/index.php/Main_Page

Please email submissions in PDF format to ubigamesworkshop2005 at
intel-research dot net no later than June 17, 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




Important Dates

June 17 Deadline for position statement submission

July 25 Position statement acceptance notifications sent

July 25 Speaking invitations sent in response to strongest
participation statements

Aug 1 Website updated with final program, talk abstracts, and position
statements

Sep 11 Workshop held in Tokyo