ARSGAMES estará en la FROG 2011 Conference: Future and Reality of Gaming 5th Vienna Games Conference.

ARSGAMES estará presente en la FROG 2011 Conference, Future and Reality of Gaming 5th Vienna Games Conference, en la que Eurídice Cabañes presentará el proyecto AudioGames (un proyecto de Innovación de ARSGAMES coordinado por Eurídice Cabañes y Luca Carrubba).

A continuación podéis encontrar un extracto del abstract presentado:

Abstract: We build, in PlayLab the first prototype of an interactive sound installation that, as a game, allows users to experience and try to cope with this world exclusively through the sense of hearing. The main idea of this installation is to work outside the omnipresent framework of our vision-oriented culture, and try to experiment with sound. This allows us to experiment with an intangible and invisible interface, in a different environment than that we are accustomed to.
We consider important to experiment with technological interfaces that go beyond classical, sight oriented ones, not just in order to include blind people as users, but to allow other users to have new experiences and develop their perception of sound as well as the vision-sound synaesthesia.
We find it an interesting field of experimentation that can lead to a new relationship with space and technology.
Keywords: Audiogames, synesthesia, technology, interface, sound.
 

 

Ver el abstract completo

Más información sobre audiogames

 

 

IADIS Game and Entertainment Technologies 2010

Los días 26, 27 y 28 de Julio ARSGAMES estuvo en Friburgo asistiendo al IADIS Game and Entertainment Technologies 2010, un interesante congreso en el que cabe destacar la cálida acogida de Katherine Blanshki que dio al evento un aire informal, como podéis ver mas abajo (y oír, porque lo grabamos todo) pudimos encontrar conferencias de lo mas variado.

Monday 26th, July 2010

15:00-16:20 Psychological, social, and cultural differences in perception and participation // Emerging practices

MOTIVATIONAL FACTORS AND SOCIAL RELATIONS ACROSS DIFFERENT TYPES OF PLAYERS AND GAMES – Timo Baur and Castulus Kolo

http://blip.tv/dashboard/episode/3967079

THE SYMBIOSIS OF AI AND COMPUTER GAMES: TWO EXAMPLES OF GAMES AS A BIDIRECTIONAL INTERACTIVE SYSTEM – Robin Baumgarten and Eurídice Cabañes Martínez

http://blip.tv/dashboard/episode/3967094

GATHERING COMMONSENSE KNOWLEDGE WITH A GAME – Jordi Carres Polo, Kentaro Inui and Yuji Matsumoto

http://blip.tv/dashboard/episode/3967102

17:00-18:50 Prototypes // Usability and playability // Design issues

 

PROTOTYPING AS AN APPROACH TOWARDS DIGITAL GAMES RESEARCH
Stefan Werning

http://blip.tv/dashboard/episode/3967114

MOONGATE: MODULAR REAL-TIME STRATEGY ENGINE FOR XBOX 360 AND PC  – Rudolf Kajan and Adam Herout

http://blip.tv/dashboard/episode/3967133

Tuesday 27th, July 2010

09:10-11:00  Serious Games and entertainment – applications, critiques // Development methodologies // Social and cultural uses of / for Play Mobile and ubiquitous games and entertainment

– GAMEWORK – A CUSTOMIZABLE FRAMEWORK FOR PERVASIVE GAMES
Christoph Stach

http://blip.tv/dashboard/episode/3967142

USING EDUCATIONAL GAMES FOR LEARNING INTRODUCTORY PROGRAMMING: INITIAL STUDY ON STUDENTS’S PERCEPTIONS
Roslina Ibrahim and Azizah Jaafar

http://blip.tv/dashboard/episode/3967154

WHAT’S THAT?: SOCIAL TAGGING OF AUDIOVISUAL HERITAGE IN A SERIOUS SOCIAL GAME SETTING – Maarten Brinkerink, Lotte Belice Baltussen and Johan Oomen

http://blip.tv/dashboard/episode/396725711:30-12:55

“ON THE TOP OF HIGH TOWERS…» DISCUSSING LOCATIONS IN A MOBILE HEALTH GAME FOR DIABETICS – Martin Knöll

http://blip.tv/dashboard/episode/3967245

MAGIENTERTAIN: MOBILE ENTERTAINMENT INTERACTION BASED ON MAGNETIC FIELD – Hamed Ketabdar, Kamer Ali Yuksel and Mehran Roshandel

http://blip.tv/dashboard/episode/3967225

ECO-DRIVER: USING AUTOMOTIVE SENSOR DATA TO CONTROL MOBILE DRIVING GAMES – Pascal Bihler,Dominik Blumenau,Sven Bendel and Stefan Pilger

http://blip.tv/dashboard/episode/3967225

EXPERIENCES FROM THE DEVELOPMENT OF THE PERVASIVE GAME CITYZOMBIE – Meng Zhu, Alf Inge Wang and Øyvind Rolland

http://blip.tv/dashboard/episode/3967266

Wednesday 28th, July 2010

10:00-11:00 Session KL1 – Keynote Presentation

SPACE, GAME, CAMERA. THE PERSPECTIVE INTERFACE, THE VIRTUAL CAMERA, AND THE SIMULATION OF ‘I’
Mike Jones, Lecturer Screen Studies – Australian Film, TV and Radio
School Lecturer – University of NSW, Australia

http://blip.tv/dashboard/episode/3967284

11:30-12:40 Tools and technologies // User / player centered design

ON-DEMAND CREATION OF PROCEDURAL CITIES
M. Banf, M. Barth, H. Schulze, J. Koch, A. Pritzkau, M. Schmidt, A.
Daraban, S. Meister, R. Sandhöfer, V. Sotke, C. Rezk-Salama, A.
Kolb

http://blip.tv/dashboard/episode/3967297

INFLUENCE OF COMMUNICATION ON THE GAMEPLAY EXPERIENCE IN MMORPGS – Petter Christie, Fitri N. Rahayu and Andrew Perkis

http://blip.tv/dashboard/episode/3967306

Paris Game AI Conference 2010

Game AI Conference 2010

Game AI Conference 2010

 

 

 

 

 

 

 

 

El pasado 23 y 24 de Junio de 2010 tuvo lugar la Paris Game AI Conference, el mayor evento sobre Inteligencia Artificial y videojuegos del mundo, reuniendo a mas de 300 programadores, desarrolladores,  diseñadores y productores de videojuegos.

El programa (detallado abajo) contó con la asistencia de eminencias del sector tales como Noah Falstein, Bruce Blumberg, Paulo Maninetti o Ken Perlin.

June 23rd 2010

9:30 -This year in Game AI

Take a journey through the past 12 months in the games industry, and find out where artificial intelligence in becoming a key technology for modern games.

Phil Carlisle (Indie developer at MindFlock Ltd. and veteran programmer on the WORMS franchise) and Alex Champandard.

10:00 – Tales from the Design Trenches

Listen to veteran developers share war stories, their experiences of how design has changed over the years, and horror stories of working with programers.

Stephane Bura (Designer and writer consultant, previously Creative Director at IOTacle Belgium), Noah Falstein (Freelance designer and producer at The Inspirancy, and LucasArts veteran), and Jurie Horneman (Creative Director at mi’pu’mi, formerly designer/producer at Rocktar and Kalisto).

11:15 – Intimate Conversations with Interactive Animated Characters

Find out about the secret recipe that makes the wide variety of animals in WORLD OF ZOO so compelling to watch and interact with.

Bruce Blumberg (Lead Character Engineer at Blue Fang, Associate Professor at MIT)

12:15 – Middleware Megamix

Stay on top of the most recent developements from the leading artificial intelligence companies, and find out what’s coming down the line.

Autodesk, Havok, MASA Group, PathEngine and Spir.Ops.

14:30 – Navigation Loop:Avoid Turning in Circles with Local Navigation

How do you handle obstacle avoidance locally for single characters, as well as local multi-agent coordination? Find out what works and what works and what doesn’t…

Mikko Mononen (Designer/Programmer specializing in AI, previously Lead AI on CRYSIS at Crytek).

15:15 – Crowds and Pedestrians without Bumper Car Syndrome

Creating believable groups and crowds is both an art and science bridging the gap of character animation, pathfinding and behavior. Listen totips and tricks to help bring you up-to speed with recent games and its technology.

Mikko Mononen, Ken Perlin and Jean-Charles Perrier (Lead Programmer at Quantic Dream, developer on HEAVY RAIN and INDIGO PROPHECY).

16:30 Inside Your Player’s Mind

Do you know what your players think about your AI? Hear about an experiment to figure out exactly how people perceive in-game behaviors

Baylor Wetzel (Developer at Shikigami Games, researcher at the University of Minnesota).

17:00 Psychology Profiling in SILENT HILL: SHATTERED MEMORIES

Player modeling is becoming increasingly popular these days. Find out how games can serve different content based monitoring gameplay.

Gwaredd Mountain (Technical Director at Climax Studios, who also worked on the OVERLORD sequels)

17:40 Metrics, Experience Management and AI Directors

As games become more dynamic, keeping statistics about players is increasingly important. Find out how both offline and online games can benefit.

Jurie Horneman, Stephane Bura, and Gwaredd Mountain.


June 24th 2010

9:00 -Physics-based Racing AI in SUPERBIKE 2010 and SUPERSTARS V8

Finding a balance between physics simulation and AI control is alwais difficult. Learn how it’s done in realistic racing games with racing cars and bikes alike.

Paulo Maninetti (Senior Programer at Milestone, previously Game Programer at Ubisoft).

10:45 -The Evolution of BATTLEFIELD: BAD COMPANI’s AI

Discover wath choices helped DICE improve the AI/gameplay from good to great in their most recent franchise.

Mikael Hedberg (Software Engineer at DICE (Electronic Arts), working on the BATTLEFIELD franchise).

11:45- Building Virtual Toys that Don’t Break

Sandbox-style games and non-linear gameplay are becoming increasingly common. But making AI for such games in much harder. What’s the secret?

Bruce Blumberg and Ulf Johansen (Developer at IO Inreractive in Denmark, who worked on HITMAN: BLOOD MONEY).

14:00 – AI Sandbox Multi-threading

Concurrency. Parrallelism. Multi-thhreading. Regardless of what you call it in practice it’s a pain to deal with! You are not alone…

Alex Champandard (Contractor on KILLZONE 2, previously Senior AI Programer at Rockstar, now Technical Director at AiGameDev.com)

14:45 – EVE Online Characters

Social Interactions in games remains a vastly under-explored area. Fid out how the space stations of CCP’s next expansion are going to be populated.

Claudio Pedica (Researcher at Reykjavík University, currently collaborating with CCP Games).

16: 00 – Modern Procedural Animation

As the cost of hand animation and motion capture increase, more developers are turning to procedural techniques to augment their animation systems.

Ken Perlin (Professor at New York University, Chief Tecnology Advisor at ActorMachine).

17:00 – Take Away and Looking Forward

Higlights from the most interesting topics during the conference and an open discusion about what to look out for over the coming months!

Phil Carlisle, Mikko Mononen and William van der Sterren (Consultant at CGF/AI and contractor on SHELLSHOCK:NAM ’67 and KILLZONE I).

Desafortunadamente la organización del congreso nos permitió grabar las conferencias, ya que quieren tener la exclusiva de la documentación del evento en el area PREMIUM (es decir, de pago), de la pagina web oficial del congreso, donde se pueden consultar también los videos de años anteriores.

PlayLab: Haciendo Marcianadas (Vídeo)

Vídeo de la Conferencia de Flavio Escribano durante el I Congreso de Videojuegos de la Universidad Complutense de Madrid titulada: Haciendo Marcianadas, el videojuego como sistema híbrido de investigación e innovación, en donde se exponen los resultados del Playlab y se profundiza sobre la influencia del videojuego en procesos de innovación cultural y tecnológica.

Todas las conferencias del Congreso aquí

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I Congreso Internacional de Videojuegos UCM (Madrid)

Los próximos días 12-16 de Abril tendrá lugar en la Facultad de Ciencias de la Comunicación de la Universidad Complutense de Madrid el I Congreso Internacional de Videojuegos de la UCM. El colectivo ARSGAMES presentará una ponencia titulada: Haciendo Marcianadas. El videojuego como sistema híbrido de investigación e Innovación a cargo de Flavio Escribano el Martes 13 a las 17.15h.

Destacar entre l@s ponentes, comité científico y organizador a Gonzalo Frasca, Chris Crawford, Ciro Altabás, Javier Arévalo y un grueso elenco de investigadores, profesionales de la Industria y de los medios.

Entrada Libre.

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