The IFIP International Conference on Entertainment Computation (IFIP-ICEC) & Joint Conference on Serious Games (JCSG) are the longest lasting and prime scientific conference series in the area of Entertainment Computing. It brings together practitioners, researchers, artists, designers, and industry on the design, creation, development, use, application and evaluation of digital entertainment content and experience systems. The conference series is cross-disciplinary, and stretches over the domains of computer science, human-computer-interaction, content production, digital games, multimedia, media studies, art, and design. The conference series aims at presenting high quality scientific results spanning from theory to application, use-cases, experience, and demonstrations. We solicit papers, posters, art exhibits, interactive sessions, and demonstrations, as well as we are looking for tutorial and workshop proposal.
Arequipa is placed in the Southern Coastal region of Peru just below the edge of the Altiplano at 2335 meters above sea level and surrounded by three impressive volcanoes. Arequipa is also known as The White City (Ciudad Blanca) because of its many colonial-era Spanish buildings built of “sillar”, a pearly white volcanic rock. The city is about an hour away by plane from Lima; about 35 minutes away of Cuzco by plane (close to Machu Picchu) , about 8 hours by bus to Nazca lines (Ica city), and about 2 hours by plane to the amazon jungle ( Iquitos city ).
Interactive 3D environments, interactive narratives and digital games, are emerging as platforms used for entertainment, education, training, and citizen science. The potential social impact of these environments on such a wide variety of application domains elevates the importance of the development of novel methods that can enhance the design quality of such environments as well as assess their utility. Due to its importance, this topic has received much attention within the Human Computer Interaction (HCI) and games research communities as well as the games industry. In the past few years, researchers within academia and industry have proposed various methods to understand, capture and channel the user experience culminating in the areas of Game User Research and Game Analytics/Game Data Science. These methods are often embedded in the design process to aid in tuning the quality of the design and evaluate its utility to the given application domain. In this talk, I will focus on discussing novel methods and methodologies spanning the areas of Game Data Science and Game User Research that my research group have developed over years of collaborations with various organizations and industry partners. I will use several case studies to show the impact of these new methods in gaining insights about the user experience to enhance and assess the design of different types of games, including social games for health, entertainment games, e-sports, and educational games.
Magy Seif El-Nasr is an associate Professor in the Khoury College of Computer Sciences and the College of Arts, Media and Design, where she directs the Game User Interaction and Intelligence (GUII) Lab. Dr. Seif El-Nasr earned her Ph.D. degree from Northwestern University in Computer Science. Her research focuses on two goals (a) developing automated tools and techniques for authoring, adapting, and personalizing virtual environments (e.g., interactive narrative, believable characters, and visuals), and (b) developing evidence-based methodologies to measure the effectiveness of game environments through the development of novel in-depth behavior mining and visual analytics tools. She published the first book on the subject of game analytics, called Game Analytics: Maximizing the Value of Player Data. Her work is internationally known and cited in several game industry books. Additionally, she has received several awards and recognition within the game research community. Notably, she received four Best Paper Awards and was named as a HEVGA (Higher Education Video Game Alliance) Fellow. She is on the editorial board of IEEE Transactions on Games and IEEE Transactions on Affective Computing.
In ArtiGames we are developing a AAA game. We begin this adventure 8 years ago and after a lot of work, effort and sacrifice we almost have a first chapter game ready to raise investment. We are going to show part of the development process and also share our experience in this quite complicated adventure.
Renzo is an entrepreneur with more than 15 years of experience in digital game industry. He has been programmer, producer, consultant, instructor and international speaker. Renzo is founder of the ArtiGames company and the School of Digital Games ArtiGames. He is co-founder of the Peruvian Game Development Association (APDEVA).
In this presentation, I will talk about the work I have done in the Crowds area since 1996, focusing on security systems and digital entertainment. In particular, I have worked to extract data from pedestrians and crowds, including cultural and personality analysis, which may also include faces and body poses. All analyzed data can be used in entertainment applications to improve the realism of simulated behaviors. In addition, I will mention some recent studies involving the perception of faces and crowds that we are currently investigating.
Soraia Raupp Musse is an associate professor at the School of Technology, Pontifical Catholic University of Rio Grande do Sul (Brazil), where she created and coordinates the Virtual Human Laboratory. Her research interests include crowd simulation and analysis, facial animation, and integration of computer graphics, pattern recognition and computer vision applied to games. Dr. Musse has a Ph.D. in Computer Science from the Ecole Polytechnique Fèdérale de Lausanne (Switzerland) where she was supervised by Prof. Daniel Thalmann. Recently, she spent a year at UPENN (USA) working as a visiting scholar with Prof. Norman Badler. She has supervised more than 40 graduate students and postdocs and published more than 160 peer-reviewed papers in journals and conferences. She is a member of Brazilian Special Group in Games and Digital Entertainment from Brazilian Computer Society. She also published four books on the domain of Crowd and behaviors Simulation with Springer-Verlag.