2006 ACM SIGGRAPH Video Game Symposium
PROGRAM
PRESENTATIONS
Saturday - 29 July 2006 |
Sunday - 30 July 2006 |
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8:45 AM | Opening Address
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9:00 AM |
Keynote
Greg Costikyan, Manifesto Games
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9:00 AM | Keynote
Ian Shaw, Electronic Arts
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10:00 AM |
Poster Session and Carnival
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10:00 AM | Poster Session and Carnival
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10:45 AM |
Papers 1
Exploring the Use of Ray Tracing for Future Games
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10:45 AM | Papers 4
Big Fast Crowds on PS3
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11:45 AM |
Lunch
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11:45 AM | Lunch |
1:15 PM |
Panel 1
In the Trenches - Game Developers and the Crisis of Creativity
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1:15 PM | Panel 3a
Games, Learning and Literacy
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Panel 3b
Games and Accessibility
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2:15 PM |
Break
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2:15 PM | Break |
2:35 PM | Papers 2a
Dynamo: Dynamic Data-driven Character Control with Adjustable Balance
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2:35 PM | Papers 5a
Designing Interpretative Quests in the Literature Classroom
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Papers 2b
Game development for experience through staying there
Computer Role-Playing Games as a Vehicle for Teaching History, Culture, and Language
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Papers 5b
Emotional Remapping of Music to Facial Animation
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3:35 PM | Break
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3:35 PM | Break |
3:55 PM | Panel 2
Occasionally Reconcilable Differences: Games, Movies and Television
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3:55 PM | Panel 4
The Passion of the Developer: ea_spouse in the h_ouse! a Panel on Labor Relations and Quality of Life in the Industry
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4:55 PM | Break |
4:55 PM | Break
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5:15 PM | Papers 3a
Humour Theory and Videogames: Laughter in the Slaughter
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5:15 PM | Papers 6a
From Rock, Paper, Scissors to Street Fighter II: Proof by Construction
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Papers 3b
Practical Implementation of Dual Parabloid Shadow Maps
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Papers 6b
Excuse me, I need better AI! Employing Collaborative Diffusion to make Game AI Child's Play
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6:15 PM | Symposium Dinner
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6:15 PM | Game Finale |
7:00 PM | Birds-of-a-Feather Meetings and Carnival
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6:30 PM | Best Paper Award |
6:45 PM | Hot Games
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7:00 PM | Closing Comments |
POSTERS | EXHIBITIONS | BIRDS OF A FEATHER
Saturday, 29 July 2006 |
Sunday, 30 July 2006 |
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10:00 AM | Poster Sessions | 10:00 AM | Poster Sessions |
10:45 AM | Exhibitions
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10:45 AM |
Exhibitions
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7:00 PM | Birds of a Feather |
TOURNAMENTS
Saturday, 29 July 2006 |
Sunday, 30 July 2006 |
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10:00 AM | Katamari Tournament | 10:00 AM | Soul Calibur Tournament |
10:45 AM | - Open Play Guitar Hero 2 Dance Dance Revolotion
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10:45 AM |
- Open Play Retro More Guitar Hero 2 |
7:00 PM | Guitar Hero 2 Finals
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7:00 PM | Retro Finals |
8:00 PM | Dance Dance Revolution Finals
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8:00 PM | Halo Tournament |
9:00 PM | Karaoke Tournament
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Prizes | 1) X-Arcade Dual Joystick
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Skyrates (rhymes with pirates) is a game design and development project
experimenting with sporadic play across multiple platforms. It is an
ETC student project created by 4 team members and is currently in
development for several platforms. Working prototypes include Flash on
the web, Google Desktop Sidebar, AOL Instant Messenger, SMS, and mobile
phones. Skyrates will host an open beta for all Sandbox attendees using
Mozilla Firefox; registration will open on July 26th, the game will
continue for 2 weeks. The Skyrates team will be attending Sandbox and
projecting a Skyrates map so attendees can keep track of the in-game
world.
Please visit our site for information, and well see you in the skies on the 26th!
PAPERS
Dynamo: Dynamic Data-driven Character Control with Adjustable Balance
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Real Time Dynamic Wind Calculation for a Pressure Driven Wind System
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Exploring the Use of Ray Tracing for Future Games
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That Cloud Game: Dreaming (and Doing) Innovative Game Design
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Persistent Realtime Building Interior Generation
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Humour Theory and Videogames: Laughter in the Slaughter
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Making Things Public: Democracy and Government-Funded Video Games and Virtual Reality Simulations
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Emotional Remapping of Music to Facial Animation
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Designing Interpretative Quests in the Literature Classroom
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Excuse me, I need better AI! Employing Collaborative Diffusion to make Game AI Child's Play
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Computer Games and the Three Dimensions of Reading Literacy
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Computer Role-Playing Games as a Vehicle for Teaching History, Culture, and Language
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Ancient Runes - Using Text Input as for Interaction in Mobile Games
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Practical Implementation of Dual Parabloid Shadow Maps
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Enabling Real-Time Physics Simulation in Future Interactive Entertainment
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Game development for experience through staying there
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Big Fast Crowds on PS3
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The Submissive Speaks: The Semiotics of Visuality in Virtual BDSM Fantasy Play
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From Rock, Paper, Scissors to Street Fighter II: Proof by Construction
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Attribute Based Interfaces for Geometric Modeling
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PANELS
The Passion of the Developer: ea_spouse in the h_ouse! a Panel on Labor Relations and Quality of Life in the Industry
- Thomas J Allen
- Jason Della Rocca
- Erin Hoffman
- Andy Luckey
- Helen McWilliams
- Matthew Sakey
- Naoko Takamoto
In the Trenches - Game Developers and the Crisis of Creativity
- Jason Della Rocca
- Hank Howie
- Steve Meretsky
- Joe Minton
- Kent Quirk
- Tracy Rosenthal-Newsom
Occasionally Reconcilable Differences: Games, Movies and Television
- Katherine Isbister
- Stephen Jacobs
- Geoffrey Long
- Richard Rouse III
Games, Learning and Literacy
- Robin Hunicke
- Alice Robison
- Kurt Squire
- Constance Steinkuehler
Games and Accessibility
- Matthew T Atkinson
- Kevin Bierre
- Giannis Georgalis
- Michelle Hinn
KEYNOTES
Greg Costikyan
Designing Games for Process Intensity
Back in the 1980s, Chris Crawford theorized that games should bedesigned for process intensity rather than use of content. At the time, his point was that with 64K to work with, you should exploit the ability of machines to use algorithms rather than data, since you could keep only a limited amount of data in working memory. As Moore's Law did it's work, that argument became moot, and games began to bloat with enormous numbers of visual and audio assets--and the cost of generating those assets ran budgets up a curve nearly as steep as Moore's Law.
Today, virtually all of the cycles consumed by games are used to push pixels--and actual gameplay calculations consume only a tiny portion of a machine's resources. Perhaps, however, this approach is reaching a point of diminishing returns, as graphics become close to photorealistic--and perhaps it time to re-examine the ways in which harnessing different algorithms can produce novel gameplay experiences.
Bio Greg Costikyan is CEO of Manifesto Games, a start-up devoted to creating a viable path to market for independently developed games. He has designed more than 30 commercially published board, roleplaying, computer, online, and mobile games over three decades in the field, including five winners of the Origins Award. He is an inductee into the Adventure Gaming Hall of Fame for a lifetime of accomplishment as a game designer; has written on games, game industry business issues, and game design for publications including Wall Street Journal Interactive, the New York Times, The Escapist, Salon, and Game Developer magazine, as well as a number of game studies anthologies; is the author or co-author of two analysts' reports on online games; and has written four published science fiction novels and a clutch of short stories. He speaks frequently at industry conferences including GDC and E3. Prior to founding Manifesto, he was a games researcher for Nokia; and prior to that, co-founded Unplugged Games, one of the first North American mobile game start-ups. |
Ian Shaw
Players in the Development Game
Bio Ian Shaw is the Chief Technology Officer for Electronic Arts UK-Studio, based in Surrey , and Technical Director for the Harry Potter franchise.Ian has been developing games commercially since 1991, starting with his own company on the Amiga and publishing with Sony/Psygnosis. Joining Bullfrog in 1994, he worked as a programmer, and eventually Head of R&D, on titles including Dungeon Keeper, Syndicate Wars, Populous 3. He became CTO after Electronic Arts acquired the studio, leading technology through the Playstation-2/Xbox transition, and partnering with both internal teams and external studios on Formula-1, Quake-3 and Harry Potter. Other commitments have included academic collaboration with University College London; advisory boards for Microsoft/Direct3D, Alias/Maya, Game Developers Conference Europe and LEAF festival; and judging Bafta Games Awards. He holds a Masters Degree in Computer Science from Cambridge University .
Prior to games Ian lived a rainy existence in Cumbria where he worked on databases, stock control, embedded systems and backup software. There he learnt to enjoy hill-climbing and cycling. Spare time is split between playing his piano or playing with his two baby boys - noisy activities, especially when combined.
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