Monday 4 April 2011

Call for Participation

Using Technology for a More Playful Real Interaction: Urban and Pervasive Games

About:
The workshop will focus on games that are based on ubiquitous, pervasive and ambient intelligence. It will be a showcase to show the game development, but also an academic endeavor that will provide tools, theories and frameworks to understand and assess games and the experience of playing games.
The objective of the workshop will be to show games, but also to share expertise when working with games
Submissions:
We are asking for submissions 5 pages long following the IEEE format. More info about the format can be found here

Format: For the reviewing process, we are asking you to submit your contribution in PDF format. If your contribution is accepted, then we will ask you for a RTF format.  
Papers submitted to the main conference could also be presented at the Workshop. However, the review procedures are different and two different submissions have to made, one to the conference and one to the workshop.
Please submit your contributions using the following easychair link, please select the corresponding workshop when doing your submission.
All submissions will be reviewed by experts based on their correctness and the value they offer for the overall workshop. We will aim to have a diverse workshop with several types of submissions.
Type of Submissions:
We are interested in submissions that cover the following topics:
  • Design of Ubiquitous and Urban Games
  • Evaluation of Ubiquitous and Urban Games
  • Tools and Frameworks for Developing Games
  • Use of New Technologies
  • Serious Games
  • Games as Research Tools
  • Philosophical and Ethical Discussions of Ubiquitous and Urban Games
Important Dates:

Workshop paper submissions: July 8th, 2011 
Workshop paper notification: August 8th, 2011 
List of accepted papers on the web: August 8th, 2011 
Camera-ready submissions: September 8th, 2011 
Workshop program on the web: September 8th, 2011 
Workshops dates: December 5th/ December 9th, 2011 
Questions:
Please direct your questions to:
  • Eduardo H. Calvillo Gámez (eduardo.calvillo@gmail.com)
  • Victor Gonzalez (vmgonz@acm.org)

About the Workshop


Workshop Proposal
UCAmI’2011 (Ubiquitous Computing and Ambient Intelligence)
Theme: Using Technology for a More Playful Real Interaction: Urban and Pervasive Games
Organizers:
Eduardo H. Calvillo Gámez – Universidad Politécnica de San Luis Potosí – eduardo.calvillo@gmail.com
Víctor M. González  – Instituto Tecnológico Autónomo de México – victor.gonzalez@itam.mx
Description of the Workshop Topic
The workshop will focus on games that are based on ubiquitous, pervasive and ambient intelligence. It will be a showcase to show the game development, but also an academic endeavor that will provide tools, theories and frameworks to understand and assess games and the experience of playing games.
The objective of the workshop will be to show games, but also to share expertise when working with games.
Justification of the Workshop
Games are important aspect of cultural and technological development. From the cultural perspective, they help us as society to identify common ground and develop both a personal and group identity [2]. From a technological perspective, games have taken advantage of the state-of-the-art. A clear example would be the Nintendo Wii or Xbox Kinect that use motion recognition allowing using the body as an input device. Towards this end, current research is trying to develop interaction paradigms that create more real interactions [3] in an effort to improve the user experience.
Besides being a paramount for technological advances, games are also of importance to be used as a medium to learn about other issues, such as in serious games [4], or as research instruments to study other phenomena [1]. But everything games take from the technological corner, they pay back in showing how to use the technological advances, as well as with knowledge for other areas. This were the importance of games resides; they help us to showcase technological development as well as to study other issues.
The objective of this workshop would be to present advances in the usage of technology based on real interactions, ubiquitous computing and ambient intelligence in developing videogames. The games could be just for ludic purposes, serious games, or to be used as tools to study other phenomena.
We are looking for papers and case studies of game development, as well of theories and frameworks that help to study and develop this type of games.
Structure of the Workshop
We propose a half a day workshop, with the following organization:
·       Introductions and welcoming to the workshop (30mins)
·       Paper presentation (2 minutes per paper). 20-30 Minutes.
·       Poster or prototype presentation of all the accepted papers. 1 hour.
·       Round table discussion, groups of 5. 1 hour.
·       Presentation of Results of the Discussion. 1 hour.
Estimated audience:
We expect to accept 10-15 papers to be published on the proceedings of the conference. Papers presented in the workshop could also be presented in the main conference.
Brief CV of Organizers
·       Eduardo H. Calvillo Gámez
o   PhD in Human Computer Interaction, UCL, 2009
o   Tutorials Chair: CLIHC’2011
o   Guest Editor: Elsevier’s Entertainment Computing, special issue on Video Games as Research Instruments. 2011.
o   Program Chair: MexIHC’2010.
o   Workshop Organizers: Video Games as Research Instruments at CHI 2010.
·       Victor M. González & González
o   PhD in Information and Computer Science, UC Irvine, 2006
o   Program Chair: CLIHC 2007
o   General Chair: MexIHC 2010.
o   Workshop Organizer: Social Networks at CHI 2009.

References
[1]            Calvillo-Gámez, E. H., Gow, J., and Cairns, P. Video games as research instruments. Entertainment Computing In Press (2011).
[2]            Huizinga, J. Homo-Ludens: A Study of the Play Element in Culture. Beacon Press, London, UK, 1950.
[3]            Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., and Zigelbaum, J. Reality-based interaction: a framework for post-wimp interfaces. In CHI ’08: Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems (New York, NY, USA, 2008), ACM, pp. 201–210.
[4]            Michael, D., and Chen, S. Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade, 2005.

Sunday 3 April 2011

Program Committee

  • Nadia Berthouze - UCL Interaction Centre, UK 
  • Eduardo H. Calvillo Gámez - Polytechnic University of San Luis Potosí, MX
  • Paul Cairns - University of York, UK
  • Anna Cox - UCL Interaction Centre, UK 
  • Juan Carlos Cuevas Tello  - Autonomous University of San Luis Potosi - School of Engineering, MX
  • Jodi Crisp - University of Oxford
  • Víctor González - Autonomous Technological Institute of Mexico, MX
  • César Guerra-García - University of Castilla - La Mancha, ES & Polytechnic University of San Luis Potosí, MX
  • Jesús Favela - CICESE, MX
  • Jeremy Gow - Imperial College, UK
  • Charlene I Jennett - UCL Computer Science
  • Alberto Morán - Autonomous University of Baja California - Ensenada, MX
  • Marco Pasch - University of Lugano, CH
  • Héctor G. Pérez - Autonomous University of San Luis Potosi - School of Engineering, MX
  • Ulises Pineda - Autonomous University of San Luis Potosi - School of Sciences, MX
  • Marcela Rodríguez - Autonomous University of Baja California - Mexicali, MX
  • Pedro Santana - University of Colima, MX
  • Enrique Stevens - Autonomous University of San Luis Potosi - School of Sciences, MX 
  • Mónica Tentori -  Autonomous University of Baja California - Ensenada, MX