Date: | Fri, 19 Nov 2010 15:28:38 -0500 |
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From: | Elizabeth Lawley <ell...@rit.edu> |
To: | Maria Roussou <ma...@makebelieve.gr> |
Maria-
Here's the link to our job posting: http://igm.rit.edu/jobs/ - it would be great if you could forward it to the EVL list! best, Liz
-- Elizabeth Lane Lawley, Ph.D. Associate Professor, RIT Director, RIT Lab for Social Computing mamamusings.net • lawley.rit.edu 585.598.4947
Analyzing, capturing and synthesizing player experience in both traditional screen-based games and augmented- and mixed-reality platforms has been a challenging area within the crossroads of cognitive science, psychology, artificial intelligence and humancomputer interaction. Recent advances in readily available sensors (e.g. in mobile phones), hardware (e.g. Nintendo Wii-remote, Microsoft Kinect, Playstation Move) and computing power enable users to interact with computers, handheld devices and game consoles using the same paradigm as in their everyday life: with spoken commands, facial expressions, hand and body gestures. These non-verbal means of expressivity can be studied both in terms of affect and interaction, as well as in terms of gameplay, using concepts from machine vision and understanding, machine learning and psychology.
In addition to this, those new interaction modalities enhance the importance of the study and the complexity of player experience. Artificial and computational intelligence can be used to synthesize the affective state of player (and non-player) characters, based on multiple modalities of player-game interaction. Multiple modalities of input can also provide a novel means for game platforms to measure player satisfaction and engagement when playing, without necessarily having to resort to post-play and off-line questionnaires. For instance, players immersed by gameplay will rarely gaze away from the screen, while disappointed or indifferent players will typically show very little response or emotion. AI/CI algorithms can also be used to adapt the game to maximize playerοΏ½s experience, thereby, closing the affective game loop: e.g. change the game soundtrack to a vivid or dimmer tune to match the playerοΏ½s powerful stance or prospect of defeat; from the point of view of non-player characters, an injured or frustrated opponent will look down when facing defeat, informing the users about its status, much in the way a human opponent would be expected to. In addition to this, procedural content generation techniques may be employed, based on the level of user engagement and expressed interest, to dynamically produce new, adaptable and personalized content (e.g. a new stage in a platform game, which poses enough challenge to players, without disappointing them).
This special session aims at bringing together specialists from machine learning and vision, computational intelligence, affective computing, and multimodal interfaces to discuss advances in designing and measuring player experience and affect induction, sensing and modelling.
Topics of interest
Research areas relevant to the special session
include, but are not limited to, the following:
•οΏ½ artificial and computational intelligence for modeling player
experience
•οΏ½ cognitive/affective models of player satisfaction
•οΏ½ modeling affect in the context of games
•οΏ½ analysis of playerοΏ½s facial expressions, gestures, body stance,
gaze, speech content and prosody and physiology
•οΏ½ mapping low-level cues to affect and emotion
•οΏ½ using games to record affective databases
•οΏ½ synthesizing/reproducing player affect in the game environment
•οΏ½ adapting to player affect/player experience/satisfaction via
procedural content generation
•οΏ½ adaptive learning and player experience
Special session organisers
•οΏ½ Georgios Yannakakis, Centre for Computer
Games Research, IT University of Denmark
•οΏ½ Kostas Karpouzis, Image, Video and Multimedia Systems Lab,
National Technical University of Athens
•οΏ½ Kostas Anagnostou, Department of Informatics, Ionian University
Program Committee
•οΏ½ Elisabeth André (University of Augsburg, DE)
•οΏ½ Ginevra Castellano (Queen Mary University of London, UK)
•οΏ½ Dimitris Grammenos (ICS-FORTH, GR)
•οΏ½ Arnav Jhala (UC Santa Cruz, USA)
•οΏ½ Stefanos Kollias (National Technical University of Athens, GR)
•οΏ½ Jean-Claude Martin (LIMSI-CNRS, Paris-South 11, FR)
•οΏ½ Matteo Matteucci (Politecnico di Milano, IT)
•οΏ½ Alexandros Potamianos (Technical University of Crete, GR)
•οΏ½ Pieter Spronck (Tilburg University, NL)
•οΏ½ Ana Paiva (INESC-ID, PT)
•οΏ½ Christopher Peters (Coventry University, UK)
•οΏ½ Julian Togelius (IT University of Copenhagen, DK)
Important Deadlines
For more information please visit:
http://www.vs-games.org/
-- Kostas Anagnostou (PhD, MSc, DipEng) Department of Informatics | Ionian University Plateia Tsirigoti 7 | Corfu 49100 | Greece tel : (+30) 26610 87757 http://www.ionio.gr/~kostasan/