TC 14 (Entertainment Computing) - Aims and Scopes

est. 2002, rev. 2006

AIMS

To encourage computer applications for entertainment and to enhance computer utilization in the home, the technical committee will pursue the following aims:

·       to enhance algorithmic research on board and card games

·       to promote a new type of entertainment using information technologies

·       to encourage hardware technology research and development to facilitate implementing entertainment systems, and

·       to encourage non-traditional human interface technologies for entertainment.

SCOPES

(1) Algorithm and strategy for board and card games
-- algorithms of board and card games
-- strategy control for board and card games
-- level setup for game and card games

(2) Novel entertainment using ICT
-- network-based entertainment
-- mobile entertainment
-- location-based entertainment
-- mixed reality entertainment

(3) Audio
-- music informatics for entertainment
-- 3D audio for entertainment
-- sound effects for entertainment

(4) Entertainment human interface technologies
-- haptic and non-traditional human interface technologies
-- mixed reality human interface technologies for entertainment

(5) Entertainment robots
-- ICT-based toys
-- pet robots
-- emotion model and rendering technologies for robots

(6) Entertainment systems
-- design of entertainment systems
-- entertainment design toolkits
-- authoring systems

(7) Theoretical aspects of entertainment
-- sociology, psychology and physiology for entertainment
-- legal aspects of entertainment

(8) Video game and animation technologies
-- video game hardware and software technologies
-- video game design toolkits
-- motion capture and motion design
-- interactive story telling
-- digital actors and emotion model

(9) Interactive TV and movies
-- multiple view synthesis
-- free viewpoint TV
-- authoring technologies

(10) Edutainment
-- entertainment technologies for children's education
-- open environment entertainment robots for education


WG14.1 – Digital Storytelling
est. 2002, rev. 2006

SCOPES

Storytelling is one of the core technology of entertainment. Especially with the advancement of information and communication technologies (ICT), new type of entertainment called video games have been developed where interactive story development is the key that makes those games really entertaining. At the same time, however, it has not been studied well what is the difference between the interactive storytelling and the conventional storytelling. Also as the development of interactive storytelling need a lot of time and human power, it is crucial to develop technologies for automatic or semiautomatic story development. The objective of this working group is to study and discuss these issues.


WG14.2 – Entertainment Robot
est. 2004, rev. 2006

SCOPES

Robot is becoming one of the most appealing entertainment. New entertainment robot and/or pet robot is becoming popular. Also, from theoretical point of view, compared with computer graphics based characters/animations, robot is an interesting research object as it has physical entity. Taking these into considerations, it was decided at the SG16 annual meeting that a new working group on entertainment robot is to be established.



WG14.3 – Theoretical Basis of Entertainment
est. 2003, rev. 2006

AIMS


SCOPES

Although there are huge entertainment industries already such as video games, toys, movies, etc., little academic interest has been paid on such questions as what is the core of entertainment, what is the technologies of entertainment can be applied to other areas such as education, learning and so on. The main objective of this WG is to study these issues.


WG14.4 – Entertainment Games
est. 2005, rev. 2006, 2012

AIMS

To research and develop computing techniques for the improvement of computer games and other forms of computer entertainment.

SCOPES

The scope of this workgroup includes, but is not limited to the following applications, technologies and activities.

Applications:

·       Analytical games (e.g., Chess, Go, Poker)

·       Commercial games (e.g., Action games, Role-playing games, Strategy games)

·       Mobile games (e.g., Mobile phones, PDA's)

·       Interactive multimedia (e.g., Virtual reality, Simulations)

Technologies:

·       Search Techniques

·       Machine Learning

·       Reasoning

·       Agent Technology

·       Human-Computer Interaction



 
WG14.5 - Social and Ethical Issues in Entertainment Computing
est. 2005, rev. 2006

AIMS

  1. Foster the ethical design, development, implementation, applications and use of entertainment computing.
  2. Encourage surveys and studies on social, ethical and cultural aspects of entertainment computing.
  3. Develop methodologies for studying social, ethical and cultural implications of entertainment computing.
  4. Establish a global platform for interaction, exchange, joint initiatives and co-operation between such groups as:

·       the end users of entertainment computing

·       industrial developers and designers of entertainment computing

·       policy, decision making, social and consultative bodies

·       academics and scientists.

SCOPES

The social and ethical implications of entertainment computing including:

·       actual and potential human usefulness or harm of entertainment computing

·       social impact of these technologies

·       developments of the underlying infrastructure

·       rationale in innovation and design processes

·       dynamics of technology development

·       ethical development

·       cultural diversity and other cultural issues

·       education of the public about the social and ethical implications of entertainment computing, and of computer professionals about the effects of their work.

WG 14.5 explicitly cares about the position of, and the potentials for, vulnerable groups such as children, the less-educated, disabled, elderly and non-employed people, cultural minorities, unaware users and others.


 WG14.6 – Interactive TeleVision (ITV)
est. 2007

AIMS

·       To promote visibility and to increase the impact of research and development in the ITV field  

·       To bring together interdisciplinary approaches to ITV research and development issues (e.g. content production, computer science, media studies)

·       To encourage cooperation between researchers and other established bodies and organizations, through the development of joint project proposals

·       To facilitate the development of suitable academic and practical teaching programs

SCOPES

·       Alternative content distribution (mobile TV, peer-to-peer TV, IPTV)  

·       Interactive storytelling, user contributed content

·       Interactive and personalized advertising systems

·       Applications for t-commerce, t-learning, t-health, entertainment

·       Ethical, regulatory and policy issues

·       Interoperability of middleware, standards, multimedia metadata

·       Authoring, production and virtual reality systems

·       Content management, digital rights management

·       Multimedia, graphics, broadcast and video technology

·       Content enriched communication services, video conferencing

·       Personalization, user modeling, intelligent user interfaces

·       Usability, accessibility, universal access, multimodal interaction                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          


WG14.7 – Art and Entertainment
est. 2007


AIMS

·       To explore the way art and cinema aesthetics can play a role in different areas of computer science.

·       One of its goals is to modify computer science by the application of the wide range of definitions and categories normally associated by making art and cinema.

·       To go beyond the usual definition of art and cinema aesthetics in computing, which most often refers to the formal, abstract qualities of such structures – a beautiful proof, or an elegant diagram.

·        To research the broader spectrum of aesthetics – from abstract qualities of symmetry and form to ideas of creative expression and pleasure – in the context of computer science.

·       To prove the assumption behind art and cinema aesthetic computing that the field of computing will be enriched if it embraces all of aesthetics.

SCOPES

The influence of technology and scientific innovation is profoundly changing how we express ourselves. Arts and Entertainment is a new field that represents the exciting convergence of technology with the established design discipline. The Media Arts and Cinema offers a comprehensive approach to design that encourages innovation by media artists, scientists and engineers. The working group will pursue the following activities:


WG14.8 – Serious Games
est. 2012

AIMS

To promote serious games research, development and assessment, and to encourage and facilitate wider adoption and use of serious games, the working group will pursue the following activities:

·       to establish a shared understanding and arena for current and emerging serious games

·       to connect interdisciplinary approaches/groups and encourage cooperation and collaboration in research and development projects

·       to encourage investigation of entertainment in its various forms in serious games (e.g. stimulating, thought provoking, pleasurable, etc.)

·       develop methodologies to inform design, development and assessment of serious games

·       facilitate the development of suitable academic and practical teaching programs

SCOPES

·       video games, simulations, virtual environments, interactive art/media, mixed reality/media for purpose

·       interactive narrative and storytelling (e.g. to participate in scenarios and social situations and make ethical, moral and strategic judgments and decisions)

·       virtual heritage (e.g. to experience cultures, customs and values  of past and present civilizations)

·       mobile platforms for serious games

·       digital development tools, authoring environments and game engines

·       development of methodologies & guidelines for design, development and assessment

·       incorporation of learning/pedagogical theories

·       social, cultural and ethical impact/considerations of these technologies