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.
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
·
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