est. 2005, rev. 2006, 2012
To research and develop computing techniques for the improvement of computer games and other forms of computer entertainment.
The scope of this workgroup includes, but is not limited to the following applications, technologies, and activities.
- 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)
- Search Techniques
- Machine Learning
- Agent Technology
- Human-Computer Interaction
- Mathematical game theory
- Classification of games
- The workgroup will hold meetings at several conferences where Games and Entertainment Computing are prevalent, such as the ICEC.
- The workgroup will promote computer games as a viable and challenging area of research in state-of-the-art computing techniques, for instance by organizing special events at conferences.
- The workgroup members will engage in research activities in the areas mentioned above.
Prof. Hiroyuki IIDA
Japan Advanced Institute of Science and Technology
School of Information Science
Dept.of Information Processing
1- 1, Asahidai, Nomi
Dr. Jos UITERWIJK
Faculty of Humanities and Sciences, Maastricht ICT Competence Centre
P.O. Box 616
NL-6200 MD MAASTRICHT
Telephone: +31.43 3883490
Fax: +31 43 3252392
|GB||Abdennour El Rhalibi|
|KR||Jong Weon Lee|
|KR||Hyun S. Yang|
|NL||Jaap van den Herik|
Overview working groups
- WG 14.1 – Digital Storytelling
- WG 14.2 – Entertainment Robot
- WG 14.3 – Theoretical Foundation of Entertainment Computing
- WG 14.4 – Entertainment Games
- WG 14.5 – Social and Ethical Issues
- WG 14.6 – Interactive TeleVision (ITV)
- WG 14.7 – Art and Entertainment
- WG 14.8 – Serious Games
- WG 14.9 – Game Accessibility