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Games Innovation Conference (IGIC), 2012 IEEE International

Date 7-9 Sept. 2012

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  • Author index

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  • Contents

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  • [Copyright notice]

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  • [Front cover]

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  • Welcome message

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  • [Agenda September 7-9, 2012 at The Strong]

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  • Author index

    Publication Year: 2012, Page(s):152 - 154
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  • Patrons

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  • Program committee

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  • Reviewers

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  • Steering committee

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  • Table of contents

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  • What is fun?

    Publication Year: 2012, Page(s): 1
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (27 KB)

    Ian Bogost is a scholar, author, and game designer. He is professor and director of the Graduate Program in Digital Media at the Georgia Institute of Technology and founding partner at Persuasive Games LLC. As an author, he writes about video games as a medium with many uses. As a game designer, he makes games for political, social, educational, and artistic uses. Bogost is author or co-author of ... View full abstract»

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  • Virtual Worlds and their discontents who will refuse to enter the matrix and why

    Publication Year: 2012, Page(s): 1
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    Cory Doctorow is coeditor of the popular weblog Boing Boing (www.boingboing.net), which receives more than three million visitors a month. He is also a contributor to Guardian, Locus, and Publishers Weekly. His science fiction writing has garnered numerous awards, and his young adult novel Little Brother was a New York Times bestseller. A forthcoming book, Rapture of the Nerds, an adult novel co-w... View full abstract»

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  • GamiMUSTication transforming learning to drive 21st century skills

    Publication Year: 2012, Page(s): 1
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    As vice president of education for Microsoft Corp.'s Worldwide Public Sector organization, Anthony Salcito works with education institutions and partners globally to embrace technology to optimize learning environments and student achievement. In this role, Salcito oversees the worldwide execution of Microsoft's vision for education and its partnership and technology outreach efforts via the Partn... View full abstract»

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  • Engaging interactivity using gesture control technologies

    Publication Year: 2012, Page(s): 1
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (27 KB) | HTML iconHTML

    Vincent John Vincent is the cofounder of GestureTek and has been instrumental in defining and developing the video gesture recognition and control industry. In addition to commercially marketing the company's technology, Vincent is responsible for its day-to-day operations and sales and marketing. Vincent leads the company's activities in ongoing market identification, product development in multi... View full abstract»

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  • Breaking into the Game Industry

    Publication Year: 2012, Page(s): 1
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    Ian Schreiber is a game designer, consultant, and co-author of Breaking into the Game Industry: Advice for a Successful Career from Those Who Have Done It and Challenges for Game Designers. He maintains a blog, Teaching Game Design at teachingdesign.blogspot.com, and he is very active in the IGDA. View full abstract»

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  • From arcades to apps

    Publication Year: 2012, Page(s): 1
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    Video game pioneer Seamus Blackley is best known as co-creator of the Xbox. After working at Microsoft, Blackley ran the game talent division at Creative Arts Agency in Los Angeles, representing legendary designers such as Will Wright (The Sims) and Time Schafer (Psychonauts). Most recently, Blackley launched the game development company Innovative Leisure with an eye toward inventing a new genre ... View full abstract»

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  • The Skylanders story successfully combining toys and video games

    Publication Year: 2012, Page(s): 1
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    Paul Reiche began his career as a professional game designer in 1981 at TSR Hobbies in Lake Geneva, Wisconsin, where he wrote rules for Dungeons & Dragons. He returned to the San Francisco Bay Area and began to create computer games, co-designing the fantasy classics Archon, Mail Order Monsters, and Murder on the Zinderneuf, a murder mystery game set entirely within a zeppelin. In 1989, Reiche... View full abstract»

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  • Productivity games to increase organizational trust: How gaming and fun in the workplace can develop a culture of trust and innovation

    Publication Year: 2012, Page(s):1 - 6
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (136 KB) | HTML iconHTML

    Our world is changing. Global, social, technological, and demographic shifts alter the competitive landscape for businesses across the globe. The impact on organizational behavior is significant. Creativity and innovation are paramount - keystones for 21st century competitive relevance. The speed of business and the pressures of competition require unprecedented agility. At an organizat... View full abstract»

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  • Integration of mobile game development into introductory CS courses: Lessons learned

    Publication Year: 2012, Page(s):1 - 4
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    Computer games are widely used to improve student motivation and engagement in Computer Science courses. The process of design and implementation of a playable game, however, is a challenging task and is best accomplished in upper-level courses. Mobile games, on the other hand, are simpler and, thus, easier to program for students in lower-level courses. By exposing these students to a breadth of ... View full abstract»

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  • RESTful Massively Multi-user Virtual Environments: A feasibility study

    Publication Year: 2012, Page(s):1 - 4
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    The increased bandwidth made available to consumers in the past decade has enabled the spread of Massively Multi-user Virtual Environments (MMVEs). MMVEs require fast and frequent updates to be delivered to a considerable number of users. To address these difficult requirements, developers resort to network architectures tightly coupling clients and servers. While providing a good enough quality o... View full abstract»

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  • Creating tangible cultural learning opportunities for indigenous dance with motion detecting technologies

    Publication Year: 2012, Page(s):1 - 3
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (319 KB) | HTML iconHTML

    Witnessing and imitating a dance instructor facilitates improved learning opportunities compared with textual, auditory or video reproductions. Learning a complex dance from a verbal description is difficult, as spoken words are slow and cannot encapsulate all the details of a precise maneuver. Unfortunately, in a museum environment, visitors are not afforded the opportunity to become fully immers... View full abstract»

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  • Using open source libraries in cross platform games development

    Publication Year: 2012, Page(s):1 - 5
    Cited by:  Papers (2)
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    With the rapidly evolving mobile game industry it has become increasingly lucrative to develop quickly across as many different platforms as possible. There is a great number of Open Source Software libraries which help with the different aspects of cross-platform game development. Nonetheless there is still a great deal of low level systems to be crafted to deal with each platform, a process far ... View full abstract»

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  • Lazy eye shooter: A novel game therapy for visual recovery in adult amblyopia

    Publication Year: 2012, Page(s):1 - 4
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (324 KB) | HTML iconHTML

    Training studies using action video games have shown enhanced post-training vision in both normally-sighted as well as amblyopic individuals. The purpose of this work has been the development of a game modification or “mod” using Unreal Tournament 2004 in order to combine conventional antisuppression therapy principles for amblyopia with the benefits rendered by action video games fo... View full abstract»

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