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Content Provider | ACM Digital Library |
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Editor | Heirich, Alan Thomas, Douglas Davidson, Drew |
Copyright Year | 2007 |
Abstract | This is the second year of existence for the Sandbox Symposium. It's also the first year we have a printed proceedings. It was a challenge to pull the first year of the symposium together. In this second year the symposium has settled into a groove with an even mix of presentations on game development, game design, algorithms, and education and psychology. Although the 31 submissions were fewer than last year they were more focused and higher quality. We chose the best 16 of them for presentation. In addition to these papers we have two discussion panels, on Open Source and Prototyping, and keynote addresses by Warren Spector and John Klima. The symposium has tried to balance a practical focus on game development with meta-commentary on the uses and impact of games. As a result it attracts a diverse audience from industry and academia. We hope that in future years it will continue to be a locus for the study of games, both how to make them and what they are, and for dissemination of knowledge. The Animation session presents two papers that have practical techniques that can be applied immediately to character animation. The Open Source session demonstrates how to build a facial animation system. And concludes with a panel that will show how to construct an Open Source game developers toolchain. The Education and Psychology session focuses on the impact of games on individuals in education and in play. Game Design I discusses three research and serious games that are in varying stages of development. The Graphics session presents a novel rendering technique and an interactive tool for developing graphics shaders. Game Design II describes the experience of making an electronic game from a board game, and presents an analysis of game genres based on user surveys. Stretching the Interface follows our keynote address by John Klima. The first paper shows the results of experiments with the Wii controller, while the second paper presents a quantitative approach to information placement. The last session on prototyping presents an example from pervasive game development, and concludes with a panel of industry experts who describe their use of prototyping in the game design process. This session concludes with the "best paper" award. We hope this program is informative and look forward to future years of Sandbox!. |
ISBN | 9781595937490 |
Language | English |
Publisher | Association for Computing Machinery (ACM) |
Publisher Date | 2007-08-04 |
Access Restriction | Subscribed |
Content Type | Text |
Resource Type | Conference Proceedings |
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