Sunday, November 27, 2011
Tuesday, November 8, 2011
- Stranded and Awien Ambush making the top ten on IndieDB - just to compare, Minecraft is the top game on IndieDB, this is a great achievement;
- Manastorm making the top fifty on Youtube Australia with just their trailer video.
Sunday, October 30, 2011
8th International Symposium on Visual Computing (ISVC'12)
Aquila Rithymna Beach Hotel
July 16-18, 2012
The purpose of the International Symposium on Visual Computing (ISVC)
is to provide a common forum for researchers, scientists, engineers
and practitioners to present their latest research findings, ideas,
developments and applications in visual computing. ISCV'12 seeks
papers describing contributions to the state of the art and practice
in the four central areas of visual computing: (1) computer vision,
(2) computer graphics, (3) virtual reality, and (4) visualization.
For a list of specific topics, please see http://www.isvc.net
ISVC'12 will consist of invited and contributed presentations dealing
with all aspects of visual computing. In addition to the main
technical program, the symposium will include several keynote
speakers, posters sessions, and special tracks.
Special track proposals: 1/20/2012
Paper submissions: 3/10/2012
Notification of acceptance: 4/10/2012
Final camera ready paper: 5/1/2012
Advance Registration: 5/1/2012
ISVC'12 Symposium: July 16-18, 2012
Schmid Cordelia, INRIA, France
Cremers Daniel, Technical Univ of Munich, Germany
Faloutsos Petros, York Univertsity, Canada
Coquillart Sabine, INRIA, France
Doleisch Helmut, VRVis Research Center, Austria (pending)
***Computer Vision Chairs:***
Fowlkes Charless, Univ of California Irvine,USA
Wang Sen, Kodak Research Labs, USA
***Computer Graphics Chairs:***
Choi Min-Hyung, Univ of Colorado Denver, USA
Mantler Stephan, VRVis Research Center, Austria
***Virtual Reality Chairs:***
Schulze Jurgen, Univ of California, San Diego, USA
Acevedo Daniel, KAUST, Saudi Arabia
Mueller Klaus, Stony Brook University, USA
Papka Michael, Argonne National Laboratory, USA
Proposals are invited for special tracks on any topic relevant to the
symposium. Special tracks are intended to stimulate in-depth
discussions in special areas relevant to the symposium theme. A
special track may span multiple sessions, depending on the quantity
and quality of the papers submitted. All papers accepted in a special
track will be published in the symposium proceedings. If you are
interested in organizing a special track, please email a special track
proposal to firstname.lastname@example.org by January 20, 2012. Proposals should include the
2. Scope and Topics
3. Names of organizers and contact information
4. Initial special track committee
5. Anticipated number of papers
For a list of special tracks organized in previous years, please visit
http://www.isvc.net and click on "Special Tracks".
Papers submitted to ISVC'12 must not have been previously published
and must not be currently under consideration for publication
elsewhere. A complete paper should be submitted in camera-ready
format. The length should match that intended for final publication. The
page limit is 12 pages. In submitting a paper the author(s) agree that,
upon acceptance, they will prepare the final manuscript in time for
inclusion into the proceedings and will present the paper at the
This is a fully refereed symposium. Papers will be reviewed with an
emphasis on potential to contribute to the state of the art in the
field. Each paper will receive two-three blind reviews and should not
contain names or other information revealing authors' identity. Selection
criteria include accuracy and originality of ideas, clarity and
significance of results, and presentation quality. All papers accepted
will appear in the symposium proceedings which will be published by
Springer-Verlag in the Lecture Notes in Computer Science (LNCS) series.
Friday, October 14, 2011
Our third and final Women in Games event for the year is an art competition and exhibition. Please let your students know about it.
We are inviting people of all ages to participate in our Fantastic Femmes character design competition. The competition is to design the artwork for a female games character that would make a great role model for gaming girls. Entries can include line art, hand drawn, computer generated and/or 3D renders in any style. The competition entry closes at 5pm, Friday November 25.
Entries will be displayed at our end-of-year exhibition at 5pm, Wednesday December 7, where the winners will be announced. Entrants must be able to attend the event to be eligible to win. Detailed competition rules and entry specifications are attached.
There is up to $500 worth of JB-HIFI gift vouchers to be won, so get designing!
Tuesday, September 27, 2011
Wednesday, August 3, 2011
Special Issue on
Call for Papers
Smartphones have enjoyed phenomenal growth in the latter part of the first decade of this century. By 2012 sales of such devices are predicted to outstrip sales of PCs, and by 2015 more people will be accessing the internet with such devices than they will be with a PC.
Key to the growth and popularity of such devices has been the convergence, not just of telecomms and photographic equipment, which helped drive mobile phone sales, and the addition of internet access, which defined the smartphone, but the addition, following the success of in-car satellite navigation devices, of GPS receivers into mobile internet devices. The integration of GPS technology into smartphones, coupled with the consumer-led approach of Apple’s iPhone, gave birth to a whole new class of location-based services for mobile internet devices, available in particular for the iPhone, but also for Android, and other devices.
As our lives become increasingly encroached upon by the digital virtuality of our exponentially advancing information society, will this be at the cost of our humanity? Writers such as Sherry Turkle and others seem to believe this is already happening in circles of people sitting together in silence engaging with their smartphones. When our senses are surrounded by interactive exposure to telepresent realities – the faces of those we are speaking to across the world overlaid upon the world before our eyes, streams of data passing across the pavements and shopfronts as we pass, electronic voices calling our name and tantalising us with goods they know we want (famously envisaged in the movie, Minority Report) – when the worlds around us are both real and virtual, will this grant us additional scope to express our humanity, or constitute such an overload that engagement fatigue exhausts our faculties?
At our off-grid holiday resorts in rugged mountainous territory or remote wilderness encampments, luxuriating in isolation-downtime, delighting in the simplicities of one-to-one, face-to-face conversation with no distractions, in natural landscape with no overlaid streams of historical and commercial data, out beyond the boundaries of location aware personal shopping avatars telling us where to get what they already know we would ‘Like’, will we savour a richer, more traditional humanity we feel the hi-tech virtuality-soaked everyday of our lives has come to miss? Or does this vision of a virtu-reality that beckons in the coming decade mistake digital virtuality for something other than simply the latest manifestation of the - very human – dreams our ingenuity and inventiveness has managed to create?
In the light of smartphone and GPS convergence, this workshop aims to explore and examine the implications of digital virtual technologies on our sense of place, our relationship with location(s) both real and virtual, and welcomes papers from any related disciplinary background on topics including, but not restricted to:
• The impact of GPS app(s) on social, organisational, political and other activities
• Theorising location in a smart world
• Down-time / going ‘off-grid’
• Emerging technologies likely to impact our sense of place
• Surveillance, privacy, trust – is it a generational issue?
• Locating ‘location’ – the evolution of our sense of place in the history and philosophy of technology
• Local / Global – are smartphone GPS systems a chainstore takeover of our traditional highstreet localisms?
Instructions for paper submission
Papers must not substantially overlap with papers that have been published or are simultaneously submitted to another journal or conference with proceedings. Papers must be written in English; they should be at most 6000 words in total, including references and (well-marked) appendices. Papers should be intelligible without appendices, if any. See http://www.emeraldinsight.com/products/journals/author_guidelines.htm?id... for author guidelines.
Submissions must be made via the IT and People site at Manuscript Central:
Deadline for Submission of papers: October 15th 2011
Publication of Special Issue: by April 2013
Special Issue Editors
- David Kreps
Salford Business School, Salford University, UK
- Martin Warnke and Claus Pias
Computer Science & Culture, Leuphana University, Lueneburg, Deutschland.
Friday, July 8, 2011
This work is the product of an Honours project by my new PhD student Erik Poppe. He will be continuing this work in his PhD project, supported by a scholarship from the Smart Services CRC.
Well done Erik!
Abstract at end of post.
Identifying, modelling and documenting business processes usually requires the collaboration of many stakeholders that may be spread across companies in inter-organizational business settings. While there are many process modelling tools available, the support they provide for remote collaboration is still limited. This demonstration showcases a novel prototype application that implements collaborative virtual environment and augmented reality technologies to improve remote collaborative process modelling, with an aim to assisting common collaboration tasks by providing an increased sense of immersion in an intuitive shared work and task space. Our tool is easily deployed using open source software, and commodity hardware, and is expected to assist with saving money on travel costs for large scale process modelling projects covering national and international centres within an enterprise.
Friday, June 24, 2011
Well done Hanwen!
The structure and dynamics of a modern business environment are very hard to model using traditional methods. Such complexity raises challenges to effective business analysis and improvement. The importance of applying business process simulation to ana- lyze and improve business activities has been widely recognized. However, one remaining challenge is the development of approaches to human resource behavior simulation. To ad- dress this problem, we describe a novel simulation approach where intelligent agents are used to simulate human resources by performing allocated work from a workflow manage- ment system. The behavior of the intelligent agents is driven a by state transition mechan- ism called a Hierarchical Task Network (HTN). We demonstrate and validate our simulator via a medical treatment process case study. Analysis of the simulation results shows that the behavior driven by the HTN is consistent with design of the workflow model. We be- lieve these preliminary results support the development of more sophisticated agent-based human resource simulation systems.
Thursday, June 23, 2011
A special issue of the New Review of Hypermedia and Multimedia
Guest-edited by Jeremy Hunsinger and Adrienne Massanari
Virtual worlds (VW) embody cultures, their artefacts, and their praxes; these new and old spaces of imagination and transformation allow humans to interact in spatial dimensions. Within these spaces, culture manifests with the creation, representation, and circulation of meaningful experiences. But virtual worlds are not novel in that regard, nor should we make the mistake to assume that they are novel in themselves. Virtual experiences have been around in some respect for hundreds of years, and virtual worlds based in information technology have existed for at least 40 years. The current generation of virtual worlds, with roots over four decades old in studies of virtual reality, computer supported cooperative work (CSCW), sociology, cultural studies, and related topics, provide for rich and occasionally immersive environments where people become enculturated within the world sometimes as richly as the rest of their everyday lives.
We seek research that encounters and investigates cultures in virtual worlds in its plurality and in its richness. To that end, we invite papers covering the breadth of the topic of cultures in and of virtual worlds.
Some possible areas/approaches of inquiry:
1. How culture of virtual worlds affect relationships
2. VW interfaces and culture/s
3. Hidden subcultures/communities in virtual worlds
4. Ages and VW cultures
5. Emic and etic experiences of virtual worlds
6. Producing VW cultures
7. Traditional cultural/critical studies inquiries of VWs
8. Transnational or cosmopolitan cultures in/of VWs
While all forms of scholarship and research are welcome, we prefer theoretically and empirically grounded studies. We seek a Special Issue that exemplifies methodological pluralism and scholarly diversity. The use of visual evidence and representations is also encouraged. We especially seek pieces that investigate virtual worlds that have received little scholarly attention.
This special issue is Guest-Edited by Jeremy Hunsinger (Virginia Tech) and Adrienne Massanari (Loyola University Chicago). Queries regarding the Special Issue should be directed to them at email@example.com and firstname.lastname@example.org. The Guest-Editors welcome contributions from both new researchers and those who are more well-established. Submitted manuscripts will be subject to peer review.
Length of papers will vary as per disciplinary expectations, but we encourage articles of around 7000 words (longer articles may be possible, if warranted). Short discussion papers of around 3000 words on relevant subjects are also welcomed as 'Technical Notes'. Detailed author submission guidelines are available online at http://www.tandf.co.uk/journals/journal.asp?issn=1361-4568&linktype=44.
Papers must be submitted via the journal’s online submissions system: http://mc.manuscriptcentral.com/tham Please indicate that your submission is for the Special Issue on Culture in Virtual Worlds.
The special issue will be published in summer 2012.
November 11, 2011 Paper submission deadline
February 10, 2012 Author notification
May 5, 2012 Final copy due
Summer 2012 Publication
Center for Digital Discourse and Culture
Thursday, June 9, 2011
However, he thinks we are from New Zealand, not that I mind too much about being confused with our neighbours. Choice bro'!
I was wondering why my Google Analytics stats were high for this month. ;-)
Slipstream have a fast action-packed racing game available from here, with some very impressive visuals. They have achieved great rankings on IndieDB. Nice work lads!
Check it out.
Sunday, May 29, 2011
Monday, May 23, 2011
In this video we show a prototype BPMN process modelling tool which uses Augmented Reality techniques to increase the sense of immersion.
The avatar represents a remotely logged in user, and facilitates greater insight into the editing actions of the collaborator than present 2D web-based approaches in collaborative process modelling.
We modified the Second Life client to integrate the ARToolkit in order to support pattern-based AR.
Open Source version of this project will be available soon.
Wednesday, May 11, 2011
Thursday, April 28, 2011
Sunday, April 24, 2011
The video presents a short preview of my work, with some (naive) references to Organisational Psychology.
Thursday, March 24, 2011
Monday, March 14, 2011
Wednesday, March 9, 2011
Saturday, March 5, 2011
Sunday, February 20, 2011
This simulation will allow students to remotely practice their handover skills, thus freeing up expensive resources at teaching hospitals, enabling them to be at a higher skill level when they commence live training. An interface is provided for educators to develop multiple scenarios for a complete training course.
Monday, February 14, 2011
As Olivier explains: "...if a UCLA researcher published a paper with a colleague at the University of Tokyo, this would create an instance of collaboration between Los Angeles and Tokyo. The result of this process is a very long list of city pairs, like Los Angeles-Tokyo, and the number of instances of scientific collaboration between them."The brightness of the lines is a function of the logarithm of the number of collaborations betweena pair of cities and the logarithm of the distance between those same two cities.