Monday,
July 30, 2001
IBM
Almaden Research Center, San Jose, CA
Workshop
description:
The
world of computer-based interaction is changing under the
influence of computer-based games and toys. The e-games world
– from handheld devices, through television consoles, full
VR installations and on-line gaming – is in many ways, well
advanced beyond corporate user interfaces. Are the academic
and corporate UI / HCI communities missing the innovation
boat?
By
contrast with the user experience of commercial application
software, computer games explore real-time interactions with a
richness, variety and depth that is unparalleled in quality
and inventiveness. While traditional HCI research has lingered
on ideas like haptic force-feedback and multiple-person
collaboration, the games industry has built and deployed
solutions. While traditional IT has begun to think about
information visualization and real-time collaboration, gamers
just built it and made it all work. The list of innovations
and deployments coming from the e-games world is impressive.
In
this NPUC, we'll be looking at problems that game builders
have faced up to and solved:
-
command
and control models of games at both very small and very
large scales;
-
giving
overviews of large, complex, real-time situations;
-
deploying
and guiding multiple actors in sophisticated environments;
-
creating
bot intelligences that rival human performance;
-
running
large societies of peer-to-peer players;
-
building
environments that explore dramatically new kinds of
interactions;
-
defining
and using simulation models of nearly anything;
-
wonderfully
detailed and rendered worlds with storylines, characters
and situations...
-
completely
new kinds of toys that have entirely new kinds of
interactions, qualities and ways of being...
The
list goes on and on...
Any
one of these capabilities is not only a game interaction
challenge, but also a challenge in the software we create for
our day-to-day business and home applications.
The
9th NPUC workshop will be at the intersection of what games
do, and what we -- the interaction designers of industry --
can learn from them.
Our
speakers are from the cutting edge of the game industry: game
designers, user interaction specialists and the practitioners
of this high art. In addition to the talks, we'll have demos
in the halls -- games that extend your imagination... and your
ideas about computer interaction.
Mark
Pesce (author
of The Playful World: How technology is transforming our
imagination)
Ken
Soohoo
(CEO of Planetweb, just shipped a browser for Sony PS2
Japanese market)
Will
Wright
(MAXIS, guru of sims)
Wolff
Dobson (iKuni,
AI & bot intelligence wizard, formerly of SEGA)
Hal
Barwood (LucasArts,
games designer, director, writer extraordinaire)
Chuck
Clanton (Aratar,
game designer, interaction translator for the CHI community)
Come
prepared to have your expectations about user/computer
interaction changed and expanded. Demos, experts, colleagues
and great food -- all in the foothills south of San Jose.
Be
there. Play on.
Where:
IBM Almaden Research Center, San Jose, CA
Directions:
http://www.almaden.ibm.com/almaden/visitorinfo.html
Date:
Monday, July 30, 2001
Time:
9AM – 5PM (coffee begins at 8:15AM)
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