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Sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
ACM2006 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SANDBOX06: An ACM Video Game Symposium 2006 Boston Massachusetts July 30 - 31, 2006
ISBN:
978-1-59593-386-7
Published:
30 July 2006
Sponsors:

Bibliometrics
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Abstract

We pulled it off. Despite a late start, funding anxieties, and a computer that just wouldn't play 720p Quicktime, the first annual Sandbox Symposium was held July 30 & 31 2006 at the Boston Marriot Copley Plaza hotel. The event brought together more than 200 participants, 20 papers, 14 posters and 5 panel discussions for two days of talks, games and discussions. Saturday night was the Carnival where Birds-of-a-Feather participants tried to hear each other over the sounds of Guitar Hero II, Halo II, and the rest of the games tournament. The joint was jumpin', especially when the cash bar Karaoke session got going. The second day closed with the "hot games" session, previewing 8 unreleased titles from large and small publishers.We tried to keep the program light with a mixture of papers and panels, fun and games. A "pitch game" was played during the two days to provide an experiential component to the affair. We chose 20 papers from over 90 submissions (we included a 21st paper in the publication to represent one of the panels). We evaluated the papers from two perspectives: from outside looking in, we looked for insight into cutting edge technology and gameplay; and from inside looking out, we asked about the role of videogames in society and their value as cultural artifacts. We accepted papers and posters on a broad range of subjects including education, animation, writing, procedural art, computer graphics, modeling, game physics, and artificial intelligence. We liked subjects that were timely and controversial. One paper examined the politics of military funding for videogames. A lively (and often very funny) panel explored the (often grim) realities of game industry employment. The "best paper" award was given to Yotam Gingold of New York University for "From Rock, Paper, Scissors to Street Fighter II: Proof by Construction". This paper reduced the gameplay of competitive fighting games to variants of the children's game Rock, Paper, Scissors.Even our keynotes were chosen to present contrasts. Greg Costikyan, CEO of Manifesto Games, spoke on "designing games for process intensity". Greg's thesis was that all of the advanced technology, fantastic artwork, and beautiful graphics in the world can't make a game interesting if it doesn't have good gameplay. Good gameplay comes from "process intensity", game dynamics and procedural content that depend in part on the player. Our second keynote speaker, Ian Shaw, Chief Technology Officer for Electronic Arts-UK, described the realities of big budget, high technology, high end game production at a leading development studio. His talk gave us a birds eye view of the industry as it is presently composed and explained the practices and constraints that they work under.We hope that you enjoy the papers and panel presentations in this proceedings, and that you attend next years Sandbox Symposium which will be co-located with SIGGRAPH in San Diego!

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Article
Sandbox symposium pitch game post-mortem

Pitch was an attempt by students and interns at Carnegie-Mellon's Entertainment Technology Center [ETC] graduate program to create a casual social card game for the Sandbox Symposium. The Sandbox Symposium, a gathering focused on games and the gaming ...

Article
In the trenches: game developers and the quest for innovation

The panel will explore the current state of the game industry and how best to innovate and stay fresh in an ever-changing marketplace. The implied value of innovation will be questioned along with the economic means to support it. That is to say, can we ...

Article
Occasionally reconcilable differences: bringing games and linear entertainment IP together, for better and for worse

Since the beginning, computer games have drawn on existing Intellectual Property from other media including books, television, movies. Adventure/Colossal Cave and it's earliest commercial descendent, Infocom's Zork drew indirectly from the works of ...

Article
Games, learning and literacy

Historically, media literacy efforts have been couched in terms of helping a younger generation of students learn to "see through" media messages emanating from corporate-produced media that are designed to produce hegemonic discourse. Today's emerging ...

Article
Making the mainstream accessible: redefining the game

Research into improving the accessibility of computer games can enable us to better understand what makes a good gaming experience for all users. We discuss work carried out in developing AudioQuake (an adaption of Quake for blind gamers); specifically ...

Article
The passion of the developer: ea_spouse in the h_ouse!: a panel on labor relations and quality of life in the industry

Not much has changed in two years. A large portion of the video game industry honestly believes that poor quality of life is a requirement for the business. They have publicly argued that game developers are "passionate" people; that "passion" can only ...

Article
Exploring the use of ray tracing for future games

Rasterization hardware and computer games have always been tightly connected: The hardware implementation of rasterization has made complex interactive 3D games possible while requirements for future games drive the development of increasingly parallel ...

Article
That cloud game: dreaming (and doing) innovative game design

This paper describes the application of a methodology for game genre and player experience innovation called "play-centric design." This method is shown in context as the primary design methodology for an experimental play project, Cloud, created by ...

Article
Dynamo: dynamic, data-driven character control with adjustable balance

Dynamo (DYNAmic MOtion capture) is an approach to controlling animated characters in a dynamic virtual world. Leveraging existing methods, characters are simultaneously physically simulated and driven to perform kinematic motion (from mocap or other ...

Article
Enabling real-time physics simulation in future interactive entertainment

Interactive entertainment has long been one of the driving factors behind architectural innovation, pushing the boundaries of computing to achieve ever more realistic virtual experiences. Future entertainment applications will feature robust physics ...

Article
Game development for experience through staying there

We describe two approaches to aid in game design, evaluation and development for user-players staying there, continuing to engage in game activities. The first is the hierarchical activity-based scenario (HABS) approach providing a theoretical framework ...

Article
Computer role-playing games as a vehicle for teaching history, culture, and language

Computer role-playing games can provide a suitable vehicle for the teaching of certain subjects in a manner which can be engaging and immersive to students. In this paper, we describe our experiences developing such a game in a game design course at the ...

Article
Humour theory and videogames: laughter in the slaughter

In this paper we address the value and importance of using humour in videogames. We show how humour can facilitate character interaction, support gameplay, and augment players' intrinsic involvement. We outline humour theories: superiority, incongruity ...

Article
The submissive speaks: the semiotics of visuality in virtual BDSM fantasy play

The paper explores the mutually-constituted relations between avatars, space, and artifacts depicted in players' profile portraits in a Second Life BDSM community. The significance of these images is not simply their representation of the lifestyle; ...

Article
Practical implementation of dual paraboloid shadow maps

In this paper, we present refinements to dual paraboloid shadow mapping algorithm from Brabec, et. al. This work makes the algorithm practical for broader use in video games. We give solutions for the tessellation constraints on shadow casters and ...

Article
Attribute based interfaces for geometric modeling

Computer Gaming has some unique modeling needs not anticipated with the traditional modeling techniques that evolved in CAD/CAM or animation. Real-time display, economical data base, novice user interaction, collaborative design, cost effective ...

Article
Big fast crowds on PS3

Crowds and other flock-like group motion are often modeled as interacting particle systems. These multi-agent simulations are computationally expensive because each agent must consider all of the others, if only to identify its neighbors. For large ...

Article
Making things public: democracy and government-funded videogames and virtual reality simulations

This paper discusses two computer graphics-intensive projects at the University of Southern California that are being developed with funding from the U.S. military: Tactical Iraqi, a computer game designed to accelerate a soldier's acquisition of spoken ...

Article
Designing interpretative quests in the literature classroom

In this paper, I discuss a way to teach game design in the undergraduate literature classroom by having students transform literary narratives into interpretative quests. This argument contributes to a recent theoretical and practical discussion of ...

Article
Computer games and the three dimensions of reading literacy

The study of computer games and their influence in culture has become an important issue in many disciplines. In this paper we will analyze how computer games change our understanding of reading literacy in a pedagogical context. Based on Aarseth's ...

Article
Emotional remapping of music to facial animation

We propose a method to extract the emotional data from a piece of music and then use that data via a remapping algorithm to automatically animate an emotional 3D face sequence. The method is based on studies of the emotional aspect of music and our ...

Article
Real time dynamic wind calculation for a pressure driven wind system

We describe real time dynamic wind calculation for a pressure driven wind system. This simple and elegant approach allows us to perform visual effects in real time using a minute fraction of the CPU's processing power over and above what is required for ...

Article
From Rock, Paper, Scissors to Street Fighter II: proof by construction

Competitive fighting games, where players choose a rapid sequence of actions designed to trump an opponent's simultaneous actions, are more complex, real-time adaptations of the well-known game Rock, Paper, Scissors. We present an analysis of Rock, ...

Article
Ancient runes: using text input for interaction in mobile games

Mobile phones are often carried in the pocket making them available for gaming any time. Mobile games typically rely on the joystick for input, but quality of the joystick is very different in the different devices. This paper presents Ancient Runes, a ...

Article
Excuse me, I need better AI!: employing collaborative diffusion to make game AI child's play

The idea of end-user game authoring environments is quickly gaining momentum in education. Environments such as AgentSheets have been used by thousands of children to learn about programming and design by creating their own computer games. With only ...

Article
Persistent realtime building interior generation

A novel approach to generate virtual building interiors in real-time is presented. The interiors are generated in a top-down fashion using architectural guidelines. Although a building interior in its entirety may be quite large, only the portions that ...

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