Workshops will take place Tuesday Sept. 18th 2017, at Epochal International Conference Center, Tsukuba. See venue information for details

E-commerce and Entertainment Computing NEW

Organizer: Soh Masuko (Rakuten Institute of Technology, Rakuten, Inc. / University of Tsukuba), Mitsuru Nakazawa (Rakuten Institute of Technology, Rakuten, Inc.), Masafumi Muta (Rakuten Institute of Technology, Rakuten, Inc.), Kazuki Ookawara (University of Tsukuba)

Online e-commerce has been growing continuously in our lives. According to eMarketer’s latest forecasts, world wide retail e-commerce sales will reach 4 trillion US dollars in 2020. Additionally, new shopping experiences are being introduced using cutting-edge technologies such as wearable sensing, virtual reality (VR), mixed reality (MR) and augmented reality (AR), which integrates the internet and the real world. In this workshop, new concepts and recent progress on e-commerce and entertainment computing are discussed from various points of view. The workshop consists of invited talks by world-leading innovators, and interactive poster presentation of submitted papers and abstracts. Additionally, a special session of selected papers maybe held as an oral presentation session.
Visit call for papers and how to participate for more information and participation.

Women and Computer Games

Start at 10.00 Finish at 16.00 : Room 401

Organizer: Letizia Jaccheri, Alf Inge Wang, Kristine Ask (NTNU Norway), Sobah Abbas Petersen (SINTEF Norway), Kristina Brend (NxtMedia Norway)
Link to Workshop

A key step in bridging the digital divide in games is to empower women as game designers, and to develop methods for inclusive game design. For this we need qualified research on gendered aspect of play, and ways to disrupt existing design paradigms. In this workshop, we will look specifically at design processes and research processes of computer games, and how games can be designed for inclusion.

Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games

Start at 9.00 Finish at 17.00 : Room 402

Organizer: Martijn J.L. Kors (1,2), Karel Millenaar (2), Erik D. van der Spek (1), Gabriele Ferri (2), Ben A.M. Schouten (1,2) , Tim Marsh (3)
1 Eindhoven University of Technology, Industrial Design, the Netherlands,
2 Amsterdam University of Applied Sciences, Play and Civic Media, the Netherlands,
3 Griffith Film School and Queensland College of Art, Australia

Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but also hold the intent to shape how players think and feel about issues in reality. However, despite the growing interest in the persuasive opportunities of these immersive technologies, we are at the very forefront and still lack the design strategies and best-practices that could support in the design of these ‘immersive persuasive games’.

To address this still-unexplored and fragmented design space we organize a design-oriented workshop that brings together academia and industry. The workshop is informed by a Research through Design approach in which the primary focus is to generate knowledge through designing. Participants design and evaluate ideas on-the-spot in an iterative manner using low-fidelity, life-size, prototyping and role-playing techniques, thereby mimicking an embodied interactive immersive environment. By reflecting on design practices and player experiences we construct a body of knowledge, built exemplar work and distill best-practices to formulate design strategies for the design of immersive persuasive games.

Visit for more information and participation.

Quantitative Research Methods with an Application of SPSS and PLS-SEM in Digital Gaming

Start at 9.00 Finish at 17.00 : Room 403

Organizer: Amir Zaib Abbasi  Universiti Teknologi PETRONAS, Malaysia

The tutorial is aimed to educate and train the researchers and academic staff who are working in the area of digital game to investigate the cause and effect relationship or to examine the relationship between variables. This tutorial first discusses the quantitative methods in digital game and its steps to conduct the study. Next, the tutorial intends to give training on the data analysis techniques, especially using the SPSS and Partial Least Squares Structural Equational Modeling (PLS-SEM). SPSS will be employed to cover the differential statistics such as t-test, ANOVA and it will also use to make the preparations for using the PLS-SEM. The data analysis using the PLS-SEM will cover the following topics for instance, basics of SEM, formative vs. reflective measurement, measurement model assessment and reporting, structural model analysis and evaluation, analyzing the sequential, mediated, and moderated models, and higher-order construct analysis. This tutorial is beneficial for all the academics who deal with different research phenomena in their quantitative studies. After the tutorial, you will be able to perform the data analysis for the experimental, quasi-experimental, casual-comparative, and descriptive study. Participation You are kindly requested to bring your own laptop and pen drive to participate in the tutorial. The course outlines, data to practice the exercises, and software will be provided in the tutorial room.

Communication Game AI Tutorial

Start at 9.00 Finish at 17.00 : Room 404

Organizer: Atomu Sonoda (The University of Tokyo), Hirotaka Osawa (University of Tsukuba)

In this seminar, we focus the programming of an artificial intelligence (AI) player for a communication game called “Are You a Werewolf?” (AI Wolf).
We present the Werewolf game as a standard game problem in the AI field, and it is similar to game problems such as Chess, Shogi, Go, and Poker. Compared to the previous game-related challenges, the communication or communicative intelligence skills that are commonly used in board games and card games have not been examined.
When people play board games and card games, they converse with other players, and some games are advanced through conversation as so-called communication games. Few studies in the literature have analyzed artificial intelligence in relation to such communication games.
“Are You a Werewolf?” is one of these communication games.
This game is a communication game that requires several AI technologies such as multi-agent coordination, intentional reading, and understanding of the theory of mind.
Analyzing and solving the Werewolf game as a standard problem will provide useful results for our research field and its applications.