conference schedule
(watch this page for any updates or corrections)
Friday, April 25
| 8:00–9:30am | 9:30–10:00am | 10:00–noon | noon–1:00pm | 1:00–3:00pm | 3:00–3:30pm | 3:30–4:30pm | 4:30–6:00pm | 6:00pm |
|---|---|---|---|---|---|---|---|---|
| Registration open, coffee and muffins | Opening remarks | Session A (concurrent panels) - Panel 1, Panel 2 | Lunch | Session B (concurrent panels) - Panel 3, Panel 4 | Break | Discussion | Soft bar & further discussion | Dinner (for presenters) |
Saturday, April 26
| 9:00–10:00am | 10:00–noon | noon–1:30pm | 1:30–3:00pm | 3:00pm |
|---|---|---|---|---|
| Coffee and muffins | Session C (concurrent panels) - Panel 5, Panel 6 | Lunch | Discussion | End of program |
ODD numbered panels (1, 3, 5) will take place in the CALIT2 Lecture Hall.
Panel 2 will take place in Donald Bren Hall, Room 6011.
Panels 4 and 6 will take place in CALIT2 Room 3008.
Panel 1 (Disscussant: Mimi Ito)
Bianca Ahmadi, Uses of Machinima in Education and the Arts
Rebecca Black, Hybrid Literacies and Identities in Online Fan Fiction Spaces
Deborah Fields and Yasmin Kafai, Race, Gender, and Trading Face Parts
Lilly Irani, Assemblages of Communication Tools in Activist Communities
Panel 2 (Disscussant: Alexandra Zafiroglu)
William Sims Bainbridge, Religious and Political Advocacy in World of Warcraft
Burcu S. Bakioğlu, Spectacular Interventions of Second Life: Goon Culture, Griefing, and Disruption in Virtual Spaces
Jennifer Braudaway, Virtual-World Crime
Eric Kabisch, A Synthesis of Embodied and Synthetic Worlds
Ralph Schroeder and Eric Meyer, Towards a Comparative Sociology of Virtual Worlds
Panel 3 (Disscussant: Paul Dourish)
Wendy Ark and Melissa Cefkin, Backstage in the Virtual World Marketplace
Carl McKinney, Second Life Labor: The Rise of a Virtual Proletariat
Greg Lastowka, The Jurisdiction of Play
Paolo Ruffino, Playing the Map: Notes on the Logic of Mapping and Computer Games
Jeffrey Snodgrass, Internet Addiction or Restorative “Magic Flight?”
Panel 4 (Discussant: Bonnie Nardi)
Jeff Ertz, An Autoethnography on the Voice of Spaces
Shaka McGlotten and Jason Pine, Intimacies in the Multi(player)verse
Celia Pearce, Fictive Ethnicities in Online Games and Virtual Worlds
Inga Vailionis, Hyperreality and Virtual Worlds
Panel 5 (Discussant: Tom Boellstorff)
Brooke Foucault and Tom Boellstorff, Beyond Brothels and Boardrooms
Trevor Hagstrom, E-vangelism and Second Life
Tania Zarak, Icaria: Flying in Second Life
Dean Terry, Virtual Place Design and Culture
Lindsay Todres, Avatars, Virtual Worlds, and Self-Spectatorship
Panel 6 (Discussant: Maria Bezaitis)
Lisa Newon, STFU NOOB: A Linguistic Ethnography of Expert/Novice Player Interactions
within a MMORPG Gaming Community
Silvia M. Lindtner & Bonnie Nardi, Realities that Matter: Doings and Makings
of an Online Game
Chelsea Winter Nolen, Cultural Interchange and language diffusion in a Massively
Multiplayer Online Role-Playing Game
Susanne Rabler, Questions of Identity in the Worlds of Warcraft
Juan Rubio, Second Life and the Transgender Experience
installations
We are fortunate that several members of the Irvine community involved in projects that link art, design, and technology will display their work during the conference. Some of these installations are described below.
HIPerWall: Sung-Jin Kim
HIPerWall (Highly Interactive Parallelized Display Wall) is a 200 Megapixel tiled display wall built at Calit2 (California Institute for Telecommunications and Information Technology) at UC Irvine. It is designed to visualize enormous data sets and allows viewers to see detail, with 100 dots per inch on the screens, while retaining the context of an overview by seeing surrounding data (also in high detail). This allows a group of scientists to collaborate, share detailed information, while still keeping the big picture. The "IP" in the name is empasized because we build our technology on the Internet Protocol. (see
http://hiperwall.calit2.uci.edu)
ON DISPLAY Friday April 25, 4:30-6:00pm
The Human Game Machine: Karan Kamdar
A physical gaming platform intended to be purposed as a novel research platform in the domains of robotics, AI, human-computer interaction and hybrid environments. The immediate functional utility of this gaming platform facilitates a competitive game play involving real humans and autonomous robotic game pieces (on the scale of average humans) on a life size scaled version of board games such as chess in various modes of game play e.g. Humans versus Robots, Robots versus Robots
Emerging visions of virtual worlds: Walt Scacchi, Robert Nideffer, Alex Szeto, Craig Brown
We will present two demonstrations of possible virtual worlds (VWs) that may arise in the next few years. One focuses on envisioning a virtual dating scenario in a simulated VW in order to help surface emerging cultural and technological requirements for future VWs. The other focuses on exploring alternative depictions of complex multi-person work arrangements in an advanced manufacturing setting that can serve as both a work practices simulator and training environment, built as a game mod.