Art and Science Projects by Richard Wages

ONGOING:

LIVE - Live Staging of Media Events
2006 - 2009, Research Project in the 6th Framework of the EU IST

The central idea of LIVE is to create novel intelligent content production methods and tools for interactive digital broadcasters to stage live media events such as the 2008 Olympic Games. For the professional user staging live media events means creating a nonlinear multi-stream video show in real-time, which changes due to the interests of the consumer (end user). To allow for that we have to set up an intelligent media framework and develop a knowledge and tool kit for an intelligent live content production process including dynamic human annotation and automated real-time annotation. LIVE Homepage


NOMADS Lab - Public Non-Profit Research Organisation
Member of the Board and Co-Founder (2003)

Interdisciplinary research and development of new media content and technologies.





COMPLETED:

ICIDS 2008 - First Joint International Conference on Interactive Digital Storytelling
2008, Member of the International Programme Committee

The first joint conference of the two previous European conference series TIDSE (Technologies for Interactive Digital Storytelling) and ICVS (International Conference on Virtual Storytelling), merging as ICIDS.ORG.
Interactive entertainment, including novel forms of edutainment and serious games, promises to be a great and important market in the future. By providing access to social and human themes through stories, Interactive Digital Storytelling, which can take various forms, contains opportunities for massively enhancing the possibilities of interactive entertainment, computer games and digital applications. It also provides chances and challenges for redefining the experience of narrative through interactive simulations of computer-generated story worlds.
Conference Topics
  • Interactive Digital Storytelling: theories, methods and concepts
  • Automated drama- / story engines and run-time systems
  • Virtual Storytelling – using Virtual Reality, Augmented Reality and Mixed Reality to tell and experience stories
  • Believable virtual characters in real-time narrative environments
  • Authoring tools and creation concepts for interactive narratives
  • Semantic technology and knowledge tools for Interactive Digital Storytelling
  • Mobile, Geographical Information Systems and location-based technologies for interactive storytelling
  • Novel and entertaining computer interfaces for interactive storytelling
  • Real-time direction, staging, lighting, camera work, special effects, audio
  • Collaborative environments for interactive storytelling
  • Novel narrative forms inspired by new technology
  • Evaluation and user experience reports of interactive storytelling applications
  • Interdisciplinary approaches to simulation and storytelling
  • Case studies and demonstrations of concrete examples and applications
    ICIDS 2008 November 26-29, 2008 - Erfurt, Germany


  • GAMEON 2008 - Ninth Annual European GAMEON® Conference
    2008, Member of the International Programme Committee

    The aim of the eighth annual European GAMEON® Conference (GAMEON® '2008) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. The three core tracks cover
  • Game Development Methodology
  • Artificial Intelligence and
  • Simulation
    while the other tracks cover peripheral technologies closely linked to games design, like
  • 3-D Scalability
  • Facial and Skeletal Animation
  • 3D In-Game Animation
  • Modelling of Virtual Worlds
  • AI and Simulation Tools
  • Design
  • Rendering
  • On-line Gaming and and online-gaming security
  • Voice Interaction
  • Cognitive Psychology
  • Artistic Input
  • Storytelling
  • Applications (wargaming methodology and techniques, serious games, aerospace simulations, games for training, games console design, gaming with robots)
  • Handheld Gaming Devices - Mobile Gaming
  • Perceptual User Interfaces for Games
    Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants, while companies will also have the opportunity to seek new talent at this unique event. GAMEON 2008 November 17-19, 2008, UPV, Valencia, Spain


  • GAMEON-NA 2008 - Fourth Annual North American Game-On Conference
    2008, Member of the International Programme Committee

    The aim of the fourth annual North American Game-On Conference is to bring together academics, researchers and games people from North America and the rest of the world in order to exchange ideas on higher-level concepts that contribute to the field of computer gaming research.
    The intent of the GameOn'NA 2008 event is to expose the research qualities of the efforts currently being studied and employed in the gaming community: projects in games research fields, students' game-related research work, commercial game development and design including tools, etc.. GameOn focuses broadly on the AI and Simulation concepts within computer games, but more specific themes that are encompassed within or related to these two categories are relevant as well. GAMEON-NA 2008 August 13-15, 2008, McGill University - Montreal, Canada


    ICVS 2007 - Fourth International Conference on Virtual Storytelling | 07
    2007, Member of the International Programme Committee

    The story is the richest heritage of human civilisation. Since the times, when stories were told around campfires, the narrative process has been considerably developed and enriched: sounds and music have been added to complement the speech, while scenery and theatrical sets have recreated to enhanced the story environment. Actors, dancers and technicians have replaced the sole storyteller.
    Virtual Storytelling | 07 aims to gather researchers from the scientific, artistic and industrial communities to demonstrate new methods and techniques, show the latest results, and to exchange concepts and ideas for the use of Virtual Reality technologies for creating, populating, rendering and interacting with stories, what ever their form be it theatre, movie, cartoon, advertisement, puppet show, multimedia work, video-games, artistic installation, tv, …
    In particular, if possible, special sessions will be organized on:
  • Storytelling with Regard to Future and Interactive TV
  • Interactive Digital Storytelling (TIDSE special session)
    ICVS 2007 December 5-7, 2007 - Saint Malo, France


  • GAMEON 2007 - Eighth Annual European GAMEON® Conference
    2007, Member of the International Programme Committee

    The aim of the eighth annual European GAMEON® Conference (GAMEON® '2007) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. The three core tracks cover
  • Gaming Methodology
  • Artificial Intelligence and
  • Simulation
    while the other tracks cover peripheral technologies closely linked to games design, like 3-D scalability, facial and skeletal animation, 3D in-game animation etc, Mobile Gaming and Gaming Applications...
    Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants, while companies will also have the opportunity to seek new talent at this unique event. GAMEON 2007 November 20-22, Bologna, Italy


  • GAMEON-NA 2007 - Third Annual North American Game-On Conference
    2007, Member of the International Programme Committee

    The aim of the third annual North American Game-On Conference is to bring together academics, researchers and games people from North America and the rest of the world in order to exchange ideas on higher-level concepts that contribute to the field of computer gaming research. The conference will cover three core tracks (Games Development Methodology, Artificial Intelligence and Physics, Simulation/Graphical Simulation) as well as a number of peripheral tracks (Voice Interaction, Artistic Input to Game and Character Design, Storytelling and Natural Language Processing, Online Gaming, Serious Gaming, Games Consoles). GAMEON-NA 2007 September 10-12, 2007 - Gainesville, FL, USA


    GAMEON ASIA'07 - First International Asian Conference on Simulation and AI in Computer Games
    2007, Member of the International Programme Committee

    The aim of the first annual Asian Game-On Conference on simulation and AI in Computer Games is to bring together researchers and games people from Asia and the rest of the world, in order to exchange ideas on feasible techniques and research findings, which will be beneficial to the gaming industry and academia. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and Computer Intelligence, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants. Companies will also have the opportunity to seek new talent at this event. GAMEON ASIA'07 Shiga, Japan


    TIDSE 2006 - Third International Conference on Technologies for Interactive Digital Storytelling and Entertainment
    2006, Member of the International Program Committee

    TIDSE 2006 will bring together researchers, developers and practitioners working in the areas of computer sciences, human sciences, art and design and related areas. It will cover a wide range of story and entertainment related investigations, including authoring, user interfaces, games, dramaturgy, and applications. It will be a platform for communication and exchange of new ideas to improve Game Industries, Interactive Entertainment, Information Management, Web Technologies, Education & Training, Entertainment, Infotainment and Movie Industry. TIDSE 2006 Darmstadt, Germany


    ICVS 2005 - Third International Conference on Virtual Storytelling | 05
    2005, Member of the International Program Committee

    This international conference will gather researchers from the scientific, artistic and industrial communities to demonstrate new methods and techniques, show the latest results, and to exchange concepts and ideas for the use of Virtual Reality technologies for creating, populating, rendering and interacting with stories, what ever their form be it theatre, movie, cartoon, advertisement, puppet show, multimedia work, video-games... ICVS 2005 Strasbourg, France


    MECiTV - Media Collaboration for iTV
    2002 - 2005, Research Project in the 5th Framework of the EU IST

    Supported by the European Commission and the LMR, Institute at the Academy of Media Arts Cologne. Creation of the non-linear docu drama 'Vision Europe' with the help of a new Authoring Platform for iTV. [more..]


    alVRed - Nonlinear Dramaturgy in Virtual Environments
    2001 - 2004, Research Project, Framework Programme: BMBF-VR/AR
    Project Coordinator 2002-2004.

    The goal of the alVRed project was to provide the tools and methods for the realisation of non-linear dramaturgy in VR environments. To achieve this goal we developed a rule type of VR specific dramaturgic principles and an easy-to-use VR authoring tool for the storyboarding and creation of non-linear scenarios and stories. [more..]