زمان
برنامه
مكان
7:30 تا 8:30
شروع پذيرش + پذيرايي
دانشكده علوم- تالار آزادي
8:30 تا 9:30
افتتاحيه
تالار آزادي
9:45 تا 10:15
سخنراني كليدي دكتر Stefan Piasecki (Clash of Realities? Games, Religion and Virtual Realities)
10:15 تا 10:45
سخنراني كليدي دكتر بهروز مينايي
(بازي در زمين بازيهاي موبايلي)
10:45 تا 11:15
سخنراني دكتر سيدامير آقايي (زيستبوم فناورانه و خلاق)
سخنراني مهندس حميد نصيري
(صادرات محتواي ديجيتال)
دانشكده علوم- كلاس 14
11:15 تا 12:00
سخنراني كليدي دكتر سوفي روشه، دكتر سحر فائقي، دكتر اسماعيل كرمي و دكتر زهرا اميرزاده (Raising awareness for climate change through computer games)
11:15 تا 12:15
وبينار اشتراك تجربيات (1- گيميفيكشين در تئاتر همراه با تجربيات عملي 2- بازيسازي، صنعت، دانشگاه 3- Animation Production Pipeline 4- The future of Mixed Realities as an emerging medium; when the technology disappears into our lives)
دانشكده علوم- طبقه دوم سايت علوم كامپيوتر
10:15 تا 12:15
كارگاه بازي شبيهساز شهري (شهرام مينويي)
دانشكده برق و كامپيوتر (ساتر)- كلاس 19
12:15 تا 13:15
ناهار و نماز
سلف كارمندان و اساتيد دانشگاه
13:15 تا 14:45
پنل چالشهاي سرمايهگذاري در صنعت بازيهاي رايانهاي (دكتر مينايي- دكتر ساجدي- مهندس نصيري- دكتر آقايي- دكتر فرهاديان و ...)
دانشكده برق و كامپيوتر (ساتر)- سالن اجتماعات
جلسه ارائه شفاهي مقالات بخش فني 1
دانشكده برق و كامپيوتر (ساتر)- كلاس 16
جلسه ارائه شفاهي مقالات بخش هنر 1
دانشكده برق و كامپيوتر (ساتر)- كلاس 17
جلسه ارائه شفاهي مقالات بخش علوم انساني 1
دانشكده برق و كامپيوتر (ساتر)- كلاس 18
جلسه ارائه شفاهي مقالات بخش روانشناسي 1
دانشكده برق و كامپيوتر (ساتر)- كلاس 11
ارائه پوستري مقالات
دانشكده برق و كامپيوتر (ساتر)-درب ورودي
14:45 تا 15:00
استراحت و پذيرايي
محوطه دانشكده ساتر
15 تا 16:30
جلسه ارائه شفاهي مقالات بخش فني 2
جلسه ارائه شفاهي مقالات بخش هنر 2
جلسه ارائه شفاهي مقالات بخش علوم انساني 2
جلسه ارائه شفاهي مقالات بخش روانشناسي 2
16:30 تا 17:15
اختتاميه و تقدير از مقالات برتر
دكتر استفان پيازسكي (Stefan Piasecki) از كشور آلمان، سخنران كليدي چهارمين كنفرانس بازيهاي رايانهاي در دانشگاه كاشان بود. وي استاد جامعهشناسي و علوم سياسي در دانشگاه North Rhine-Westphalia كشور آلمان است كه بزرگترين دانشگاه مديريت عمومي در اروپا به شمار ميرود. وي همچنين مدرس دانشگاههايDuisburg-Essen و تهران است. زمينههاي اصلي پژوهشهاي دكتر پيازسكي شامل رسانههاي تعاملي، سياست و مذهب است. دكتر پيازسكي به مدت يك دهه بهعنوان تهيهكننده در صنعت بازيسازي مشغول به كار بوده است. وي همچنين كتابي پيرامون رابطه بازيهاي ويديويي و مذهب منتشر كرده است
چكيده سخنراني ايشان به شرح زير است:
Clash of Realities? Games, Religion and Virtual Realities
Game worlds are full of religion. Games entertain, visualize and bind individuals for months or even years to technical frameworks and its content.Games cross national and cultural borders and let people from various backgrounds make common experiences, thus opening many possibilities also for theology and religious education. Games freely use motifs and utopian visions from many different sources. Is religion in games simply a story-element, a narrative set of features or can it possibly support transcultural and interreligious experiences - or even lead to misunderstandings?
Virtual Reality, as a new experience of an expanded individual reality offers new levels of immersion and interactivity. Boundaries are shifting between here and there, now and then. Virtual Worlds make accessible what formerly remained part of one's imagination - the other world.
The advantage of games and especially VR-technologies is that now previously imagined content can be visualized. Experiencing utopian visions and also ancient sanctuaries or rites just as believers did long ago is an exclusive possibility in VR - completely free of possible danger. VR could support interreligious understanding, but also causes follow-up questions:
Is it tolerable for someone to join mutually exclusive practises under a fake (religious) identity? Can or may one enter a virtual holy place dressed or behaving indecently? Can virtual sacred places be violated? What is the meaning of a virtual shrine or rite - is it the same as in reality? Does gamified religion remain bound to firm beliefs as well as to loyalty and fellowship or will it transform?
Virtual Reality is widely used in architecture, medicine, engineering, education and games. This presentation attempts to discuss the current state of technology and its implications for social and religious sciences and to throw up questions for future discussions.
دكتر سوفي روشه (Sophie Roche) از دانشگاه Heidelberg كشور آلمان، سخنران كليدي چهارمين كنفرانس بازيهاي رايانهاي در دانشگاه كاشان بود. وي استاد مردمشناسي اسلامي در دانشگاه Goethe فرانكفورت و از سال 2013 تا 2017 مدير يك گروه پژوهشي در دانشگاه Heidelberg بوده است. دكتر روشه در موسسه Max Planck در رشته مردمشناسي اسلامي كار كرده و دكتري خود را در سال 2010 از دانشگاه Martin-Luther دريافت كرده است. وي در چهارمين كنفرانس بينالمللي بازيهاي رايانهاي به همراه پروفسور پيازسكي ديگر سخنران كليدي كنفرانس و نيز خانم دكتر سحر فائقي (دانشگاه آزاد اصفهان)، خانم دكتر زهرا اميرزاده پژوهشگر اصالتاً پاكستاني ساكن آلمان، پنلي را ارائه نمودند كه چكيدهي آن در ادامه ميآيد:
Experiencing Climate Change: Raising awareness for climate changethrough computer games
Climate change and related disasters pose serious risks to societies worldwide. Environmental change has become a major driver of migration with the number of climate refugees exceeding the number of refugees displaced by war or persecution. However, much of the discussion about climate change is kept abstract and detached from our daily behavior. Threatening scenarios and abstract discussions are responsible for a certain disinterest in the topic and resulting apathy among youth and other social groups. At the same time, movies of the Hollywood genre “nature fights back” propagate horror scenarios, which deem any meaningful preparation unnecessary. Finally, the range of possible actions at an everyday level is so broad that many young people feel discouraged to start changing their attitude as well as overwhelmed in the face of the tremendous challenges.
Against this background, the team suggests tackling climate change and environmental disasters from a different angle by adopting an actionoriented approach, which grants the ability to act on a microlevel and receive direct feedback. This change of perception provides a basis for using climate change and disasters as central drivers for social and individual transformation. This can be achieved through the explorative ways of computer gaming. Through this medium, players are capable of directly engaging with and actively interfering in the course of events. Through feedback loops, players will be motivated to follow a constructive path in shaping a sustainable (virtual) future. They will experience the interference or individual actions to have a positive outcome or, if destructive, a negative shortlived outcome. Moreover, the use of shorter feedback loops as compared to realistic timescales exploits the potential of conveying crucial and often abstract relations between cause and effect, as well as interdependencies between human and natural systems. Using existing scenarios but through timelapse the team and developers will find ways .to turn disasters into a field of experience and offer possibilities to build up alternative lives.