Conference 12-17 August 2001
Exhibition 14-16 August 2001
Los Angeles, California USA
Eighteen panels are being presented at SIGGRAPH 2001.
Panels are the forums where activists, theorists, artist,
engineers, and executives explore the burning issues that
are defining computer graphics and interactive techniques
today and tomorrow.
"SIGGRAPH 2001 panels cover a wide range of topics with panelists
who are industry leaders in their fields," said Kathryn Saunders,
ThinkTech and SIGGRAPH 2001 Panels Chair. "Topics range from
exciting new procedures in computer game development, Internet
appliances and their implications, zero-G art (art in space)
to recent breakthroughs in developing realistic virtual humans.
Panel sessions also delve into the future of instant messaging
devices, physics-based animation and when to cheat digital
mother nature to game-stories and how their narrative and
simulation strategies can make them addictive."
New for SIGGRAPH 2001 is SIG-Talk booths where attendees can
sound off about SIGGRAPH issues and topics that excite, concern,
and annoy them. The edited clips will be played before each
"By enhancing the audience interactivity and airing the SIG-Talk
clips that give attendees the opportunity to have their voice
heard, I wanted to reinforce the feeling that SIGGRAPH is
a conference by its members, for its members," said Saunders.
Video Game Play and Design: Procedural
Learn what the future holds for game design. This panel presents
a snapshot of the current state of procedural simulation and
its potential. Video and computer games have come a long way
from their simple beginnings in the arcades. As consoles have
evolved, game development has become incredibly complex, exceeded
only by consumer expectations for a higher level of game art
and game play. Game developers continue to rely on labor-intensive
traditional methods. The cost of developing new games has
risen from $1 million per title to more than $6 million. Production
schedules have gone from one year to 2.5 years. Procedural
simulation may change everything. For the developer, procedural
simulation offers a lighter, more versatile library of assets.
The payoff will be a new art form and a more cost-effective
method of recreating intelligence, behavior, physics, and
George Suhayda, Sony Pictures Imageworks
Tom Hershey, Sony Pictures Imageworks
Dominic Mallinson, Sony Computer Entertainment
Janet Murray, Georgia Institute of Technology
Bill Swartout, USC Institute for Creative Technologies
A Conversation about Interactive
Entertainment Experiences on Instant Messaging Devices
Do you know what you're missing out on? From mad texting that
incites political revolutions to alien-fish swapping games,
the usefulness, richness, and whimsy found in the world of
instant messaging is often lost on North American audiences.
This panel demystifies (and reasserts) the fun everyone is
having in Asia, Europe and, yes, even some pockets of North
America with AIM, ICQ, and Messenger, and their cell phones,
cybikos, PDAs, and devices that can easily fit into a jean-jacket
Ana Serrano, Bell h@bitat Canadian Film Centre
Kim Binsted, i-Chara Inc.
Erin Lemon, Digital4Sight
Tom Freeland, Cybiko, Inc.
Neil Young, Electronic Arts Inc.
VIPs: Virtually Invented People
Can humans be replaced? Creating believable virtual humans
is the newest challenge for animators and developers. Building
these characters is presenting an intriguing, multi-disciplinary,
technical challenge. This panel examines the next generation
of lifelike virtual humans and discusses the social, entertainment,
psychological and theological puzzles that they present.
Kathryn Saunders, ThinkTech
Andrew Burgess, Ananova
Barbara Hayes-Roth, Extempo Systems Inc.
R.U. Sirius, Alternating Currents
Thomas Vetter, Universitat Freiburg
Keith Waters, LifeFX
The CAVE and Beyond: VR Art in Museums
Imagine experiencing art as a completely immersive experience.
CAVES or domes are immersive, interactive Virtual Reality
(VR) systems. They deliver unique artistic, entertainment
and education experiences. Worldwide, there are a growing
number of such systems open to the public on a daily basis.
This panel examines the historical strengths and weaknesses
of using VR in public spaces and the challenges of creating
VR experiences for different kinds of audiences.
Josephine Anstey, University of Buffalo
Donna Cox, National Center for Supercomputing Applications
and University of Illinois
Horst Hortner, Ars Electronica Futurelab
Daniel J. Sandin, University of Illinois at Chicago
Paul Sermon, University of Salford
Jeffrey Shaw, Zentrums fur Kunst und Medientechnologie
Game Stories: Simulation, Narrative,
From Monopoly to "The Sims" to improvisational theater, some
of the most engaging media experiences ever produced have
been described as "game-stories". We may sense that the hold
power of the game-story is related to play, simulation, and
narrative, but in general, we aren't sure how. This panel
takes the often vague idea of the game-story and pins it down
to concrete examples. The panelists are game theorists, game
designers, and game players. They ask if there is a middle
ground between game and story, or if game-stories exist in
a space of their own. They ask what makes the games we call
"interactive narratives" work, and how we can make them work
Noah Wardrip-Fruin, New York University
JC Herz, Joystick Nations Inc.
Henry Jenkins, Massachusetts Institute of Technology
Celia Pearce, University of Southern California
Ken Perlin, New York University
Eric Zimmerman, gameLab
Immersed in Anxiety or a Process
to Healing: VR Meets Mental Health
Virtual Reality (VR) has gone from the realm of "expensive
toy" to that of functional technology. VR combines real-time
computer graphics, body tracking devices, visual displays,
and other sensory devices to completely immerse a participant
in a computer-generated virtual environment. This is much
like the environment created by an aircraft simulator. These
environments can be developed to target human behavioral and
cognitive practices - creating processes that can be used
for mental health applications.
The participants in this panel have designed and developed
VR applications that target a wide spectrum of mental health
areas. The panelists will discuss their work using VR to assess
and treat those with phobias, post traumatic stress disorder,
burn and cancer related pain, traumatic brain injury, attention
deficit/hyperactivity disorder, and learning disabilities.
Following the presentations, the guest panelist, Mark Wiederhold,
assumes the role of "devil's advocate" and challenges the
panelists on topics of concern (ethical/legal, accessibility,
digital divide, certification for use, side effects, long-term
usage, limitations for use, and social ramifications). The
panel will also discuss the advances that will be needed to
progress this technology into the 21st century.
Albert "Skip" Rizzo, University of Southern California
Larry F. Hodges, Georgia Institute of Technology and Virtually
Hunter Hoffman, University of Washington
Albert "Skip" Rizzo, University of Southern California
Maria T. Schultheis, Kessler Medical Rehabilitation Research
and Education Corp.
Dorothy Strickland, North Carolina State University and Virtual
Reality Aids, Inc.
Benjamin Watson, Northeastern University
Brenda K. Wiederhold, VRHealth.com
Guest "Challenging" Panelist
Mark Wiederhold, CyberPsychology & Behavior Journal
Internet Appliances: New Horizons
for the Web
Internet appliances are now appearing regularly. While some
of these devices are capable of presenting rich media technologies,
many are not even capable of presenting full HTML. Enhanced
graphics, sound, and animation have not been feasible on many
of these devices. Yet many have much more capabilities than
even today's personal computers. What is the future of these
devices? Will this drive a "lowest common denominator" approach
to these devices, or will other factors influence their capabilities?
Will Web-based advertising continue to wane? What will continue
to drive the development of this technology.
Mickey Mantle, Gracenote
Gregory Abowd, Georgia Institute of Technology
Seamus Blackley, Microsoft Corporation
Kent Libbey, Excite@Home
Andrew Luan, Metricom, Inc.
Size Matters: Digital Cinema Distribution
How will we be watching movies in the near future? Digital
cinema is gaining momentum and becoming a more viable reality.
This panel reviews the remaining hurdles in making, distributing,
and delivering digital films. The panelists will discuss the
issues and challenges of getting digital cinema out into the
Karen Raz, Raz Public Relations
Charles Poynton, Society of Motion Picture and Television
Engineers Fellow, and Author
Allen Daviau, Cinematographer, ASC
James H. Korris, University of Southern California
Bob Lambert, The Walt Disney Company
Joshua Pines, Industrial Light + Magic
Allen Witters, WAM!NET