Curriculum Vitae
Publications and talks last updated October 2007.
MICHAEL MATEAS
Department Computer Science
University of California, Santa Cruz
1156 High Street, MS: SoE3
Santa Cruz, CA 95064 USA
michaelm@cs.ucsc.edu
http://www.cs.ucsc.edu/~michaelm/
Phone: (831) 459-1789
Fax: (831) 459-4829
EDUCATION
Ph.D. Computer Science, Carnegie Mellon University, December 2002.
Dissertation: Interactive Drama, Art and Artificial Intelligence
M.S. Computer Science, Portland State University, August 1993.
B.S. Engineering Physics, University of the Pacific, May 1989.
EMPLOYMENT HISTORY
Associate Professor, University of California, Santa Cruz, July 2008-present.
Assistant Professor, University of California, Santa Cruz, July 2006-June 2008.
Assistant Professor, The Georgia Institute of Technology, January 2003-June 2006.
Research Assitant, Carnegie Mellon University, September 1996-December 2002.
Research Scientist, Intel Laboratories, June 1995-August 1996.
Research Scientist, Tektronix Research Laboratories, September 1993-May 1995.
Research Assistant, Portland State University, September 1991-August 1993.
Engineer, Nuclear Environmental Analysis, November 1989-June 1991.
JOURNAL PUBLICATIONS
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Mario Romero, Zachary Pousman and Michael Mateas,
“Alien Presence in the Home: The Design of Tableau Machine.”
Personal and Ubiquitous Computing, in press.
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Phoebe Sengers, Kirsten Boehner, Michael Mateas and Geri Gay,
“The Disenchantment of Affect.”
Personal and Ubiquitous Computing, in press.
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Mark Nelson, Michael Mateas, David Roberts and Charles Isbell,
“Declarative Optimization-Based Drama Management in the Interactive Fiction Anchorhead.”
IEEE Computer Graphics and Applications, vol 26, number 3, 2006, pp 32-41.
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Ian Bogost, Michael Mateas, Janet Murray and Michael Nitsche,
“Asking What is Possible: The Georgia Tech Approach to Games Research and Education.”
International Digital Media and Arts Association Journal, vol 2, number 1, 2005, pp 59-68.
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Michael Mateas,
“Procedural Literacy: Educating the New Media Practitioner.”
On the Horizon: Special Issue on Games in Education, vol 13, number 2, 2005, pp 101-111.
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Michael Mateas,
“Semiotic Considerations in an Artificial Intelligence-based Art Practice.”
Dichtung Digital: Journal on Digital Aesthetics, 2003.
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Michael Mateas and Andrew Stern,
“A Behavior Language for Story-based Believable Agents.”
IEEE Intelligent Systems, vol 17, number 4, 2002, pages 39-47.
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Michael Mateas,
“A preliminary poetics for interactive drama and games.”
Digital Creativity, vol 12, number 3, 2001, pages 140-152.
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Michael Mateas,
“Expressive AI: A hybrid art and science practice.”
Leonardo: Journal of the International Society for Arts, Sciences and Technology, vol 34, number 2, 2001, pages 147-153.
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Michael Mateas, Paul Vanouse and Steffi Domike,
“Terminal Time: An ideologically-biased history machine.”
AISB Quarterly, Special Issue on Creativity in the Arts and Sciences, number 102, 1999, pages 36-43.
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Marc Böhlen and Michael Mateas,
“Office Plant #1: Intimate space and contemplative entertainment.”
Leonardo: Journal of the International Society for Arts, Sciences and Technology, vol 31, number 5, 1998, pages 345-348.
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Scott Lewis, Michael Mateas, Susan Palmiter and Gene Lynch,
“Ethnographic data collection and analysis for product development: our experiences with a collaborative process.”
Interactions, vol 3, number 6, 1996, pages 52-69.
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Scott Lewis and Michael Mateas,
“A MOO-based virtual training environment.”
Journal of Computer Mediated Communications, vol 2, number 3, 1996.
PEER REVIEWED CONFERENCE PUBLICATIONS
- James Skorupski, Lakshmi Jayapalan, Sheena Marquez and Michael Mateas,
“Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation.”
Proceedings of the 4th International Conference on Virtual Storytelling (ICVS 2007),
Saint Malo, France. December 5-7, 2007.
- Zachary Pousman, John Stasko and Michael Mateas,
“Casual Information Visualization: Depictions of Data in Everyday Life.”
Proceedings of IEEE InfoVis 2007,
Sacramento, California, USA. October 28-30, 2007.
- Jose Zagal and Michael Mateas,
“Temporal Frames: A Unifying Framework for the Analysis of Game Temporality.”
Situated Play (DIGRA 2007),
Tokyo, Japan. September 24-28, 2007.
- Mark Nelson and Michael Mateas,
“Towards Automated Game Design.”
Procedings of the 10th Congress of the Italian Association for Artificial Intelligence (AIIA 2007),
Rome, Italy. September 10-13, 2007.
- Sooraj Bhat, David Roberts, Mark Nelson, Charles Isbell and Michael Mateas,
“A Globally Optimal Online Algorithm for TTD-MDPs.”
Proceedings of the Sixth International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS),
Honolulu, Hawaii, USA. May 14-18, 2007.
- Manish Mehta, Steven Dow, Michael Mateas and Blair MacIntyre,
“Evaluating a Conversation-Centered Interactive Drama.”
Proceedings of the Sixth International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS),
Honolulu, Hawaii, USA. May 14-18, 2007.
- Steven Dow, Manish Mehta, Ellie Harmon, Blair MacIntyre and Michael Mateas,
“Presence and engagement in an interactive drama.”
Proceedings of the SIGCHI Conference on Human factors in Computing Systems (CHI),
San Jose, California, USA.
- Michael Mateas and Jim Whitehead,
“Design Issues for Undergraduate Game-Oriented Degrees.”
Microsoft Academic Days on Game Development in Computer Science Education,
February 22-25, 2007.
- Peng Zang, Manish Mehta, Michael Mateas and Ashwin Ram,
“Towards Runtime Behavior Adaptation for Embodied Characters.”
Proceedings of The International Joint Conference on Artificial Intelligence (IJCAI-07),
Hyderabad, India. January 6-12, 2007, pages 1557-1562.
- David Roberts, Mark Nelson, Charles Isbell, Michael Mateas and Michael Littman,
“Targeting Specific Distributions of Trajectories in MDPs.”
Proceedings of the Twenty-First National Conference on Artificial Intelligence (AAAI),
Boston, MA. July 16-20, 2006.
- Sooraj Bhat, Charles Isbell and Michael Mateas,
“On the Difficulty of Modular Reinforcement Learning for Real-World Partial Programming.”
Proceedings of the Twenty-First National Conference on Artificial Intelligence (AAAI),
Boston, MA. July 16-20, 2006.
- Mark Nelson, Calvin Ashmore and Michael Mateas,
“Authoring an interactive narrative with declarative optimization-based drama management.”
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE),
Marina del Rey. June 20-23, 2006.
- Kate Compton and Michael Mateas,
“Procedural Level Design for Platform Games.”
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE),
Marina del Rey. June 20-23, 2006.
- Steven Dow, Manish Mehta, Annie Lausier, Blair MacIntyre and Michael Mateas,
“Initial Lessons from ARFacade, an Interactive Augmented Reality Drama.”
Proceedings of the 2006 ACM International Conference on Advances in Computer Entertainment Technology (ACE),
Hollywood, California. June 14-16, 2006.
- Michael Mateas and Andrew Stern,
“Procedural Authorship: A Case-Study of the Interactive Drama Façade.”
Digital Arts and Culture: Digital Experience: Design, Aesthetics, Practice (DAC 2005),
Copenhagen, Denmark. December 1-4, 2005.
- Michael Mateas and Nick Montfort,
“A Box, Darkly: Obfuscation, Weird Languages, and Code Aesthetics.”
Digital Arts and Culture: Digital Experience: Design, Aesthetics, Practice (DAC 2005),
Copenhagen, Denmark. December 1-4, 2005.
- Mario Romero and Michael Mateas,
“A Preliminary Investigation of Alien Presence.”
Eleventh International Conference on Human-Computer Interaction (HCII 2005),
Las Vegas, NV.
- Michael Mateas and Andrew Stern,
“Build It to Understand It: Ludology Meets Narratology in Game Design Space.”
Changing Views: Worlds in Play (DIGRA 2005),
Vancouver, BC. June 16 - 20, 2005.
Included in the selected papers volume. Nominated for best paper award.
- Clara Fernandez-Vara, Jose Zagal and Michael Mateas,
“Evolution of Space Configuration in Videogames.”
Changing Views: Worlds in Play (DIGRA 2005),
Vancouver, BC. June 16 - 20, 2005.
Included in the selected papers volume. Nominated for best paper award.
- Jose Zagal, Michael Mateas, Clara Fernandez-Vara, Brian Hochhalter and Nolan Lichti,
“Towards an Ontological Analysis of Games.”
Changing Views: Worlds in Play (DIGRA 2005),
Vancouver, BC. June 16 - 20, 2005.
Included in the selected papers volume.
- Michael Mateas and Andrew Stern,
“Structuring Content in the Façade Interactive Drama Architecture.”
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2005),
Marina del Rey, CA. June 1-3, 2005.
- Mark Nelson and Michael Mateas,
“Search-based Drama Management in the Interactive Fiction Anchorhead.”
Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2005),
Marina del Rey, CA. June 1-3, 2005.
- Rachel Knickmeyer and Michael Mateas,
“Preliminary Evaluation of the Interactive Drama Façade.”
Conference on Human Factors in Computing Systems (CHI 2005),
Portland, OR. 2005, pages 1549-1552.
- Michael Mateas and Andrew Stern,
“Natural Language Processing in Façade: Surface Text Processing.”
Technologies for Interactive Digital Storytelling and Entertainment (TIDSE),
Darmstadt, Germany. 2004.
Winner: Best Paper Award
- Michael Mateas,
“Expressive AI: Games and Artificial Intelligence.”
Level Up: Digital Games Research Conference,
Utrecht, Netherlands. November 4-6, 2003.
- Michael Mateas,
“Expressive AI: A semiotic Analysis of Machinic Affordances.”
3rd Conference on Computational Semiotics and New Media,
University of Teeside, UK. September 10-12, 2003.
- Michael Mateas and Andrew Stern,
“Integrating plot, character and natural language processing in the interactive drama Façade.”
Technologies for Interactive Digital Storytelling and Entertainment (TIDSE),
Darmstadt, Germany. March 24-26 2003.
- Michael Mateas and Andrew Stern,
“Façade, an experiment in building a fully-realized interactive drama.”
Game Developers Conference,
San Jose, CA. March 4-8 2003.
- Marc Böhlen and Michael Mateas,
“Machines with a Different Calling: When Artists Make Robots.”
2002 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2002),
Lausanne, Switzerland. September 20-October 4, 2002.
- Michael Mateas,
“A preliminary poetics for interactive drama and games.”
SIGGRAPH 2001 Electronic Art and Animation Catalog,
Los Angeles CA. August 2001, pages 51-58.
- Michael Mateas,
“Expressive AI.”
SIGGRAPH 2000 Electronic Art and Animation Catalog,
New Orleans, 2000.
- Michael Mateas, Paul Vanouse and Steffi Domike,
“Generation of Ideologically-Biased Historical Documentaries.”
Seventeenth National Conference on Artificial Intelligence (AAAI 2000),
Austin TX. July 30 - August 3, 2000, pages 36-42.
- Michael Mateas,
“Subjective Avatars.”
Autonomous Agents (Agents 1998),
1998.
- Michael Mateas, Tony Salvador, Jean Scholtz and Doug Sorensen,
“Engineering Ethnography in the Home.”
Conference on Human Factors in Computing Systems (CHI 1996),
Vancouver, British Columbia, Canada. April 13 - 18 1996.
WORKSHOP AND SYMPOSIUM PUBLICATIONS
- Michael Mateas,
“Towards Game Generation.”
A Multi-Disciplinary Approach to Computer Games: Understanding the State of the Art in Academic Computer Game Research,
UC Irvine, CA, USA. October 18, 2006.
- Ari Lamstein and Michael Mateas,
“A Search-based Drama Manager.”
AAAI 2004 Workshop on Challenges in Game AI,
2004.
- Phoebe Sengers, Kirsten Boehner, Geri Gay, Joseph "Jofish" Kaye, Michael Mateas, Bill Gaver and Kristina Höök,
“Experience as Interpretation.”
CHI 2004 Workshop on Cross-Dressing and Boundary Crossing: Exploring Experience Methods Across the Disciplines,
Vienna, Austria. April 2004.
- Michael Mateas and Andrew Stern,
“A Behavior Language for Story-Based Believable Agents.”
AAAI Spring Symposium on Artificial Intelligence and Interactive Digital Entertainment,
2002, pages 68-75.
- Michael Mateas,
“A Neo-Aristotelian Theory of Interactive Drama.”
AAAI Spring Symposium on AI and Interactive Entertainment,
2000.
- Michael Mateas and Andrew Stern,
“Towards Integrating Plot and Character for Interactive Drama.”
AAAI Fall Symposium on Socially Intelligent Agents: The Human in the Loop,
2000.
- Michael Mateas,
“Not your Grandmother's Game: AI-based Art and Entertainment.”
AAAI Spring Symposium on AI and Computer Games,
1999.
- Michael Mateas and Phoebe Sengers,
“Narrative Intelligence.”
AAAI Fall Symposium on Narrative Intelligence,
North Falmouth, MA, USA. November 5-7, 1999.
- Michael Mateas,
“Computational Subjectivity in Virtual World Avatars.”
AAAI Fall Symposium on Socially Intelligent Agents,
1997.
PUBLISHED BOOKS AND PARTS OF BOOKS
- Michael Mateas,
“Weird Languages.”
In Software Studies, a Lexicon, edited by Matthew Fuller,
Boston, MA: MIT Press. In press.
- Jose Zagal, Michael Mateas, Clara Fernandez-Vara, Brian Hochhalter and Nolan Lichti,
“Towards an Ontological Language for Game Analysis.”
In Worlds In Play: International Perspectives on Digital Games Research, edited by Suzanne De Castell and Jennifer Jenson,
New York: Peter Lang. 2007.
- Clara Fernandez-Vara, Jose Zagal and Michael Mateas,
“Evolution of Space Configuration in Videogames.”
In Worlds in Play: International Perspectives on Digital Games Research, edited by Suzanne de Castell and Jennifer Jenson,
New York: Peter Lang. 2007.
- Michael Mateas and Andrew Stern,
“Build It to Understand It: Ludology Meets Narratology in Game Design Space.”
In Worlds in Play: International Perspectives on Digital Games Research, edited by Suzanne de Castell and Jennifer Jenson,
New York: Peter Lang. 2007.
- Michael Mateas and Andrew Stern,
“Writing Façade: A Case Study in Procedural Authorship.”
In Second Person: Role-Playing and Story in Games and Playable Media, edited by Patrick Harrigan and Noah Wardrip-Fruin,
pages 183-208, Boston, MA: MIT Press. 2007.
- Michael Mateas,
“Reading Hal: Representation and Artificial Intelligence.”
In Stanley Kubrick's 2001: A Space Odyssey: New Essays, edited by Robert Kolker,
Oxford University Press. 2006.
- Michael Mateas and Andrew Stern,
“Interaction and Narrative.”
In The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman,
pages 642-669, Boston, MA, USA: MIT Press. 2005.
- Michael Mateas and Andrew Stern,
“A Behavior Language: Joint Action and Behavior Idioms.”
In Like-like Characters: Tools, Affective Functions, and Applications, edited by Helmut Prendinger and Mitsuru Ishizuka,
pages 135-162, Springer-Verlag. 2004.
- Michael Mateas,
“A Preliminary Poetics for Interactive Drama and Games.”
In First Person: New Media as Story, Performance and Game, edited by Noah Wardrip-Fruin and Patrick Harrigan,
Cambridge MA: MIT Press. 2004.
- Michael Mateas and Phoebe Sengers (Eds.),
Narrative Intelligence.
Amsterdam: John Benjamins. 2003.
- Steffi Domike, Paul Vanouse and Michael Mateas,
“The Recombinant History Apparatus Presents: Terminal Time.”
In Narrative Intelligence, edited by Michael Mateas and Phoebe Sengers,
pages 155-173. 2003.
- Michael Mateas and Andrew Stern,
“Towards Integrating Plot and Character for Interactive Drama.”
In Socially Intellgient Agents: Creating Relationships with Computers and Robots, edited by Kerstin Dautenhahn, Alan H. Bond, Lola Canamero and Bruce Edmonds,
pages 221-228, Boston/Dordrecht/London: Kluwer Academic Publishers. 2002.
- Michael Mateas,
“An Oz-Centric Review of Interactive Drama and Believable Agents.”
In AI Today: Recent Trends and Developments: Lecture Notes in AI 1600, edited by M. Wooldridge and Manuela Veloso,
pages 297-328, Berlin New York: Springer-Verlag. 1999.
JURIED ART SHOWS AND DEMO TRACKS
Tableau Machine
- 2007. Grand Text Auto, The Beall Center for Art & Technology, Irvine, CA, USA, October 4-December 15, 2007.
AR Façade
- 2007. Grand Text Auto, The Beall Center for Art & Technology, Irvine, CA, USA, October 4-December 15, 2007.
- 2006. Living Gameworlds Symposium: Design Processes and the Future of Expressive Computing, The Georgia Institute of Technology, Atlanta, GA, USA, February 16, 2006.
Façade
- 2007. Grand Text Auto, The Beall Center for Art & Technology, Irvine, CA, USA, October 4-December 15, 2007.
- 2007. GameWorld, Gijón, Spain, March 30-June 30, 2007.
- 2007. Game/Play Exhibition, Ipswich, United Kingdom, March 10-April 28, 2007.
- 2006. Medi@Terra: Gaming Realities, Athens, Greece, October 4-8, 2006.
- 2006. Slamdance Guerilla Game Competition, Park City, UT, USA, January 19-28, 2006.
Façade took the Grand Jury Award at Slamdance.
- 2005. AI and Interactive Digital Entertainment (AIIDE 2005), Marina del Rey, CA, USA, June 1-3, 2005.
- 2004. International Symposium of Electronic Arts (ISEA), Ferry between Helsinki, Finland and Tallinn, Estonia, August 15-16, 2004.
- 2004. Independent Games Festival, Game Developers Conference (GDC), San Jose, CA, USA, March 22-26, 2004.
- 2003. Gamefair: Level Up Games Research Conference, Utrecht, The Netherlands, November 2003.
Terminal Time
- 2007. Grand Text Auto, The Beall Center for Art & Technology, Irvine, CA, USA, October 4, 2007.
- 2003. Provocations, Orlando, FL, February 2003.
- 2002. St@art_Up: New Interactive Media, Te Papa Museum, Wellington, New Zealand, August 3, 2002-February 2003.
- 2002. Powerhouse Museum, Sydney, Australia, July 26, 2002.
- 2001. Digital Flaherty, Troy, NY. November 16-18, 2001.
- 2001. Media/Tonic: 30th Anniversary Event for Pittsburgh Filmmakers, Pittsburgh, PA, USA, November 3, 2001.
- 2000. 8th Annual Digital Salon, New York City, NY, USA, November 4, 2000.
- 2000. One Hundred Years of Mass Culture: Beyond Good and Evil, Pittsburgh, PA, USA, September 30 2000.
- 2000. Fusion! Miller Gallery, Pittsburgh, PA, USA (Carnegie Mellon University), September 16, 2000.
- 2000. The Seventeenth National Conference on Artificial Intelligence, Austin, TX, USA, August 1-3, 2000.
- 2000. SIGGRAPH 2000 Art Show, New Orleans, LA. July 26-27, 2000.
- 2000. Media Lab, MIT, Boston, MA, USA, March 6, 2000.
- 2000. Northwestern University, Evanston, IL, USA, March 1, 2000.
- 2000. International Survey of Alternative Artscene, Santa Fe Artist’s Colony, Los Angeles, CA, USA, January 29, 2000.
- 2000. Art in Motion, University of Southern California, Los Angeles, CA, USA, January 28, 2000.
- 2000. The Andy Warhol Museum, Pittsburgh, PA, USA, December 3, 1999.
- 1999. AAAI Symposium on Narrative Intelligence, Cape Cod, MA, November 6, 1999.
- 1999. Sonic Circuits: The Walker Art Center presents Terminal Time at the Landmark Theater, Minneapolis, MN, USA, November 5, 1999.
- 1999. Cornershop screening room, Buffalo, NY, USA, October 30, 1999.
- 1999. International Conference on Hypermedia and Interactivity in Museums, Washington, DC, USA, September 25, 1999.
- 1999. Wats:on Festival, Pittsburgh, PA, USA (Carnegie Mellon University), September 16, 1999.
- 1999. Carnegie Museum of Art, US Premiere of Terminal Time, Pittsburgh, PA, USA, September 15, 1999.
- 1999. Annual Conference of the Society for Media, Religion and Culture, International Premiere of Terminal Time, Edinburgh, Scotland, UK, July 20, 1999.
Office Plant #1
- 2000. Fusion!, Miller Gallery at Carnegie Mellon, Pittsburgh, PA, USA, September 2000.
- 1999. 6th Annual Digital Salon International, Barcelona, Madrid, Rome, Venice, January-May, 1999.
- 1998. 6th Annual Digital Salon, New York City, NY, USA, November 1998.
- 1998. AAAI Robot Exhibition, Fifteenth National Conference on Artificial Intelligence, Madison, WI, USA, July 26-30, 1998.
PROFESSIONAL ACTIVITIES
Conference and Workshop Organization
- 2008. General Chair, Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2008), TBD, 2008.
- 2008. Program Committee, Autonomous Agents and Multi-Agent Systems (AAMAS 2008), May 12-16, 2008, Lisbon, Portugal.
- 2007. Program Chair, Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2007), June 6-8, 2007, Stanford, CA, USA.
- 2007. Program Committee, International Conference on Virtual Storytelling (ICVS 2007), December 5-December 7, 2007, Saint Malo, France.
- 2007. Program Committee, International Joint Conference on Artificial Intelligence (IJCAI 2007), January 6-12, 2007, Hyderabad, India.
- 2006. Program Committee, Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2006), June 20-23, 2006, Marina Del Rey, CA, USA.
- 2006. Program Committee, AISB Symposium on Narrative and Games (AISB 2006), April 3-6, 2006, Bristol, England.
- 2006. Associate Chair, SIGCHI Conference on Human factors in Computing Systems (CHI 2006), April 22-27, 2006, Montréal, Québec, Canada.
- 2006. Program Committee, Sandbox: ACM SIGGRAPH Video Game Symposium, July 29-30, 2006, San Diego, CA, USA.
- 2005. Program Committee, Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2005), June 1-3, 2005, Marina Del Rey, CA, USA.
- 2005. Program Committee, Australasian Workshop on Interactive Entertainment (IE 2005), November 23-25, 2005, Sydney, Australia.
- 2005. Program Committee, Intelligent Technologies for Interactive Entertainment (INTETAIN 2005), November 30-December 2, 2005, Madonna di Campiglio, Italy.
- 2005. Reviewer, International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH 2005), July 31-August 4, 2005, Los Angeles, CA, USA.
- 2005. Program Committee, International Conference on Virtual Storytelling (ICVS 2005), November 30-December 2, 2005, Strasbourg, France.
- 2005. Program Committee, Intelligent Virtual Agents (IVA 2005), September 12-14, 2005, Kos, Greece.
- 2004. Program Committee, Australian Workshop on Interactive Entertainment (IE 2004), February 13, 2004, Sydney, Australia.
- 2004. Program Committee, Computational Semiotics for Games and New Media (COSIGN 2004), September 14-16, 2004, Split, Croatia.
- 2004. Reviewer, SIGCHI Conference on Human factors in Computing Systems (CHI 2004), April 24-29, 2004, Vienna, Austria.
- 2004. Reviewer, Workshop on Story Representation, Mechanism and Context at ACM Multimedia, October 15, 2004, New York, NY, USA.
- 2004. Program Committee, Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2004), June 24-26, 2004, Darmstadt, Germany.
- 2003. Program Committee, International Conference on Virtual Storytelling (ICVS 2003), November 20-21, 2003, Toulouse, France.
- 2003. Reviewer, International Joint Conference on Artificial Intelligence (IJCAI 2003), August 9-15, 2003, Acapulco, Mexico.
- 2003. Program Committee, Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2003), March 24-26, 2003, Darmstadt, Germany.
- 2003. Program Committee, Intelligent Virtual Agents (IVA 2003), September 15-17, 2003, Irsee, Germany.
- 2003. Program Committee, Digital Arts and Culture (DAC 2003), May 19-23, 2003, Melbourne, Victoria, Australia.
- 2000. Co-Chair, Robot Night at the Workshop on Interactive Robots and Entertainment, 2000, Pittsburgh, PA, USA (Carnegie Mellon).
- 2000. Co-Chair, AAAI Fall Symposium on Narrative Intelligence, November 5-7, 1999, North Falmouth, MA, USA.
Invited Talks
- 2007. “Expressive Intelligence: Artificial Intelligence, Games and New Media.” Keynote speaker, AIIA 2007 (Conference of the Italian Association for Artificial Intelligence), Rome, Italy, September 10-13, 2007.
- 2007. “Expressive Intelligence: Artificial Intelligence, Games and New Media.” Computer Science Colloquium, Cornell University, Ithaca, NY, August 30, 2007.
- 2007. “Expressive Intelligence: Artificial Intelligence, Games and New Media.” MOVES Institute, Naval Postgraduate School, Monterrey, CA, August 23, 2007.
- 2007. “Interactive Drama.” Tech Forum, Intel Corporation, Beaverton, OR, August 14, 2007.
- 2007. “The Computer Game Design Degree and Game Research at UC Santa Cruz.” Presentation to UC Regent Blum, April 18, 2007.
- 2007. “ABL: A Behavior Language for Autonomous Characters.” Sandia National Labs, April 16, 2007.
- 2007. “Expressive Intelligence: Artificial Intelligence, Games and New Media.” Information Science Colloquium, Penn State University, State Collage, PA, April 6, 2007.
- 2007. “Making Games About People: AI and Game Design.” Entertainment Technology Center, Carnegie Mellon University, April 5, 2007.
- 2007. “Expressive AI: Artificial Intelligence, Games and New Media.” IBM Almaden Research Center, January 24, 2007.
- 2006. “Expressive AI: Balancing Authorship and Autonomy.” Computational Learning Lab Symposium, Stanford University, December 4, 2006.
- 2006. “Interactive Drama: A Solution to the Interactive Story Dilemma.” Invited Speaker, Montreal Game Summit, Montreal, Canada, November 8-10, 2006.
- 2006. “Expressive AI: Balancing Authorship and Autonomy.” Stanford HCI Seminar, Stanford, Palo Alto, CA, October 20, 2006.
- 2006. “Game AI Research at UC Santa Cruz.” Presentation to UC Regents, October 19, 2006.
- 2006. “Expressive AI: Balancing Authorship and Autonomy.” Cognitive Science Colloquium, UC Santa Cruz, Santa Cruz CA, October 18, 2006.
- 2006. “Making Games About People: AI and Game Design.” Keynote Speaker, Medi@Terra: Gaming Realities, Athens, Greece, October 4-8, 2006.
- 2006. “Structuring Content in the Façade Interactive Drama Architecture.” Invited Speaker, Intelligent Virtual Agents (IVA 2006), Marina del Rey, CA, August 22, 2006.
- 2006. “The Experimental Game Lab at Georgia Tech.” Living Gameworlds Symposium, The Georgia Institute of Technology, Atlanta GA, February 15, 2006.
- 2006. “Expressive AI: Balancing Authorship and Autonomy.” Department of Cognitive Science Lecture Series, Rensselaer Polytechnic Institute, January 18, 2006.
- 2005. “Creating the Interactive Drama Façade.” Interactive Media Division Forum, University of Southern California, Los Angeles, CA, November 9, 2005.
- 2005. “AI is the Future of Gaming.” Closing Keynote, Future Play 2005, Lansing, MI, October 13-15, 2005.
- 2005. “Interactive Drama for Health Education and Training.” Games for Health Conference 2005. Baltimore, MD, September 22-23, 2005.
- 2005. “Expressive AI: Balancing Authorship and Autonomy.” Othmer Institute for Interdisciplinary Studies Seminar, Polytechnic University, Brooklyn, NY, September 16, 2005.
- 2005. “Procedural Representation: Beyond Model and Tool.” Cornell Symposium on Affect, Interaction and Technology, Ithaca, NY, April 22-23, 2005.
- 2005. “Expression, Community, and Code.” Living Gameworlds Symposium, The Georgia Institute of Technology, Atlanta GA, March 16, 2005.
- 2005. “Why Isn’t Anybody Building Interactive Stories?” Living Gameworlds Symposium, The Georgia Institute of Technology, Atlanta GA, March 16, 2005.
- 2005. “Game Education and the Computer Science Curriculum at Georgia Tech.” EA Academic Summit, Redwood City, CA, March 7, 2005.
- 2005. “Expressive AI: Balancing Authorship and Autonomy.” Media Research Lab Seminar, New York University, February 2005.
- 2004. “Expressive AI: AI-based Art and Entertainment.” TTI/Vanguard: Next Gens Technologies. Atlanta GA, December 2-3, 2004.
- 2004. “Façade: Architecture and Story Structure.” Institute for Creative Technology, University of Southern California, October 2004.
- 2004. Invited Participant. Virtual Humans Workshop: Design Criteria, Techniques and Case Studies for Creating and Evaluating Interactive Experiences, Institute for Creative Technology, USC, Oct. 8-10, 2004.
- 2004. “Game AI: Balancing Authorship and Autonomy.” Invited Speaker, AAAI 2004 Workshop on Challenges in Game AI, San Jose, CA, July 26, 2004.
- 2004. “Affective Presence: Technology Issues.” Invited Speaker: Affective Presence Day, Intel Laboratories, Hillsboro, OR, January 20, 2004.
- 2003. “Expressive AI: AI-based Art and Entertainment.” Harvey Mudd Computer Science Colloquium, December 5, 2003.
- 2003. “Expressive AI: AI-based Art and Entertainment.” Cornell University Information Science Seminar, November 2003.
- 2001. “Art and Information Technology.” Invited member presenting before the National Academy of Sciences Committee on Information Technology and Creativity, Stanford University, January 12, 2001.
- 2001. “Art and Artificial Intelligence.” SUNY Buffalo. March 2001.
- 2000. “Dinner Table: Progress report.” Digital Secrets. Tempe AZ. November 2000.
- 2000. “Terminal Time.” MIT Media Lab. March 2000.
- 2000. “Terminal Time.” Northwestern University. March 2000.
Conference, Workshop and Symposium Presentations Without Proceedings
- 2007. Nick Montfort and Michael Mateas, “Hammurabi's Code.” Twenty-First Annual Conference of the Society for Literature, Science and the Arts: Code, Portland Maine, USA. November 1-4, 2007 (forthcoming).
- 2007. Michael Mateas and Andrew Stern, “Next-Gen Conversational Characters for Serious Games.” Game Developers Conference (GDC 2007), San Francisco, California, USA. March 5-9, 2007.
- 2007. Mike Treanor and Michael Mateas, “The Rhetoric of Newsgaming.” Transliteracies New Reading Interfaces Group Symposium, Santa Barbara, CA, USA. May 12, 2007.
- 2007. Michael Mateas, “Alien Presence: Using Artificial Intelligence to Make Things Strange.” UCDarnet Epicenter, Riverside, California, USA. January 26-27, 2007.
- 2005. Michael Mateas and Andrew Stern, “Natural Language Processing and Games.” Game Developers Conference (GDC 2005), San Francisco, CA, March 7-11, 2005.
- 2005. Michael Mateas, “Alien Presence.” DAC 2005 Workshop on The Theory and Practice of Experience Design, Copenhagnen, Denmark. November 30, 2005.
- 2004. Michael Mateas and Andrew Stern, “Beyond Finite State Machines: A Language for Authoring Higher-Level Character Behavior.” Game Developers Conference (GDC 2004), San Jose, CA, March 26-28, 2004.
- 2002. Michael Mateas, “Doubled System.” Language & Encoding: A Symposium for Artists, Programmers and Scholars, SUNY Buffalo, November 8-9, 2002.
- 2001. Michael Mateas and Andrew Stern, “Façade.” Digital Arts and Culture 2001, Brown University, Providence RI, April 26 - 28, 2001.
- 2001. Marc Böhlen and Michael Mateas, “Dinner Table: A poetic robotic companion.” E-Poetry: An International Digital Poetry Festival, SUNY Buffalo, Buffalo, NY, April 18 - 20, 2001.
- 1998. Marc Böhlen and Michael Mateas, “Office Plant #1.” Lifelike Computer Characters, 1998.
- 1996. Michael Mateas, “Position Statement.” CHI Ten Year View: Creating and Sustaining Common Ground at SIGCHI 1996.
- 1996. Michael Mateas and Tony Salvador, “Home Ethnography.” Forum on Computing in the Home, Intel Corporation, Jones Farm Campus, Hillsboro OR, 1996.
- 1995. Michael Mateas and Scott Lewis, “Why Do MUDs Work?” Human Computer Interaction Consortium Workshop (HCIC), Snow Mountain Ranch, CO, 1995.
- 1994. Scott Lewis and Michael Mateas, “A model of telepresence in MUDs and MOOs.” Workshop on Telepresence: First International IEEE Conference on Multimedia Computing and Systems, 1994.
Conference Panel Participation
- 2007. Panel Organizer, “The Authoring Bottleneck in Creating AI-based Interactive Stories.” AAAI Fall Symposium on Intelligent Narrative Technologies, Arlington, Virginia, USA, November 9-11, 2007.
- 2007. “The Game Ontology Project.” Panel on Patterns, Typology and Ontology: An Overview and Discussion of the Formal Analysis of Games and Gameplay, Situated Play (DIGRA 2007), Tokyo, Japan. September 24-28, 2007.
- 2006. “Alien Presence: Using Artificial Intelligence to Make Things Strange.” Panel on Design Process and Digital Art, Living Gameworlds Symposium, The Georgia Institute of Technology, Atlanta GA, February 16, 2006.
- 2005. “Game Research Facilities at Georgia Tech.” Panel on Building Game Development Labs and Facilities in Academic Settings, Future Play, Lansing MI, October 2005.
- 2005. “Beyond Story Graphs: Story Management in Game Worlds.” Panel on Story Generators: Models and Approaches for the Generation of Literary Artifacts, Joint Conference of the Association for Computing in the Humanities/Association for Literary and Linguistic Computing, Victoria BC, June 2005.
- 2005. “Creating Real Interactive Stories Requires Deep AI Research.” Panel: Why Isn’t the Game Industry Making Interactive Stories?, Game Developers Conference (GDC 2005), San Francisco, CA, March 7-11, 2005.
- 2005. “Interdisciplinary Practice: Expressive AI.” Panel on Art and Research, College Art Association, Atlanta GA, February 2005.
- 2003. “Expressive AI.” Panel on Science and Art, Society for Social Studies of Science (4S), Atlanta GA, October 16-18, 2003.
- 2000. “AI and Art.” Panel on Art and Technology as part of the Fusion! art show, Miller Gallery, Carnegie Mellon University, September 2000.
- 2000. “Office Plant #1.” Panel on Internet Culture, Carlow College, Pittsburgh, PA, February 1998.
- 2000. “Office Plant #1.” Panel on Work and Play, Warhol Museum, Pittsburgh, PA, May 1998.
Tutorials
- 1997. Michael Mateas and Tony Salvador, “Tutorial on Engineering Ethnography.” SIGCHI Conference on Human factors in Computing Systems (CHI), 1997.
- 1994. Michael Mateas, Mark Stempski and David Stubbs, “Tutorial on Customer Centered Design.” 1994 Pacific Northwest Software Quality Conference, 1994.
Awards
- 2006. Experimental game Façade wins the Grand Prix award at the Slamdance Indy Game Competition, Janurary 2006.
- 2005. Nominated for Best Paper Award for two different papers, Changing Views: Worlds in Play (DIGRA 2005), Vancouver, BC, June 16 - 20, 2005.
- 2005. Independent Game Developer Award for the experimental game Façade
- 2004. Best Paper Award, Technologies for Interactive Digital Storytelling and Entertainment (TIDSE), June 2004.
- 2004. Independent Game Festival Finalist (Game Developers Conference), Façade, March 2004.
- 2001. Intel Ph.D. Fellowship.
- 1999. Finalist in Vida 2.0, Alife-based Art Competition, Office Plant #1.
- 1994. Tektronix President's Award, for significant engineering contributions, Tektronix Research Laboratories.
- 1993. Winner of the Software Association of Oregon Thesis Scholarship Competition.
PHD STUDENTS
Current Students
- Sherol Chen, PhD, Spring 2012 (expected)
- Kenneth Hullett, PhD, Spring 2010 (expected)
- Josh McCoy, PhD, Spring 2011 (expected)
- Mark Nelson, PhD, Summer 2009 (expected)
- David Olsen, PhD, Spring 2010 (expected)
- James Skorupski, PhD, Spring 2011 (expected)
- Adam Smith, PhD, Spring 2010 (expected)
- Anne Sullivan, PhD, Spring 2010 (expected)
Licentiate Thesis Opponent
- 2003. Jarmo Laaksolahti. Towards Socio-Emotionally Rich Interactive Narrative.
MASTER'S THESES AND PROJECTS
Committee Chair
- 2004. Brian Hochhalter. Triad: A Game of Short Love Stories.
- 2004. Nolan Lichti. Swarm General: Indirect Control for Realtime Strategy Games.
- 2004. Heather Logas. Agency: A Character-Centric Role Playing Game.
- 2004. Danny Mueller. Bringing Catharsis to Videogames.
- 2005. Maria Cordell. Tapestry: Exploring the Visual Rhetoric of News.
- 2005. Lakshmi Jayapalan. Wide-Ruled: A Generative, Interactive Story Authoring Environment.
- 2005. Rachel Knickmeyer. Evaluating the Interactive Drama Façade.
- 2005. Matt Wolff. An Infrastructure for Autonomous Character in the Unreal Tournament Game Engine.
- 2006. Jason Alderman. Generating Summarizations of Wearable Computer Usage in Comics Form.
- 2006. Kate Compton. Infinite Challenge: An Intelligent Level-Design Program for 3D Platform Games.
Committee Member
- 2003. Chaim Gingold. Miniature Gardens & Magic Crayons: Games, Spaces & Worlds.
- 2005. Nathanael Ng. UPLIFT: Enabling Latent Human Capability Through Gaming.
- 2005. Tom Banaszewski. Digital Storytelling: Supporting Digital Literacy in Grades 4-12.
- 2006. Calvin Ashmore. Key and Lock Puzzles in Procedural Gameplay.
- 2006. Jeffrey Crouse. Real-Time Art.