[game_edu] GAMEON'2008, November 17-19, 2008, UPV, Valencia, Spain 1ST CALL FOR PAPERS

S. Gold goldfile at gmail.com
Fri Jul 4 10:24:08 EDT 2008


GAMEON'2008
November 17 - 19, 2008
FIRST CALL FOR PAPERS
UPV <http://www.upv.es/>
Valencia, Spain
Organized by
The European Technology Institute
Sponsored by:
EUROSIS <http://www.eurosis.org/>
UPV
FIV
In Cooperation with
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ModelBenders LLC, Delft University of Technology
Conference website
http://www.eurosis.org/cms/?q=node/763

The aim of the 9th annual European Game-On® Conference 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 methodology, simulation, AI and fuzzy sets, 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.
This year's event will also herald the introduction for the foundation of
the Spanish Language Computer Conference <http://www.doid.org/cdv/> , which
follows immediately upon GAMEON®'2008.

The conference will cover the following tracks:

Game Development Methodology

Game Development Methodology, Game Design and Research Methods, Production
Roles, Techniques and Process Management, Social and Technical Interactions
in Art and Engineering, Participatory Media and Heterogeneous Development
Approaches, Sociotechnical MOG Development, Communities and sustainability,
Business and Requirements Modeling for Game Projects, Software Architecture
and Modeling in Games, Interaction Design and Usability in Game Contexts,
Play Testing, Gameplay Experience Evaluation

Artificial Intelligence

Designing (Extensible) AI Engines with Built-in Machine Learning
Technologies, Using Adaptive Markov Models, Using Decision Trees, Production
Rules and Learning, Using Fuzzy Logic for membership functions and inference
procedures, Using Rule Based AI or a Finite State Machine (FSM), Using Fuzzy
State Machines (FuSM) or Cascaded FuSMs, Using Artificial Life and layered
AI Techniques, Level-of-Detail AI, Using scripting languages to govern NPC
Bots, synthetic characters, or believable agents, Controlling simulated
characters (Group Behaviour control) using f.ex. flocking algorithms based
on extensible scripting systems , Cognitive Modeling: (combining geometric
models and inverse kinematics to simplify key-framing. physical models for
animating particles. Bio-mechanical modeling, behavioral modeling), Domain
knowledge specification and character instruction, Creating AI Networks
using supervised learning and genetic algorithms, and pathfinding, Using
Databases using the winnowing algorithm , Using Multi-user Data Management.

Physics and Simulation

Collision detection, contact resolution and manifold generation (methods
Lin-Canny, OBB Trees, I-Collide and Ray Tracing); Calculation optimization
between objects; The closest point algorithm by Gilbert Johnson and Keerthi
(GJK) between convex and union-of convex objects; Contact equation
formulation (point-plane, edge-edge and sphere-plane); LCP (Linear
Complementary problems) Based contact resolution; Iterative constraints and
penalty methods for contact resolution, Micro-Collisions, Software Object
Interaction. a number of peripheral tracks

3-D Scalability

MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith Tech
Engines; Scalable level of detail-oriented rendering ; Methods for scaling
animation quality; Scaling animation quality, new animation steps, on
interpolated key-frame animation or key-frame morphing; Bump mapping:
emboss-dot product and environment mapped bump map (EMBM)

Facial Animation

Facial animation for Real-Time, Model Behaviour of 3D Modeling; Modelling
the bone structure of faces, Facial Hair etc..

Skeletal animation and fully scaled rendering

Physical Simulation, 3D Character Animation and physical controllers;
Simulation performance; Rigid body physical animation and rigid body
dynamics; Polygon Character Design and level of Detail under Technical
Constraints; Particle systems, full polygonal models or sprites; Smooth
rendered skins, soft skinning, head animations and full body animation
(Skin, extrude and boolean, Design, composition and anatomy; Skeletal,
skinning, single skin meshes; Creating Character Animation Assets; Real-Time
motion Synthesis, Kinematics and Dynamics, Animating the real-time run
cycle; T-Buffers and motion blur ; Motion Capture Techniques.

3D in Game Animation

Creating and scaling special effects in Real-Time 3D: environmental weapon
effects and general pyrotechnics, software used to produce single frame and
animated textures, booth looping and linear, and the pivotal role of alpha
channels. Modeling an animation of the geometry needed and the system used
to encode additional engine-specific timing and trigger data into the files.
The use of the engine particle system and scripting capabilities, Weighted
vertices, Streaming SIMD Extension Overview (floating point
instruction);Pre-rendered cinematics; Scaling of special effects and texture
tricks: particle systems for generating smoke and fire, texture tricks, for
volumes, lens flares and onscreen pyrotechnics, Animation Blending

Modelling of virtual worlds

Due to their complexity and size, virtual worlds used in next-gen games will
have to be automatically generated, to a large extent, whether based on real
data or fully imaginary. Representing objects and their relations in these
worlds needs to take into account more data than simply their geometry or
appearance. In addition, most objects in such worlds will typically require
a high degree of adaptivity, in order to avoid most current rigid
behaviours, as well as to cope with the need for really adaptive game-play
in both entertainment and serious games. This theme focuses on tools and
methods for achieving such goals.

Tools

Silicon Graphics (MAYA, as a game prototyping environment), 3D Programming
for Rage Programmable Shaders (Renderman), 3D Studio Max, Scratch,XNA and
other Open Source Games Software

Design

Game Engine Design and game environment creation; Using rapid prototyping
(NEMO-DEV) and generic technology (generic world building engine), portable
code ; Using Math for Game programming by solving simultaneous Equations;
Using Modularity and isolation abstraction, data hiding, functional
independence, cohesion and coupling; Using Java as an embedded Game
scripting engine; Procedural content placement, level design, enemy and
entity placement; Using Databases in online Games; Programming in Linux, C++
and Visual Basic; Programming Web Games in Java Scalable 3D games; Creating
large 3D worlds; Creating Multiplayer online Games; Techniques for scaling
game content, and approaches to scaling game content; C++ optimization
Strategies and Techniques; 3D Engine optimization; Optimizing games for the
MIPS RISC Architecture; Game design: User set set according to hard limits,
pre-runtime profiling and runtime profiling history of Game Design.

Rendering

Rendering Equations and architectures; Image Based Rendering (polygon counts
(throughput) and overdraw (filtrate); Photorealistic rendering using Open GL
and Direct 3D; Multi texture tricks like gloss mapping, dynamic environment
mapping, detail texturing and bump mapping Spatial aliasing and
Anti-aliasing and accumulation buffers; Setup, Rendering and Transforms;
Full floating point setup; Perspective-corrected texture mapping, multiple
filtering modes, sophisticated texture blending for special effects and
effective looking transparency; Classical local illumination equations and
colour theory; Creating Reflections and shadows with stencil buffers and
Z-Buffers; Light maps and changing texture coordinates, shadow maps,
projected shadow maps; Methods for scaling lighting and shadows, lighting
calculations; Equation on a per pixel basis, pixel path and voxel animation;
Procedural Texture Methods and Theory and Real-Time; Procedural Texture
Implementation; Parametric Surfaces, Deforming surfaces, Curved surfaces and
tri-linear flip-flopping Using NURBS (non-uniform rational B-splines) and
other parametric surfaces for representing 3D Geometry; Matrix
Manipulations; Methods for scaling geometry using parametric curves and
surfaces in relation to polygonal models; Progressive meshes and subdivision
surfaces

On-Line Gaming and On-Line Game Security

As online gaming becomes more and more popular security issues now come into
the forefront of secure game play using public key cryptography, symmetric
key cryptography, digital signatures, authentication and available
cryptographic toolkits.

Voice Interaction

Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice
Interaction, Speech Synthesizer; Interaction with AI-NPC's, Voice-Over Net
Technology (one to one, and one to many)

Cognitive Psychology applied to games, based on player to game interactions
and biometric data analysis.

Artistic input to game and character design

Storytelling and Natural Language Processing

Applications

Wargaming methodology and techniques applied to strategic game design using
Campaign managers, character generators, terrain generators.Multiplayer
wargaming and Web Wargaming

Serious Games applications
Aerospace Simulations, Board Games etc...
Games for training

Handheld Gaming Devices - Mobile Gaming

Gaming with I-Toy, WII and other handheld devices such as phones, Virtual
Sat-Nav Gaming. Focusing on the man-machine interaction part

Perceptual User Interfaces for Games

Humans communicate using speech, gesture, and body motion, yet today's
computers do not use this valuable information. Instead, computers force
users to sit at a typewriter keyboard, stare at a TV-like display, and learn
an endless set of arcane commands -- often leading to frustration,
inefficiencies, and disuse.

The idea behind PUI is that a computer system "hears" users' voice commands
and "sees" their gestures and body positions. Interactions are natural, more
like human-to-human interactions. PUI use here machine perception to allow
users to interact with computergames and within computer gaming
environments. By reading gestures, motions and speech we should be able to
in a much more natural way interact with the games.

But sensor systems deliver only raw position and pose information. For
interface use, these are not the desired quantities‹we need to understand
the abstractions appropriate for a natural interface and consider how the
various perceptual input degrees of freedom should relate to available
commands and options.

Special track:
Gaming with robots

Aibo, Bionicles, Mindstorms etc...

Tutorials, "Aren't we great" presentations, Student Demos.

Students are encouraged to show demos of their work to the companies present
at the conference. The best demo will receive a prize from the organizers.

The conference will be held at the UPV, Valencia, Spain.

POSTER SESSION

The poster session only features work in progress. Next to the actual poster
presentation, these submissions also feature as short papers in the
Proceedings.

STUDENTS SESSION

This session is for students who want to present their work in progress or
part of their doctoral thesis as a paper. Student papers are denoted by the
fact that only the name of the student appears on the paper as an author.
They are published as short papers in the Proceedings.

DIVERSE ACTIVITIES

For demonstrations or video sessions, please contact Philippe Geril. A
Special session will be set up for vendor presentations in co-ordination
with the scientific program. User Group meetings for games simulation
languages and tools can be organised the day before the conference. If you
would like to arrange a meeting, please contact the Conference Chairs. We
will be happy to provide a meeting room and other necessary equipment.

EUROPEAN PROJECTS

Partners for European projects session(s) will be organised by EUROSIS to
give potential project teams or individuals the opportunity to present their
research in order to link up with fellow researchers for future research
projects. Those wishing to participate in this session need to send a
proposal to Philippe Geril

EXHIBITION

A special exhibition will be held during the conference focused on gaming
tools. For more information please contact EUROSIS for further details.
Email: Philippe.Geril at eurosis.org

REGISTRATION FEES

Registration Fees Author EUROSIS Other Participants
Pre-reg before Nov.1st 2008 495 EURO 495 EURO 555 EURO
Reg after Nov.1st 2008 Pre-registration Required 535 EURO 595 EURO

Student authors pay: 250 EUR

Students who register after November 1st and who are not authors pay 350
EUR.

The registration fee includes a copy of the Proceedings, lunches, conference
dinner, get-together party, coffee breaks, company visit and demonstrations.

PAPER SUBMISSION TYPES

FULL PAPER (including abstract, conclusions, diagrams, references) During
review, the submitted full papers can be accepted as a regular 5 page paper.
If excellent, full papers can be accepted by the program committee as an
extended (8-page) paper. Each submission will be reviewed by at least three
members of the International Program Committee.

EXTENDED ABSTRACT (at least five pages) Participants may also submit a 5
page extended abstract for a regular (5 pages) or short (3 pages) paper or
poster, which will be reviewed by the International Program Committee.

SHORT ABSTRACT(at least three pages)
Participants may also submit a 3 page abstract for a short paper or poster,
which will be reviewed by the International Program Committee.

All accepted papers will be published in the GAMEON®'2008 Conference
Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC

DEADLINES AND REQUIREMENTS

Send all submissions in an ELECTRONIC FORM ONLY in PDF format indicating the
designated track and type of submission (full paper or an extended abstract)
to EUROSIS (Philippe.Geril at eurosis.org).

Please provide your name, affiliation, full mailing address, telephone / fax
number and Email address on all submissions as well. For submissions please
put in the subject of your Email the following indications: GAMEON®'2008 and
designated track or USE THE ABSTRACT SUBMISSION SITE!!

Only original papers, which have not been published elsewhere, will be
accepted for publication

SUBMISSION DEADLINES

EARLY BIRD SUBMISSION: JULY 30, 2008

SUBMISSION DEADLINE: AUGUST 30, 2008

Submit contributed full-papers (5 to 8 proceedings pages) not previously
published. These submissions, when accepted will be published as regular or
extended papers, depending on their quality.

Submit extended abstracts (5 abstract pages) or short papers (3 abstract
pages), reports of industrial projects and summaries of posters. These
submissions, when accepted will be published as regular 5 page or short 3
page proceedings papers.

Submit a one to three page proposals to present tutorials, to organise and
chair panel sessions, to organise user meetings, vendor sessions or to
exhibit software

Submit abstracts for student and poster session

LATE SUBMISSION DATE: SEPTEMBER 15, 2008

OCTOBER 1, 2008

Notification of Acceptance or Rejection

NOVEMBER 1, 2008
Authors provide camera-ready manuscript

NOVEMBER 17-19, 2008

Conference at UPV

OUTSTANDING PAPER AWARD

The 2008 GAMEON® Conference Committee will select the Outstanding Paper of
the Conference. The author of this paper will be awarded a free registration
for a EUROSIS conference. Only papers SUBMITTED AS FULL papers will be
eligible for the Outstanding Paper Award.

LANGUAGE

The official conference language for all papers and presentations is
English.

REPLY CARD
First Name:
Surname:
Occupation and/or Title:
Affiliation:
Mailing Address

Zip code: City: Country.
Telephone: Fax:
E-Mail:

Yes, I intend to attend the GAMEON®'2008:
[ ] Presenting a paper, by submitting a full paper
[ ] Presenting a short paper (by submitting an extended abstract)
[ ] Participating in the industrial program
[ ] Organizing a vendor session
[ ] Proposing a panel discussion (please mention names of panellists)
[ ] Contributing to the exhibition
[ ] Without presenting a paper
The provisional title of my paper / exhibited tool is:

With the following highlights:

The paper belongs to the category (please tick only one):
[ ] Games Methodology
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Modelling of Virtual Worlds
[ ] Tools
[ ] Games Design
[ ] Rendering
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Storytelling and Natural Language Processing
[ ] Applications
[ ] Games Console Design
[ ] Online Gaming and Gaming Security
[ ] Networked Gaming and MMOG's
[ ] Games for Training
[ ] Serious Gaming
[ ] Wargaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session
[ ] Other_____________________________

Other colleague(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:

Please email your reply or send or fax this card immediately to:
Philippe Geril, EUROSIS,
European Simulation Office
Greenbridge NV
Wetenschapspark 1, Plassendale 1
B-8400, Ostend, Belgium
Tel:+32.59.255.330
Fax: +32.59.255.339
Email: Philippe.Geril at eurosis.org
web: http://www.eurosis.org

GAMEON® is a registered trademark of the European Technology Institute.


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