[game_edu] Call for Papers :S ixth International Conference in Game Design and Technology/CFP 6th Annual IEEE Consumer Communications & Networking Conference

S. Gold goldfile at gmail.com
Mon Jul 21 10:03:50 EDT 2008


GDTW 2008, Sixth International Conference in Game Design and Technology

http://www.cms.livjm.ac.uk/GDTW/GDTW2008/index.html

Call for Paper

General Chairs
* Prof. Madjid Merabti - Liverpool John Moores University (UK)
* Dr. Marc Price - BBC Research and Development (UK)

Publication Co-Chairs
* Prof. Zhigeng Pan - Zhejiang University (P.R.C)
* Dr. Edmond Prakash - Manchester Metropolitan University (UK)
* Dr. Newton Lee - Editor-in-Chief ACM CiE (US)


Programme Co-Chairs
* Dr. Abdennour El Rhalibi - Liverpool John Moores University (UK)
* Dr. Kevin Wong - Murdoch University (AUS)


Topics
Researchers in game design and technology will have the opportunity to
present their work in these sessions. The subjects and areas of interest
cover, but are not limited to:

* Game Artificial Intelligence (pathfinding, learning, agents, ...)
* Real Time Physics and Animation
* 3D Modelling Graphics/Animation Techniques
* Game Character Emotion and Social Interaction
* Tools development for Game Engineering and middleware
* Mobile Gaming
* Advanced/Innovative Interaction Design
* Ambient Intelligence for Entertainment
* Augmented, Virtual and Mixed Reality
* Art, Design and Media
* Cultural and Media Studies on Computer Games
* Education, Training, and Edutainment Technologies
* Human Factors of Games
* Interaction design
* Interactive Digital Storytelling
* Media Theory
* Networking (technical and social) in computer Entertainment
Applications
* New Genres, New Standards
* Security (technical and social)
* Social Computing and Presence
* Sound and Music


Authors are invited to submit full or short papers for presentation at the
conference.

Full papers (no more than 10 camera-ready pages in the ACM format detailed
on the ACM web site). Short papers are an opportunity to present preliminary
or interim results and are limited to 5 camera-ready pages in length. An
example paper template can also be found here
<http://www.acm.org/chapters/policy/toolkit/template.html> .

Papers will be peer reviewed by at least 3 independent reviewers, will
published in the conference proceedings and the best papers and special
issues will be recommended for publishing in the ACM Computer in
Entertainment Journal, the Hindawi Publishing International Journal of
Computer Games Technology, The Internation Journal of Virtual Reality or the
Springer Verlag Transactions on Edutainment, according to the relevant
topic.

Timeline of Important Dates for author

* Paper Submission: 1 September 2008
* Notification of Acceptance: 15 October 2008
* Camera-ready Papers due: 25 October 2008
* Registration by Authors due: 25 October 2008

Best Regards,

Dr Abdennour El Rhalibi

6th Annual IEEE Consumer Communications & Networking Conference CCNC 2009
10 - 13 January 2009 in Las Vegas, Nevada
Special Session on Digital Entertainment, Networked Virtual Environment and
Creative Technology
http://cms.comsoc.org/eprise/main/SiteGen/CCNC_2009/Content/Home/call_for_pa
pers/Special_Session_on_Digital_Entertainment__Networke.html
Computer games become increasingly important; not only in entertainment but
also in serious applications. Games are being used in education, training,
decisions support, communication, marketing and even as art forms. Games
enable people to experience environments and situations that could never be
experienced in real life, because they are too dangerous, unreachable, or
simply do not exist. Games can train abilities in new, effective and
enjoyable ways. And games can create new social networks in which people
from all over the world meet, talk, and play together.

New technology, like faster computers and graphics cards, new interface
techniques, broadband connections and mobile devices, lead to new game play
possibilities. But they also put a large burden on those of us who must
create such games. Players get more demanding. They expect not only
realistic graphics and physics but also natural behaviour of the entities
that inhibit the virtual game worlds. They expect gripping storylines that
are smoothly incorporated in the game play. They expect to be challenged by
game play that understands the player and automatically adapts to her
abilities.

This is only achievable by hard work and new research. Research in new
graphics and physics techniques, research in new forms of artificial
intelligence, research in human-computer interaction, research in learning
and automatic scenario design, and research in the artistic aspects of
games. Fortunately digital entertainment and creative technology is nowadays
considered as a serious academic domain and the number of researchers
studying these topics is rapidly increasing. An excellent way to advance
the state-of-the-art in digital entertainment, networked virtual environment
and creative technology is to have people from all these different,
multi-disciplinary areas of research meet and discuss their problems and
achievements. The IEEE Digital Entertainment, Networked Virtual Environment
and Creative Technology Special Session is an excellent opportunity for
this. The purpose of this session is to bring together academic and industry
researchers, designers and computer entertainment developers and
practitioners, to address and advance the research and development issues
related to computer entertainment. Papers presenting original research and
applications are being sought in all areas of digital entertainment,
networked virtual environment and creative technology. Suggested topics
include (but are not limited to):
Topics areas:
* Distributed simulation and communication in multi-player games
* MUVE
* Real-time animation and computer graphics for video games
* Game console hardware and software
* Artificial intelligence in games
* Interactive physics
* Uses of GPU for non-graphical algorithms in games
* Multi-processor techniques for games
* Speech and vision processing as user input techniques
* Development tools and techniques
* Procedural art
* Sound Design and music in games
* Cinematography in games
* Game design and game genres
* Story structure (setting, plot, character, theme) in games
* Games (Casual, Serious, Mobile, Networked, Alternative Reality,
Ubiquitous, Pervasive, etc.)
* Gamer culture and community; such as modding communities, LAN parties,
creative gamer content and machinima
* Independent game developers
* Economics and business models in the game industry
* Game production pipelines
* Tools and Middleware
Submission Instructions
Authors are invited to submit regular technical papers or position papers.
The position papers should present novel technologies at an early stage of
development or share future vision. All submissions should describe
original, previously unpublished research, not currently under review by
another conference or journal. Manuscripts should not exceed five (5) pages
in double-column IEEE format. Please submit the paper through EDAS.
Formatting details can be found under Author Information on the CCNC web
site.
Session Organisers
Kevin Wong (K.Wong at murdoch.edu.au) - Murdoch University, AU
Seah Hock Soon, (ashsseah at ntu.edu.sg) - Nanyang Technological University,
Singapore
Abdennour El Rhalibi (a.elrhalibi at ljmu.ac.uk ) - Liverpool John Moores
University, UK
--
Susan Gold
goldfile at gmail.com

"To live is the rarest thing in the world. Most people exist, that is all."
Oscar Wilde

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