[game_edu] [IFIP-EC-NEWS] Special issue in Non-Photorealistic Graphics in Games and Animation at the IBIMA International Journal of Interactive Worlds

Bill Crosbie bill.crosbie at gmail.com
Fri Dec 10 08:23:56 EST 2010


---------- Forwarded message ----------
From: Christos Gatzidis <cgatzidis at bournemouth.ac.uk>
To: "icec at listserver.tue.nl" <icec at listserver.tue.nl>
Date: Wed, 8 Dec 2010 00:02:24 +0000
Subject: [IFIP-EC-NEWS] Special issue in Non-Photorealistic Graphics
in Games and Animation at the IBIMA International Journal of
Interactive Worlds
"Special issue in Non-Photorealistic Graphics in Games and Animation
at the IBIMA International Journal of Interactive Worlds"

After many years of computer graphics research striving for results
which cannot be distinguished from reality, there is now, in parallel,
an increasing amount of work focusing not on the approximation of the
real world, but on the simulated depiction of more traditional human
artwork styles. These styles come with a variety of implications such
communicative, emotive and perceptual processing aspects that these
approaches can convey, via the inherent abstractive forms and
stylization they are associated with.

<http://3.bp.blogspot.com/_h8I5QUZdouU/TLNa4zGSo6I/AAAAAAAABZw/p-oLC5VuvgU/s1600/IJIW.jpg>The
research field itself is called non-photorealistic rendering (or NPR
in short) and can today be observed in a number of application areas,
including real-time computer and video games plus also animated
feature films. Contemporary hardware has made possible recent
mainstream gaming titles such as Sega’s MadWorld (for Nintendo’s Wii)
and Ubisoft’s Prince Of Persia (for a variety of platforms), employing
comic-book/sketched and cel-shaded rendering styles respectively.
Equally, Disney’s upcoming feature length film Tangled simulates
oil-painting techniques. Titles such as these demonstrate that there
is considerable interest from developers, film-makers and public alike
to explore the possibilities for alternative graphical representations
that modern NPR techniques, because of their flexibility in different
stylizations, can offer in the area of computer entertainment.

Only original research papers will be considered. Authors should limit
initial submissions to no more than 30 double-spaced pages in 12-point
font with appropriate margins, inclusive of all materials (i.e.,
references, figures, tables and appendices).

A double-blind review will be conducted and papers will be returned to
the authors, with explanatory notes for further action. Submissions
will be screened to ensure coherence with the theme of the special
volume.

Submissions will be accepted for this theme throughout year 2010.

More information about the journal and the special issue itself can be
found at http://www.ibimapublishing.com/journals/CFP/ijiw2.html

For more information please contact;

Christos Gatzidis
cgatzidis at bournemouth.ac.uk<mailto:cgatzidis at bournemouth.ac.uk>
Tian Feng ftian at bournemouth.ac.uk<mailto:ftian at bournemouth.ac.uk>


Bill
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
It is humbling almost to the point of despair to discover that 15
dozen screenfuls of ponderous commentary produced by a small
liberal-arts faculty worth of beardy gamer geeks can, with almost zero
loss of insight, be reduced to the three panels of a Penny Arcade
cartoon.
~ Julian Dibbell quoted in Wired (September 2007)
http://about.me/bcrosbie/bio


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