[game_edu] GAMEON-ASIA'2011, March 1-3, Digipen Institute of Technology Singapore, 2nd Call for Paper

Simon Rozner infonaut at gameonaut.com
Tue Dec 21 21:15:25 EST 2010




Hi All,

this is coming a bit late, just heard about it myself, but
for those in the Asian/Singapore vicinity who won't be going to GDC,
this might be of interest. If you don't mind circulating this further
that would be great. Deadline is January 5th but since this is so short
notice it can be arranged for later submissions.

Cheers,

Simon


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GAMEON ASIA'2011

The 3rd annual Asian Simulation and AI in Games
Conference
Digipen Institute of Technology
Singapore
March 1-3, 2011

Game Development Methodology
Artificial Intelligence
Physics and
Simulation
3-D Scalability
Facial Animation
Skeletal Animation and
Fully-Scaled Rendering
3-D In-Game Animation
Tools
Design
Rendering

On-line Gaming
Voice Interaction
Cognitive Psychology
Artistic Input

Storytelling
Applications
Handheld Gaming Devices
Perceptual User
Interfaces
Tutorials
Student Papers
Poster Sessions
Exhibition


Organised by
The European Technology Institute
and Sponsored by

EUROSIS
Digipen Institute of Technology Singapore
For latest
information see:
http://www.eurosis.org [1]
or

http://www.eurosis.org/cms/?q=taxonomy/term/263 [2]

AIM OF GAMEON
ASIA'2011
The aim of the 3rd annual Asian GAME-ON Conference (GAME-ON
ASIA'2011) on Simulation and AI in Computer Games, is to bring together
researchers and games people from ASIA and the rest of the world, in
order to exchange ideas on feasible techniques and research findings,
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 simulation, AI and
computational intelligence, 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 unique event.
GAMEON'ASIA 11 can also include special
invited sessions. Suggesting extra sessions can be done on the GAMEON
email reply form. Extra Session proposals should indicate the topic and
identify invited moderators and session technical papers.

All
submissions will be peer reviewed by at least three members of the
International Program Committee. Accepted papers will be published in
the conference Proceedings (both print and electronic format on the
web), that will be copyrighted and widely disseminated. All talks and
tutorials, must be accompanied by a paper of between three to eight
Proceedings pages.

A number of tracks are already known but new
track/workshop proposals can be made till November 30.

Contributions
to the technical program are solicited in the following general areas;


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.

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.

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.

3-D 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.

TOOLS

Silicon Graphics (MAYA, as a
game prototyping environment), 3D Programming for Rage Programmable
Shaders (Renderman), 3D Studio Max. Open Source software, etc...


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.

ONLINE GAMING


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

Artistic input to game and
character design.

STORYTELLING

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
* Games Console Design
* Gaming with
Robots

HANDHELD GAMING DEVICES

Gaming with I-Toy, WII and other
handheld devices such as phones, Virtual Sat-Nav Gaming.

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.

TUTORIALS

Tutorials can be
proposed in the following three categories:
T1- Introductory tutorials

T2- State of the Art Tutorials
T3- Software and Modelware Tutorials

Tutorial proposals should be emailed to Philippe.Geril at eurosis.org [3]
by November 30.
The following tutorial has already been announced:

POMDPS IN MODERN GAMES
By Chek Tan, Digipen Institute of technology
Singapore
(more info on: http://www.eurosis.org/cms/?q=node/1541 [4])


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 EUROSIS. Special
session will be set up for vendor presentations in coordination with the
scientific program. User Group meetings for 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.


Partners for 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 EUROSIS.

EXHIBITION

A special exhibition will be held
during the conference focused on simulation tools. For more information
please contact EUROSIS for further details. Email:
Philippe.Geril at eurosis.org [5]

DEADLINES AND REQUIREMENTS

Send all
submissions in an ELECTRONIC FORM ONLY in (zipped) Microsoft Word format
or PDF format indicating the designated track and type of submission
(full paper or an extended abstract) to EUROSIS
(Philippe.Geril at eurosis.org [6]).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 ASIA'2011 and designated track
or USE THE ABSTRACT SUBMISSION or THEMES PAGES!!

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

REGISTRATION FEES

Registration Fees
Author EUROSIS
Other
Members Participants
Pre-reg before 495 EURO 495 EURO 545 EURO

February 10th 2011
Registration after Pre-registration 545 EURO 595
EURO
February 10th 2011 required
The registration fee includes one
copy of the Conference
Proceedings, coffee and tea during the breaks,
all lunches, a
welcome cocktail, a conference dinner and company visit.


SOCIAL PROGRAMME

Info to follow

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. All accepted papers will be published in the GAMEON
ASIA'2011 Conference Proceedings.

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 ASIA'2011
Conference Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.


CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS-ETI
European
Simulation Office
Greenbridge NV
Wetenschapspark 1
Plassendale 1

B-8400 Ostend Belgium
Tel: +32.59.255330
Fax: +32.59.255339
Email:
philippe.geril at eurosis.org [7]

OUTSTANDING PAPER AWARD

The GAMEON
ASIA 2011 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 AND
ACCEPTED AS EXTENDED PAPERS will be eligible for the Outstanding Paper
Award.
Selected papers are published in the following journals:
-IEEE
Transactions on Computational Intelligence and AI in Games
-The Journal
of Game Amusement Society
- An Elsevier publication of choice
All
GAMEON ASIA papers are ISI-Thomson Reuters and INSPEC indexed.


LANGUAGE

The official conference language for all papers and
presentations is English

IMPORTANT DEADLINES

EARLY BIRD SUBMISSION
DEADLINE: NOVEMBER 30TH, 2010
SUBMISSION DEADLINE: DECEMBER 15TH, 2010

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 scientific projects and summaries of posters. These
submissions, when accepted will be published as regular, of up to 5
proceedings page papers.
Submit one -to -three page proposals to
present tutorials, to organise and chair panel sessions, to organise
user meetings, vendor sessions or to exhibit software
DECEMBER 15,
2010:
Submit abstracts for student and poster session
LATE SUBMISSION
DEADLINE JANUARY 5TH 2011
JANUARY 15, 2011:
Notification of Acceptance
or Rejection
FEBRUARY 10, 2011:
Authors provide camera-ready
manuscript
MARCH 1-3, 2011:
Conference
VENUE: Digipen Institute of
Technology Singapore

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 ASIA'2011:

[ ] 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
panelists)
[ ] 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):
[ ] Game
Development Methodology
[ ] Artificial Intelligence
[ ] Physics and
Simulation
[ ] 3-D Scalability
[ ] Facial Animation
[ ] Skeletal
Animation and Fully-Scaled Rendering
[ ] 3-D In-Game Animation
[ ]
Tools
[ ] Design
[ ] Rendering
[ ] On-line Gaming
[ ] Voice
Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ]
Storytelling
[ ] Applications
[ ] Handheld Gaming Devices
[ ]
Perceptual User Interfaces
[ ] Poster session
[ ] Student Session

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

Name:
Address:
Name:
Address:

Please send or fax this card
immediately to:
Philippe Geril, EUROSIS-ETI
Greenbridge NV

Wetenschapspark 1
Plassendale 1
B-8400 Ostend Belgium
Tel:
+32.59.255330
Fax: +32.59.255339



Links:
------
[1]
http://www.eurosis.org/
[2]
http://www.eurosis.org/cms/?q=taxonomy/term/263
[3]
mailto:Philippe.Geril at eurosis.org
[4]
http://www.eurosis.org/cms/?q=node/1541
[5]
mailto:Philippe.Geril at eurosis.org
[6]
mailto:Philippe.Geril at eurosis.org
[7] mailto:philippe.geril at eurosis.org
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