[game_edu] GAMEON'2010, November 17-19, 2010, Holiday Inn, Leicester, UK, 1st CFP

Susan Gold goldfile at gmail.com
Tue Jul 20 08:11:13 EDT 2010




Begin forwarded message:


> From: philippe.geril at eurosis.org

> Date: July 19, 2010 10:36:02 AM EDT

> To: ICEC at listserver.tue.nl

> Subject: [IFIP-EC-NEWS] GAMEON'2010, November 17-19, 2010, Holiday

> Inn, Leicester, UK, 1st CFP

>

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>

> GAMEON'2010

>

> November 17 - 19, 2010

> FIRST CALL FOR PAPERS

>

> Holiday Inn Leicester

> Leicester, United Kingdom

>

> Organized by

> The European Technology Institute

>

> Sponsored by:

> EUROSIS

> de Montfort University

>

> 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/1313

>

> The aim of the 11th annual European GAMEON Conference(GAMEON'2010)

> 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 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

> unique event.

>

> GAMEON'2010 consists of three core tracks and a number of peripheral

> tracks

>

> Core 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, Socio-technical 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.

>

> 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.

>

> 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.

>

> 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.

>

> AI and Simulation Tools

>

> Silicon Graphics (MAYA, as a game prototyping environment), 3D

> Programming for Rage Programmable Shaders (Renderman), 3D Studio

> Max, Scratch, XNA, Delta 3D 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 and online-gaming 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. If you are

> designing or working on these issues you can,

>

> 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.

>

> Affective Computing and Emotional Gaming

>

> affective gaming, affective user modeling, player emotion

> recognition, Developing believable NPC, methods to improve emotional

> gameplay etc (see Milo soft f.ex.), Games for health, Games for well-

> being, Persuasive games, Music in games (and affective audio in games)

>

> Artistic Input

>

> Artistic input to game and character design.

>

> Storytelling

>

> Storytelling and Natural Language Processing.

>

> Game Analysis

>

> techniques, case studies, research etc...

>

> 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 - 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.

>

> 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 Holiday Inn Leicester, Leicester,

> United Kingdom.

>

> 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

>

> Beware as European VAT regulations have changed, UK VAT may be

> charged. This will be confirmed shortly.

>

> Registration Fees Author EUROSIS Other Participants

> Pre-reg before Oct.25 2010 495 EURO 495 EURO 555 EURO

> Reg after Oct.25 2010 Pre-registration Required 535 EURO 595 EURO

> Student authors pay: 360 EUR (see website for conditions)

>

> Students who register after October 25 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/five 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 three/five members

> of 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 three/five members of the

> International Program Committee.

>

> All accepted papers will be published in the GAMEON'2010 Conference

> Proceedings.

>

> ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

>

> All EUROSIS Proceedings are indexed by Thomson Reuters 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'2010 and designated track or USE

> ELECTRONIC REPLY.

>

> Only original papers, which have not been published elsewhere, will

> be accepted for publication

>

> SUBMISSION DEADLINES

> EARLY BIRD SUBMISSION: AUGUST 1, 2010

> SUBMISSION DEADLINE: AUGUST 30, 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 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, 2010

>

> SEPTEMBER 25, 2010

> Notification of Acceptance or Rejection

>

> OCTOBER 25, 2010

> Authors provide camera-ready manuscript

>

> NOVEMBER 17-19, 2010

> Conference at the Holiday Inn Leicester, Leicester, United Kingdom

>

> OUTSTANDING PAPER AWARD

>

> The 2010 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'2010:

> [ ] 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

> [ ] Affective Computing

> [ ] Artistic Input

> [ ] Storytelling and Natural Language Processing

> [ ] Applications

> [ ] Games Console Design

> [ ] Online Gaming and Gaming Security

> [ ] Networked Gaming and MMOG's

> [ ] Game Analysis

> [ ] 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

>

>

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--
Susan Gold
In a completely sane world, madness is the only freedom!
- J. G. Ballard







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