[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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