[game_edu] Fwd: [IFIP-EC-NEWS] CFP: IEEE Software, Special Issue: "Engineering Fun"

Susan Gold goldfile at gmail.com
Tue Nov 30 09:01:26 EST 2010




Begin forwarded message:


> From: Clark Verbrugge <clump at cs.mcgill.ca>

> Date: November 24, 2010 8:23:53 AM EST

> To: icec at listserver.tue.nl

> Subject: [IFIP-EC-NEWS] CFP: IEEE Software, Special Issue:

> "Engineering Fun"

>

> ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE

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> ** Send all news to: icec at listserver.tue.nl

> ****************************************************

> ** NOTE: Please reply to article's originator,

> ** not this IFIP EC News Service

> ****************************************************

> CFP: IEEE Software, Special Issue: "Engineering Fun"

>

> http://www.computer.org/portal/web/computingnow/swcfp5

>

> Submission Deadline: 1 February 2011

> Publication: September/October 2011

>

> As large and complex software projects, modern computer games pose

> many software engineering challenges, with complex and performance-

> intensive design and implementation choices. As entertainment

> products, games also rely heavily on less well-defined, abstract

> properties such as playability and fun. The influence of soft,

> thematic, and aesthetic requirements on precise and practical

> designs introduces a variety of interesting development constraints

> and goals. This requires novel solutions to design, workflow, and

> specific technical problems, but it also allows approaches that

> optimize performance by exploiting the greater latitude afforded to

> entertainment products.

>

> In this special issue, we invite researchers and practitioners to

> submit work that addresses the practical development of modern

> computer games. We especially invite papers that consider the

> multimedia nature, requirements, and abstract playability goals of

> game development, their integration and development within a

> complex, performance-oriented software context, as well as potential

> transfer to other software domains. Topics include but are not

> limited to

>

> * Game design, software architectures

> * Workflow: multimedia integration, prototyping systems

> * Development processes, modular component design and integration

> * Console, hand-held, multi-platform requirements

> * Quality assurance, monitoring and preserving game properties

> * Formalization and verification of game properties or processes

> * Techniques for ensuring immersive game-play

> * Game AI: perception-based and simplified designs, natural

> movements, practical techniques

> * Multiplayer and networked systems: designs, fault-tolerant and

> scalable techniques

> * Consistency and latency issues

> * Cheat detection

> * Testing, including scripting and automated designs

> * Performance and optimization

> * Content generation; techniques and processes

>

> Submissions may take the form of traditional research articles,

> developing a relevant topic or solution in depth, or short,

> practical, or expository articles (3–5 pages) that describe best

> practices or address a specific technical or development concern

> related to modern game development. Where appropriate, we strongly

> encourage submissions that include supplemental multimedia material

> for online publication.

>

> Manuscripts must not exceed 4,700 words including figures and

> tables, which count for 200 words each. Submissions in excess of

> these limits may be rejected without refereeing. The articles we

> deem within the theme's scope will be peer-reviewed and are subject

> to editing for magazine style, clarity, organization, and space. We

> reserve the right to edit the title of all submissions. Be sure to

> include the name of the special issue's theme with your submission.

>

> Articles should have a practical orientation, and be written in a

> style accessible to practitioners. Overly complex, purely research-

> oriented or theoretical treatments are not appropriate. Articles

> should be novel. IEEE Software does not republish material published

> previously in other venues, including other periodicals and formal

> conference/workshop proceedings, whether previous publication was in

> print or in electronic form.

> Questions?

>

> For more information about the focus, contact the guest editors:

>

> * Clark Verbrugge, McGill University

> clump at cs.mcgill.ca

> * Paul Kruszewski, GRIP Entertainment

> paul.kruszewski at gripent.com

>

> Website: http://www.computer.org/portal/web/computingnow/swcfp5

>

> For general author guidelines: www.computer.org/software/author.htm

>

> For submission details: software at computer.org

>

> To submit an article: https://mc.manuscriptcentral.com/sw-cs

>

> --

> ttfn,

> clark verbrugge

> associate professor

> school of computer science

> mcgill university

> clump at cs.mcgill.ca

>

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







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