[game_edu] Fwd: [IFIP-EC-NEWS] CFP: IEEE Software, Special Issue: "Engineering Fun"
William Huber
whuber at ucsd.edu
Tue Nov 30 11:08:45 EST 2010
Sent from my phone. Ergo brevity.
On Nov 30, 2010 6:57 AM, "Susan Gold" <goldfile at gmail.com> wrote:
>
>
> 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
>> ** IFIP=ACM+ACS+BCS+CIE+GI+IEEE+IPSJ+KIISE+SEE++
>> ** http://listserver.tue.nl/mailman/listinfo/icec
>> ** 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
>>
>> ****************************************************
>> ** To send and receive IFIP-EC-NEWS, go to
>> ** http://listserver.tue.nl/mailman/listinfo/icec
>> ** and subscribe directly
>> ****************************************************
>> ** News archives:
>> ** http://listserver.tue.nl/mailman/private/icec/
>> ****************************************************
>> ** To join the IFIP ENTERTAINMENT COMPUTING Group
>> ** contact: g.w.m.rauterberg at tue.nl
>> ****************************************************
>
> --
> Susan Gold
> In a completely sane world, madness is the only freedom!
> - J. G. Ballard
>
>
>
>
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://seven.pairlist.net/pipermail/game_edu/attachments/20101130/6f53b677/attachment.html>
More information about the game_edu
mailing list