[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

>>

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

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

>

> --

> Susan Gold

> In a completely sane world, madness is the only freedom!

> - J. G. Ballard

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