[game_edu] Fwd: [IFIP-EC-NEWS] Final CFP: IEEE Software, Special Issue: "Engineering Fun"
Susan Gold
goldfile at gmail.com
Sat Jan 15 09:55:53 EST 2011
Begin forwarded message:
> From: clark verbrugge <clump at cs.mcgill.ca>
> Date: January 11, 2011 9:26:32 PM EST
> To: icec at listserver.tue.nl
> Subject: [IFIP-EC-NEWS] Final CFP: IEEE Software, Special Issue:
> "Engineering Fun"
>
> ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE
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> ** NOTE: Please reply to article's originator,
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> Final CFP: IEEE Software, Special Issue: "Engineering Fun"
>
> The deadline is approaching fast!
>
> 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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