[game_edu] Fwd: [IFIP-EC-NEWS] 1ST CFP, GAMEON'2011, August 22-24, 2011, National University of Ireland, Galway, Iraland
Susan Gold
goldfile at gmail.com
Sat Mar 26 14:44:25 EDT 2011
Begin forwarded message:
> From: philippe.geril at eurosis.org
> Date: March 21, 2011 12:57:00 PM EDT
> To: ICEC at listserver.tue.nl
> Subject: [IFIP-EC-NEWS] 1ST CFP, GAMEON'2011, August 22-24, 2011,
> National University of Ireland, Galway, Iraland
>
> ** IFIP ENTERTAINMENT COMPUTING NEWS SERVICE
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> FIRST CALL FOR PAPERS
>
> GAMEON'2011
> The 12th annual Simulation and AI in Games Conference
> National University of Ireland
> Galway, Ireland.
> August 22-24, 2011
>
> Games Development Methodology
> Artificial Intelligence
> Learning and Adaptation
> Intelligent/Knowledgeable Agents
> Collaboration & Multi-agent Systems
> Opponent Modelling
> Physics and Simulation/Graphical Simulation
> 3D Scalability
> Facial, Avatar, NPC, 3D in Game Animation
> AI and Simulation Tools for games design
> Game Design
> Rendering Techniques
> Voice Interaction
> Artistic input to game and character design
> Affective Computing and Emotional Gaming
> Storytelling and Natural Language Processing
> Online Gaming - Security Issues in Online Gaming
> MMOG's
> Serious gaming
> Wargaming Aerospace Simulations, Board Games etc....
> Games for training
> Games Applications in education, Government, health, Corporate...
> Games Consoles
> Games Console Design
> Mobile Gaming
> Perceptual User Interfaces for Games
> Poster Session
> Student Session
> Tutorials
> Exhibition
>
> Organised by
> The European Technology Institute
> and Sponsored by
> EUROSIS
> National University of Ireland
> For latest information see:
> www.eurosis.org
> or
> http://www.eurosis.org/cms/?q=taxonomy/term/289
> Conference Aim
>
> The aim of the 12th annual European GAMEON® Conference
> (GAMEON®'2011) 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'2011 consists of three core tracks, which cover, Gaming
> Methodology, Artificial Intelligence and Simulation, while the other
> tracks cover peripheral technologies closely linked to games design,
> like 3-D scalability, facial and skeletal animation, 3D in-game
> animation etc, Mobile Gaming and Gaming Applications...
>
> All submissions will be peer reviewed by at least three members of
> the International Program Committee. Accepted papers will be
> published in the conference Proceedings (both print and electronic
> format), that will be copyrighted and widely disseminated.
>
> Conference Keynotes
>
> TO BE ANNOUNCED SHORTLY
>
> Tutorial
> Utilising the Playstation 3 hardware to teach game engineering
>
> Richard Davison (Newcastle University) & Dr. Graham Morgan
> (Newcastle University)
>
> Contributions to the technical program are solicited in the
> following general areas;
> Conference Themes
>
> The conference will cover 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, Sociotechnical 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
>
> Submit your proposal here.
> Artificial Intelligence
>
> Designing (Extensible) AI Engines with Built-in Machine Learning
> Technologies, Using Adaptive Markov Models, Using Decision and
> Behaviour Trees, Hierarchical Task Networks, 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 and buddy AI to govern NPC Bots, synthetic
> characters, or believable agents, Controlling simulated characters
> (Group Behaviour control, Contect Sensitive behaviours,
> Computational Behaviour, Unpredictable Behaviour) 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, Terrain
> Reasoning Systems, Real-Time Strategy Models, Using Databases using
> the winnowing algorithm, Using Multi-user Data Management.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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).
>
> Submit your proposal here.
> Facial Animation
>
> Facial animation for Real-Time, Model Behaviour of 3D Modeling;
> Modelling the bone structure of faces, facial hair etc...
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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,
>
> Submit your proposal here.
> 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).
>
> Submit your proposal here.
> Cognitive Psychology
>
> applied to games, based on player to game interactions and biometric
> data analysis.
>
> Submit your proposal here.
> 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)
>
> Submit your proposal here.
> Artistic Input
>
> Artistic input to game and character design.
>
> Submit your proposal here.
> Storytelling
>
> Storytelling and Natural Language Processing.
>
> Submit your proposal here.
> Game Analysis
>
> techniques, case studies, research etc etc...
>
> Submit your proposal here.
> 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
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
> 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.
>
> Submit your proposal here.
>
> 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 EUROSIS.
> Partners for 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 EUROSIS.
>
> EXHIBITION
>
> A special exhibition will be held during the conference focused on
> gaming applications. For more information please contact EUROSIS for
> further details. Email: Philippe.Geril at eurosis.org
>
> DEADLINES AND REQUIREMENTS
>
> Send all submissions in an ELECTRONIC FORM ONLY in (zipped)
> Microsoft Word format, or PDF format indicating the
> designated track and type of submission (full paper or an extended
> abstract) to the 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'2011 and designated track or USE THE
> ONLINE SUBMISSION FORM.
>
> Only original papers, which have not been published elsewhere, will
> be accepted for publication
> Journal Publication
>
> Only accepted and presented extended papers are eligible for journal
> publication in any of the journals listed here.
> Quality Control
>
> In order to ensure the quality of the proceedings, Thomson-Reuters
> ISI and INSPEC will receive the listing of the actually presented
> papers, next to the copies of the Proceedings.
> All EUROSIS Proceedings are ISI-Thomson Reuters and INSPEC referenced.
>
> REGISTRATION FEES
> Registration Fees
> Author
>
> EUROSIS members
>
> Other Participants
> Pre-registration before August 5, 2011 ? 495 ? 495 ? 555
> Registration after August 5, 2011 Pre-registration required ? 545
> ? 595
>
> The registration fee includes one copy of the Conference
> Proceedings, coffee and tea during the breaks, all lunches, a
> welcome cocktail and a conference dinner.
>
> SOCIAL PROGRAMME
>
> More info to follow
>
> 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 members of the GAMEON'2011
> 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 the International Program Committee. All accepted papers
> will be published in the GAMEON'2011 Conference Proceedings.
>
> 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 the International Program
> Committee. All accepted papers will be published in the GAMEON'2011
> Conference Proceedings.
>
> ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
>
> CORRESPONDENCE ADDRESS
> Philippe Geril
> EUROSIS-ETI
> European Simulation Office
> Greenbridge NV
> Wetenschapspark 1
> Plassendale 1
> B-8400 Ostend Belgium
> Tel: +32.59.255330
> Fax: +32.59.255339
> Email: philippe.geril at eurosis.org
>
> OUTSTANDING PAPER AWARD
>
> The 2011 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
>
> IMPORTANT DEADLINES
>
> EARLY BIRD SUBMISSION DEADLINE: MAY 1ST, 2011
> SUBMISSION DEADLINE: JUNE 1ST, 2011
> LATE SUBMISSION DEADLINE: JUNE 20TH, 2011
> NOTIFICATION OF ACCEPTANCE OR REJECTION: JULY 1ST, 2011
> Authors provide camera-ready manuscript: AUGUST 5TH, 2011
> CONFERENCE AT THE NATIONAL UNIVERSITY OF IRELAND, GALWAY, IRELAND:
> AUGUST 22-24,2011
>
> VENUE
>
> The conference will be held in the coastal city of Galway on the
> Western Atlantic coast of Ireland. The venue itself will be the
> National University of Ireland (http://www.nuigalway.ie), probably
> in the IT Building of the University.
>
> 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 2011:
> [ ] 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 Development Methodology
> [ ] Artificial Intelligence
> [ ] Learning and Adaptation
> [ ] Intelligent/Knowledgeable Agents
> [ ] Collaboration & Multi-agent Systems
> [ ] Opponent Modelling
> [ ] Physics and Simulation/Graphical Simulation
> [ ] 3D Scalability
> [ ] Facial, Avatar, NPC, 3D in Game Animation
> [ ] AI and Simulation Tools for games design
> [ ] Game Design
> [ ] Rendering Techniques
> [ ] Voice Interaction
> [ ] Artistic input to game and character design
> [ ] Affective Computing and Emotional Gaming
> [ ] Storytelling and Natural Language Processing
> [ ] Online Gaming - Security Issues in Online Gaming
> [ ] MMOG's
> [ ] Serious gaming
> [ ] Wargaming Aerospace Simulations, Board Games etc....
> [ ] Games for training
> [ ] Games Applications in education, Government, health, Corporate...
> [ ] Games Consoles
> [ ] Games Console Design
> [ ] Mobile Gaming
> [ ] Perceptual User Interfaces for Games
> [ ] Poster Session
> [ ] Student Session
> [ ] Tutorials
> [ ] Exhibition
> Other colleague(s) interested in the topics of the conference
> is/are:
> Name:
> Address:
> Name:
> Address:
>
> Please send or fax this card immediately to:
> Philippe Geril, EUROSIS-ETI
> Greenbridge NV
> Wetenschapspark 1
> Plassendale 1
> B-8400 Ostend Belgium
> Tel: +32.59.255330
> Fax: +32.59.255339
> ****************************************************
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> ** http://listserver.tue.nl/mailman/listinfo/icec
> ** and subscribe directly
> ****************************************************
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> ****************************************************
> ** 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
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