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GAMES  March 2011

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Subject:

1ST CFP, GAMEON'2011, August 22-24, 2011, National University of Ireland, Galway, Iraland

From:

Philippe Geril <[log in to unmask]>

Reply-To:

[log in to unmask]

Date:

Mon, 28 Mar 2011 13:20:54 +0200

Content-Type:

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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: [log in to unmask]

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 ([log in to unmask]).
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: [log in to unmask]

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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