GAME-ON 2003
November 19 -21, 2003
CALL FOR PAPERS
IEE, Savoy Place,
London United Kingdom
Organized by
EUROSIS and the University of Wolverhampton, UK
Co-Sponsored by
Ghent University, Warthog, The Moves Institute, GigNews, The University of
California at Davis, Binary Illusions, Nottingham Trent University,
University of Sheffield, University of Teeside, ISA, ModelBenders LLC and
the University of
Aarhus
Conference website
http://biomath.rug.ac.be/~eurosis/conf/gameon/gameon2003/index.html
The aim of the 4th annual European Game-On Conference 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 event.
The conference will cover two core tracks
Artificial Intelligence
Designing (Extensible) AI Engines with Built-in Machine Learning
Technologies, Using Adaptive Markov Models, Using Decision Trees, 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
to govern NPC Bots, synthetic characters, or believable agents , Controlling
simulated characters (Group Behaviour control) 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, Using Databases using the winnowing algorithm , Using
Multi-user Data Management
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
And a number of 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).
Facial Animation; Facial animation for Real-Time, Model Behaviour of 3D
Modeling; Modelling the bone structure of faces
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
3D 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
Tools; Silicon Graphics (MAYA, as a game prototyping environment), 3D
Programming for Rage Programmable Shaders (Renderman), 3D Studio Max
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.
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 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)
Cognitive Psychology applied to games, based on player to game interactions
and biometric data analysis.
Artistic input to game and character design
Storytelling and Natural Language Processing
Applications
Wargaming methodology and techniques applied to strategic game design using
Campaign managers, character generators, terrain generators. Multiplayer
wargaming and Web Wargaming
Aerospace Simulations, Board Games etc....
Games for training.
Games Console Design
Tutorials, "Aren't we great" presentations, Student Demos and European
Projects (see EU-GAMESRESEARCH Network of Excellence)
Students are encouraged to show demos of their work to the companies present
at the conference. The best demo will receive a prize from the organizers.
The selected best papers are published in the electronic web journal;
"International Journal of Intelligent Games and Simulation"
http://www.scit.wlv.ac.uk/~cm1822/ijigs.htm
IEE SAVOY PLACE
Combining grandeur with attention to detail, Savoy Place represents an
unbeatable fusion of impressive facilities and high-quality service. It
offers a prestigious and versatile venue for the Game-On conference. Savoy
Place enjoys a unique central London location, next to the Savoy Hotel
beside the Thames. Within easy walking distance of 4 underground stations,
Savoy Place provides convenient access to London's mainline stations and
international airports. The Eurostar terminal at Waterloo is directly across
the river, a 5-minute taxi ride away. With the tranquil Embankment Gardens
on our doorstep and lively Covent Garden to the rear, this is truly a
location to charm you.
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 Philippe Geril. Special
session will be set up for vendor presentations in co-ordination with the
scientific program. User Group meetings for simulation languages and tools
can be organised the day before the conference. If you would like to arrange
a meeting, please contact the Conference Chairs. We will be happy to provide
a meeting room and other necessary equipment.
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 Philippe Geril
EXHIBITION
A special exhibition will be held during the conference focused on gaming
tools. For more information please contact EUROSIS for further details.
Email: [log in to unmask]
REGISTRATION FEES
Registration Fees
Author EUROSIS Other
Members Participants
Pre-reg before 475 EURO 475 EURO 535 EURO
November 5th 2003
Reg after Pre-registration 535 EURO 595 EURO
November 5th '2003 required
Student authors pay: 300 EUR
Students who register after November 5th and who are not authors pay 350 EUR.
The registration fee includes a copy of the Proceedings, lunches, conference
dinner, get-together party , coffee breaks and a boat tour on the River
Thames to the Maritime Museum London and the Royal Observatory Greenwich and
a yearlong membership of EUROSIS.
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 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'2003 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'2003 Conference Proceedings.
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in uuencoded, zipped
Microsoft Word format, PDF or Postscript format indicating the designated
track and type of submission (full paper or an extended abstract) to 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: GAMEON2003
and designated track or USE THE ABSTRACT SUBMISSION SITE!!
Only original papers, which have not been published elsewhere, will be
accepted for publication
IMPORTANT DEADLINES
EARLY BIRD SUBMISSION DEADLINE JULY 30TH 2003
SUBMISSION DEADLINES
AUGUST 30, - SEPTEMBER 5, 2003:
Submit contributed full-papers
(5 to 8 proceedings pages) not previously published. These submissions,
when accepted will be published as regular or extended papers, depending on
their quality.
Submit extended abstracts (5 abstract pages) or short papers (3 abstract
pages), reports of industrial projects and summaries of posters. These
submissions, when accepted will
be published as regular, of up to 5 proceedings page papers.
Submit one -to -three page proposals to present tutorials, to organise and
chair panel sessions, to organise user meetings, vendor sessions or to
exhibit software
AUGUST 30, SEPTEMBER 5, 2003:
Submit abstracts for student and poster session
SEPTEMBER 25, 2003:
Notification of Acceptance or Rejection
NOVEMBER 5, 2003:
Authors provide camera-ready manuscript
NOVEMBER 19-21, 2003:
Conference
OUTSTANDING PAPER AWARD
The 2003 GAMON 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.
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'2003:
[ ] 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):
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Tools
[ ] Design
[ ] Rendering
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Wargaming
[ ] Applications
[ ] Games Console Design
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session
Other colleague(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:
If you would like to receive more information about EUROSIS and its
activities, please tick the following box:
[ ] YES, I would like to know more about EUROSIS
[ ] NO, please remove me from your database.
Please send or fax this card immediately to: (fax: +32.9.223.49.41)
Philippe Geril, EUROSIS,
Ghent University, Coupure Links 653, B-9000 Ghent, Belgium
www.eurosis.org
CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS
Ghent University
Coupure Links 653
B-9000 Ghent, Belgium
Tel (Office): +32 9 2337790
Fax: + 32 9 2234941
Email: [log in to unmask]
--
Philippe Geril Tel: +32.9.233.77.90
EUROSIS - SIM-CENTER Fax: +32.9.223.49.41
Ghent University E-mail: [log in to unmask]
Coupure Links 653 URL: http://www.eurosis.org
B-9000 Ghent URL: http://biomath.rug.ac.be/~eurosis
Belgium URL: http://www.sim-center.net
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