From: Eurosis <philippe.ge...@eurosis.org>
Date: February 2, 2010 2:05:30 PM PST
To: dr...@lclark.edu
Subject: [EUROSIS] GAMEON-NA'2010, August 25-27, 2010, Digipen
Institute of Technology, Redmond-Seattle, USA, 1st Call for Papers
Reply-To: philippe.ge...@eurosis.org
------------GAMEON-NA'2010, AUGUST 25-27, 2010, DIGIPEN INSTITUTE OF
TECHNOLOGY, REDMOND-SEATTLE, USA, 1ST CALL FOR PAPERS------------
*GAME-ON North America 2010*
6th Annual International North-American Conference on AI and
Simulation in
Games
August 25-27, 2010
*FIRST CALL FOR PAPERS*
Digipen Institute of Technology [ http://www.digipen.edu ]
Organized by
*The European Technology Institute*
Hosted by
Digipen Institute of Technology
Redmond-Seattle, USA
Co-Sponsored by
EUROSIS
Ghent University
Digipen Institute of Technology
Larian Studios
UBISOFT(to be confirmed)
Conference website [ http://85.255.193.245/cms/?q=/cms/%3Fq%3Dnode/1310
]
The aim of the 6th annual North American Game-On Conference
(GameOn'NA 2010) is
to bring together academics, researchers and games people from North
America in
order to exchange ideas on higher-level concepts that contribute to
the field
of computer gaming research.
The intent of the GameOn'NA 2010 event is to expose the research
qualities of
the efforts currently being studied and employed in the gaming
community:
projects in games research fields, students' game-related research
work,
commercial game development and design including tools, etc.. GameOn
focuses
broadly on the AI and Simulation concepts within computer games, but
more
specific themes that are encompassed within or related to these two
categories
are relevant as well. It also aims to enhance research contacts in
the field of
commercial gaming research between North American and researchers
from other
parts of the world.
The conference will cover a number of core tracks:
*- Games 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
*- Artificial Intelligence/Learning and Adaptation/Intelligent/
Knowledgeable
Agents/Collaboration & Multi-agent Systems/Opponent Modelling*
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/Graphical 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.
*- 3D 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, Avatar, NPC, 3D in Game 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.
*- AI and Simulation Tools for games design*
Silicon Graphics (MAYA, as a game prototyping environment), 3D
Programming for
Rage Programmable Shaders (Renderman), 3D Studio Max.
*- Game 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 Techniques*
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.
And a number of peripheral tracks
*- 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).
*- Artistic input to game and character design*
*- Storytelling and Natural Language Processing*
Using AI Techniques for Character Building and Character relationships
*- Online Gaming and MMOG's*
As online gaming becomes more and more popular we look at different
issues
related to this way of gaming, such as
- 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.
- social online gaming issues
- virtual goods and in-game advertising
- virtual worlds
*- Serious gaming*
Wargaming Aerospace Simulations, Board Games etc...., Games for
training, Games
Applications in education, Government, health, Corporate, First
Responders and
Science
*- Mobile Gaming*
*- 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.
*-Cognitive Psychology and Affective Computing*
applied to games, based on player to game interactions and biometric
data
analysis. affective gaming, affective user modeling and player emotion
recognition
The conference will be held at the Digipen Institute of Technology,
Redmond,
USA (http://www.digipen.edu/ )
*PAPER SUBMISSION TYPES*
*FULL PAPER* (including abstract, conclusions, diagrams,
references). During
review, the submitted full paper can be accepted as a regular 5 page
paper.If
excellent, the full paper can be accepted by the program committee
as an
extended (8-page) paper.
*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.
*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.
Each submission will be reviewed by at least three members of the
International
Program Committee. All accepted papers will be published in the
GameOn-NA 2010
Conference Proceedings.
*ONE PAGE ABSTRACTS ARE NOT ACCEPTED.*
*DEADLINES AND REQUIREMENTS*
Send all submissions in an *ELECTRONIC FORM ONLY* in (zipped or
unzipped)
Microsoft Word format or PDF format (PREFERRED FORMAT) indicating the
designated track and type of submission (full paper or an extended
abstract) to
EUROSIS (philippe.ge...@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-
NA-2010 and
designated track or USE the links on the THEMES page or USE the
online contact
form!!
http://www.eurosis.org/cms/index.php?q=node/1375
Only original papers, which have not been published elsewhere, will
be accepted
for publication.
All EUROSIS-ETI proceedings are indexed by THOMSON Reuters and INSPEC
*IMPORTANT DEADLINES*
*EARLY BIRD SUBMISSION DEADLINE: APRIL 15, 2010*
*SUBMISSION DEADLINE MAY 5, 2010*
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 or for extended workshops.
Submit abstracts for student and poster session.
*LATE PAPER SUBMISSION: JUNE 1, 2010*
*JUNE 15, 2010 *
Notification of Acceptance or Rejection.
*JULY 30, 2010 *
Authors provide camera-ready manuscript.
*AUGUST 25-27, 2010
Conference*
*OUTSTANDING PAPER AWARD*
The 2010 GameOn-NA 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.
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
REGISTRATION FEES
Registration Fees
Authors EUROSIS Other
Members Participants
Pre-reg before $ 495 $ 495 $ 545
July 30th 2010
Reg after Pre-registration $ 545 $ 555
July 30th 2010 required
Student authors pay:$ 360
Students who register after JULY 30th or who are not authors pay $ 375
The registration fee includes a copy of the Proceedings, lunches,
conference
dinner, get-together party, coffee breaks and and a possible company
visit to
Nintendo North America
A number of hotels in the vicinity of Digipen will be offering
special rates. A
list of hotels will be available soon.
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-NA'2010:
[ ] Presenting a paper, by submitting a full paper
[ ] Presenting a short paper (by submitting an extended abstract)
[ ] Participating in the industrial program
[ ] Proposing a panel discussion (please mention names of panelists)
[ ] Without presenting a paper
[ ] Proposing a workshop
[ ] Proposing a Tutorial
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
[] Simulation in Games
[] 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
[] Storytelling and Natural Language Processing
[] Online Gaming - Security Issues in Online Gaming
[] Affective Computing
[] MMOG's and Second Life Applications
[] Serious gaming
[] Games Consoles
[] Games Console Design
[] Mobile Gaming
[] Perceptual User Interfaces for Games
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: +32.59.255.339)
Philippe Geril, EUROSIS-ETI, European Simulation Office, Greenbridge
NV,
Wetenschapspark 1, Plassendale 1, B-8400 Ostend, Belgium, www.eurosis.org
CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS
European Simulation Office, Greenbridge NV,
Wetenschapspark 1, Plassendale 1, B-8400 Ostend, Belgium
Tel: +32 59 255.330
Fax: + 32 59.255.339
Email: philippe.ge...@eurosis.org
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