GAMEON 2010 : GAMEON
Conference Series : GAME-ON Conference
Call For Papers
November 17 - 19, 2010
FIRST CALL FOR PAPERS
Holiday Inn Leicester
Leicester, United Kingdom
The European Technology Institute
de Montfort University
In Cooperation with
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ModelBenders LLC, Delft University of Technology
The aim of the 11th annual European GAMEON Conference(GAMEON'2010) 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'2010 consists of three core tracks and a number of peripheral 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, Socio-technical 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
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, Software Object Interaction.
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 for Real-Time, Model Behaviour of 3D Modeling; Modelling the bone structure of faces, facial hair etc...
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.
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.
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.
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.
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 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.
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,
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).
applied to games, based on player to game interactions and biometric data analysis.
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)
Artistic input to game and character design.
Storytelling and Natural Language Processing.
techniques, case studies, research etc...
* 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
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.
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.
Tutorials, "Aren't we great" presentations, Student Demos.
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 conference will be held at the Holiday Inn Leicester, Leicester, United Kingdom.
The poster session only features work in progress. Next to the actual poster presentation, these submissions also feature as short papers in the Proceedings.
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.
For demonstrations or video sessions, please contact Philippe Geril. A Special session will be set up for vendor presentations in co-ordination with the scientific program. User Group meetings for games 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 European 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
A special exhibition will be held during the conference focused on gaming tools. For more information please contact EUROSIS for further details. Email: Philippe.Geril@eurosis.org
Beware as European VAT regulations have changed, UK VAT may be charged. This will be confirmed shortly.
Registration Fees Author EUROSIS Other Participants
Pre-reg before Oct.25 2010 495 EURO 495 EURO 555 EURO
Reg after Oct.25 2010 Pre-registration Required 535 EURO 595 EURO
Student authors pay: 360 EUR (see website for conditions)
Students who register after October 25 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, company visit and demonstrations.
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/five 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 three/five members of 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 three/five members of the International Program Committee.
All accepted papers will be published in the GAMEON'2010 Conference Proceedings.
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
All EUROSIS Proceedings are indexed by Thomson Reuters and IEE-INSPEC
DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in PDF format indicating the designated track and type of submission (full paper or an extended abstract) to EUROSIS (Philippe.Geril@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'2010 and designated track or USE ELECTRONIC REPLY.
Only original papers, which have not been published elsewhere, will be accepted for publication
EARLY BIRD SUBMISSION: AUGUST 1, 2010
SUBMISSION DEADLINE: AUGUST 30, 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 5 page or short 3 page proceedings papers.
Submit a one to three page proposals to present tutorials, to organise and chair panel sessions, to organise user meetings, vendor sessions or to exhibit software
Submit abstracts for student and poster session
LATE SUBMISSION DATE: SEPTEMBER 15, 2010
SEPTEMBER 25, 2010
Notification of Acceptance or Rejection
OCTOBER 25, 2010
Authors provide camera-ready manuscript
NOVEMBER 17-19, 2010
Conference at the Holiday Inn Leicester, Leicester, United Kingdom
OUTSTANDING PAPER AWARD
The 2010 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.
The official conference language for all papers and presentations is English.
Occupation and/or Title:
Zip code: City: Country.
Yes, I intend to attend the GAMEON'2010:
[ ] 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 Methodology
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Modelling of Virtual Worlds
[ ] Tools
[ ] Games Design
[ ] Rendering
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Affective Computing
[ ] Artistic Input
[ ] Storytelling and Natural Language Processing
[ ] Applications
[ ] Games Console Design
[ ] Online Gaming and Gaming Security
[ ] Networked Gaming and MMOG's
[ ] Game Analysis
[ ] Games for Training
[ ] Serious Gaming
[ ] Wargaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session
[ ] Other_____________________________
Other colleague(s) interested in the topics of the conference is/are:
Please email your reply or send or fax this card immediately to:
Philippe Geril, EUROSIS,
European Simulation Office
Wetenschapspark 1, Plassendale 1
B-8400, Ostend, Belgium