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Book Chapter on Game Design 2011 : Call for book chapters for Algorithmic and Architectural Gaming Design: Implementation and Development

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Link: http://www.igi-global.com/authorseditors/authoreditorresources/callforbookchapters/callforchapterdetails.aspx?callforcontentid=72f3c355-5d7a-4e80-af42-b9b320e2b5bb
 
When Mar 19, 2011 - May 1, 2011
Where USA
Submission Deadline May 30, 2011
Categories    video game design   artificial intelligence   sw architecture   algorithms
 

Call For Papers

Algorithmic and Architectural Gaming Design: Implementation and Development

Editors:
Ashok Kumar, Jim Etheredge, and Hollie Boudreaux
University of Louisiana at Lafayette, USA

Call for Chapters:
Proposals Submission Deadline Extended To: May 30, 2011
Full Chapters Due: August 1, 2011
Submission Date: November 1, 2011

Introduction

Video game design and implementation is a relatively new and emerging area of education, research, and professional development. It builds on concepts from computer science as well as mathematics, physics, art, and music. The particular focus of this book is on algorithmic and architectural aspects of video game design from a computer science perspective. For example, some computer science specific concepts that are used in modern video games include data structures and algorithms for game management, algorithms for efficient path finding, artificial intelligence based algorithms for learning and steering behavior, software engineering based principles, and computer graphics. The proposed book will cover advances in algorithmic and architectural areas of game design from practical and theoretical points of view. Currently, there are few books that focus exclusively on these computer science specific aspects.

Objective of the Book

The main objective of the book will be to present practical applications, in a gaming environment, of the use of data structures, algorithms, software engineering principles, artificial intelligence based methods, and game management techniques. Most recent advances in the field of video game design will be covered via practical examples of game development. Chapters in the book will emphasize actual implementation of fundamental computer science concepts. This approach will provide readers with an invaluable tool to assist them in the implementation phase of their own video game development projects.

Emphasis will be given to the design, development, implementation, and testing of actual games. Topics will include, but are not limited to, game management, collision detection, path finding, controlling NPC and AI’s behavior and learning.

Target Audience

The target audience of this book will be educators, students, practitioners, professionals, and researchers working in the area of video game design and development. It is anticipated that anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

Recommended Topics

The recommended topics for the book chapters include, but are not limited to, the following:

• Algorithms and architectural issues in/for

• Game management
• Game infrastructure
• Game states
• Learning
• Managing NPC behavior
• Massively multiplayer online games

• Algorithms and data structures for

• Pathfinding
• Collision detection
• Steering
• Group behaviors
• Scene management
• Terrain generation and management
• Level development
• Networking
• Particle systems
• Physics-based modeling

• Software engineering in games
• Motion capture
• Testing issues in games

Submission Procedure

Game developers, educators, researchers, and other interested parties are invited to submit a 2-3 page proposal for their chapter with a clear description of the organization of their chapter as well as its theme and degree of depth/implementation details by May 1, 2011. All work must be original and previously unpublished. Chapter submission guidelines will be sent to the authors of accepted proposals by May 15, 2011.

Authors will be requested to submit a full manuscript by August 1, 2011. The manuscripts will undergo a double blind peer review after which the authors will be notified and provided with reviewers’ comments by October 1, 2011. The final camera-ready manuscript will be due on or before November 1, 2011. The book will be published in 2012.

Editorial Advisory Board

Ian Parberry, UNT
Joel Gonzalez, Lowpolycount, Inc.
Lee Mendoza, Nerjyzed Entertainment, Inc.
Jeff Wofford, SMU
Al Biles, RIT
Jessica Bayliss, RIT
Rémi Arnaud, Intel
Tim Roden, St. Angelo State
Klaus Jantke, Technical University of Ilmenau, Germany
Jouni Smed, University of Turku, Finland


Important Dates

May 30, 2011: Proposal Submission Deadline (2-3 page proposal)
{Notification of acceptance is on an ongoing basis}

August 1, 2011: Full Chapter Submission
October 1, 2011: Review Results Returned
November 1, 2011: Final Chapter Submission

Inquiries and submissions can be forwarded electronically (Word document):
Email: newgamebook@gmail.com
Phone: 337-482-1669
Fax: 337-482-5791

Editors can be contacted at:
Ashok Kumar (axk1769@louisiana.edu), Jim Etheredge (jne1390@louisiana.edu), and Hollie Boudreaux (hmb7226@louisiana.edu)
Department of Computer Science
301 E. Lewis Street
UL Box 4330
University of Louisiana at Lafayette
LA 70503 USA

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