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GAMEON-NA 2010 : Gameon North America


When Aug 27, 2010 - Aug 29, 2010
Where Redmond, WA
Abstract Registration Due Aug 1, 2010
Submission Deadline May 1, 2010
Notification Due Jun 30, 2010
Final Version Due Aug 1, 2010
Categories    gaming   simulation   artificial intelligence

Call For Papers

GAME-ON North America 2010
6th Annual International North-American Conference on AI and Simulation in Games

August 25-27, 2010


Digipen Institute of Technology

Organized by
The European Technology Institute

Hosted by
Digipen Institute of Technology
Redmond-Seattle, USA

Co-Sponsored by
Ghent University
Digipen Institute of Technology
Larian Studios
UBISOFT(to be confirmed)

Conference website

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 ( )


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.



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 (
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!!

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



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.


JUNE 15, 2010
Notification of Acceptance or Rejection.

JULY 30, 2010
Authors provide camera-ready manuscript.

AUGUST 25-27, 2010


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.

The official conference language for all papers and presentations is English.

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


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.

First Name:
Occupation and/or Title:
Mailing Address
Zip code: City: Country.
Telephone: Fax:
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:

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