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GAMEON 2007, November 20-22, 2007, University of Bologna, Bologna,

by Philippe Geril <phil@[EMAIL PROTECTED] > Jun 15, 2007 at 12:11 PM

GAME-ON 2007
                               November 20 - 22, 2007
                                  CALL FOR PAPERS

                              University of Bologna
                                  Bologna, Italy

                                   Organized by
                                    EUROSIS-ETI

                                   Supported by
         Ghent University, Larian Studios, The Moves Institute, Binary
           Illusions, ISA, ModelBenders LLC, Liverpool John Moores 
University
                                   and TU Delft

                                 Conference website
                   http://www.eurosis.org/cms/index.php?q=node/256


The aim of the 8th 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
methodology, 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 three core 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, 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

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.
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, 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.

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, Scratch,XNA and other 
Open Source Games
Software

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

On-Line Gaming and On-Line Game 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.

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
Serious Games applications
Aerospace Simulations, Board Games etc...
Games for training

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.

Special track:
Gaming with robots
Aibo, Bionicles, Mindstorms etc...

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 University of Bologna, Bologna, 
Italy. The exact location can
be found here:
http://www.eurosis.org/cms/index.php?q=node/286


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. A 
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: Philippe.Geril@[EMAIL PROTECTED]
 FEES

Registration Fees
                Author         EUROSIS              Other
                               Members           Participants
Pre-reg before 485 EURO       485 EURO             535 EURO
November 1st 2007

Reg after     Pre-registration   535 EURO          555 EURO
November 1st '2007  required

Student authors pay: 250 EUR

Students who register after November 1st 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
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'2007 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'2007
Conference Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC

Selected papers will be published in the International Journal of 
Computer Games Technology

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 (Philippe.Geril@[EMAIL PROTECTED]
).

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: GAMEON2007 and designated track or USE THE 
ABSTRACT SUBMISSION SITE!!

Only original papers, which have not been published elsewhere, will be 
accepted for publication


SUBMISSION DEADLINES

EARLY BIRD SUBMISSION: JULY 15

  AUGUST 15 2007:
  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
  proceedings 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

  Submit abstracts for student and poster session

LATE SUBMISSION DATE : SEPTEMBER 15

  OCTOBER 1, 2007:
  Notification of Acceptance or Rejection

  NOVEMBER 5, 2007:
  Authors provide camera-ready manuscript

  NOVEMBER 22-24, 2007:
  Conference

OUTSTANDING PAPER AWARD
The 2007 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.

International Journal of Computer Games Technology
Selected papers of the event will be published in the
International Journal of Computer Games Technology.

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'2007:
[ ] 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
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Wargaming
[ ] Applications
[ ] Games Console Design
[ ] Networked Gaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] 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 email your reply or send or fax this card immediately to: (fax: 
+32.9.264.58.25)
Philippe Geril, EUROSIS,
European Simulation Office
Ghent University,
Faculty of Engineering, Dept.of Industrial Management,
Technologiepark 903 , B-9052, Zwijnaarde-Ghent, Belgium.
www.eurosis.org

CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS
European Simulation Office
Ghent University,
Faculty of Engineering, Dept.of Industrial Management,
Technologiepark 903 , B-9052, Zwijnaarde-Ghent, Belgium.
Tel: +32.9.264.55.09
Fax: +32.9.264.58.25
Email: philippe.geril@[EMAIL PROTECTED]





 1 Posts in Topic:
GAMEON 2007, November 20-22, 2007, University of Bologna, Bologn
Philippe Geril <phil@[  2007-06-15 12:11:03 

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tan12V112 Mon May 12 5:28:35 CDT 2008.