Talk About Network



Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Gaming > Development Audio > GAME'ON 2004
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 1 of 1 Topic 68 of 129
Post > Topic >>

GAME'ON 2004

by Philippe Geril <phil@[EMAIL PROTECTED] > Oct 11, 2004 at 02:47 PM

This is a multi-part message in MIME format.
--------------080607080207070503020709
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit


--------------080607080207070503020709
Content-Type: text/plain;
 name="GameOn2004CFP.txt"
Content-Transfer-Encoding: quoted-printable
Content-Disposition: inline;
 filename="GameOn2004CFP.txt"

                                  GAME-ON 2004
                              November 11 -13, 2004
                                 CALL FOR PAPERS

                              University of Bologna
                                  Bologna, Italy

                                  Organized by
                                     EUROSIS

                                Co-Sponsored by
Ghent University, Warthog, The Moves Institute, GigNews, The University o=
f
California at Davis, Binary Illusions, ISA, ModelBenders LLC and the Univ=
ersity of Aarhus

                                Conference website
   http://biomath.rug.ac.be/~eurosis/conf/gameon/gameon2004/index.html
                        Online from next week onwards


The aim of the 5th annual European Game-On Conference on simulation and A=
I 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 a=
nd giving them the opportunity to show their ideas and demos to the gamin=
g industry. The conference will concentrate mostly on the programming of =
games, with special emphasis on simulation, AI and fuzzy sets, and physic=
s related computer graphics. Next to that, all of this will be fused in t=
he topic of computer game design in stand-alone and networked games. Soft=
ware providers will be able to show their latest packages and give hand-o=
n tutorials for the participants.=20
Companies will also have the opportunity to seek new talent at this event=
=2E=20

The conference will cover two core tracks

Artificial Intelligence

Designing (Extensible) AI Engines with Built-in Machine Learning Technolo=
gies, Using Adaptive Markov Models, Using Decision Trees, Production Rule=
s 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 an=
d layered AI Techniques , Level-of-Detail AI , Using scripting languages =
to govern NPC Bots, synthetic characters, or believable agents , Controll=
ing simulated characters (Group Behaviour control) using f.ex. flocking a=
lgorithms based on extensible scripting systems , Cognitive Modeling: (co=
mbining geometric models and inverse kinematics to simplify key-framing. =
physical models for animating particles. Bio-mechanical modeling, behavio=
ral modeling), Domain knowledge specification and character instruction, =
Creating AI Networks using supervised learning and genetic algorithms, an=
d pathfinding, Using Databases using the winnowing algorithm , Using Mult=
i-user Data Management=20

Physics and Simulation;=20

Collision detection, contact resolution and manifold generation (methods =
Lin-Canny, OBB Trees, I-Collide and Ray Tracing) ; Calculation optimizati=
on between objects ; The closest point algorithm by Gilbert Johnson and K=
eerthi (GJK) between convex and union-of convex objects ; Contact equatio=
n formulation (point-plane, edge-edge and sphere-plane) ; LCP (Linear Com=
plementary problems) Based contact resolution ; Iterative constraints and=
 penalty methods for contact resolution ,Micro-Collisions=20

And 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 ; Met=
hods for scaling animation quality ; Scaling animation quality, new anima=
tion steps, on interpolated key-frame animation or key-frame morphing ; B=
ump mapping: emboss-dot product and environment mapped bump map (EMBM).=20

Facial Animation; Facial animation for Real-Time, Model Behaviour of 3D M=
odeling; Modelling the bone structure of faces=20

Skeletal animation and fully scaled rendering; Physical Simulation, 3D Ch=
aracter Animation and physical controllers ; Simulation performance ; Rig=
id body physical animation and rigid body dynamics ; Polygon Character De=
sign 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, Desig=
n, composition and anatomy) ; Skeletal, skinning, single skin meshes ; Cr=
eating Character Animation Assets ; Real-Time motion Synthesis, Kinematic=
s and Dynamics, Animating the real-time run cycle ; T-Buffers and motion =
blur ; Motion Capture Techniques=20

3D in Game Animation; Creating and scaling special effects in Real-Time 3=
D: environmental weapon effects and general pyrotechnics, software used t=
o produce single frame and animated textures, booth looping and linear, a=
nd the pivotal role of alpha channels. Modeling an animation of the geome=
try needed and the system used to encode additional engine-specific timin=
g and trigger data into the files. The use of the engine particle system =
and scripting capabilities, Weighted vertices, Streaming SIMD Extension O=
verview (floating point instruction) ;Pre-rendered cinematics ; Scaling o=
f special effects and texture tricks: particle systems for generating smo=
ke and fire, texture tricks, for volumes, lens flares and onscreen pyrote=
chnics, Animation Blending

Tools; Silicon Graphics (MAYA, as a game prototyping environment), 3D Pro=
gramming for Rage Programmable Shaders (Renderman), 3D Studio Max

Design; Game Engine Design and game environment creation; Using rapid pro=
totyping (NEMO-DEV) and generic technology (generic world building engine=
), portable code ; Using Math for Game programming by solving simultaneou=
s Equations ; Using Modularity and isolation abstraction, data hiding, fu=
nctional 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 g=
ames ; Creating large 3D worlds ; Creating Multiplayer online Games ; Tec=
hniques for scaling game content, and=20
approaches to scaling game content ; C++ optimization Strategies and Tech=
niques ; 3D Engine optimization; Optimizing games for the MIPS RISC Archi=
tecture ; 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 rende=
ring using Open GL and Direct 3D ; Multi texture tricks like gloss mappin=
g, dynamic environment mapping, detail texturing and bump mapping Spatial=
 aliasing and Anti-aliasing and accumulation buffers ; Setup, Rendering a=
nd Transforms ; Full floating point setup ; Perspective-corrected texture=
 mapping, multiple filtering modes, sophisticated texture blending for sp=
ecial effects and effective looking transparency ; Classical local illumi=
nation equations and colour theory; Creating Reflections and shadows with=
 stencil buffers and Z-Buffers ;=20
Light maps and changing texture coordinates, shadow maps, projected shado=
w maps ; Methods for scaling lighting and shadows, lighting calculations =
; Equation on a per pixel basis, pixel path and voxel animation ; Procedu=
ral Texture Methods and Theory and Real-Time ; Procedural Texture Impleme=
ntation ; Parametric Surfaces, Deforming surfaces, Curved surfaces and tr=
i-linear flip-flopping Using NURBS (non-uniform rational B-splines) and o=
ther parametric surfaces for representing 3D Geometry ; Matrix Manipulati=
ons ; Methods for scaling geometry using parametric curves and surfaces i=
n relation to polygonal models ; Progressive meshes and subdivision surfa=
ces=20

Voice Interaction ;=20
Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice I=
nteraction, Speech Synthesizer; Interaction with AI-NPC's, Voice-Over Net=
 Technology (one to one, and one to many)=20

Cognitive Psychology applied to games, based on player to game interactio=
ns 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 usi=
ng Campaign managers, character generators, terrain generators. Multiplay=
er wargaming and Web Wargaming
Aerospace Simulations, Board Games etc....

Games for training.

Games Console Design

Tutorials, "Aren't we great" presentations, Student Demos.

Students are encouraged to show demos of their work to the companies pres=
ent at the conference. The best demo will receive a prize from the organi=
zers.

The conference will be held in the centre of Bologna. More information
Will be available on the web.

POSTER SESSION
The poster session only features work in progress. Next to the actual pos=
ter presentation, these submissions also feature as short papers in the P=
roceedings.=20

STUDENTS SESSION
This session is for students who want to present their work in progress o=
r 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 au=
thor. They are published as short papers in the Proceedings.

DIVERSE ACTIVITIES
For demonstrations or video sessions, please contact Philippe Geril. Spec=
ial 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 arra=
nge a meeting, please contact the Conference Chairs. We will be happy to =
provide
a meeting room and other necessary equipment.=20
Partners for projects session(s) will be organised by EUROSIS to give pot=
ential project teams or individuals the opportunity to present their rese=
arch in order to link up with fellow researchers for future research proj=
ects. Those wishing to participate in this session need to send a proposa=
l 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=20
                              Members           Participants=20
Pre-reg before 475 EURO       475 EURO             535 EURO
October 25th 2004

Reg after     Pre-registration   535 EURO          595 EURO
October 25th '2004  required=20

Student authors pay: 300 EUR

Students who register after October 25th and who are not authors pay 350 =
EUR.

The registration fee includes a copy of the Proceedings, lunches, confere=
nce dinner, get-together party, coffee breaks.


PAPER SUBMISSION TYPES

FULL PAPER (including abstract, conclusions, diagrams, references) During=
 review, the submitted full papers can be accepted as a regular 5 page pa=
per. If excellent, full papers=20
can be accepted by the program committee as an extended (8-page) paper. E=
ach submission will be reviewed by at least three members of the Internat=
ional 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'2004 Conference Proceedings.

SHORT ABSTRACT (at least three pages)
Participants may also submit a 3 page abstract for a short paper or poste=
r, which will be reviewed by the International Program Committee. All acc=
epted papers will be published in the GAMEON'2004 Conference Proceedings.=
=20
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in uuencoded, zipped Micr=
osoft Word format, PDF or Postscript format indicating the designated tra=
ck and type of submission (full paper or an extended abstract) to EUROSIS=
=20
(Philippe.Geril@[EMAIL PROTECTED]
).=20
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=
2003
and designated track or USE THE ABSTRACT SUBMISSION SITE!!
Only original papers, which have not been published elsewhere, will be ac=
cepted for publication

IMPORTANT DEADLINES

 EARLY BIRD SUBMISSION DEADLINE JULY 30TH 2003

SUBMISSION DEADLINES

 JULY 15- SEPTEMBER 5 2004:=20
 Submit contributed full-papers=20
 (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 su=
bmissions, when accepted will=20
be published as regular, of up to 5 proceedings page papers.

Submit one -to -three page proposals to present tutorials, to organise an=
d chair panel sessions, to organise user meetings, vendor sessions or to =
exhibit software

 JULY 15, SEPTEMBER 5, 2004:=20
 Submit abstracts for student and poster session

 SEPTEMBER 20, 2004:=20
 Notification of Acceptance or Rejection

 OCTOBER 15, 2004:=20
 Authors provide camera-ready manuscript

 NOVEMBER 11-13, 2004:
 Conference

OUTSTANDING PAPER AWARD
The 2004 GAMON Conference Committee will select the Outstanding Paper of =
the Conference. The author of this paper will be awarded a free registrat=
ion for a EUROSIS conference. Only papers SUBMITTED AS FULL papers will b=
e eligible for the Outstanding Paper Award.=20

LANGUAGE
The official conference language for all papers and presentations is Engl=
ish.


REPLY CARD
First Name:
Surname:=09
Occupation and/or Title: =09
Affiliation: =09
Mailing Address =09
=09
=09
Zip code:	City: 	Country.=09
Telephone:	Fax:=09
E-Mail:=09

Yes, I intend to attend the GAMEON'2004:
[ ] Presenting a paper, by submitting a full paper
[ ] Presenting a short paper (by submitting an extended abstract)
[ ] Participating in the industrial program=20
[ ] Organizing a vendor session
[ ] Proposing a panel discussion (please mention names of panellists)
[ ] Contributing to the exhibition
[ ] Without presenting a paper=20
The provisional title of my paper / exhibited tool is:
=09
=09
=09
With the following highlights:
=09
=09

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
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Wargaming
[ ] Applications
[ ] Games Console Design
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session

Other colleague(s) interested in the topics of the conference is/are:
Name: =09
Address:=09
Name: =09
Address: =09
If you would like to receive more information about EUROSIS and its activ=
ities, 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: +32.9.223.49.41)=20
Philippe Geril, EUROSIS,
Ghent University, Coupure Links 653, B-9000 Ghent, Belgium
www.eurosis.org

CORRESPONDENCE ADDRESS
Philippe Geril=20
EUROSIS
Ghent University
Coupure Links 653=20
B-9000 Ghent, Belgium=20
Tel (Office): +32 9 2337790=20
Fax: + 32 9 2234941=20
Email: philippe.geril@[EMAIL PROTECTED]
 Geril               Tel: +32.9.233.77.90
EUROSIS - SIM-CENTER         Fax: +32.9.223.49.41
Ghent University             E-mail: Philippe.Geril@[EMAIL PROTECTED]
 Links 653            URL: http://www.eurosis.org
B-9000 Ghent                 URL: http://biomath.rug.ac.be/~eurosis
Belgium                      URL: http://www.sim-center.net
*********************************************************************
*               Your Scientific information site on                 *
* Computer Simulation - Concurrent Engineering - Multimedia- Games  *
*                          WWW.EUROSIS.ORG                          *
*********************************************************************

**** DISCLAIMER ****=20
"This e-mail and any attachments thereto may contain information=20
which is confidential and/or protected by intellectual property=20
rights and are intended for the sole use of the recipient(s) named=20
above. Any use of the information contained herein (including, but not=20
limited to, total or partial reproduction, communication or=20
distribution in any form) by persons other than the designated=20
recipient(s) is prohibited.=20
If you have received this e-mail in error, please notify the sender=20
either by telephone or by e-mail and delete the material from any=20
computer. Thank you for your cooperation."

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
This email is sent out to all those on the EUROSIS-ETI database.If=20
you want to be removed from this database or want to update your
address details, please send an email to Philippe.Geril@[EMAIL PROTECTED]





 1 Posts in Topic:
GAME'ON 2004
Philippe Geril <phil@[  2004-10-11 14:47:05 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Fri May 16 8:46:39 CDT 2008.