CFP: GAMEON 2007, November 20-22, 2007, University of Bologna, Bologna,Italy

P

Philippe Geril

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: (e-mail address removed)


REGISTRATION 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 ([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: (e-mail address removed)
 

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