CfP: GAMEON Asia 2011

GAMEON ASIA’2011, The 3rd annual Asian Simulation and AI in Games Conference

Digipen Institute of Technology, Singapore, March 1-3, 2011

The aim of the 3rd annual Asian GAME-ON Conference (GAME-ON ASIA’2011) on Simulation and AI in Computer Games, is to bring together researchers and games people from ASIA and the rest of the world, in order to exchange ideas on feasible techniques and research findings, 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 simulation, AI and computational intelligence, 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 unique event. GAMEON’ASIA 11 can also include special invited sessions. Suggesting extra sessions can be done on the GAMEON email reply form. Extra Session proposals should indicate the topic and identify invited moderators and session technical papers.

All submissions will be peer reviewed by at least three members of the International Program Committee. Accepted papers will be published in the conference Proceedings (both print and electronic format on the web), that will be copyrighted and widely disseminated. All talks and tutorials, must be accompanied by a paper of between three to eight Proceedings pages.

A number of tracks are already known but new track/workshop proposals can be made till November 30.

Contributions to the technical program are solicited in the following general areas;

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.

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.

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.

3-D 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. Open Source software, etc…

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.

Online Gaming

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

Artistic input to game and character design.

Storytelling

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
* Games Console Design
* Gaming with Robots

Handheld Gaming Devices

Gaming with I-Toy, WII and other handheld devices such as phones, Virtual Sat-Nav 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.

TUTORIALS

Tutorials can be proposed in the following three categories:
T1- Introductory tutorials
T2- State of the Art Tutorials
T3- Software and Modelware Tutorials
Tutorial proposals should be emailed to Philippe.Geril@eurosis.org by November 30.
The following tutorial has already been announced:
POMDPs in Modern Games
By Chek Tan, Digipen Institute of technology Singapore
(more info on: http://www.eurosis.org/cms/?q=node/1541)

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 EUROSIS. Special session will be set up for vendor presentations in coordination 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 EUROSIS.

EXHIBITION

A special exhibition will be held during the conference focused on simulation tools. For more information please contact EUROSIS for further details. Email: Philippe.Geril@eurosis.org

DEADLINES AND REQUIREMENTS

Send all submissions in an ELECTRONIC FORM ONLY in (zipped) Microsoft Word format or PDF format indicating the designated track and type of submission (full paper or an extended abstract) to EUROSIS (Philippe.Geril@eurosis.org).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 ASIA’2011 and designated track or USE THE ABSTRACT SUBMISSION or THEMES PAGES!!

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

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 ASIA’2011 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 ASIA’2011 Conference Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

OUTSTANDING PAPER AWARD

The GAMEON ASIA 2011 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 AND ACCEPTED AS EXTENDED PAPERS will be eligible for the Outstanding Paper Award.
Selected papers are published in the following journals:
-IEEE Transactions on Computational Intelligence and AI in Games
-The Journal of Game Amusement Society
- An Elsevier publication of choice
All GAMEON ASIA papers are ISI-Thomson Reuters and INSPEC indexed.

LANGUAGE

The official conference language for all papers and presentations is English

IMPORTANT DEADLINES

EARLY BIRD SUBMISSION DEADLINE: NOVEMBER 30TH, 2010
SUBMISSION DEADLINE: DECEMBER 15TH, 2010
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 scientific 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, to organise user meetings, vendor sessions or to exhibit software
DECEMBER 15, 2010:
Submit abstracts for student and poster session
LATE SUBMISSION DEADLINE JANUARY 5TH 2011
JANUARY 15, 2011:
Notification of Acceptance or Rejection
FEBRUARY 10, 2011:
Authors provide camera-ready manuscript
MARCH 1-3, 2011:
Conference
VENUE: Digipen Institute of Technology Singapore

Organised by
The European Technology Institute and Sponsored by EUROSIS
Digipen Institute of Technology Singapore
For latest information see:

http://www.eurosis.org
or
http://www.eurosis.org/cms/?q=taxonomy/term/263

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