(PN) GAMEON’2008, November 17-19, 2008, UPV, Valencia,
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GAMEON’2008
November 17 - 19, 2008
FIRST CALL FOR PAPERS
UPV
Valencia, Spain
Organized by
The European Technology Institute
Sponsored by:
EUROSIS
UPV
FIV
In Cooperation with
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ModelBenders LLC, Delft University of Technology
Conference website
http://www.eurosis.org/cms/?q=3Dnode/763
The aim of the 9th annual European Game-On=C2=AE Conference on simulation=
and AI in Computer Games, is to bring together researchers and gamespeopl=
e in order to exchange ideas on programming and programmingtechniques, wh=
ich will be beneficial to the gaming industry andacademia.
Secondly it aims to steer young people into this industry by providinghow=
-to tutorials and giving them the opportunity to show their ideasand demo=
s to the gaming industry.
The conference will concentrate mostly on the programming of games,with s=
pecial emphasis on methodology, simulation, AI and fuzzy sets,and physics=
related computer graphics. Next to that, all of this willbe fused in the=
topic of computer game design in stand-alone andnetworked games. Softwar=
e providers will be able to show their latestpackages and give hand-on tu=
torials for the participants. Companieswill also have the opportunity to =
seek new talent at this event.
This year’s event will also herald the introduction for the foundation of=
the Spanish Language Computer Conference, which follows immediately upon=
GAMEON=C2=AE’2008.
The conference will cover the following tracks:
Game Development Methodology
Game Development Methodology, Game Design and Research Methods,Production=
Roles, Techniques and Process Management, Social andTechnical Interactio=
ns in Art and Engineering, Participatory Media andHeterogeneous Developme=
nt Approaches, Sociotechnical MOG Development,Communities and sustainabil=
ity, Business and Requirements Modeling forGame Projects, Software Archit=
ecture and Modeling in Games, InteractionDesign and Usability in Game Con=
texts, Play Testing, GameplayExperience Evaluation
Artificial Intelligence
Designing (Extensible) AI Engines with Built-in Machine LearningTechnolog=
ies, Using Adaptive Markov Models, Using Decision Trees,Production Rules =
and Learning, Using Fuzzy Logic for membershipfunctions and inference pro=
cedures, Using Rule Based AI or a FiniteState Machine (FSM), Using Fuzzy =
State Machines (FuSM) or CascadedFuSMs, Using Artificial Life and layered=
AI Techniques, Level-of-DetailAI, Using scripting languages to govern NP=
C Bots, synthetic characters,or believable agents, Controlling simulated =
characters (Group Behaviourcontrol) using f.ex. flocking algorithms based=
on extensible scriptingsystems , Cognitive Modeling: (combining geometri=
c models and inversekinematics to simplify key-framing. physical models f=
or animatingparticles. Bio-mechanical modeling, behavioral modeling), Dom=
ainknowledge specification and character instruction, Creating AI Network=
susing supervised learning and genetic algorithms, and pathfinding,Using =
Databases using the winnowing algorithm , Using Multi-user DataManagement=
.
Physics and Simulation
Collision detection, contact resolution and manifold generation(methods L=
in-Canny, OBB Trees, I-Collide and Ray Tracing); Calculationoptimization =
between objects; The closest point algorithm by GilbertJohnson and Keerth=
i (GJK) between convex and union-of convex objects;Contact equation formu=
lation (point-plane, edge-edge and sphere-plane);LCP (Linear Complementar=
y problems) Based contact resolution; Iterativeconstraints and penalty me=
thods for contact resolution,Micro-Collisions, Software Object Interactio=
n. a number of peripheraltracks
3-D Scalability
MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith TechEngin=
es; Scalable level of detail-oriented rendering ; Methods forscaling anim=
ation quality; Scaling animation quality, new animationsteps, on interpol=
ated key-frame animation or key-frame morphing; Bumpmapping: emboss-dot p=
roduct 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 physicalcontrollers; Simu=
lation performance; Rigid body physical animation andrigid body dynamics;=
Polygon Character Design and level of Detail underTechnical Constraints;=
Particle systems, full polygonal models orsprites; Smooth rendered skins=
, soft skinning, head animations and fullbody animation (Skin, extrude an=
d boolean, Design, composition andanatomy; Skeletal, skinning, single ski=
n meshes; Creating CharacterAnimation Assets; Real-Time motion Synthesis,=
Kinematics and Dynamics,Animating the real-time run cycle; T-Buffers and=
motion blur ; MotionCapture Techniques.
3D in Game Animation
Creating and scaling special effects in Real-Time 3D: environmentalweapon=
effects and general pyrotechnics, software used to producesingle frame a=
nd animated textures, booth looping and linear, and thepivotal role of al=
pha channels. Modeling an animation of the geometryneeded and the system =
used to encode additional engine-specific timingand trigger data into the=
files. The use of the engine particle systemand scripting capabilities, =
Weighted vertices, Streaming SIMD ExtensionOverview (floating point instr=
uction);Pre-rendered cinematics; Scalingof special effects and texture tr=
icks: particle systems for generatingsmoke and fire, texture tricks, for =
volumes, lens flares and onscreenpyrotechnics, Animation Blending
Modelling of virtual worlds
Due to their complexity and size, virtual worlds used in next-gengames wi=
ll have to be automatically generated, to a large extent,whether based on=
real data or fully imaginary. Representing objects andtheir relations in=
these worlds needs to take into account more datathan simply their geome=
try or appearance. In addition, most objects insuch worlds will typically=
require a high degree of adaptivity, inorder to avoid most current rigid=
behaviours, as well as to cope withthe need for really adaptive game-pla=
y in both entertainment andserious games. This theme focuses on tools and=
methods for achievingsuch goals.
Tools
Silicon Graphics (MAYA, as a game prototyping environment), 3DProgramming=
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 rapidprototyping =
(NEMO-DEV) and generic technology (generic world buildingengine), portabl=
e code ; Using Math for Game programming by solvingsimultaneous Equations=
; Using Modularity and isolation abstraction,data hiding, functional inde=
pendence, cohesion and coupling; Using Javaas an embedded Game scripting =
engine; Procedural content placement,level design, enemy and entity place=
ment; Using Databases in onlineGames; Programming in Linux, C++ and Visua=
l Basic; Programming WebGames in Java Scalable 3D games; Creating large 3=
D worlds; CreatingMultiplayer online Games; Techniques for scaling game c=
ontent, andapproaches to scaling game content; C++ optimization Strategie=
s andTechniques; 3D Engine optimization; Optimizing games for the MIPS RI=
SCArchitecture; Game design: User set set according to hard limits,pre-ru=
ntime profiling and runtime profiling history of Game Design.
Rendering
Rendering Equations and architectures; Image Based Rendering(polygon coun=
ts (throughput) and overdraw (filtrate); Photorealisticrendering using Op=
en GL and Direct 3D; Multi texture tricks like glossmapping, dynamic envi=
ronment mapping, detail texturing and bump mappingSpatial aliasing and An=
ti-aliasing and accumulation buffers; Setup,Rendering and Transforms; Ful=
l floating point setup;Perspective-corrected texture mapping, multiple fi=
ltering modes,sophisticated texture blending for special effects and effe=
ctivelooking transparency; Classical local illumination equations and col=
ourtheory; Creating Reflections and shadows with stencil buffers andZ-Buf=
fers; Light maps and changing texture coordinates, shadow maps,projected =
shadow maps; Methods for scaling lighting and shadows,lighting calculatio=
ns; Equation on a per pixel basis, pixel path andvoxel animation; Procedu=
ral Texture Methods and Theory and Real-Time;Procedural Texture Implement=
ation; Parametric Surfaces, Deformingsurfaces, Curved surfaces and tri-li=
near flip-flopping Using NURBS(non-uniform rational B-splines) and other =
parametric surfaces forrepresenting 3D Geometry; Matrix Manipulations; Me=
thods for scalinggeometry using parametric curves and surfaces in relatio=
n to polygonalmodels; Progressive meshes and subdivision surfaces
On-Line Gaming and On-Line Game Security
As online gaming becomes more and more popular security issues nowcome in=
to the forefront of secure game play using public keycryptography, symmet=
ric key cryptography, digital signatures,authentication and available cry=
ptographic toolkits.
Voice Interaction
Using Intelligent Speech Synthesis Algorithms, Speech Processing,Voice In=
teraction, Speech Synthesizer; Interaction with AI-NPC’s,Voice-Over Net T=
echnology (one to one, and one to many)
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 gamedesign usin=
g Campaign managers, character generators, terraingenerators.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, yettoday’s com=
puters do not use this valuable information. Instead,computers force user=
s to sit at a typewriter keyboard, stare at aTV-like display, and learn a=
n endless set of arcane commands — oftenleading to frustration, ineffici=
encies, and disuse.
The idea behind PUI is that a computer system “hears” users’ voicecommand=
s and “sees” their gestures and body positions. Interactions arenatural, =
more like human-to-human interactions. PUI use here machineperception to =
allow users to interact with computergames and withincomputer gaming envi=
ronments. By reading gestures, motions and speechwe 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 int=
erface use, these are not the desired quantities=E2=80=94we need tounders=
tand the abstractions appropriate for a natural interface andconsider how=
the various perceptual input degrees of freedom shouldrelate to availabl=
e 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 companiesprese=
nt at the conference. The best demo will receive a prize from theorganize=
rs.
The conference will be held at the UPV, Valencia, Spain.
POSTER SESSION
The poster session only features work in progress. Next to theactual post=
er presentation, these submissions also feature as shortpapers in the Pro=
ceedings.
STUDENTS SESSION
This session is for students who want to present their work inprogress or=
part of their doctoral thesis as a paper. Student papersare denoted by t=
he fact that only the name of the student appears onthe paper as an autho=
r. They are published as short papers in theProceedings.
DIVERSE ACTIVITIES
For demonstrations or video sessions, please contact Philippe Geril.A Spe=
cial session will be set up for vendor presentations inco-ordination with=
the scientific program. User Group meetings forgames simulation language=
s and tools can be organised the day beforethe conference. If you would l=
ike to arrange a meeting, please contactthe Conference Chairs. We will be=
happy to provide a meeting room andother necessary equipment.
EUROPEAN PROJECTS
Partners for European projects session(s) will be organised byEUROSIS to =
give potential project teams or individuals the opportunityto present the=
ir research in order to link up with fellow researchersfor future researc=
h projects. Those wishing to participate in thissession need to send a pr=
oposal to Philippe Geril
EXHIBITION
A special exhibition will be held during the conference focused ongaming =
tools. For more information please contact EUROSIS for furtherdetails. Em=
ail: Philippe.Geril@eurosis.org
REGISTRATION FEES
Registration Fees Author EUROSIS Other ParticipantsPre-reg before Nov.1s=
t 2008 495 EURO 495 EURO 555 EUROReg after Nov.1st 2008 Pre-registratio=
n Required535 EURO 595 EUROStudent 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,conferen=
ce dinner, get-together party, coffee breaks, company visit anddemonstrat=
ions.
PAPER SUBMISSION TYPES
FULL PAPER (including abstract, conclusions,diagrams, references) During =
review, the submitted full papers can beaccepted as a regular 5 page pape=
r. If excellent, full papers can beaccepted by the program committee as a=
n extended (8-page) paper. Eachsubmission will be reviewed by at least th=
ree members of theInternational Program Committee.
EXTENDED ABSTRACT (at least five pages)Participants may also submit a 5 p=
age extended abstract for a regular(5 pages) or short (3 pages) paper or =
poster, which will be reviewed bythe International Program Committee.
SHORT ABSTRACT(at least three pages)
Participants may also submit a 3 page abstract for a short paper orposter=
, which will be reviewed by the International Program Committee.
All accepted papers will be published in the GAMEON=C2=AE’2008 Conference=
Proceedings.
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC
DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in PDF formatindicating t=
he designated track and type of submission (full paper oran extended abst=
ract) to EUROSIS (Philippe.Geril@eurosis.org).
Please provide your name, affiliation, full mailing address,telephone / f=
ax number and Email address on all submissions as well.For submissions pl=
ease put in the subject of your Email the followingindications: GAMEON=C2=
=AE’2008 and designated track or USE THE ABSTRACTSUBMISSION SITE!!
Only original papers, which have not been published elsewhere, will be ac=
cepted for publication
SUBMISSION DEADLINES
EARLY BIRD SUBMISSION: JULY 30, 2008
SUBMISSION DEADLINE: AUGUST 30, 2008
Submit contributed full-papers (5 to 8 proceedings pages) notpreviously p=
ublished. These submissions, when accepted will bepublished as regular or=
extended papers, depending on their quality.
Submit extended abstracts (5 abstract pages) or short papers (3abstract p=
ages), reports of industrial projects and summaries ofposters. These subm=
issions, when accepted will be published as regular5 page or short 3 page=
proceedings papers.
Submit a one to three page proposals to present tutorials, toorganise and=
chair panel sessions, to organise user meetings, vendorsessions or to ex=
hibit software
Submit abstracts for student and poster session
LATE SUBMISSION DATE: SEPTEMBER 15, 2008
OCTOBER 1, 2008
Notification of Acceptance or Rejection
NOVEMBER 1, 2008
Authors provide camera-ready manuscript
NOVEMBER 17-19, 2008
Conference at UPV
OUTSTANDING PAPER AWARD
The 2008 GAMEON=C2=AE Conference Committee will select the OutstandingPap=
er of the Conference. The author of this paper will be awarded afree regi=
stration for a EUROSIS conference. Only papers SUBMITTED ASFULL papers wi=
ll be eligible for the Outstanding Paper Award.
LANGUAGE
The official conference language for all papers and presentations is Engl=
ish.
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=C2=AE’2008:
[ ] 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):
[ ] Games Methodology
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Modelling of Virtual Worlds
[ ] Tools
[ ] Games Design
[ ] Rendering
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Storytelling and Natural Language Processing
[ ] Applications
[ ] Games Console Design
[ ] Online Gaming and Gaming Security
[ ] Networked Gaming and MMOG’s
[ ] Games for Training
[ ] Serious Gaming
[ ] Wargaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session
[ ] Other_____________________________
Other colleague(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:
Please email your reply or send or fax this card immediately to:
Philippe Geril, EUROSIS,
European Simulation Office
Greenbridge NV
Wetenschapspark 1, Plassendale 1
B-8400, Ostend, Belgium
Tel:+32.59.255.330
Fax: +32.59.255.339
Email: Philippe.Geril@eurosis.org
web: http://www.eurosis.org
GAMEON=C2=AE is a registered trademark of the European Technology Institu=
te.
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GAMEON’2008
November 17 - 19, 2008
FIRST CALL FOR PAPERS
UPV
Valencia, Spain
Organized by
The European Technology Institute
Sponsored by:
EUROSIS
UPV
FIV
In Cooperation with
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ModelBenders LLC, Delft University of Technology
Conference website
http://www.eurosis.org/cms/?q=3Dnode/763
The aim of the 9th annual European Game-On=C2=AE Conference on simulat=
ion
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.
This year’s event will also herald the introduction for the foundation of=
the Spanish Language Computer Confe=
rence, which follows immediately upon GAMEON=C2=AE’2008.
The conference will cover the following 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; Modell=
ing 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
Modelling of virtual worlds
Due to their complexity and size, virtual worlds used in next-gen
games will have to be automatically generated, to a large extent,
whether based on real data or fully imaginary. Representing objects and
their relations in these worlds needs to take into account more data
than simply their geometry or appearance. In addition, most objects in
such worlds will typically require a high degree of adaptivity, in
order to avoid most current rigid behaviours, as well as to cope with
the need for really adaptive game-play in both entertainment and
serious games. This theme focuses on tools and methods for achieving
such goals.
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 inte=
ractions 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=E2=80=94we need t=
o
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 UPV, Valencia, Spain.
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
games 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.
EUROPEAN PROJECTS
Partners for European 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@eurosis.org
REGISTRATION FEES
| Registration Fees | Author | EUROSIS | Other Participants |
| Pre-reg before Nov.1st 2008 | 495 EURO | 495 EURO | 555 EURO |
| Reg after Nov.1st 2008 | Pre-registration Required | 535 EURO | 595 EURO |
Student authors pay: 250 EUR
Students who register after November 1st and who are not authors pay 3=
50 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.
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=C2=AE’2008 Confere=
nce Proceedings.
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC
DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in 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=C2=AE’2008 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 30, 2008
SUBMISSION DEADLINE: AUGUST 30, 2008
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 or short 3 page proceedings papers.
Submit a 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, 2008
OCTOBER 1, 2008
Notification of Acceptance or Rejection
NOVEMBER 1, 2008
Authors provide camera-ready manuscript
NOVEMBER 17-19, 2008
Conference at UPV
OUTSTANDING PAPER AWARD
The 2008 GAMEON=C2=AE 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.
LANGUAGE
The official conference language for all papers and presentations is E=
nglish.
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=C2=AE’2008:
[ ] 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):
[ ] Games Methodology
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Modelling of Virtual Worlds
[ ] Tools
[ ] Games Design
[ ] Rendering
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Storytelling and Natural Language Processing
[ ] Applications
[ ] Games Console Design
[ ] Online Gaming and Gaming Security
[ ] Networked Gaming and MMOG’s
[ ] Games for Training
[ ] Serious Gaming
[ ] Wargaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session
[ ] Other_____________________________
Other colleague(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:
Please email your reply or send or fax this card immediately to:
Philippe Geril, EUROSIS,
European Simulation Office
Greenbridge NV
Wetenschapspark 1, Plassendale 1
B-8400, Ostend, Belgium
Tel:+32.59.255.330
Fax: +32.59.255.339
Email: Philippe.Geril@eurosis.org
web: http://www.eurosis.org
GAMEON=C2=AE is a registered trademark of the European Technology I=
nstitute.
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