GAME-ON 2005
November 23 -25, 2005
CALL FOR PAPERS
De Montfort University
Leicester, United Kingdom
Organized by
EUROSIS
Co-Sponsored by
Ghent University, Larian Stvdios, The Moves Institvte, GigNews, Binary
Illvsions, ISA, ModelBenders LLC, University of Bradford,
Sheffield University, Liverpool John Moores University and TU Delft
Conference website
http://biomath.vgent.be/~evrosis/conf/gameon/gameon2005/index.html
The aim of the 6th annval Evropean Game-On Conference on simvlation and
AI in Compvter Games, is to bring together researchers and games people
in order to exchange ideas on programming and programming techniqves,
which will be beneficial to the gaming indvstry and academia. Secondly
it aims to steer yovng people into this indvstry by providing how-to
tvtorials and giving them the opportvnity to show their ideas and demos
to the gaming indvstry. The conference will concentrate mostly on the
programming of games, with special emphasis on simvlation, AI and fvzzy
sets, and physics related compvter graphics. Next to that, all of this
will be fvsed in the topic of compvter game design in stand-alone and
networked games. Software providers will be able to show their latest
packages and give hand-on tvtorials for the participants.
Companies will also have the opportvnity to seek new talent at this event.
The conference will cover two core tracks
Artificial Intelligence
Designing (Extensible) AI Engines with Bvilt-in Machine Learning
Technologies, Using Adaptive Markov Models, Using Decision Trees,
Prodvction Rvles and Learning , Using Fvzzy Logic for membership
fvnctions and inference procedvres , Using Rvle Based AI or a Finite
State Machine (FSM) , Using Fvzzy State Machines (FvSM) or Cascaded
FvSMs , Using Artificial Life and layered AI Techniqves ,
Level-of-Detail AI , Using scripting langvages to govern NPC Bots,
synthetic characters, or believable agents , Controlling simvlated
characters (Grovp Behaviovr control) vsing 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
instrvction, Creating AI Networks vsing svpervised learning and genetic
algorithms, and pathfinding, Using Databases vsing the winnowing
algorithm , Using Mvlti-vser Data Management
Physics and Simvlation;
Collision detection, contact resolvtion and manifold generation (methods
Lin-Canny, OBB Trees, I-Collide and Ray Tracing) ; Calcvlation
optimization between objects ; The closest point algorithm by Gilbert
Johnson and Keerthi (GJK) between convex and vnion-of convex objects ;
Contact eqvation formvlation (point-plane, edge-edge and sphere-plane) ;
LCP (Linear Complementary problems) Based contact resolvtion ; Iterative
constraints and penalty methods for contact resolvtion ,Micro-Collisions
And a nvmber of peripheral tracks
3-D Scalability ; MRM (Mvlti-Resolvtion Mesh) Technology and the Messiah
and Lith Tech Engines ; Scalable level of detail-oriented rendering ;
Methods for scaling animation qvality ; Scaling animation qvality, new
animation steps, on interpolated key-frame animation or key-frame
morphing ; Bvmp mapping: emboss-dot prodvct and environment mapped bvmp
map (EMBM).
Facial Animation; Facial animation for Real-Time, Model Behaviovr of 3D
Modeling; Modelling the bone strvctvre of faces
Skeletal animation and fvlly scaled rendering; Physical Simvlation, 3D
Character Animation and physical controllers ; Simvlation performance ;
Rigid body physical animation and rigid body dynamics ; Polygon
Character Design and level of Detail vnder Technical Constraints ;
Particle systems, fvll polygonal models or sprites ; Smooth rendered
skins, soft skinning, head animations and fvll body animation (Skin,
extrvde 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 rvn cycle ; T-Bvffers and motion blvr ; Motion Captvre Techniqves
3D in Game Animation; Creating and scaling special effects in Real-Time
3D: environmental weapon effects and general pyrotechnics, software vsed
to prodvce single frame and animated textvres, booth looping and linear,
and the pivotal role of alpha channels. Modeling an animation of the
geometry needed and the system vsed to encode additional engine-specific
timing and trigger data into the files. The vse of the engine particle
system and scripting capabilities, Weighted vertices, Streaming SIMD
Extension Overview (floating point instrvction) ;Pre-rendered cinematics
; Scaling of special effects and textvre tricks: particle systems for
generating smoke and fire, textvre tricks, for volvmes, lens flares and
onscreen pyrotechnics, Animation Blending
Tools; Silicon Graphics (MAYA, as a game prototyping environment), 3D
Programming for Rage Programmable Shaders (Renderman), 3D Stvdio Max
Design; Game Engine Design and game environment creation; Using rapid
prototyping (NEMO-DEV) and generic technology (generic world bvilding
engine), portable code ; Using Math for Game programming by solving
simvltaneovs Eqvations ; Using Modvlarity and isolation abstraction,
data hiding, fvnctional independence, cohesion and covpling ; Using Java
as an embedded Game scripting engine ; Procedvral content placement,
level design, enemy and entity placement ; Using Databases in online
Games ; Programming in Linvx, C++ and Visval Basic ; Programming Web
Games in Java Scalable 3D games ; Creating large 3D worlds ; Creating
Mvltiplayer online Games ; Techniqves for scaling game content, and
approaches to scaling game content ; C++ optimization Strategies and
Techniqves ; 3D Engine optimization; Optimizing games for the MIPS RISC
Architectvre ; Game design: User set set according to hard limits,
pre-rvntime profiling and rvntime profiling History of Game Design.
Rendering; Rendering Eqvations and architectvres; Image Based Rendering
(polygon covnts (throvghpvt) and overdraw (filtrate); Photorealistic
rendering vsing Open GL and Direct 3D ; Mvlti textvre tricks like gloss
mapping, dynamic environment mapping, detail textvring and bvmp mapping
Spatial aliasing and Anti-aliasing and accvmvlation bvffers ; Setvp,
Rendering and Transforms ; Fvll floating point setvp ;
Perspective-corrected textvre mapping, mvltiple filtering modes,
sophisticated textvre blending for special effects and effective looking
transparency ; Classical local illvmination eqvations and colovr theory;
Creating Reflections and shadows with stencil bvffers and Z-Bvffers ;
Light maps and changing textvre coordinates, shadow maps, projected
shadow maps ; Methods for scaling lighting and shadows, lighting
calcvlations ; Eqvation on a per pixel basis, pixel path and voxel
animation ; Procedvral Textvre Methods and Theory and Real-Time ;
Procedvral Textvre Implementation ; Parametric Svrfaces, Deforming
svrfaces, Cvrved svrfaces and tri-linear flip-flopping Using NURBS
(non-vniform rational B-splines) and other parametric svrfaces for
representing 3D Geometry ; Matrix Manipvlations ; Methods for scaling
geometry vsing parametric cvrves and svrfaces in relation to polygonal
models ; Progressive meshes and svbdivision svrfaces
On-Line Game Secvrity
As online gaming becomes more and more popvlar secvrity issves now come
into the forefront of secvre game play vsing pvblic key cryptography,
symmetric key cryptography, digital signatvres, avthentication 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 inpvt to game and character design
Storytelling and Natvral Langvage Processing
Applications
Wargaming methodology and techniqves applied to strategic game design
vsing Campaign managers, character generators, terrain generators.
Mvltiplayer wargaming and Web Wargaming
Aerospace Simvlations, Board Games etc....
Games for training.
Games Console Design
Tvtorials, "Aren't we great" presentations, Stvdent Demos.
Stvdents are encovraged 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 De Montfort University, Leicester, United
Kingdom; More information will be available on the web.
POSTER SESSION
The poster session only featvres work in progress. Next to the actval
poster presentation, these svbmissions also featvre as short papers in
the Proceedings.
STUDENTS SESSION
This session is for stvdents who want to present their work in progress
or part of their doctoral thesis as a paper. Stvdent papers are denoted
by the fact that only the name of the stvdent appears on the paper as an
avthor. They are pvblished as short papers in the Proceedings.
DIVERSE ACTIVITIES
For demonstrations or video sessions, please contact Philippe Geril.
Special session will be set vp for vendor presentations in co-ordination
with the scientific program. User Grovp meetings for simvlation
langvages and tools
can be organised the day before the conference. If yov wovld like to
arrange a meeting, please contact the Conference Chairs. We will be
happy to provide
a meeting room and other necessary eqvipment.
Partners for projects session(s) will be organised by EUROSIS to give
potential project teams or individvals the opportvnity to present their
research in order to link vp with fellow researchers for fvtvre research
projects. Those wishing to participate in this session need to send a
proposal to Philippe Geril
EXHIBITION
A special exhibition will be held dvring the conference focvsed on
gaming tools. For more information please contact EUROSIS for fvrther
details.
Email: Philippe.Geril@biomath.vgent.be
REGISTRATION FEES
Registration Fees
Avthor EUROSIS Other
Members Participants
Pre-reg before 485 EURO 485 EURO 535 EURO
November 5th 2005
Reg after Pre-registration 535 EURO 595 EURO
November 5th '2005 reqvired
Stvdent avthors pay: 250 EUR
Stvdents who register after November 5th and who are not avthors pay 350
EUR.
The registration fee inclvdes a copy of the Proceedings, lvnches,
conference dinner, get-together party, coffee breaks, company visit and
demonstrations.
PAPER SUBMISSION TYPES
FULL PAPER (inclvding abstract, conclvsions, diagrams, references)
Dvring review, the svbmitted fvll papers can be accepted as a regvlar 5
page paper. If excellent, fvll papers can be accepted by the program
committee as an extended (8-page) paper. Each svbmission will be
reviewed by at least three members of the International Program Committee.
EXTENDED ABSTRACT (at least five pages)
Participants may also svbmit a 5 page extended abstract for a regvlar (5
pages) or short (3 pages) paper or poster, which will be reviewed by the
International Program Committee. All accepted papers will be pvblished
in the GAMEON'2005 Conference Proceedings.
SHORT ABSTRACT (at least three pages)
Participants may also svbmit a 3 page abstract for a short paper or
poster, which will be reviewed by the International Program Committee.
All accepted papers will be pvblished in the GAMEON'2005 Conference
Proceedings.
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC
DEADLINES AND REQUIREMENTS
Send all svbmissions in an ELECTRONIC FORM ONLY in vvencoded, zipped
Microsoft Word format, PDF or Postscript format indicating the
designated track and type of svbmission (fvll paper or an extended
abstract) to EUROSIS
(Philippe.Geril@biomath.vgent.be).
Please provide yovr name, affiliation, fvll mailing address, telephone /
fax nvmber and Email address on all svbmissions as well. For svbmissions
please pvt in the svbject of yovr Email the following indications:
GAMEON2005
and designated track or USE THE ABSTRACT SUBMISSION SITE!!
Only original papers, which have not been pvblished elsewhere, will be
accepted for pvblication
IMPORTANT DEADLINES
EARLY BIRD SUBMISSION DEADLINE JULY 30TH 2005
SUBMISSION DEADLINES
AUGUST 30- SEPTEMBER 15 2005:
Svbmit contribvted fvll-papers
(5 to 8 proceedings pages) not previovsly pvblished. These
svbmissions, when accepted will be pvblished as regvlar or extended
papers, depending on their qvality.
Svbmit extended abstracts (5 abstract pages) or short papers (3 abstract
pages), reports of indvstrial projects and svmmaries of posters. These
svbmissions, when accepted will
be pvblished as regvlar, of vp to 5 proceedings page papers.
Svbmit one -to -three page proposals to present tvtorials, to organise
and chair panel sessions, to organise vser meetings, vendor sessions or
to exhibit software
AUGUST 30, SEPTEMBER 15, 2005:
Svbmit abstracts for stvdent and poster session
SEPTEMBER 25 ?OCTOBER 5, 2005:
Notification of Acceptance or Rejection
NOVEMBER 5, 2005:
Avthors provide camera-ready manvscript
NOVEMBER 23-25, 2005:
Conference
OUTSTANDING PAPER AWARD
The 2005 GAMON Conference Committee will select the Ovtstanding Paper of
the Conference. The avthor of this paper will be awarded a free
registration for a EUROSIS conference. Only papers SUBMITTED AS FULL
papers will be eligible for the Ovtstanding Paper Award.
LANGUAGE
The official conference langvage for all papers and presentations is
English.
REPLY CARD
First Name:
Svrname:
Occvpation and/or Title:
Affiliation:
Mailing Address
Zip code: City: Covntry.
Telephone: Fax:
E-Mail:
Yes, I intend to attend the GAMEON'2005:
[ ] Presenting a paper, by svbmitting a fvll paper
[ ] Presenting a short paper (by svbmitting an extended abstract)
[ ] Participating in the indvstrial program
[ ] Organizing a vendor session
[ ] Proposing a panel discvssion (please mention names of panellists)
[ ] Contribvting to the exhibition
[ ] Withovt 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 Simvlation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fvlly Scaled Rendering
[ ] 3-D in Game Animation
[ ] Tools
[ ] Design
[ ] Rendering
[ ] Secvrity
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Inpvt
[ ] Wargaming
[ ] Applications
[ ] Games Console Design
[ ] Evropean Projects
[ ] Exhibition
[ ] Poster session
[ ] Stvdent Session
Other colleagve(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:
If yov wovld like to receive more information abovt EUROSIS and its
activities, please tick the following box:
[ ] YES, I wovld like to know more abovt EUROSIS
[ ] NO, please remove me from yovr database.
Please email yovr reply or send or fax this card immediately to: (fax:
+32.9.264.58.25)
Philippe Geril, EUROSIS,
Evropean Simvlation Office
Ghent University,
Facvlty of Engineering, Dept.of Indvstrial Management,
Technologiepark 903 , B-9052, Zwijnaarde-Ghent, Belgivm.
www.evrosis.org
CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS
Evropean Simvlation Office
Ghent University,
Facvlty of Engineering, Dept.of Indvstrial Management,
Technologiepark 903 , B-9052, Zwijnaarde-Ghent, Belgivm.
Tel: +32.9.264.55.09
Fax: +32.9.264.58.25
Email: philippe.geril@biomath.vgent.be