Call: GAMEON 2014, the 15th annual Simulation and AI in Games Conference

CALL FOR PAPERS

GAMEON’2014
The 15th annual Simulation and AI in Games Conference
University of Lincoln
Lincoln, United Kingdom
September 9-11, 2014

Games Development Methodology
Game Theory/Multi-Agent Systems
Artificial Intelligence
Learning and Adaptation
Intelligent/Knowledgeable Agents
Collaboration & Multi-agent Systems
Opponent Modelling
Physics and Simulation/Graphical Simulation
3D Scalability
Facial, Avatar, NPC, 3D in Game Animation
AI and Simulation Tools for games design
Game Design
Rendering Techniques
Voice Interaction
Artistic input to game and character design
Storytelling and Natural Language Processing
Online Gaming – Security Issues in Online Gaming
MMOG’s
Serious gaming
Wargaming Aerospace Simulations, Board Games etc….
Games for training
Games Applications in education, Government, health, Corporate…
Games Consoles
Games Console Design
Mobile Gaming and VR Gaming
Perceptual User Interfaces for Games
Poster Session
Student Session
Tutorials
Exhibition

Organised by
The European Technology Institute

Sponsored by
EUROSIS

For latest information see:
www.eurosis.org
or
http://www.eurosis.org/cms/?q=taxonomy/term/357

Conference Aim

The aim of the 15th annual European GAMEON® Conference (GAMEON®’2014) 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 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 unique event.

KEYNOTES

Conference keynotes will be given by:

Richard Bartle, University of Essex, Wivenhoe Park, Colchester, United Kingdom
David King, Associate Technical Director at EA Criterion, Guildford, United Kingdom
Ewan Lamont, Legendary Games, Nottingham, United Kingdom
and
Julian Togelius, IT University of Copenhagen, Copenhagen, Denmark

More info on:
http://www.eurosis.org/cms/index.php?q=node/2834

TUTORIALS

Gesture Recognition and Control using Microsoft Kinect
Dr. John C. Murray, University of Lincoln, Lincoln, United Kingdom

Tutorial on Game AI
Dr Cüneyt Süheyl Özveren, International Collaborations Manager, School of Engineering Computing and Applied Mathematics, University of Abertay Dundee, United Kingdom

More info on:
http://www.eurosis.org/cms/index.php?q=node/2835

CONFERENCE THEMES

The conference will cover three core tracks and a number of peripheral tracks

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. Game Design using telemetry, cognitive ethnography, empirical phenomenology and causal network analysis.

Game Theory – Multi-Agent Systems

Game Theory- Multi-Agent Systems and their potential applications to computer games

Artificial Intelligence

Designing (Extensible) AI Engines with Built-in Machine Learning Technologies, Using Adaptive Markov Models, Using Decision and Behaviour Trees, Hierarchical Task Networks, 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 and buddy AI to govern NPC Bots, synthetic characters, or believable agents, Controlling simulated characters (Group Behaviour control, Contect Sensitive behaviours, Computational Behaviour, Unpredictable Behaviour, Human Behaviour Emulation, Human Evolutionary Behaviour) using f.ex. flocking algorithms based on extensible scripting systems, Language Comprehension and Response, 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, Terrain Reasoning Systems, Real-Time Strategy Models, 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.

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… Facial animation using animation engines (f.ex. Euphoria)

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.

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.

AI and Simulation Tools

Silicon Graphics (MAYA, as a game prototyping environment), 3D Programming for Rage Programmable Shaders (Renderman), 3D Studio Max, Scratch, XNA, Delta 3D 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 nline-gaming 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 tool-kits. If you are designing or working on these issues you can,

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.

Affective Computing and Emotional Gaming

affective gaming, affective user modeling, player emotion recognition, Developing believable NPC, methods to improve emotional gameplay etc (see Milo soft f.ex.), Games for health, Games for well-being, Persuasive games, Music in games (and affective audio in games)

Artistic Input

Artistic input to game and character design.

Storytelling

Storytelling and Natural Language Processing, Interactive narrative generation.

Game Analysis

techniques, case studies, research etc etc…

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 – Mobile Gaming and VR Gaming

Gaming with I-Toy, WII, Microsoft Kinect and other handheld devices such as phones, I-Pads, Datapads, Virtual Sat-Nav Gaming and App creation.
Gaming using Oculus Rift, the Omni Move etc…

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 computer games 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.

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, tutorials or video sessions, please contact EUROSIS. 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 gaming applications. 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 (preferred format) indicating the designated track and type of submission (full paper or an extended abstract) to the 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’2014 and designated track or USE THE ONLINE SUBMISSION FORM.

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

Journal Publication and indexing

Only accepted and presented extended papers are eligible for journal publication in any of the journals listed here. All GAMEON Proceedings are submitted to ISI-Thomson Reuters and IET, SCOPUS and Elsevier Engineering Village for referencing. They are also referenced under DBLP.

Quality Control

In order to ensure the quality of the proceedings, Thomson-Reuters ISI and IET will receive the listing of the actually presented papers, next to the copies of the Proceedings.

REGISTRATION FEES

See http://www.eurosis.org/cms/index.php?q=node/2848

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 GAMEON’2014 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’2014 Conference Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

CORRESPONDENCE ADDRESS

Philippe Geril
EUROSIS-ETI
European Simulation Office
Greenbridge NV
Ghent University Campus Ostend
Wetenschapspark 1
Plassendale 1
B-8400 Ostend Belgium

Tel: +32.59.255330
Fax: +32.59.255339
Email: philippe.geril@eurosis.org

OUTSTANDING PAPER AWARD

The 2014 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.

LANGUAGE

The official conference language for all papers and presentations is English

IMPORTANT DEADLINES

EARLY BIRD SUBMISSION DEADLINE: APRIL 5TH, 2014
SUBMISSION DEADLINE: APRIL 25TH, 2014
LATE SUBMISSION DEADLINE: MAY 25TH, 2014
NOTIFICATION OF ACCEPTANCE OR REJECTION: JUNE 30TH, 2014
Authors provide camera-ready manuscript: AUGUST 5TH, 2014
CONFERENCE AT THE UNIVERSITY OF LINCOLN, LINCOLN, UK, SEPTEMBER 9-11,2014

VENUE

The conference will be held at the University of Lincoln, Lincoln, UK
http://www.lincoln.ac.uk/home/

Venue Info:
http://www.eurosis.org/cms/index.php?q=node/2846

Hotel info:
http://www.eurosis.org/cms/index.php?q=node/2840

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