FIRST CALL FOR PAPERS
The 13th annual Simulation and AI in Games Conference
University of Malaga
November 14-16, 2012
Games Development Methodology
Game Theory/Multi-Agent Systems
Learning and Adaptation
Collaboration & Multi-agent Systems
Physics and Simulation/Graphical Simulation
Facial, Avatar, NPC, 3D in Game Animation
AI and Simulation Tools for games design
Artistic input to game and character design
Storytelling and Natural Language Processing
Online Gaming - Security Issues in Online Gaming
Wargaming Aerospace Simulations, Board Games etc....
Games for training
Games Applications in education, Government, health, Corporate...
Games Console Design
Perceptual User Interfaces for Games
The European Technology Institute
and Sponsored by
University of Malaga
For latest information see:
The aim of the 13th annual European GAMEON® Conference (GAMEON®'2012) 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.
GAMEON'2012 consists of three core tracks, which cover, Gaming Methodology, Artificial Intelligence and Simulation, while the other tracks cover peripheral technologies closely linked to games design, like 3-D scalability, facial and skeletal animation, 3D in-game animation etc, Mobile Gaming and Gaming Applications...
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), that will be copyrighted and widely disseminated.
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
Game Theory - Multi-Agent Systems
Game Theory- Multi-Agent Systems and their potential applications to computer games
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) 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, 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.
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 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 (f.ex.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.
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 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 and online-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,
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).
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 to game and character design.
Storytelling and Natural Language Processing.
techniques, case studies, research etc etc...
- 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
Gaming with I-Toy, WII, Microsoft Kinect and other handheld devices such as phones, I-Pads, Datapads, Virtual Sat-Nav Gaming and App creation.
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.
The poster session only features work in progress. Next to the
actual poster presentation, these submissions also feature as short
papers in the Proceedings.
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
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.
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'2012 and designated track or USE THE
ONLINE SUBMISSION FORM.
Only original papers, which have not been published elsewhere, will
be accepted for publication
Only accepted and presented extended papers are eligible for journal publication in any of the journals listed here.
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.
All EUROSIS Proceedings are ISI-Thomson Reuters and IET referenced.
All fees are without Spanish VAT in the table below
|Pre-registration before October 20, 2012||€ 500||€ 500||€ 565|
|Registration after October 20, 2012||Pre-registration required||€ 535||€ 595|
STUDENT REGISTRATION FEES
|Pre-registration before October 20, 2012||€ 360||€ 360||€ 435|
|Registration after October 20, 2012||Pre-registration required||€ 435||€ 450|
The registration fee includes one copy of the Conference
Proceedings, coffee and tea during the breaks, all lunches, a
welcome cocktail and a conference dinner.
More info to follow
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'2012 International
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'2012 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'2012
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
European Simulation Office
Ghent University Campus Ostend
B-8400 Ostend Belgium
OUTSTANDING PAPER AWARD
The 2012 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.
The official conference language for all papers and presentations is
EARLY BIRD SUBMISSION DEADLINE: AUGUST 1ST, 2012
SUBMISSION DEADLINE: AUGUST 30TH, 2012
LATE SUBMISSION DEADLINE: SEPTEMBER 10TH, 2012
NOTIFICATION OF ACCEPTANCE OR REJECTION: SEPTEMBER 25TH, 2012
Authors provide camera-ready manuscript: OCTOBER 20TH, 2012
CONFERENCE AT THE UNIVERSITY OF MALAGA, MALAGA, SPAIN: NOVEMBER 14-16,2012
The conference will be held in the coastal city of Malaga, Southern Spain
Occupation and/or Title:
Zip code: City: Country.
Yes, I intend to attend the GAMEON 2012:
[ ] 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
[ ] 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 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
[ ] Perceptual User Interfaces for Games
[ ] Poster Session
[ ] Student Session
[ ] Tutorials
[ ] Exhibition
Other colleague(s) interested in the topics of the conference
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 send or fax this card immediately to:
Philippe Geril, EUROSIS-ETI
European Simulation Office
Ghent University Campus Ostend
B-8400 Ostend Belgium
"The European Multidisciplinary Society for Modelling and Simulation Technology"
Philippe Geril Tel: +18.104.22.1680
EUROSIS -ETI Fax: +32.59.255339
Greenbridge NV E-mail: firstname.lastname@example.org
Wetenschapspark 1 E-mail: email@example.com
Plassendale 1 URL: http://www.eurosis.org
* Your Scientific information site on *
* Computer Simulation - Concurrent Engineering - Multimedia- Games *
* WWW.EUROSIS.ORG *
THINK BEFORE PRINTING
**** DISCLAIMER ****
"This e-mail and any attachments thereto may contain information
which is confidential and/or protected by intellectual property
rights and are intended for the sole use of the recipient(s) named
Any use of the information contained herein (including, but not
limited to, total or partial reproduction, communication or
distribution in any form) by persons other than the designated
recipient(s) is prohibited.
If you have received this e-mail in error, please notify the sender
either by telephone or by e-mail and delete the material from any
Thank you for your cooperation."
This email is sent out to all those on the EUROSIS-ETI database.If
you want to be removed from this database or want to update your
address details, please send an email to Philippe.Geril@eurosis.org