FIRST CALL FOR PAPERS
GAMEON ASIA'2011
The 3rd annual Asian Simulation and AI in Games Conference
Digipen Institute of Technology
Singapore
March 1-3, 2011
Game Development Methodology
Artificial Intelligence
Physics and Simulation
3-D Scalability
Facial Animation
Skeletal Animation and Fully-Scaled Rendering
3-D In-Game Animation
Tools
Design
Rendering
On-line Gaming
Voice Interaction
Cognitive Psychology
Artistic Input
Storytelling
Applications
Handheld Gaming Devices
Perceptual User Interfaces
Tutorials
Student Papers
Poster Sessions
Exhibition
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
AIM OF GAMEON ASIA'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 [email protected] 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: 
[email protected]
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 
([email protected]).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
REGISTRATION FEES
Registration Fees
Author EUROSIS Other
Members Participants
Pre-reg before 495 EURO 495 EURO 545 EURO
February 10th 2011
Registration after Pre-registration 545 EURO 595 EURO
February 10th 2011 required
The registration fee includes one copy of the Conference
Proceedings, coffee and tea during the breaks, all lunches, a
welcome cocktail, a conference dinner and company visit.
SOCIAL PROGRAMME
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 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.
CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS-ETI
European Simulation Office
Greenbridge NV
Wetenschapspark 1
Plassendale 1
B-8400 Ostend Belgium
Tel: +32.59.255330
Fax: +32.59.255339
Email: [email protected]
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
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 ASIA'2011:
[ ] 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
panelists)
[ ] 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):
[ ] Game Development Methodology
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3-D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully-Scaled Rendering
[ ] 3-D In-Game Animation
[ ] Tools
[ ] Design
[ ] Rendering
[ ] On-line Gaming
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Storytelling
[ ] Applications
[ ] Handheld Gaming Devices
[ ] Perceptual User Interfaces
[ ] Poster session
[ ] Student Session
Other colleague(s) interested in the topics of the conference
is/are:
Name:
Address:
Name:
Address:

Please send or fax this card immediately to:
Philippe Geril, EUROSIS-ETI
Greenbridge NV
Wetenschapspark 1
Plassendale 1
B-8400 Ostend Belgium
Tel: +32.59.255330
Fax: +32.59.255339



----
[[ Petri Nets World:                                                ]]
[[              http://www.informatik.uni-hamburg.de/TGI/PetriNets/ ]]
[[ Mailing list FAQ:                                                ]]
[[ http://www.informatik.uni-hamburg.de/TGI/PetriNets/pnml/faq.html ]]
[[ Post messages/summary of replies:                                ]]
[[                               [email protected] ]]

Reply via email to