FIRST CALL FOR PAPERS
GAMEON-ARABIA'2011
The 2nd annual Pan-Arabic Simulation and AI in Computer Games Conference
Arab Open University
Amman, Jordan
November 14-16, 2011
Games Development Methodology
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
Affective Computing
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
Organised by
The European Technology Institute
and Sponsored by
AOU
EUROSIS
IEEE-UKRI-SPC
For latest information see:
www.eurosis.org
or
http://www.eurosis.org/cms/?q=taxonomy/term/302
AIM OF GAMEON-ARABIA'2011
The aim of the second annual Pan-Arabic GAMEON-ARABIA Conference on
Simulation and AI in Computer Games, is to bring game developers from
the Middle East in contact with local and international researchers
and games people in order to exchange ideas on programming and
programming techniques related to game development. Secondly it aims
to steer young people from the Middle East into this industry by
providing how-to tutorials and giving them the opportunity to show
their ideas and demos to the gaming industry and to research
facilities from outside the Middle East. Last but not least the
conference aims to become the premier meeting point in the Middle East
for those active in the field.
Just as its other counterparts in the rest of the world GAMEON-ARABIA
will concentrate mostly on the programming and designing 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.
GAMEON-ARABIA'2011 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. All talks and tutorials,
must be accompanied by a paper of between three to eight Proceedings
pages.
Contributions to the technical program are solicited in the
following general areas;
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
Submit your proposal here.
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.
Submit your proposal here.
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.
Submit your proposal here.
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).
Submit your proposal here.
Facial Animation
Facial animation for Real-Time, Model Behaviour of 3D Modeling;
Modelling the bone structure of faces, facial hair etc...
Submit your proposal here.
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.
Submit your proposal here.
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.
Submit your proposal here.
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.
Submit your proposal here.
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.
Submit your proposal here.
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.
Submit your proposal here.
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.
Submit your proposal here.
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 toolkits. If you are
designing or working on these issues you can,
Submit your proposal here.
Web Based Games
Creating and delivering web based games using HTML5, Flash
etc..without the need for platform based software.
Submit your proposal here.
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).
Submit your proposal here.
Cognitive Psychology
applied to games, based on player to game interactions and biometric
data analysis.
Submit your proposal here.
Affective Computing
affective gaming
affective user modeling
player emotion recognition
Submit your proposal here.
Artistic Input
Artistic input to game and character design.
Submit your proposal here.
Storytelling
Storytelling and Natural Language Processing.
Submit your proposal here.
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
Submit your proposal here.
Handheld Gaming Devices - Mobile Gaming
Gaming with WII, U-WII, Playstation Move and other devices such as
Kinect, phones, Virtual Sat-Nav Gaming. Focusing on the man-machine
interaction part.
Submit your proposal here.
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.
Submit your proposal here.
TUTORIALS
Tutorials can be proposed in the following three categories:
T1- Introductory tutorials
T2- State of the Art Game Tutorials
T3- Game Software and Modelware Tutorials
Tutorial proposals should be emailed to [email protected]
before JULY 30th.
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 co-
ordination 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.
A EUROSIS TC Meeting and an EU Project update meeting
EXHIBITION
A special exhibition will be held during the conference focused on
gaming applications. 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 the 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-ARABIA'2011 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
Only accepted and presented extended papers are eligible for journal
publication in any of the journals listed here.
Quality Control
In order to ensure the quality of the proceedings, Thomson-Reuters ISI
and INSPEC will receive the listing of the actually presented papers,
next to the copies of the Proceedings.
All EUROSIS Proceedings are ISI-Thomson Reuters and INSPEC referenced.
REGISTRATION FEES
Registration Fees
Author
EUROSIS members
Other Participants
Pre-registration before October 15, 2011 ? 495 plus VAT ? 495 plus
VAT ? 555 plus VAT
Registration after October 15, 2011 Pre-registration required ? 535
plus VAT ? 595 plus VAT
Registration Fees Middle Eastern Participants *
Author
EUROSIS members
Other Participants
Pre-registration before October 15, 2011 ? 250 ? 250 ? 300
Registration after October 15, 2011 Pre-registration required ? 300
? 350
* Are denoted as Middle Eastern Participants, those who are living and
working in the countries of the Middle East. Furthermore ALL authors
should be in a Middle Eastern University. If some authors are based
outside the Middle East the other conference fees apply.
Registration Fees AOU Participants **
Author
EUROSIS members
Other Participants
Pre-registration before October 15, 2011 ? 100 ? 100 ? 100
Registration after October 15, 2011 Pre-registration required ? 200
? 200
** Are designated as AOU participants, those living in the Middle East
and working at an AOU branch the time of the conference. Furthermore
ALL authors should be in a Middle Eastern University. If some authors
are based outside the Middle East the other conference fees apply.
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.
SOCIAL PROGRAMME
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-ARABIA'2011
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-ARABIA'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-ARABIA'2011
Conference Proceedings.
PLEASE NOTE: ONE (1) 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 2011 GAMEON-ARABIA 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
CONFERENCE VENUE
The conference will be held at the The Arab Open University, Amman, Jordan.
IMPORTANT DEADLINES
EARLY BIRD SUBMISSION DEADLINE: AUGUST 5TH, 2011
SUBMISSION DEADLINE: AUGUST 25TH, 2011
LATE SUBMISSION DEADLINE: SEPTEMBER 5TH, 2011
NOTIFICATION OF ACCEPTANCE OR REJECTION: SEPTEMBER 15TH, 2011
Authors provide camera-ready manuscript: OCTOBER 15TH, 2011
CONFERENCE AT THE ARAB OPEN UNIVERSITY, AMMAN, JORDAN: NOVEMBER 14-16, 2011
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-ARABIA'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
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 Development Methodology
[ ] 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
[ ] Affective Computing
[ ] 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
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] ]]