
November 17 - 19, 2008
UPV
Valencia, Spain
Organized by
The European Technology Institute
Sponsored by:
EUROSIS
UPV
FIV
In Cooperation with
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ModelBenders LLC, Delft University of Technology
Conference website
http://www.eurosis.org/cms/?q=node/763
The aim of the 9th annual European Game-On® Conference on simulationand AI in Computer Games, is to bring together researchers and gamespeople in order to exchange ideas on programming and programmingtechniques, which will be beneficial to the gaming industry andacademia.
Secondly it aims to steer young people into this industry by providinghow-to tutorials and giving them the opportunity to show their ideasand demos to the gaming industry.
The conference will concentrate mostly on the programming of games,with special emphasis on methodology, simulation, AI and fuzzy sets,and physics related computer graphics. Next to that, all of this willbe fused in the topic of computer game design in stand-alone andnetworked games. Software providers will be able to show their latestpackages and give hand-on tutorials for the participants. Companieswill also have the opportunity to seek new talent at this event.
This year's event will also herald the introduction for the foundation of the Spanish Language Computer Conference, which follows immediately upon GAMEON®'2008.
Game Development Methodology
Game Development Methodology, Game Design and Research Methods,Production Roles, Techniques and Process Management, Social andTechnical Interactions in Art and Engineering, Participatory Media andHeterogeneous Development Approaches, Sociotechnical MOG Development,Communities and sustainability, Business and Requirements Modeling forGame Projects, Software Architecture and Modeling in Games, InteractionDesign and Usability in Game Contexts, Play Testing, GameplayExperience Evaluation
Artificial Intelligence
Designing (Extensible) AI Engines with Built-in Machine LearningTechnologies, Using Adaptive Markov Models, Using Decision Trees,Production Rules and Learning, Using Fuzzy Logic for membershipfunctions and inference procedures, Using Rule Based AI or a FiniteState Machine (FSM), Using Fuzzy State Machines (FuSM) or CascadedFuSMs, Using Artificial Life and layered AI Techniques, Level-of-DetailAI, Using scripting languages to govern NPC Bots, synthetic characters,or believable agents, Controlling simulated characters (Group Behaviourcontrol) using f.ex. flocking algorithms based on extensible scriptingsystems , Cognitive Modeling: (combining geometric models and inversekinematics to simplify key-framing. physical models for animatingparticles. Bio-mechanical modeling, behavioral modeling), Domainknowledge specification and character instruction, Creating AI Networksusing supervised learning and genetic algorithms, and pathfinding,Using Databases using the winnowing algorithm , Using Multi-user DataManagement.
Physics and Simulation
Collision detection, contact resolution and manifold generation(methods Lin-Canny, OBB Trees, I-Collide and Ray Tracing); Calculationoptimization between objects; The closest point algorithm by GilbertJohnson 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; Iterativeconstraints and penalty methods for contact resolution,Micro-Collisions, Software Object Interaction. a number of peripheraltracks
3-D Scalability
MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith TechEngines; Scalable level of detail-oriented rendering ; Methods forscaling animation quality; Scaling animation quality, new animationsteps, on interpolated key-frame animation or key-frame morphing; Bumpmapping: 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..
Skeletal animation and fully scaled rendering
Physical Simulation, 3D Character Animation and physicalcontrollers; Simulation performance; Rigid body physical animation andrigid body dynamics; Polygon Character Design and level of Detail underTechnical Constraints; Particle systems, full polygonal models orsprites; Smooth rendered skins, soft skinning, head animations and fullbody animation (Skin, extrude and boolean, Design, composition andanatomy; Skeletal, skinning, single skin meshes; Creating CharacterAnimation Assets; Real-Time motion Synthesis, Kinematics and Dynamics,Animating the real-time run cycle; T-Buffers and motion blur ; MotionCapture Techniques.
3D in Game Animation
Creating and scaling special effects in Real-Time 3D: environmentalweapon effects and general pyrotechnics, software used to producesingle frame and animated textures, booth looping and linear, and thepivotal role of alpha channels. Modeling an animation of the geometryneeded and the system used to encode additional engine-specific timingand trigger data into the files. The use of the engine particle systemand scripting capabilities, Weighted vertices, Streaming SIMD ExtensionOverview (floating point instruction);Pre-rendered cinematics; Scalingof special effects and texture tricks: particle systems for generatingsmoke and fire, texture tricks, for volumes, lens flares and onscreenpyrotechnics, Animation Blending
Modelling of virtual worlds
Due to their complexity and size, virtual worlds used in next-gengames will have to be automatically generated, to a large extent,whether based on real data or fully imaginary. Representing objects andtheir relations in these worlds needs to take into account more datathan simply their geometry or appearance. In addition, most objects insuch worlds will typically require a high degree of adaptivity, inorder to avoid most current rigid behaviours, as well as to cope withthe need for really adaptive game-play in both entertainment andserious games. This theme focuses on tools and methods for achievingsuch goals.
Tools
Silicon Graphics (MAYA, as a game prototyping environment), 3DProgramming for Rage Programmable Shaders (Renderman), 3D Studio Max,Scratch,XNA and other Open Source Games Software
Design
Game Engine Design and game environment creation; Using rapidprototyping (NEMO-DEV) and generic technology (generic world buildingengine), portable code ; Using Math for Game programming by solvingsimultaneous Equations; Using Modularity and isolation abstraction,data hiding, functional independence, cohesion and coupling; Using Javaas an embedded Game scripting engine; Procedural content placement,level design, enemy and entity placement; Using Databases in onlineGames; Programming in Linux, C++ and Visual Basic; Programming WebGames in Java Scalable 3D games; Creating large 3D worlds; CreatingMultiplayer online Games; Techniques for scaling game content, andapproaches to scaling game content; C++ optimization Strategies andTechniques; 3D Engine optimization; Optimizing games for the MIPS RISCArchitecture; 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); Photorealisticrendering using Open GL and Direct 3D; Multi texture tricks like glossmapping, dynamic environment mapping, detail texturing and bump mappingSpatial 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 effectivelooking transparency; Classical local illumination equations and colourtheory; Creating Reflections and shadows with stencil buffers andZ-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 andvoxel animation; Procedural Texture Methods and Theory and Real-Time;Procedural Texture Implementation; Parametric Surfaces, Deformingsurfaces, Curved surfaces and tri-linear flip-flopping Using NURBS(non-uniform rational B-splines) and other parametric surfaces forrepresenting 3D Geometry; Matrix Manipulations; Methods for scalinggeometry using parametric curves and surfaces in relation to polygonalmodels; Progressive meshes and subdivision surfaces
On-Line Gaming and On-Line Game Security
As online gaming becomes more and more popular security issues nowcome into the forefront of secure game play using public keycryptography, 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 to game and character design
Storytelling and Natural Language Processing
Applications
Wargaming methodology and techniques applied to strategic gamedesign using Campaign managers, character generators, terraingenerators.Multiplayer wargaming and Web Wargaming
Serious Games applications
Aerospace Simulations, Board Games etc...
Games for training
Handheld Gaming Devices - Mobile Gaming
Gaming with I-Toy, WII and other handheld devices such as phones,Virtual Sat-Nav Gaming. Focusing on the man-machine interaction part
Perceptual User Interfaces for Games
Humans communicate using speech, gesture, and body motion, yettoday's computers do not use this valuable information. Instead,computers force users to sit at a typewriter keyboard, stare at aTV-like display, and learn an endless set of arcane commands -- oftenleading to frustration, inefficiencies, and disuse.
The idea behind PUI is that a computer system "hears" users' voicecommands and "sees" their gestures and body positions. Interactions arenatural, more like human-to-human interactions. PUI use here machineperception to allow users to interact with computergames and withincomputer gaming environments. By reading gestures, motions and speechwe 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 tounderstand the abstractions appropriate for a natural interface andconsider how the various perceptual input degrees of freedom shouldrelate to available commands and options.
Special track:
Gaming with robots
Aibo, Bionicles, Mindstorms etc...
Tutorials, "Aren't we great" presentations, Student Demos.
Students are encouraged to show demos of their work to the companiespresent at the conference. The best demo will receive a prize from theorganizers.
The conference will be held at the UPV, Valencia, Spain.
The poster session only features work in progress. Next to theactual poster presentation, these submissions also feature as shortpapers in the Proceedings.
This session is for students who want to present their work inprogress or part of their doctoral thesis as a paper. Student papersare denoted by the fact that only the name of the student appears onthe paper as an author. They are published as short papers in theProceedings.
For demonstrations or video sessions, please contact Philippe Geril.A Special session will be set up for vendor presentations inco-ordination with the scientific program. User Group meetings forgames simulation languages and tools can be organised the day beforethe conference. If you would like to arrange a meeting, please contactthe Conference Chairs. We will be happy to provide a meeting room andother necessary equipment.
Partners for European projects session(s) will be organised byEUROSIS to give potential project teams or individuals the opportunityto present their research in order to link up with fellow researchersfor future research projects. Those wishing to participate in thissession need to send a proposal to Philippe Geril
A special exhibition will be held during the conference focused ongaming tools. For more information please contact EUROSIS for furtherdetails. Email: Philippe.Geril@eurosis.org
Registration Fees Author EUROSIS Other ParticipantsPre-reg before Nov.1st 2008 495 EURO 495 EURO 555 EUROReg after Nov.1st 2008 Pre-registration Required535 EURO 595 EUROStudent authors pay: 250 EUR
Students who register after November 1st and who are not authors pay 350 EUR.
The registration fee includes a copy of the Proceedings, lunches,conference dinner, get-together party, coffee breaks, company visit anddemonstrations.
FULL PAPER (including abstract, conclusions,diagrams, references) During review, the submitted full papers can beaccepted as a regular 5 page paper. If excellent, full papers can beaccepted by the program committee as an extended (8-page) paper. Eachsubmission will be reviewed by at least three members of theInternational 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 bythe International Program Committee.
SHORT ABSTRACT(at least three pages)
Participants may also submit a 3 page abstract for a short paper orposter, which will be reviewed by the International Program Committee.
All accepted papers will be published in the GAMEON®'2008 Conference Proceedings.
ONE PAGE ABSTRACTS ARE NOT ACCEPTED.
All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC
Send all submissions in an ELECTRONIC FORM ONLY in PDF formatindicating the designated track and type of submission (full paper oran extended abstract) to 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 followingindications: GAMEON®'2008 and designated track or USE THE ABSTRACTSUBMISSION SITE!!
Only original papers, which have not been published elsewhere, will be accepted for publication
EARLY BIRD SUBMISSION: JULY 30, 2008
SUBMISSION DEADLINE: AUGUST 30, 2008
Submit contributed full-papers (5 to 8 proceedings pages) notpreviously published. These submissions, when accepted will bepublished as regular or extended papers, depending on their quality.
Submit extended abstracts (5 abstract pages) or short papers (3abstract pages), reports of industrial projects and summaries ofposters. These submissions, when accepted will be published as regular5 page or short 3 page proceedings papers.
Submit a one to three page proposals to present tutorials, toorganise and chair panel sessions, to organise user meetings, vendorsessions or to exhibit software
Submit abstracts for student and poster session
LATE SUBMISSION DATE: SEPTEMBER 15, 2008
OCTOBER 1, 2008
Notification of Acceptance or Rejection
NOVEMBER 1, 2008
Authors provide camera-ready manuscript
NOVEMBER 17-19, 2008
Conference at UPV
OUTSTANDING PAPER AWARD
The 2008 GAMEON® Conference Committee will select the OutstandingPaper of the Conference. The author of this paper will be awarded afree registration for a EUROSIS conference. Only papers SUBMITTED ASFULL papers will be eligible for the Outstanding Paper Award.
LANGUAGE
The official conference language for all papers and presentations is English.