CFP: GAMEON'2007, November 20-22, 2007, University of Bologna, Bologna, Italy

GAME-ON 2007
November 20 - 22, 2007
CALL FOR PAPERS

University of Bologna
Bologna, Italy

Organized by
EUROSIS-ETI

Supported by
Ghent University, Larian Studios, The Moves Institute, Binary
Illusions, ISA, ModelBenders LLC, Liverpool John Moores University
and TU Delft

Conference website
http://www.eurosis.org/cms/index.php?q=node/256

The aim of the 8th annual European Game-On Conference 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
methodology, 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 event.

The conference will cover three 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

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.
a number of 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..

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.

3D 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, Scratch,XNA 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 On-Line Game 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.

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 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

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, 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.

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 companies present at the conference.
The best demo will receive a prize from the organizers.

The conference will be held at the University of Bologna, Bologna, Italy. The exact location can
be found here:
http://www.eurosis.org/cms/index.php?q=node/286

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 Philippe Geril. A 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 Philippe Geril

EXHIBITION
A special exhibition will be held during the conference focused on gaming tools. For more information
please contact EUROSIS for further details.
Email: Philippe.Geril@eurosis.org

REGISTRATION FEES

Registration Fees
Author EUROSIS Other
Members Participants
Pre-reg before 485 EURO 485 EURO 535 EURO
November 1st 2007

Reg after Pre-registration 535 EURO 555 EURO
November 1st '2007 required

Student 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 and demonstrations.

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'2007 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'2007
Conference Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

All EUROSIS Proceedings are indexed by ISI-Thomson and IEE-INSPEC

DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in uuencoded, zipped Microsoft Word format,
PDF or Postscript format indicating the designated track and type of submission (full paper or
an 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 following indications: GAMEON2007 and designated track or USE THE ABSTRACT SUBMISSION SITE!!

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

SUBMISSION DEADLINES

EARLY BIRD SUBMISSION: JULY 15

AUGUST 15 2007:
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 industrial projects and
summaries of posters. These submissions, when accepted will be published as regular 5 page
proceedings 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

Submit abstracts for student and poster session

LATE SUBMISSION DATE : SEPTEMBER 15

OCTOBER 1, 2007:
Notification of Acceptance or Rejection

NOVEMBER 5, 2007:
Authors provide camera-ready manuscript

NOVEMBER 22-24, 2007:
Conference

OUTSTANDING PAPER AWARD
The 2007 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.

International Journal of Computer Games Technology
Selected papers of the event will be published in the
International Journal of Computer Games Technology.

LANGUAGE
The official conference language for all papers and presentations is English.

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'2007:
[ ] 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):
[ ] Artificial Intelligence
[ ] Physics and Simulation
[ ] 3D Scalability
[ ] Facial Animation
[ ] Skeletal Animation and Fully Scaled Rendering
[ ] 3-D in Game Animation
[ ] Tools
[ ] Design
[ ] Rendering
[ ] Security
[ ] Voice Interaction
[ ] Cognitive Psychology
[ ] Artistic Input
[ ] Wargaming
[ ] Applications
[ ] Games Console Design
[ ] Networked Gaming
[ ] Handheld Gaming
[ ] Perceptual User Interfaces
[ ] Robot Based Gaming
[ ] European Projects
[ ] Exhibition
[ ] Poster session
[ ] Student Session

Other colleague(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:
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 email your reply or send or fax this card immediately to: (fax: +32.9.264.58.25)
Philippe Geril, EUROSIS,
European Simulation Office
Ghent University,
Faculty of Engineering, Dept.of Industrial Management,
Technologiepark 903 , B-9052, Zwijnaarde-Ghent, Belgium.
www.eurosis.org

CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS
European Simulation Office
Ghent University,
Faculty of Engineering, Dept.of Industrial Management,
Technologiepark 903 , B-9052, Zwijnaarde-Ghent, Belgium.
Tel: +32.9.264.55.09
Fax: +32.9.264.58.25
Email: philippe.geril@eurosis.org