Simulation in behavioral sciences encompasses the various disciplines and interactions among organisms in the natural world. It involves the systematic analysis and investigation of human and animal behaviour through the study of the past, controlled and naturalistic observation of the present, and disciplined scientific experimentation. Fields covered by simulation in behavioral science are psychology, cognitive science, psychobiology, neural networks, social cognition, social psychology, semantic networks, ethology, and social neuroscience.
This track covers business process engineering and simulation, Simulation in customer-oriented service processes, Decision support systems, Simulation in Finance and Risk Management, Simulation in workflow management, Process mapping and simulation, Simulation of production processes and equipment, Business Information Modeling Methods and Methodologies, UML and UP in Business Modelling, UML and UP for Enterprise Modeling. Management and Business simulation using PDSim, TreeAge Pro, StatFit, MyStrategy, Extend OR, Decision Pro, Decision Script, Crystal Ball, Analytica, AgenaRisk, @Risk, CBML, Cognos OlAP Datacubes in order to simulate a flexible system for setting up, tracking and communicating company performance against a set of management-defined Key Measurables within the Dashboard Module, Activity Based Intelligence.
Modeling and simulation of analogue circuits; Modeling and simulation of digital circuits at switch and/or at logic level; Hardware accelerators for circuit-level simulation; Hardware accelerators for logic simulation; Distributed simulation of circuits, components, and systems; Modeling and simulation of computer systems; Fault simulation; Parallel and distributed systems; High-speed networks; Network simulation software; Computer and telecommunication systems; Telecommunication devices and systems; Intelligent telecommunication networks; ISDN; ATM communications, Re-design and re-evaluation of today's architectural principles, End-to-end virtualization of the network, Programmable network equipment such as routers, Mobile networking technologies, Alternatives to established technologies such as routing, Optical layer networking technologies, Self-management of networks, Media-aware transport services, Extremely heterogeneous edge networks, Machine-to-machine networking, Network Architectures
Adaptive markets complex simulation based on cell biology, neuroeconomics and behavioural economics. Analytic Methods for Financial and Economic Protection. Macroeconomic models estimation and model development. Economic Analysis and Econometrics simulation using Stochastic General Equilibrium Model, State-space Methods, Bayesian estimation and Time Series analysis, Simulation and optimisation, Experimental design of simulation studies, Queuing networks and models, Embedded Heuristics in simulation and Rule-based optimization and simulation, Symbolic Regression Techniques, Financial Times Series Prediction, Weighted and Filtered Historical Simulation, Predictive Analytics in banking, Markets' Simulation, Blockchain Bitcoin simulation.
Highly skilled staff is an essential prerequisite for the safe and effective operation of industrial production systems. Simulation-based training plays an increasingly important role in qualification of plant personnel. In specific sectors such as aerospace or power stations, training simulators have already been successfully employed for many years. Latest developments in industrial information technology as well as the introduction of virtual product and process engineering provide a new technological basis for the cost-effective implementation of training simulators. Therefore, in near future the general spread of these technology in a variety of industrial sectors and applications is expected. Today's best practice, latest developments, and future concepts of simulation-based training in industry will be presented. This track covers; Simulation and e-learning, - Role Strategies) Management Games, Simulation with "man in the loop", Virtual Reality Systems, Realistic Presentation of Simulation, Results, Simulation for Training and Education, Web-based Simulation, Multi-site Group Simulation, Special Purpose Simulation Languages and Tools, Simulation Environments, Simulator Development Environments, Visual Modelling Tools, Multimedia, Visualization and Animation Tools, Interfaces for Coupling with External Tools, Data Models Visualization. Visualization algorithms and techniques, Volume visualization, Information visualization, Multiresolution methods, Modelling techniques and Interaction techniques and architectures
From simulation to simulacrum, simulation goes from the surface representation of an image over reality/hyper-reality to virtual reality. This track looks at the processes and methodology involved.
Urban simulations for supporting planning and analysis of urban development, incorporating the interactions between land use, transportation, the economy, and the environment. This track is aimed at Metropolitan Planning Organizations (MPOs), cities, counties, non-governmental organizations, researchers and students interested in exploring the effects of infrastructure and policy choices on community outcomes such as motorized and non-motorized accessibility, housing affordability, greenhouse gas emissions, and the protection of open space and environmentally sensitive habitats.
The main goal is to enhance the trans-disciplinarity and to facilitate contacts and dialogs between computer scientists and specialists of Environmental Sciences. Since 10 years the modelling process took benefits from recent (and less recent) techniques of computer science : Object-Oriented Languages, Discrete Event Simulation, Concepts of Agent and Actor, Fuzzy Logic, UML, model - GIS interface, Web-based simulation, environment management, predictive models of forest growth, fishing, climate and other biological processes. Papers dealing with ecological modelling (in a wider sense) are welcome in the areas of: Applications: Environment managing, Waste managing, Ecosystem dynamics (terrestrial and oceanographic ecology) Population dynamics (diseases & epidemics, changes in biodiversity, genome, predator-prey relationships, fishing...), Population behaviour, Individual behaviour, involving methodologies such as: Artificial Intelligence, Distributed Interactive Simulation, High-Performance Computing, Languages, Modelling Techniques, Simulation Methodologies & Tools, Synthetic Environment, Virtual Reality, Petri nets, DEVS and Bond Graphs. Modelling and simulation have an important role in structuring biological, medical and ecological systems. The intrinsic complexity and non-linearity of these types of systems need continuous and discrete simulation methodology, soft computing methodology in order to handle the different degrees of uncertainty, as well as virtual reality methodology describing the time and space dependent complexity. Marine biology simulation covers the simulation and modelling in Microbiology, Fisheries and Aquaculture, Environmental marine biology, Deep-sea ecology, Ichthyology, Marine mammology and Marine ethology.
Topics are biological systems, medical systems and ecosystems with the domain specific topics such as molecular modelling, genetic algorithms in biosystems, fuzzy sets and neural nets in biosystems, physiology, cardiology, anesthesia, cancer, circulatory system, respiratory system, renal system, biomechanics, agricultural production, simulation of global change, ecotechnology and eco-engineering, GIS, population dynamics, etc Simulation of Patient Care,Quality of Service, Hospital Logistics, Simulation of Disease Proliferation, Virtual Reality in Surgical Procedures, Simulating Biological Phenomena and Organs, Simulation as a Tool for Diagnosis, Simulation of Emergency Procedures (Disaster Gaming), General Medical Simulations, Pharmacometric Modelling, Physiological Simulations -Biochemistry and Biotechnology -Biophysics -Ecology, Plant and Veterinary Sciences -Virology
Climate models use quantitative methods to simulate the interactions of the important drivers of climate, including atmosphere, oceans, land surface and ice. They are used for a variety of purposes from study of the dynamics of the climate system to projections of future climate. Models used are Box models, Zero-dimensional models, Radiative-convective models, Higher-dimension models, EMICs (Earth-system models of intermediate complexity) and GCMs (global climate models or general circulation models). Water Science modelling focuses on the ability to develop infrastructure and gives knowledge on hydrological and hydraulic processes and modelling tools for improved water management in coastal zones, river basins and agricultural areas.
Using simulation as a teaching method for mathematics and statistics learning. In statistics specifically, simulation is used as a way to model random events, such that simulated outcomes closely match real-world outcomes. By observing simulated outcomes, researchers gain insight on the real world.
Simulation techniques are widely applied in both manufacturing and service operations. Simulation techniques play an essential role to improve and optimize these systems from process to supply chain levels, which makes this a very open and interesting subject. By simulation is meant the technique of setting up a stochastic model of a real situation, and then performing sampling experiments upon the model. The feature which distinguishes a simulation from a mere sampling experiment in the classical sense is that of the stochastic model. This session calls for papers in all branches of industries (manufacturing, automotive, aerospace, healthcare, airports, etc. and the extended supply chains) to disseminate the information on the most recent and relevant research, theories and practices in Operations Research & Management Science. All submissions are subjected to rigorous review before an acceptance decision is made. The topics include; continues, hybrid and discrete methods in the areas of operations research and management science, process, quality and supply chain improvement using simulation methods, project planning and optimisation, manufacturing and service system management, Lean and Six Sigma frameworks using simulation, Design and systems analysis, use of simulation and integrated approaches in;
Systems research, Operating systems, File System, Storage, data warehousing, in-memory computing.
Process control simulation is used for the design, development, analysis, and optimization of technical processes such as: chemical plants, chemical processes, environmental systems, power stations, complex manufacturing operations, biological processes, and similar technical functions. Process simulation is therefore, a model-based representation of chemical, physical, biological, and other technical processes and unit operations in software.
Modelling, Identification and Control, Bio-mimetic Robotics and Humanoid Robots, Robot Navigation and Localization, Outdoor Robotics, Networked Robotics, Multi-Robot Systems and Parallel Robots, Telerobotics and Communication, UAV, Robot Swarms, Robot Design and Architecture, Telematics, Human Robot Interaction, Robot Vision and Sensing, Robot Data Processing, Medical Robotics and Healthcare (f.ex.INSEWING, RADHAR, BRACOG, HYFLAM projects), Manipulators. Robot control and behaviour: localization, navigation, planning, simulation, visualization and virtual reality modeling. Robots in Assembly Systems. Robots in Technical Production Planning and Logistics. Autonomous Robot Simulation.
The Modelling in Engineering Processes track focuses on the application of simulation in mechanical and structural engineering. Oscillations and Waves, Stability and Control, Computational Mechanics, Numerical Analysis, Mathematical Methods in Engineering Sciences, Optimization Advanced simulation of dynamic systems, Simulation-based design, Qualitative modelling and simulation in engineering, Fuzzy modelling and simulation, Evolutionary synthesis and evolutionary methods in design, Rapid prototyping, CASE systems in engineering design, Modal Logic systems in design, Simulation in support of system specification and design, Construction Engineering and Project Management.
Low Cost Simulation Environments, Rapid Simulation Prototyping, Simulation Based Design, Simulation of Satellite Navigation, systems (space segment and terrestrial applications) simulation of satellite constellations, real-time hardware-in-the-loop nab-in-the-loop simulation, flight simulation, distributed interactive simulation and HLA standards, Graphical simulation (virtual environments and virtual reality) applied to aerospace. Modelling and Simulation standards, rationalisation efforts, repositories and reuse. Simulation in support of system specification and design, simulation in support of system assembly, integration and testing. Simulation in support of flight software validation, structural dynamics of Pylon Store Coupling, Flutter Prediction, volterra kernels to model nonlinear aero-elasticity.
Health Care Management, Strategic Management & Resource Planning in Health Care, Operational Management in Health Care, Decision Support in Health Care, Disease Management and Emergency and Disaster Organization, Case Studies: Success Stories and Failures, Medical Informatics, Medical Instruments and Devices, Fluid Flow and Transport Processes in Biological Systems, Drug Delivery Systems.
Adsorption processes, Colloidal processes, Control and Optimization Methods in Chemical Engineering, Crystallization processes, Electrochemical processes,Ion Exchange, Membrane Seperation, Micro-fluidics in Chemical processes, Multiphase Reactors, Particle Technology, Polymerisation Reactions, Scale up in Chemical Processes and Fuel Cells. Simulation of Chemical Plants, Flow simulation, Plant control systems, network simulation, geological simulations, drilling simulations, oil transport simulations, mining simulations.
Construction Technologies, Flooding and Erosion, Infrastructure Engineering, Measurement and Control of Building Performance, Solid Waste Management, Subsurface flow and transport and Water Supplies. Physical Vulnerability Assessment of Critical Structures using computer simulation.
This theme covers topics such as: Using Big Data to inform individual-based models of geographical systems, Hybrid modeling approaches (e.g. utilizing Spatial Interaction, Microsimulation, etc.), Participatory behavioural modeling and simulation, Translating Big Data into agent rules while handling scale and space issues, Improving and Validating, verifying and calibrating agent-based models (ABM) and CA Models with Big Data, Visualization of agent-based models (along with their outputs), Ways of representing behavior within models of geographical systems, Applications of geosimulation.
Simulation in ship design, propulsion unit simulation, high speed design, water turbulence simulation, control of supercavitating underwater vehicles. Underwater detection systems simulation. Decision support Systems and maritime simulators. Furthermore this session will look at trends in marine safety and productivity through simulation training, maneuvering, channel designs and control system.
In Mechanical Engineering, certain Mechanical systems in terms of governing mathematical equations are presented. And this for the following phases; concept, design, manufacturing and testing. Furthermore, in Simulation Engineering solving problems during those phases using computer simulations (Combination of Computer Algorithm and Numerical Method)is the goal.
Simulators: Real-Time simulation methods, GUI, Advanced modelling tools, Trainees' performance evaluation, Simulator Projects Simulation Studies: Simulation during design, Safety and environmental hazard estimation, Production optimisation. Methodology: Real-time simulation and visualisation tools, Parallel and distributed simulation. Nuclear Fuel Cycle Simulations based on Monte Carlo techniques to simulate the behaviour of Non Destructive Assay (NDA) instruments used in nuclear safeguards.
Adsorption processes, Colloidal processes, Control and Optimization Methods in Chemical Engineering, Crystallization processes, Electrochemical processes,Ion Exchange, Membrane Seperation, Micro-fluidics in Chemical processes, Multiphase Reactors, Particle Technology, Polymerisation Reactions, Scale up in Chemical Processes and Fuel Cells. Simulation of Chemical Plants, Flow simulation, Plant control systems, network simulation, geological simulations, drilling simulations, oil transport simulations, mining simulations. Simulation in Petroleum, Oil and Renewable Energy
Factory and Logistics Planning, Logistics and Supply Chain Scheduling, Traffic, Port Simulation, Simulation in the aviation sector, Hospital Logistics.
The conference will cover four core tracks and a number of peripheral tracks
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
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Game Theory- Multi-Agent Systems and their potential applications to computer games
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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, Contact Sensitive behaviours, Computational Behaviour, Unpredictable Behaviour, Human Behaviour Emulation, Human Evolutionary Behaviour) using f.ex. flocking algorithms based on extensible scripting systems, Language Comprehension and Response, 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.
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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.
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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).
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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)
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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.
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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.
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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.
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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.
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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.
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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.
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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,
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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).
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applied to games, based on player to game interactions and biometric data analysis.
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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)
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Artistic input to game and character design.
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Storytelling and Natural Language Processing.
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techniques, case studies, research etc etc...
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Gaming with I-Toy, WII, Microsoft Kinect and other handheld devices such as phones, I-Pads, Datapads, Virtual Sat-Nav Gaming and App creation. Gaming using Oculus Rift, the Omni Move etc...
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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.
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