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TANGIBLE, EMBEDDED AND EMBODIED INTERACTION (TEI) 2011

TANGIBLE, EMBEDDED AND EMBODIED INTERACTION (TEI) 2011

23rd-26th January 2011, Funchal, Madeira, Portugal

http://tei-conf.org

IMPORTANT DATES

1st August 2010, 23:59 BST (UTC+1) 2010: Papers, Studio and Workshop Proposals

17th October 2010, 23:59 BST (UTC+1) 2010: Explorations (GSC, Arts, Design)

31st October 2010, 23:59 BST (UTC+1) 2010: Workshop Papers

10th December 2010, 23:59 BST (UTC+1) 2010: Early registration deadline

23rd-26th January 2011: TEI Conference in Funchal, Madeira, Portugal

TEI is the premier venue for cutting edge research on interaction with tangible artefacts and systems. We invite submissions of prototypes and daring ideas, tools and technologies, methods and models, as well as interactive art, interaction design, and user experience that contribute new understandings to the broad area of tangible computing, embodied interaction, interactive surfaces and embedded interactive systems. The 5th edition of the highly successful Tangible, Embedded and Embodied Interaction (TEI) Conference series will be held between 23rd and 26th January 2011 in Funchal, Madeira, Portugal. Papers will be published in the ACM digital library.

In recent years, computing has progressively moved beyond the desktop into new physical and social contexts. As physical artifacts gain new computational behaviors, they become reprogrammable, customizable, repurposable, and interoperable in rich ecologies and diverse contexts. They also become more complex, and require intense design effort in order to be functional, usable, and enjoyable. Designing such systems demands interdisciplinary thinking. Their creation must encompass software, electronics, and mechanics, but also the system’s physical form and behavior, its social and physical milieu, and beyond.

Research on tangible and embedded interaction has gained substantial visibility and activity over the past decade and it has worn many names, including tangible interfaces, graspable interfaces, physical computing, tangible interaction, IT product design, appliance design, interactive spaces. It has also been associated with larger research areas, including mixed, virtual, and augmented reality and ubiquitous and pervasive computing. TEI brings together this emerging field, providing a meeting ground for the diverse communities of research and practice - from computing, hardware, and sensor technology, to HCI, interaction design, and CSCW, to product and industrial design and interactive arts. We invite submissions from all these perspectives, be they theoretical, conceptual, technical, applied, or artistic. The conference is designed to provide appropriate presentation forms for different types of contributions including talks, interactive exhibits, demos or performances, and posters. Accepted submissions of all types will be included in the Proceedings as papers and will be integrated within the single-track conference. Interdisciplinary submissions are particularly welcome.

TOPICS for SUBMISSION

Authors are invited to submit high-quality work detailing original research that contributes to advancing the field. Appropriate topics include but are not limited to:

- Case studies and evaluations of working deployments

- Analysis of key challenges, proposals of research agenda

- Relation of tangible embodied and embedded interaction to other paradigms

- Programming paradigms and tools, toolkits, software architectures

- Novel interactive uses of sensors+actuators, electronics+mechatronics

- Design guidelines, methods, and processes

- Novel application areas, innovative solutions/systems and industrial applications

- Theoretical foundations, frameworks, and concepts

- Philosophical, ethical & social implications

- Interfaces specific in form and context to particular cultures

- Usability and enjoyment

- Advantages, weakness, affordances of tangible, embedded and embodied interaction

- Learning from the role of physicality in everyday environments

- Tangible interfaces for children and learning

- Embodied interaction, movement, and choreography of interaction

- Role of physicality for human perception, cognition and experience

- Teaching experiences, lessons learned, and best practices

- Standardization, production, and business applications

- Tangible interaction for artistic, expressive and musical systems

- Tabletop, surface, and multi-touch interaction

PAPERS

Papers must present original material and will be reviewed rigorously by at least three reviewers in a double-blind process. Papers in all areas will be assessed on their contribution to the field. Papers are due 1st August 2010. Papers may be 8, 4, or 2 pages long in ACM SIGCHI 2-column format. All papers will undergo the same review process and be published in the same way. Length must match the contribution, and the same general criteria hold for all papers. Regardless of length, a paper may be presented as a talk, poster, exhibit or demo. For example, a novel design might be presented as an interactive exhibit and published as an 8 page paper, while a novel sensor technique might be presented as a talk and published as a 2 page paper - or vice versa. On submission authors may propose the presentation format(s) that they feel best suits their contribution (talk, demo or poster). TEI 2011 remains committed to the principle followed in previous TEI conferences - that TEI values all submissions equally. One author of each accepted submission must register for the conference before the early registration deadline in order for the final paper version to appear in the conference proceedings. Please contact the Program Chairs Ellen Yi-Luen Do, Stephen Brewster and Ian Oakley on tei-2011-papers@googlegroups.com with questions about Paper submissions.

PROPOSALS for STUDIOS

TEI 2011 invites proposals for one-day or half-day studios to be held in multiple tracks on Sunday, 23rd January 2011. Studios are hands-on events that offer novel practical experiences to conference attendees with diverse skills and technical backgrounds. Studio proposals can range from the exploration of new development toolkits, to prototype design techniques, and the creative application of emerging or traditional materials. Emphasis is on making, building, creating and hacking. Each studio should aim to host between 10 and 15 participants. Arrangements will be made to present the results on subsequent single-track days of the conference. Studio proposals are due 1st August 2010. Please contact the Workshops and Studios Co-Chairs, Pedro Branco and Jos van Leeuwen on tei-2011-w-s@googlegroups.com, with questions about Studios.

PROPOSALS for WORKSHOPS

TEI 2011 invites proposals for half- or full-day workshops to be held in multiple tracks on Sunday, 23rd January 2011. Workshops are traditional mini-symposia on specialized topics that complement the main program. These might address basic or applied research issues, tackle a particular interdisciplinary topic, consider a new methodology or examine an emerging application area. While they may involve a practical component, the emphasis is on the collation, curation and dissemination of workshop papers. Organisers are encouraged to arrange for later publication of extended versions of these submissions in a journal special issue. Workshop proposals are due 1st August 2010. Please contact the Workshops and Studios Co-Chairs, Pedro Branco and Jos van Leeuwen on tei-2011-w-s@googlegroups.com, with questions about Studios.

EXPLORATIONS

The TEI 2011 Explorations comprise several submission formats intended to embrace and nurture contributions from a wide range of communities - such as artists, designers and graduate students - as well as support the publication of cutting edge research. TEI Explorations include the Graduate Student Consortium and Art tracks (both successfully inaugurated at TEI’10) as well as a new Tangible Interaction Design Challenge. The submission deadline for these tracks is 17th October 2010; full details will be confirmed in subsequent CfPs.

* * * * *

VENUE INFORMATION

TEI 2011 will take place in Funchal, the capital of the Madeira archipelago, an autonomous region of Portugal. A popular and easily accessible tourist destination, Madeira offers a compelling combination of breath-taking scenery, great food, a relaxed lifestyle and rich local colour. TEI 2011 in Funchal promises to be a memorable experience, and Madeira has much to offer those who stay a few extra days.

* * * * *

CONFERENCE CHAIRS

Mark D. Gross (Carnegie Mellon University, USA and Modular Robotics, USA)

Nuno Nunes (University of Madeira, Portugal)

PROGRAM CHAIRS

Ellen Yi-Luen Do (Georgia Institute of Technology, USA)

Stephen Brewster (University of Glasgow, UK)

Ian Oakley (University of Madeira, Portugal)

STUDIO and WORKSHOP CHAIRS

Pedro Branco (University of Minho, Portugal)

Jos van Leeuwen (University of Madeira, Portugal)

DESIGN CHALLENGE CHAIR

Leah Buechley, (Massachusetts Institute of Technology, USA)

GSC CHAIRS

Jussi Ängeslevä (ART+COM and University of the Arts, Berlin, Germany)

Ali Mazalek (Georgia Institute of Technology, USA)

DEMO CHAIRS

Floyd Mueller (University of Melbourne, Australia and Stanford University, USA)

Vassilis Kostakos (University of Madeira, Portugal)

ART EXPLORATIONS CHAIRS

Valentina Nisi (University of Madeira, Portugal)

Ivan Poupyrev (Disney Research, USA)

PUBLICITY CHAIRS

Enrico Costanza (University of Southhampton,UK)

Carson Reynolds (University of Tokyo, Japan)

Daniela Rosner (University of California, Berkeley)

Amanda Williams (Concordia University, Canada)

SPONSORSHIP CHAIR

Nuno Correia (New University of Lisbon, Portugal)

WEB CHAIR

Ray Yun (Carnegie Mellon University, USA)

* * *

TEI STEERING COMMITTEE

Mike Fraser (University of Bristol, UK)

Hans Gellersen (University of Lancaster, UK)

Eva Hornecker (University of Strathclyde, UK)

Elise van den Hoven (TU/e, Netherlands)

Caroline Hummels (TU/e, Netherlands)

Hiroshi Ishii (Massachusetts Institute of Technology, USA)

Shahram Izadi (Microsoft Research, UK)

Rob Jacob (Tufts University, USA)

Ali Mazalek (Georgia Tech, USA)

Albrecht Schmidt (University Duisburg-Essen, Germany)

Brygg Ullmer (Louisiana State University, USA)

Nicolas Villar (Microsoft Research, UK)

9th International Workshop on Network and Systems Support for Games CFP

The 9th International Workshop on Network and Systems Support for Games
                 
    November 16 and 17, 2010,
                                 Taipei, Taiwan

                        In co-operation with ACM SIGCOMM

                        http://netgames2010.ntpu.edu.tw/



OVERVIEW
========

The 9th Annual Workshop on Network and Systems Support for Games (NetGames 2010)
will be held in Taipei, Taiwan, on November 16-17, 2010. The NetGames workshop
brings together researchers and developers from academia and industry to present
new research in understanding networked games of today and in enabling the next
generation of future networked games. Submissions are sought in any area related
to networked games. In particular, topics of interest include (but are not
limited to):

  - Artificial intelligence
  - Augmented physical systems
  - Cheat detection and prevention
  - Experiences on large-scale gaming system design and implementation
  - Impact of online game growth on network infrastructure
  - Input devices, haptics and accessibility
  - Latency issues and lag compensation techniques
  - Messaging and conferencing in games
  - Mobile and resource-constrained systems
  - Network measurement and traffic modeling
  - Network protocol design
  - Networks of sensors and actuators
  - Operating system enhancements, service platforms, and middleware
  - P2P & scalable system architectures
  - Quality of service and content adaptation
  - Security, authentication, accounting and digital rights management
  - System benchmarking, performance evaluation, and provisioning
  - User and usability studies
  - User behavior and social network in games
  - User-generated content authoring and management
  - Virtualization technology applied to games
  - Results that reproduce (or refute) previous published results


SUBMISSIONS
===========

NetGames 2010 welcomes submissions of full papers, as well as extended abstracts
reporting work-in-progress. Full papers must be no longer than 6 pages (inclusive
of all figures, references and appendices). Extended abstracts must be no longer
than 2 pages, and will be presented as Posters in an interactive setting.

Authors must submit their papers in PDF and use single-spaced, double column IEEE
conference format. Full papers must not exceed SIX pages (including all figures,
references and appendices). Short papers and demonstrations must not exceed TWO
pages. Reviews will be single-blind, authors must include their names and
affiliations on the first page. Papers will be judged on their relevance, technical
content and correctness, and the clarity of presentation of the research. Papers
should not be under review at another venue nor previously published elsewhere.

All accepted papers will be archived in the ACM Digital Library and published in
the workshop proceedings. Submission of a paper for review will be considered your
agreement that at least one author will register and attend if your paper is
accepted.



COMMITTEE
=========

Steering Committee:
 Maha Abdallah (University of Paris 6, France)
 Grenville Armitage (Swinburne University of Technology, Australia)
 Adrian Cheok (National University of Singapore)
 Mark Claypool
(Worcester Polytechnic Institute, USA)
 Wu-chang Feng
(Portland State University, USA)
 Tristan Henderson (University of St Andrews, UK)
 Sugih Jamin (University of Michigan, USA)
 Anees Shaikh (IBM Watson Research, USA)
 Lars Wolf (Technische Universitat Braunschweig, Germany)

Honorary General Chair:
 Chung-Weun Hou (President of National Taipei University, Taiwan)

General Chairs:
 Adrian Cheok (Keio University, Japan &
   National University of Singapore, Singapore)
 Jiung-Yao Huang (National Taipei University, Taiwan)
 Yutaka Ishibashi (Nagoya Institute of Technology, Japan)

Program Chairs:
 Kuan-Ta Chen (Academia Sinica, Taiwan)
 Henry Been-Lirn Duh (National University of Singapore, Singapore)
 Jehn-Ruey Jiang (National Central University, Taiwan)

Local Organizing Chair:
 Shu-Shen Wai (National Taipei University, Taiwan)

Publication Chairs:
 Maha Abdallah (University of Paris 6, France)
 Shun-Yun Hu (Academia Sinica, Taiwan)

Publicity Chair:
 Tainchi Lu (National Chiayi University, Taiwan)

Technical Program Committee:
 Maha Abdallah (University of Paris 6, France)
 Sharad Agarwal (Microsoft Research, USA)
 Grenville Armitage (Swinburne University, Australia)
 Mark Claypool (Worcester Polytechnic Institute, USA)
 Varvello Matteo (Alcatel-Lucent, USA)
 Wu-chang Feng (Portland State University, USA)
 Wu-chi Feng (Portland State University, USA)
 Stefano Ferretti (University di Bologna, Italy)
 Tobias Fritsch (Freie Universitat Berlin, Germany)
 Carsten Griwodz (University of Oslo, Norway)
 Pal Halvorsen (University of Oslo, Norway)
 Tristan Henderson (University of St Andrews, UK)
 Shun-Yun Hu (Academia Sinica, Taiwan)
 Polly Huang (National Taiwan University, Taiwan)
 John Miller (Microsoft Research, UK)
 Wei Tsang Ooi
(National University of Singapore)
 Marius Preda (Institute TELECOM, France)
 Farzad Safaei
(University of Wollongong, Australia)
 Travis Schluessler (Intel Corporation, USA)
 Shervin Shirmohammadi (University of Ottawa, Canada)
 Ruck Thawonmas (Ritsumeikan University, Japan)
 Lars Wolf (Technische University Braunschweig, Germany)
 Roger Zimmermann (National University of Singapore, Singapore)
 JongWon Kim (Gwangju Institute of Science and Technology, Korea)
 Tatsuhiro Yonekura (Ibaraki University, Japan)
 Keiichi Yasumoto (Nara Institute of Science and Technology, Japan)
 Shusuke Okamoto (Seikei University, Japan)
 Dai Hanawa (Seikei University, Japan)
 Hiroshi Fujinoki (Southern Illinois University Edwardsville, USA)


Important DATES
===============
Paper registration: July 19, 2010
Paper submission: July 26, 2010
Author notification: September 24, 2010
Camera ready submission: October 15, 2010
Workshop Dates: November 16-17, 2010


VR Continuum and Its Applications in Industry CFP

Call for Paper

The 9th International Conference on VRCAI

(VR Continuum and Its Applications in Industry)

VRCAI 2010
—————————————————————————————-
▪ Dates: Dec. 12-13, 2010
▪ Venue: COEX Seoul Korea
▪ Website: www.vrcai2010.org

Sponsor: ACM SIGGRAPH (In process)
Supporting Organizations:
VRSJ (VR Society of Japan)
NICT (National Institute of Information and Communciations Technology), Japan
URCF (Ultra Realistic Communication Forum), Japan
ADADA (Asia Digital Art and Design Association)
KIISE (Korean Institute of Information & Scientists and Engineers)
HCI Korea
KMMS (Korea Multimedia Society)
KMCC (KAIST-MSR Collaboration Center)

INTRODUCTION

The 9th International Conference on VR Continuum and Its Applications in Industry (VRCAI2010) will be held on Dec. 12-13, 2010 in Seoul and
will take place just before SIGGRAPH Asia 2010 (Dec. 15-18) in COEX Seoul. VRCAI 2009 will focus on the following main themes: Fundamentals(Virtual Reality, Augmented Reality, Mixed Reality,etc.), VR Related Technology in Computer Graphics, VR Systems, Interactions, and Industry and Applications. PAPER SUBMISSION

Workshop and Special Session Proposals
Full Papers (not exceeding 8 pages)
Short Papers (not exceeding 4 pages)
Posters (not exceeding 2 pages)

All Workshop and Special Session proposals must include the organizer/lecturer’s name, affiliation, mailing address, phone number, fax number and email address together with title, objective, contents, number of speakers, and expected number of participants.
Workshop and Special Session proposals must be submitted to hsyang@kaist.edu

All Paper & poster submissions must include the author’s name(s), affiliation, complete mailing address, phone number,fax number and email address.
Papers & posters should be submitted through the automated EasyChair system at http://www.easychair.org/conferences/?conf=vrcai2010 either in
PostScript or PDF format

Feel free to broadcast this information and to encourage people to submit papers, posters, workshop & special sessionl proposals to VRCAI 2010. You can submit, check and update your data at the following URL: https://www.easychair.org/login.cgi?conf=vrcai2010

■ IMPORTANT DATES

Deadline for Workshop & Special Session Proposal Submission: March 31, 2010
Deadline for Full and Short Paper Submissions: June 30, 2010
Notification of Acceptance for Full and Short Paper Submissions: July 30, 2010
Deadline for Poster Submissions: August 20, 2010
Notification of Acceptance for Poster Submissions: Sept. 20, 2010
Camera Ready Copy: Oct. 15, 2010

PUBLICATIONS

All accepted peer-reviewed papers will be published in the Conference Proceedings and available at the conference and will be included in ACM digital library. Please use the ACM format for your paper.

SPECIAL ISSUE IN JOURNALS

A special issue with the top 6-8 long papers will be published in the special issue of International Journal of Visual Computing (SCI indexed Journal).

CONFERENCE COMMITTEE

General Chairs:
Hyun Seung Yang:
Dean of Research KAIST;
Director of KAIST-Microsoft Research Collaboration Center (KMCC), Korea

Katsumasa Enami:
Director General, Keihanna Research Laboratories NICT
Former Director General, NHK S&T Research Laboratories, Japan

Nadia Magnenat-Thalmann:
Professor and Director, MIRALab, University of Geneva, Switzerland

Jim Chen:
Professor and Director, Computer Graphics Laboratory George Mason
University, USA

Organizing Chairs:
Masayuki Nakajima:  Professor of Tokyo Institute of Technology, Japan Enhua Wu:  Professor of University of Macau & Academia Sinica, China Yiyu Cai: Professor, Nanyang Technological University, Singapore Program Director, Strategic Research Program of VR and Soft Computing

Program Chairs:

Seiki Inoue: Senior Research Engineer, NHK S&T Research Laboratories, Japan
Zhigeng Pan: Chairman, VR Committee, China Society of Image and Graphics  Professor, State Key Lab of CAD&CG, Zhejiang University, China Jong-IL Park: Professor, Hanyang University, Korea



ACE 2010: 7th Advances in Computer Entertainment Technology Conference incorporating DIMEA 2010 (5th Digital Interactive Media Entertainment and Arts Conference) and in conjunction with NetGames 2010 (9th Annual Workshop on Network and Systems Support for Games)

In cooperation with ACM and ACM SIGCHI


Taipei, Taiwan on 17-19 November, 2010
http://www.ace2010.org

 

IMPORTANT DATES (Extended Deadlines)

  Workshop Proposal Submission Due: 30 June 2010
Full and Short Papers Submission Due: 16 July 2010
Poster Submission Due: 16 July 2010
Creative Show Case Submission Due: 16 July 2010
Tutorial & Panel Submission Due: 30 August 2010
Mobile Game Competition Submission Due: 30 August 2010

 


ACE has become the leading academic forum for dissemination of novel research results in the area of entertainment computing. Interactive entertainment is one of the most vibrant areas of interest in modern society and ACE is its premier forum. The goal of ACE 2010 is to bring together researchers and practitioners from industry and academia to present and discuss their work in a stimulating and challenging environment. This year ACE is incorporating with DIMEA 2010 (5th Digital Interactive Media Entertainment and Arts Conference) and NetGames 2010 (9th Annual Workshop on Network and Systems Support for Games).

ACE is naturally a multi-disciplinary conference expected to attract people across a wide spectrum of interests and disciplines including, but not limited to, arts, sociology, anthropology, psychology, marketing, computer science and design. The goal of ACE is to stimulate discussion in the development and advancement of interactive art and entertainment applications. It, thus, strides to balance several interdisciplinary areas and seeks representation in all these areas, including, but not limited to:

- Affective Computing
- Animation Techniques
- Audio Design
- Augmented & Mixed Reality
- Digital Cinema
- Digital Entertainment
- Elderly Entertainment
- Experience Design
- Game Production
- Game Programming
- Game Techniques
- Human-Robots Interaction
- Mobile & Ubiquitous Entertainment
- Museum Applications
- Novel Gaming Interfaces (Tabletop Interfaces, Tangible Interfaces)
- Smart Gadgets & Toys
- Special Effects
- Usability & Playability
- User-Centered Design
- Visual Arts

To encourage presentation of such multi-disciplinary work, we invite submissions that fall into the following tracks:

- Full Papers:
Original unpublished technical, design, and theory/social impact.
Submissions to this track should not exceed 8pages in ACM format.

- Short Papers:
Original unpublished technical, design, and theory/social impact.
Submissions to this track should not exceed 4 pages in ACM format.

- Posters:
Breakthroughs in technical research, content design, industry applications, and entertainment theories/social impact researches are invited. Submissions to this track should not exceed 2 pages in ACM format.

- Creative Showcase:
The Creative Showcase is open to a large variety of submissions including, but not limited to:
* Technical demonstrations of prototype technologies of advanced
entertainment technology
* All varieties of video and computer games
* Interactive art, drama, fiction and other narrative forms
* Web and mobile-based computer entertainment
* Audio, visual and other sensory forms of digital interaction

Submissions to this track should be accompanied of a one page abstract in ACM format. All accepted submissions will be published in conference proceedings.

- Workshop Proposal
Conference workshops typically provide valuable in-depth discussions of specific topics in computer entertainment technology. If you are working in an emerging area in entertainment computing, please consider organizing a workshop. They are an opportunity to move a new field forward and build community. These workshops may consist of both invited and contributed papers that will highlight exciting new developments and currents trends of research.

 - Panel & Tutorial Proposal 

Tutorial proposals will be considered for half-day and full-day tutorials. Topics should have a direct relevance to the interest of ACE2010. Any other topic expected to be of special interest and relevance at the time of ACE2010 is also encouraged.


Panels should focus on emerging technologies, controversial issues, or unsolved problems in the Computer Entertainment Technology community to stimulate lively, thoughtful, and thought-provoking debate. We expect the panelists to actively engage the audience and help them gain a deeper understanding of the issues. The goal of a panel is to debate and thus panels should always reflect more than one point of view. 

 

 - Mobile Game Competition

The ACE2010 game contest is a worldwide competition for students. It emphasizes on the engineering aspects of game development, not limited to programming. To take part in the competition, teams must register and follow the contest rules as outlined below. Teams submit full software products, covering the whole software development process. After a careful evaluation carried out by the Program Committee, several finalist teams will be invited to ACE 2010 in Taipei to present and demonstrate their projects and receive their awards in the conference

 

Submissions of papers will be online on our conference website:

https://precisionconference.com/~ace10/


Paper accepted at ACE 2010 will be archived in ACM Digital Library, where it will remain accessible to thousands of researchers and practitioners worldwide.

-          Full Paper will be published in special issue of Computers in Entertainment (ACM)

-          Short Paper will be published in special issue of Entertainment Computing (Elsevier).

-          Creative Showcase will be published in special issue of International Journal of Arts and Technology (Inderscience).

Awards:
Best papers and creative showcases will be selected based on a jury of well respected pioneers in the field attending the conference. We honor the authors of these publications by presenting awards including:
* Paper award categories: Gold, Silver, and Bronze.
* Creative showcase award categories: Gold, Silver, and Bronze

5th International Conference on Digital Media and Digital Content Management

5th International Conference on Digital Media and Digital Content Management (DMDCM’2010, originally called DMAMH)

 

===========

 

Sponsored by:

VR Committee, China Society of Image and Graphics

DEARC, Zhejiang University, China

Co-Sponsored by:

您的浏览器可能不支持显示此图像。 Natural Science Foundation in China

The International Journal of Virtual Reality

Hosted by:

Chongqing University of Technology, Chongqing, China

General Information:

您的浏览器可能不支持显示此图像。The 5th International Conference on Digital Media and Digital Content Management (DMDCM’2010, originally called DMAMH) will be organized by the VR Committee, China Society of Image and Graphics. The goal of the conference is to provide a forum for researchers in digital media, digital content, museum, multimedia community to describe recent advances, to exchange up-to-date technical knowledge and experiences, and to debate their views on future research and developments. Keynote speeches will be delivered by world-renowned experts in the field. Conference proceedings will be published by IEEE publisher (EI index). Selected best papers will be recommended to be published in Springer LNCS Transactions on Edutainment (EI index), The International Journal of Virtual Reality (published in USA) and International journal of arts and technology (IJART).

您的浏览器可能不支持显示此图像。 Topics include but are not limited to:

您的浏览器可能不支持显示此图像。Digital Media and processing

Digital Content management

Digital Media Transmissions

Digital Right Management

Digital Museum

Geometry Modeling

Image Based Rendering

Real Time Rendering

Computer Animation

3D Reconstruction

Geographic Information System (GIS)

Virtual Reality / Augmented Reality

Web-based Demonstration

您的浏览器可能不支持显示此图像。Papers Submission:

   Authors are requested to submit full papers (in English) of no more than eight (8) pages (including text, figures and references) describing the original results of their research work. Submissions should be in IEEE format on A4 or 8 1/2″ x 11″ paper using a single column and 10 to 12 point Times font. Each copy of the paper should have a cover page containing the title of the paper, the names and addresses (including fax and E-mail) of the authors, and an abstract of no more than 200 words. The submission should be directed to:

  All papers will be reviewed by at least two referees. The selection criteria will include the accuracy and originality of ideas, the clarity and significance of results, and the quality of the presentation.

您的浏览器可能不支持显示此图像。 

Conference Organization:

Honorary Co-chairs

Quanli Liu (Chongqing University of Technology, China)

Takeo Ojika ( Gifu University, Japan)

Conference Co-chairs

Zhigeng Pan (Zhejiang University, China)

A Elrhalibi (Liverpool John Moores University, UK)

Thanos Vasilakos (Univ. of Western Macedonia, Greece)

Program Co-chairs

Alexei Souuri (NTU, Singapore)

您的浏览器可能不支持显示此图像。 Mengjun Zhang (National Defense S&T University, China)

Xubo Yang (Shanghai Jiaotong University, China)

Publicity co-chairs:

Dacheng TAO (NTU, Singapore)

Jiejie Zhu (University of Central Florida, USA)

Feng Tian (Bournemouth University, UK)

Publication chair:

Yong Liu  (Zhejiang University, China)

Organizing Co-Chairs

Yue Wang (Chongqing University of Technology, China)

Zhuang Chen( Chongqing University of Technology, China)

Xiang Zhang (Dalian University, China)

General Secretary

Yong Wang (Chongqing University of Technology, China)

For further information, please contact:

General Secretary

Email: dmamh2010@cqut.edu.cn

http://dmamh.cqit.edu.cN

 

Book CFP: Digital Game Studies Book Series - FPS

Continuum Approaches to Digital Game Studies Book Series  (Edited Collection on Digital Role-playing Games and Edited Collection on First Person Shooters)

These two collections will be the first two titles in a larger series of edited volumes, Approaches to Digital Game Studies, published by Continuum. Each book in the series will be organized around a thematic or functional genre of game. Although digital game genres and the criteria for defining such genres are contested and dynamic categories, exploring the promises and pitfalls of genre is precisely one of the goals the series hopes to accomplish. Additionally, the series will bring the insights of a variety of scholarly disciplines to bear on the analysis of digital games in order to better understand the nature of this medium, its role in reshaping civic life and its impact on the production, circulation and contestation of global and local cultures.

Potential chapter contributions will be vetted by the series Review Board and invited manuscripts will be reviewed by the series Editors and approved by the Review Board.

Series Review Board:
Mia Conslavo, University of Ohio
James Paul Gee, Arizona State University
Helen Kennedy, University of the West of England*
Frans Mayra, University of Tampere
Toby Miller, University of California, Riverside*
Torril Elvira Mortensen, University of Utrech*
Lisa Nakamura, University of Illinois at Urbana-Champaign
Gareth Schott, University of Waikato
Mark JP Wolf, Concordia University Wisconsin
(* indicates commitment still subject to final contract)

Series Editors:
Gerald Voorhees, High Point University
Joshua Call, Grand View University
Katie Whitlock, California State University, Chico

Edited Collection on Digital Role-playing Games: “Dungeons, Dragons and Digital Denizens: Digital Role-playing Games”

One of the most popular and culturally significant game genres, digital role-playing games (RPGs) generate a rich tapestry of technologies, players, communities, cultures and commercial forces. This edited collection, provisionally titled, “Dungeons, Dragons and Digital Denizens: Digital Role-playing Games,” is designed for a broad academic audience and will feature essays that either examine specific games or consider the genre as a whole.

We invite scholars and critics to contribute to this edited collection of essays exploring the theory and criticism of digital RPGs. The collection will publish essays on digital RPGs that engage the theory and criticism of console, computer and/or massively multiplayer online role-playing games (MMORPGs). However, contributions not focused on MMORPGs are especially encouraged.

Contributions from all academic disciplines and geographic regions are invited. The collection and series aim to advance theory and criticism by bringing different voices and perspectives into conversation. However, critical inquiry is preferred.

All contributions must be the original work of the author and cannot be published elsewhere, unless author retains copyrights. For co-authored essays, all authors must agree to submission of work.

For consideration, please send an abstract to gamestudies.books@gmail.com by September 15, 2011. Abstracts should be 500 words and must outline a theoretically grounded approach to a specific game or set of games. Completed essays must be 7000 words (including notes and references) and Continuum uses Chicago Manual of Style for references. Reprints will be considered on a case by case basis.

Provisional Timeline:
Abstracts will be accepted until September 15, 2010
Abstracts will be evaluated and requests for manuscripts will be issued by October 15, 2010
Completed manuscript will be required by January 15, 2010
Revisions must be completed by March 1, 2011

Edited Collection on First Person Shooters: “Guns, Grenades and Grunts: First Person Shooter Games”

Known for their graphical extravagance and social recognition, first-person shooters have long held a highly visible position among digital games. This edited collection, provisionally titled, “Guns, Grenades, and Grunts: First-Person Shooter Games” is designed for a broad academic audience and will feature essays that either examine specific games or consider the genre as a whole.

We invite scholars and critics to contribute to this edited collection of essays exploring the theory and criticism of FPS games. The collection will publish essays on FPS games that engage the theory and criticism of console, computer and hand-held FPS games.

Contributions from all academic disciplines and geographic regions are invited. The collection and series aim to advance theory and criticism by bringing different voices and perspectives into conversation. However, critical inquiry is preferred.

All contributions must be the original work of the author and cannot be published elsewhere, unless author retains copyrights. For co-authored essays, all authors must agree to submission of work.

For consideration, please send an abstract to gamestudies.books@gmail.com by November 15, 2011. Abstracts should be 500 words and must outline a theoretically grounded approach to a specific game or set of games. Completed essays must be 7000 words (including notes and references) and Continuum uses Chicago Manual of Style for references. Reprints will be considered on a case by case basis.

Provisional Timeline:
Abstracts will be accepted until November 15, 2010
Abstracts will be evaluated and requests for manuscripts will be issued by January 1, 2011
Completed manuscript will be required by April 1, 2011
Revisions must be completed by July 15, 2011

Queries and questions may also be sent to gamestudies.books@gmail.com.

Leisure Experiences CFP

Chapters exploring the use and impact of new technologies on leisure experiences are sought for a book project with Jason Rutter and Mariek Vanden Abeele. Abstracts are requested by 15th October 2010.

This collection will focus on people’s interaction with new technologies to manage, negotiate and facilitate their leisure. It will emphasize user practice, attitudes and experience and their changing place within developing social, technical and economic frameworks. It will look at how users have adopted, integrated and innovated with new technologies to facilitate both routine and extraordinary leisure.

The full call for papers can be viewed at http://madebyjase.com/cfp-new-technologies/ and http://www.scribd.com/doc/35717502/CfP-New-Technologies-and-the-Changing-Landscapes-of-Leisure.

The 2nd International Conference on Society and Information Technologies

The 2nd International Conference on Society and Information Technologies: ICSIT 2011 (www.2011iiisconferences.org/ICSIT) and/or to  The 2nd International Conference on Education, Training, and Informatics: ICETI 2011 (www.2011iiisconferences.org/ICETI) (March 27th - 30th, 2011 - Orlando, Florida, USA)

Below are the deadlines for ICSIT/ICETI 2011:

Papers/Abstracts Submission and Invited Session Proposals: September 8th, 2010
Authors Notifications: November 15th, 2010
Camera-ready, full papers: December 6th, 2010

Technical keynote speakers will be selected from early submissions because this selection requires an additional evaluation according to the quality of the paper, assessed by its reviewers, the authors’ CV and the paper’s topic.

All Submitted papers/abstracts will go through three reviewing processes: (1) double-blind (at least three reviewers), (2) non-blind, and (3) participative peer reviews. These three kinds of review will support the selection process of those papers/abstracts that will be accepted for their presentation at the conference, as well as those to be selected for their publication in JSCI Journal.

Pre-Conference and Post-conference Virtual sessions (via electronic forums) will be held for each session included in the conference program, so that sessions papers can be read before the conference, and authors presenting at the same session can interact during one week before and after the conference. Authors can also participate in peer-to-peer reviewing in virtual sessions.

Submissions for Face-to-Face or for Virtual Participation are both accepted. Both kinds of submissions will have the same reviewing process and the accepted papers will be included in the same proceedings.

Authors of accepted papers who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their papers/abstracts, so they can accordingly improve the final version of their papers. Non-registered authors will not have access to the reviews of their respective submissions.

Registration fees of an effective invited session organizer will be waived according to the policy described in the web page  (click on ‘Invited Session’, then on ‘Benefits for the Organizers of Invited Sessions’), where you can get information about the ten benefits for an invited session organizer. For Invited Sessions Proposals, please visit the conference web site, or directly to http://www.2011iiisconferences.org/icsit/organizer.asp

Authors of the best 10%-20% of the papers presented at the conference (included those virtually presented) will be invited to adapt their papers for their publication in the Journal of Systemics, Cybernetics and Informatics.

Circuit Bending, Breaking and Mending

CAADRIA 2011 Call for Papers - Abstract Due September 7, 2010

Circuit Bending, Breaking and Mending
The 16th International Conference of the Association for Computer-Aided
Architectural Design Research in Asia

Dates: April 27-29, 2011
Host: School of Architecture and Built Environment, University of
Newcastle, Australia
Submission guidelines and other information:
http://www.caadria2011.org/

Contemporary advances in design are shaped by computational design
methods, strategies and technologies, regardless of whether these
advances are manifested in the design and construction of a building, in
related theory and analysis, or in the ways in which future designers
and scholars are educated. Architectural computation in the post-digital
era calls for new ideas that will transcend conventional boundaries and
support creative insights through design and into design. “Circuit
Bending, Breaking and Mending” provides an interdisciplinary context for
challenging traditional paradigms and invites researchers and
practitioners alike to (re)consider and (re)address design and
computation with a particular focus on three themes:

Innovative design conceptualisation and support through computational
theories and technologies.
Enhanced knowledge of architecture and design through computational
analysis.
Improved approaches to design education through computational thinking
and applications.

CAADRIA 2011 invites submissions of original research papers, posters
and exhibitions on topics related to computer-aided design, including
but not limited to:

-Design intelligence and automation
-Generative and parametric design
-Simulation and visualisation
-Virtual and interactive environments
-Human-computer interaction
-Ubiquitous computing
-Computer-supported design collaboration
-Design cognition
-Digital art and new media
-Computational research in design education
-Computational research in design practice
-Interdisciplinary computational design research
-Theory, philosophy and methodology of computational design research

Young researchers currently involved in postgraduate studies are invited
to submit their work-in-progress research papers to the CAADRIA 2011
Postgraduate Student Consortium.

Important Dates

Abstract submission: September 7, 2010
Full paper submission: December 1, 2010
Poster and Exhibition Submission: February 1, 2011
Postgraduate Student Consortium Submission: February 1, 2011
Young CAADRIA Award Application: February 1, 2011
Sasada Award Application: November 30, 2011

CAADRIA 2011 Organising Committee

Dr. Ning Gu (Chair), Josephine Vaughan (Co-chair)
Professor Michael Ostwald, Associate Professor Anthony Williams
University of Newcastle, Australia
Contact: ning.gu@newcastle.edu.au, josephine.vaughan@newcastle.edu.au

CAADRIA 2011 Paper Selection Committee

Dr. Christiane M Herr (Chair), National Cheng Kung University, Taiwan
Dr. Ning Gu, University of Newcastle, Australia
Dr. Stanislav Roudavski, University of Melbourne, Australia
Associate Professor Marc Aurel Schnabel, Chinese University of Hong
Kong, Hong Kong
Contact: psc@caadria-review.org

GAMEON-ARABIA’2010

GAMEON-ARABIA’2010
1st International
Middle Eastern Conference on Simulation
and AI in Computer Games

December 1 - 3, 2010
FIRST CALL FOR PAPERS

Alexandria, Egypt

Organized by
The European Technology Institute

Sponsored by:
EUROSIS
de Montfort University
IEEE UKRI-Spc
The Arab Science and Technology Foundation

Conference website

CONFERENCE AIM

The aim of the first annual Pan-Arabic GAMEON-ARABIA Conference (GAMEON-ARABIA’2010) 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.

Companies will also have the opportunity to seek new talent at this unique Middle Eastern event.

GAMEON-ARABIA’2010 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…

CONFERENCE THEMES

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.

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.

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.

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.

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.

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 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,

Web Based Games

Creating and delivering web based games using HTML5, Flash etc..without the need for platform based software.

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.

Affective Computing

affective gaming
affective user modeling
player emotion recognition

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 - 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.

CONFERENCE SITE
The conference will be held in Alexandria, Egypt from December 1-3.

CONFERENCE KEYNOTE
The keynote for the GAMEON-ARABIA’2010 will be announced later

INVITED TALKS
Proposals for invited talks can be sent in by SEPTEMBER 1st and emailed to philippe.geril@eurosis.org

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 Philippe.Geril@eurosis.org by SEPTEMBER 1st

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

DEADLINES AND REQUIREMENTS
Send all submissions in an ELECTRONIC FORM ONLY in 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: GAMEON-ARABIA’2010 and designated track or USE THE ABSTRACT SUBMISSION SITE or the ONLINE FORMOnly original papers, which have not been published elsewhere, will be accepted for publication. All GAMEON proceedings are INSPEC and ISI-Thomson referenced.

DEADLINES
Early Bird Submission: AUGUST 30th, 2010
Abstract Submission deadline: SEPTEMBER 20th, 2010
Late Submission: OCTOBER 5th, 2010
Notification: OCTOBER 20th, 2010
Full Paper Submission Deadline: NOVEMBER 15th, 2010
Conference Dates DECEMBER 1-3, 2010

CONFERENCE PRICES

Registration Fees
Author
EUROSIS members
Other Participants
Pre-registration before November 5, 2010 € 495 € 495 € 535
Registration after November 5, 2010 Pre-registration required € 535 € 555
Registration Fees Middle Eastern Participants *
Author
EUROSIS members
Other Participants
Pre-registration before November 5, 2010 € 150 € 150 € 200
Registration after November 5, 2010 Pre-registration required € 200 € 250

* 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.

(prices include Proceedings, lunches, conference dinner, get-together party and coffee breaks)

PAPER SUBMISSION TYPES
FULL PAPER (including abstract, conclusions, diagrams, references 5 to 8 pages) 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-ARABIA’2010 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’2010 Conference Proceedings.

ONE PAGE ABSTRACTS ARE NOT ACCEPTED.

OUTSTANDING PAPER AWARD
The 2010 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.

SOCIAL PROGRAMME
A post conference tour is envisaged either to Cairo or to El-Alamein

REPLY CARD:
First Name:
Surname:
Occupation and/or Title:
Affiliation:
Mailing Address
Zip code: City:
Country.
Telephone:
Fax:
E-Mail:

[ ] 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

Other colleague(s) interested in the topics of the conference is/are:
Name:
Address:
Name:
Address:

Yes, I intend to attend the [] GAMEON-ARABIA’2010
The provisional title of my paper / exhibited software package is:
With the following highlights:
The paper belongs in: TICK THE CATEGORY
[] 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
[] Web-Based Games
[] 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

“Video Game Worlds” panel

“Video Game Worlds” panel
Society for Cinema and Media Studies Conference
New Orleans, LA
March 10-13, 2011

Submissions are still welcome for a panel on the subject of video game
worlds, so be held at the 2011 SMCS conference in New Orleans, LA.
Please submit your proposal as soon as possible.

This panel invites submissions addressing the history, analysis, and
theory of video game worlds.  Where do these worlds fit into the array
of virtual and imaginary worlds presented by other media, other
fictions, and other kinds of play?  How can we characterize video game
worlds as sites of spatiotemporal experience?  What modes of critical
analysis can we bring to bear on video game worlds, and what new
theoretical concepts do these worlds motivate?

Some suggested topics:

* Depiction of space and time in game worlds
* Learning in game worlds
* The fictionality of game worlds
* Game worlds as types of virtual or imaginary spaces
* Play within game spaces
* Interaction and interactivity in game worlds
* Aesthetics of game worlds
* Game worlds as expressive spaces
* Rhetoric of game worlds

Submission of any other topic related to video game worlds, broadly
conceived, is welcome.  Please submit a proposal of around 200 words
by August 10, 2010, to Dan Reynolds: dreynolds@umail.ucsb.edu