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Wolverhampton to host the 13th International Computer Games Conference: November 08
11th July 2008

If you want to learn more about AI (Artificial Intelligence), Mobile, Interactive Multimedia, Educational and Serious Games then look no further than the international CGAMES 2008 conference, organised by Wolverhampton University.

 

Venue: Light House Media Centre, Wolverhampton, UK

Venue Website: http://www.light-house.co.uk

Conference website: http://www.cgames.org

Date: 3 – 5 November 2008

 

This International Computer Games Conference, CGAMES, is now in its 9th year. Originally devoted to advancing the theory and practice of AI in computer games, it has developed to become one of the foremost international conferences covering the full domain of computer games and related technologies. This year's conference seeks to encourage dialogue between developers and designers by incorporating a Games Design strand. Please visit the main website for more information http://www.cgames.org

 

This conference brings together an international community of experts to discuss the state-of-the-art, new research results, perspectives of future developments, and innovative applications relevant to games development and related areas.  For further information, please read on or go to: http://www.scit.wlv.ac.uk/gamecentre/CGames08Wton/index.php

 

For more information and enquires, please contact the conference administrator:

Monica Chauhan    M.Chauhan@wlv.ac.uk

 

 

 

CALL FOR PAPERS

 

You are invited to submit a paper on any topic related to computer games design, development and education, and particularly papers covering the use of AI for modelling and programming "believable characters", mobile games, and multiplayer on-line, educational and serious games and papers covering the design and use of game elements. We strongly encourage the submission of papers related to the design and experiments of original types of games or papers exploring the variety of relationships between player and game or between game users.

 

TECHNICAL PROGRAMME

 

Papers are invited in any of the following topics:

 

Computing in Games

1.     Tools and systems for Games and Virtual Reality

o      Games platforms, toolkits, mechanics, frameworks, engines, APIs and libraries, and middleware, Scripting engines

o      Game interfaces (input devices, speech, gestures)

o      Content generation tools (modelling, texturing, animation, motion capture, sound, level designer)

2.     AI Tools for Games

o      Neural networks, genetic algorithms, Finite State Machines, fuzzy logics, rule-based AI, probability systems, Bayesian techniques, path finding, potential functions, flocking

o      Learning, adaptation and evolution, adaptive Markov models

o      Believable characters, models, agent architecture, memory, game bots

o      Game AI for simulation and modelling

o      AI techniques for improving Entertainment Applications

3.     Simulation, Graphics & Visualisation

o      Immersive Environments, virtual environments, virtual reality, augmented reality, mixed reality

o      Real-time rendering and shaders

o      Procedural generation (particles, textures, objects, terrains, worlds)

o      Game Physics, NURBS, skeletal animation, facial animation

o      Level-Of-Detailing, image-based rendering, photo realism

4.     Serious Games and Games for Research

o      Edutainment, games for education and training, learning & teaching aids, technology-supported learning, simulations, developments and applications

o      Disaster Management, crowd simulation, crime scene investigation, medical training, situation awareness, games-based therapy, games for science

5.     Online, Multi-user, and Mobile Games, and Security

o      Games for mobile, handheld, and connected systems

o      MUDs, MMOGs, MMORPGs

o      Game Security and Networking

6.     Future Games

o      Generative/Procedural content development (characters, models, music, worlds)

o      Learning and Adaptation in Games, reinforcement learning, machine learning, case-based systems, BDI

o      Physics-based games

o      Emergence in Games

o      Virtual Reality/Augmented Reality Games

o      Alternate Genres

o      Future Games Interfaces

7.     Inclusive Areas:

o      Interactive robots and toys

o      Virtual Pets

o      Pervasive gaming of smart toys

Games Design

1.      Game Design

o      Games genres

o      Level design

o      Interactive Story Telling

o      scripting languages

2.      Game Images

o      Visual aesthetics

o      Animation

3.      Sound & Music

o      Sound design

o      Music composition

o      voice interaction

4.      Social Aspects

o      The Player

o      Games and society

o      Gaming communities

Special Sessions: Proposals for special sessions should be sent to
the programme chairs.

 

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IMPORTANT DATES

 

First call for papers: 1st April 2008

Deadline for paper submission: 10th September 2008

Notification of Paper Acceptance: 10th October 2008

Final Paper Submission and registration: 15th October 2008

 

Papers received after this deadline will not appear in the Proceedings

 

PAPER SUBMISSIONS

 

Submissions should be in Word or Adobe PDF. All other formats are not acceptable. Only electronic submissions via the Conference website are acceptable.

 

CGAMES publishes format in the IEEE style. 2 columns on 10pt Times New Romans font, title should be 14pt title case. Author name(s) and affiliations are 10pt. The structure of the paper follows that of a scientific paper: Title, Abstract, keywords, Introduction, Related Research/Literature Review, Methodology, Results, Discussion/Conclusion. Paper (A4) margins should be 2.6cm on Top and bottom and 1.75 on the Left and the right. Column width should be 8.12cm.

 

The final manuscripts must be submitted in PDF format for inclusion in the proceedings. Images embedded within the final manuscripts must be of a high printable resolution (300dpi).

 

Extended papers and state-of the art reviews: 8 pages.

Regular papers: 5 pages.

Short research student papers on work in progress: 3-4 pages.

Poster: 1 page.

 

All papers will be subject to peer reviews. Final decision on paper length will be made by the referees.

 

For further details of the format see:   http://www.scit.wlv.ac.uk/gamecentre/cgames06.html

 

BEST PAPER AWARDS

 

The best papers will receive an Award and are refereed for possible inclusion in the International Journal of Intelligent Games & Simulation. Students are encouraged to attend at a reduced registration fee, which includes an opportunity show a poster and/or demos of their work to the companies present at the conference. Companies wishing to hire exhibition space for marketing/recruitment purposes are invited to contact the organisers.  Registration and payment in advance is required for all authors.