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CFP: 3rd Annual European Conference GAME-ON'2002: SIMULATION AND AI IN COMPUTER GAMES, London, November 29-30, 2002



                       GAME-ON 2002
                 SIMULATION AND AI IN COMPUTER GAMES
                           Call for Papers
                       Westminster University, London
                         November 29-30, 2002
                     Sponsored by SCS, Univ. Wolverhampton
                 Univ. Teesside, GIGNews, Binary Illusions
                 Univ. Aarhus, UC Davis, Simulation First
                            Univ. Sheffield

                             WEBSITES:
                http://www.scs-europe.org (under construction)
         http://www.scit.wlv.ac.uk/~cm1822/gameon.htm#gameon2002
              http://www.scit.wlv.ac.uk/~c9814383/gameon.htm
                           FLASH VERSION


AIM:
The aim of 3rd Annual European Game-On conference is to bring together
researchers and games people in order to exchange ideas on programming
and programming techniques, which will be beneficial to the gaming
industry and academia.
Secondly it aims to steer young people into this industry by providing
how-to tutorials and giving them the opportunity to show their ideas and
demos to the gaming industry.

TOPICS:
The conference will concentrate mostly on the programming 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 event.


Programme Committee

General Conference Chair
Quasim Mehdi, University of Wolverhampton, United Kingdom

General Programme Chair
Norman Gough, University of Wolverhampton, United Kingdom

Programme Committee
Mike Allan, University of Wolverhampton, UK
Stéphane Assadourian, APPEAL, Belgium
Marc Cavazza, University of Teeside, UK
Richard Cant, Nottingham Trent University, UK
Jean-Mikael Christiansen, Denmark
David Al-Dabass, Nottingham Trent Unviersity, UK
Ian Griffith, Codemasters, UK
Steve Maddock, University of Sheffield, Sheffield, UK
Ian Marshall, University of Abertay Dundee, UK
Stephen McGlinchy, University of Paisley, UK
Yoshihiro Okada, Kyushu University, Japan
Leon Rorthkrantz, TU Delft, The Netherlands
Ian Smith, Simulation First, USA
Ingo Steinhauser, Binary Illusions, Germany
Amund Tveit, NTNU, Trondheim, Norway
Rao Vemuri, UC Davis, USA



SCIENTIFIC PROGRAMME

The conference will cover two core tracks

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

And a number of peripheral tracks
3-D Scalability ;
MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith Tech 
Engines ; Scalable level of detail-oriented rendering ; Methods for 
scaling animation quality ; Scaling animation quality, new animation 
steps, on interpolated key-frame animation or key-frame morphing ; Bump 
mapping: emboss-dot product and environment mapped bump map (EMBM).

Facial Animation;
Facial animation for Real-Time, Model Behaviour of 3D Modeling ; 
Modelling the bone structure of faces

Skeletal animation and fully scaled rendering;
Physical Simulation, 3D Character Animation and physical controllers ; 
Simulation performance ; Rigid body physical animation and rigid body 
dynamics ; Polygon Character Design and level of Detail under Technical 
Constraints ; Particle systems, full polygonal models or sprites ; 
Smooth rendered skins, soft skinning, head animations and full body 
animation (Skin, extrude and boolean, Design, composition and anatomy) ; 
Skeletal, skinning, single skin meshes ; Creating Character Animation 
Assets ; Real-Time motion Synthesis, Kinematics and Dynamics, Animating 
the real-time run cycle ; T-Buffers and motion blur ; Motion Capture 
Techniques

3D in Game Animation;
Creating and scaling special effects in Real-Time 3D: environmental 
weapon effects and general pyrotechnics, software used to produce single 
frame and animated textures, booth looping and linear, and the pivotal 
role of alpha channels. Modeling an animation of the geometry needed and 
the system used to encode additional engine-specific timing and trigger 
data into the files. The use of the engine particle system and scripting 
capabilities , Weighted vertices, Streaming SIMD Extension Overview 
(floating point instruction) ;Pre-rendered cinematics ; Scaling of 
special effects and texture tricks: particle systems for generating 
smoke and fire, texture tricks, for volumes, lens flares and onscreen 
pyrotechnics, Animation Blending

Tools;
Silicon Graphics (MAYA, as a game prototyping environment), 3D 
Programming for Rage Programmable Shaders (Renderman)

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 ; Parametr!
ic 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

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)

Tutorials
"Aren't we great" presentations, Student Demos and European Projects

Students are encouraged to show demos of their work to the companies present
at the conference. The best demo will receive a  prize from the organizers.

DEADLINES AND REQUIREMENTS

Five copies of full papers (5 pages) or extended abstracts (3 pages)
should be submitted, as an e-mail containing an Pdf, Word or rtf file to:
	Philippe Geril,
	Ghent University,
	Coupure Links 653, B-9000 Ghent, Belgium
	Tel (Office): +32 9 2337790   Fax: +32 9 2334941
	email: Philippe.Geril@rug.ac.be

before  July 30th, 2002

During review, the submitted full papers or extended abstracts,
if excellent, can be accepted by the Programme Committee,
as either an extended (8 pages) or a regular (5 pages) paper. Each
submission will be reviewed by at least three members of
the International Programme Committee. Participants may also submit a
1 page abstract for a regular (5 pages) or short (3
pages) paper or poster, which will be reviewed by only 1 referee. Only
original papers which, have not been published
elsewhere will be accepted.

Authors are expected to register early (at a reduced fee) and to attend
the conference at their own expense to present the
accepted papers. If early registration and payment are not made, the paper
will not be published in the Conference
Proceedings. In case of multiple authors, one author should be identified
as the corresponding author for the paper.
Submissions must clearly indicate the affiliation, postal address,
telephone number and email address of the corresponding author.

An author kit with complete instructions for preparing a camera-ready copy
for the Proceedings will be sent to authors of accepted submissions. The
camera-ready copy of the papers must be received by the European 
Simulation Office by 30th October 2002. The final
manuscripts are expected to be 8 pages for extended papers and 5 pages for
regular papers. In order to guarantee a high-quality Conference, the final
papers will be reviewed as well, to check whether the suggestions
of the referees have been incorporated.

	Submission Deadline	July 30th, 2002
	Acceptance Notification	September 30th, 2002
	Camera-Ready Copies	Oct. 30th, 2002


OUTSTANDING PAPER AWARD AND SELECTED PAPERS
The Game-On 2002 will select among the extended papers, the Outstanding
Paper of the Symposium. The author of this paper will be awarded a free 
registration for a future conference. The selected best papers are 
published in the electronic web journal; "International Journal of 
Intelligent Games and Simulation"
http://www.scit.wlv.ac.uk/~cm1822/ijigs.htm

OUTSTANDING GAME DEMO AWARD
The Game-On 2002 will select among the presented demos, the Outstanding
Demo of the Conference.

SPONSOR A STUDENT
Game companies involved in this conference can sponsor the registration
for a student if the student provides them with his or her CV. Companies 
eligible for sponsorship are those companies actively involved in the event.

VENUE

The conference will be held at Harrow Campus, Northwick Park tube, 
Harrow Hall is recently built and an integrated part of the Harrow 
Campus. Situated in a green environment overlooking playing fields, it 
is an easy walk to the main teaching buildings, on-campus shops and 
sports hall. It is just 10 minutes to Harrow town centre, which has a 
multiplex cinema and major high street stores, and close to the historic 
village of Harrow-on-the-Hill. It is a 25 minute direct journey by 
underground to Baker Street and the night life of the West End. The Hall 
is three and four storeys high and consists of flats mainly with 6 
single bedrooms and a kitchen/dining area. Each bedroom has its own 
shower with toilet and washbasin. A number of rooms have been set aside 
for the participants. Other rooms will be available at nearby hotels.
Contact information: Website: www.wmin.ac.uk

REGISTRATION FEE

Registration Fees

Pre-registration before Oct. 30th 2002

Students  Student  Authors  SCS/EUROSIM    Other
            Author            Members    Participants
   100       175      375      400           475

Registration after Oct. 1st '2000

Students  Student  Authors  SCS/EUROSIM    Other
            Author            Members    Participants
   150      Pre-registration    450          550
               required

Student (Non-Author) Registration Fees do not include the conference
dinner nor a copy of the Proceedings.

EXHIBITS

An exhibition will be held in the central area where all participants will
meet for refreshments. There will be a special exhibition section for 
universities and non-profit organisations and a special section for
publishers and commercial stands.
If you would like to take part in the exhibition please contact the Office
for a full price schedule and stand layout.
Philippe Geril: Philippe.Geril@rug.ac.be

VENDOR SESSIONS, DEMONSTRATIONS AND VIDEO PRESENTATIONS

For demonstrations or video sessions, please contact Philippe Geril at
the European Office. Special sessions will be set up for vendor
presentations in coordination with the scientific program.

OTHER ORGANISED MEETINGS

User Group meetings for simulation languages and tools can be organised.
If you would like to arrange a meeting, please contact the European
Simulation Office. We will be happy to provide a meeting room and other 
necessary equipment.

REPLY CARD

First Name...............................................................
Surname:.................................................................
Occupation and/or Title:.................................................
Affiliation:.............................................................
Mailing Address..........................................................
.........................................................................
.........................................................................
Zipcode:..............City:..............................................
Country:.................................................................
Telephone:.........................Fax:..................................
Email:...................................................................

Yes I intend to attend the Game-on 2002 Conference:
[]Proposing a Paper
[]Proposing a Panel Discussion
[]Participating in a Vendor Session
[]Contributing to the Exhibition
[]Proposing a Demo
[]Without presenting a Paper
The provisional title of my paper / exhibited software/hardware is:
.........................................................................
.........................................................................
.........................................................................
With the following highlights:
.........................................................................
.........................................................................

The paper belongs to the category (please tick one):
         [] Core
	[] Artificial Intelligence
	[] Physics and Simulation
         [] Programming
	[] 3 D Scalability
	[] Facial Animation
	[] Skeletal Animation and Fully Scaled Rendering
	[] 3D in Game Animation
         [] Tools
         [] Design
         [] Rendering
         [] Voice Interaction
         [] Corporate

The paper will be submitted as:
   [] Full Paper		  [] Short Paper
   [] Extended Abstract	  [] Poster

[] I will submit a demo

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

If you would like to receive more information about Game-On
please tick the following box:
	[] YES, I would like to know more about Game-On
   	[] NO, please remove me from your database

Please send this card immediately to: (fax: +32 9 223 4941)
Philippe Geril, European Simulation Office, Ghent University,
Coupure Links 653, B-9000 Ghent, Belgium

			
=========================================================================
This message is forwarded to members of the COSC/Management/Maths 
research group on stochastic simulation at the University of 
Canterbury, Christchurch, New zealand,
and anybody else interested in research in this area

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		Associate Prof. Dr Krzysztof Pawlikowski

	Department of Computer Science,  University of Canterbury
 			Christchurch, New Zealand
		
ph.  +(64) 3 3642 987 ext.7772  email:   krys@cosc.canterbury.ac.nz 
fax. +(64) 3 3642 569      URL:     http://www.cosc.canterbury.ac.nz/~krys

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