CfP: CGAMES 2011 Louisville

CGAMES 2011 Louisville

AI, Animation, Interactive Multimedia, Virtual Worlds and Serious Games

27 th – 30 st July 2011
Galt House Hotel, Louisville, Kentucky, USA
Venue: Galt House Hotel, Louisville, Kentucky, USA.

Venue Web Site: http://www.galthouse.com

CGAMES 2011 conference is in a Technical Co-Sponsorship with IEEE Society and the IEEE Computer Society Technical Committee that has endorsed the conference.

The conference proceedings will be included in CSDL and IEEE Xplore digital libraries. In addition, it will be indexed in INSPEC and ISTP.

Welcome to CGAMES 2011 International Computer Games Conference, now in its 11th year, is acknowledged as one of the leading research conferences devoted to advancing the theory and practice of computer games development. It is organised by the University of Wolverhampton, UK, in association with the University of Louisville and the IEEE TCSIM Computer Society. The conference website can be found at www.cgamesusa.com. CGAMES 2011 also appears in the IEEE conference database

The International Conference on Computer Games: AI, Animation, Mobile, Educational & Serious Games organised by The University of Wolverhampton, UK, is one of the leading research conferences devoted to the advancement of the theory and practice of games development. It brings together an international community of experts to discuss the state-of-the-art in computer games research, perspectives of future developments and innovative applications relevant to games development and related areas. Past conferences have attracted hundreds of participants from the industry and the academia from around the globe www.cgames.org.

The main aim of the conference is to bring together researchers, games developers, sound, graphics, video, and animation developers, education and training industry from around the world to exchange ideas on design methods, research and development, and development methodologies that are beneficial to the computer games industry and the academia. For each event the theme has been chosen to reflect the major changes in the way in which digital games are developed and played.

We hope that you will plan to join us in Louisville, Kentucky in July 2011. For more information and enquires, please contact the conference administrator:
Abi Redmond: Abi.Redmond@wlv.ac.uk

Registration and reception begin on the evening of 28th July 2010. The following 2 days are all day sessions and the conference dinner is normally held on the second of these two days. The final day is a half-day session and may be extended to full day depending on conference programme.

The Galt House Hotel, Louisville is located on the waterfront. It offerattractions in downtown Louisville. Guests need to ask for group name CGAMES USA 2011.

Galt House Reservations
Web site: http://www.galthouse.com/
Phone number: 502-589-5200

Conference rate:
RIVUE TOWER: $116 single or double
SUITE TOWER: $139 single or double

There are two conference rooms for sessions and a separate room for the breaks. All conference rooms are in the hotel.

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, multiplayer on-line, educational and serious games. We strongly encourage the submission of papers related to the design and the experiments of original type of games, in particular in the fields of serious games, ubiquitous, mobile, cross media platforms and massively multiplayer on line games.

Paper Format
The conference will be using IEEE manuscript template in MS Word or Adobe format on an A4 page size. Template samples and Paper formatting instructions can be found at:

Technical Program

The conference will cover, but is not restricted to, the following topics.
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. Game AI
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
o Believable characters, models, agent architecture, memory, game bots
o Multi-Agent Simulation systems (MAS)
o Game AI for research and simulation

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, security, situation awareness, games-based therapy, games for science

5. Social and Humanities Aspects of Games
o Gender in games, violence, and pervasive gaming
o The Player
o Games and society
o Gaming communities

6. Online Games and Distributed Simulation, Multi-user, Mobile Games, and Security
o Games for mobile, handheld, and connected systems
o Games development for iPad, iPhone, and Android Phones
o Ambient learning environments for mobile devices and ad-hoc networking
o Load Balancing and distributed Techniques
o Distributed Simulation Tools and Techniques for Mobile and Online Games (High level architecture, communication protocols, peer to peer architectures, publish/subscribe techniques, scalability and Interoperability, etc.)
o learning, information support activities
o Game Security

7. Future Games
o Generative/Procedural content development (characters, models, music, worlds)
o Physics-based games
o Emergence in Games
o Mixed-Reality and Augmented Reality for Games
o Future Games Interfaces: Touch, Gestures, Multi-Point UI

8. Emerging Games Platforms, Technologies and Applications
o Cloud computing Games
o Distributed Games, Tools, and services
o Cloud Based Tools and Services
o Emerging Games Genres and Platforms
o Computational Techniques and Architectures
o Image Processing in Games
o Information Storage and Retrieval

9. Inclusive Areas:
o Interactive robots and toys, virtual Pets
o Games Technology and ambient intelligence for next generation games
o Sensors based interaction with the environment

10. Game Design and Simulation
o Games Genres
o Games Simulation
o Level Design
o Adaptable Interactive Interfaces

11. Game Images
o Visual aesthetics
o Animation, Graphics, and Visualization

12. Sound & Music
o Sound design
o Music composition

Special Sessions: Proposals for organising special sessions should be sent to any one of the programme chairs.

Important Dates
First call for papers: 1 February 2011
Paper Submission Deadline: 1 June 2011
Notification of Paper Acceptance: 1 July 2011
Final Paper Submission: 10 July 2011
Author Registration: 10 July 2011
Conference Dates: 27 July – 30 July 2011
Papers received after this deadline will not appear in the Proceedings.

Authors are expected to register at the earliest convenience. Authors are required to present at the conference. Papers will only be included in the proceedings if the registration fee is paid.

Best Paper Awards
The best papers will receive an Award and are refereed for possible inclusion in the International Journal of Intelligent Games & Simulation.

Student registration will be at a reduced rate. Poster and/or demos of their work are encouraged for 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 from all authors.

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