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CfP: CGAMES 2013 Louisville, 30 July – 1 August, Kentucky, USA

CGAMES 2013 Louisville – The 18th INTERNATIONAL COMPUTER GAMES CONFERENCE
AI, Animation, Interactive Multimedia, Virtual Worlds and Serious Games

30th July – 1 st August 2013
Venue: Galt House Hotel, Louisville, Kentucky, USA.
Venue Web Site: http://www.galthouse.com

CGAMES 2013 conference is in a Technical Co-Sponsorship with IEEE Society and the IEEE Computer Society Technical Committee on SIMULATION (TCSIM) has endorsed the conference (Approval Pending).

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

Welcome to CGAMES 2013 International Computer Games Conference, now in its 18th 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.

More details after the jump

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 2013.
For more information and enquires, please contact the conference administrator:
cgames@wlv.ac.uk

Important Dates
First call for papers: 5 January 2013
Paper Submission Deadline: 5 May 2013
Notification of Paper Acceptance: 5 June 2013
Final Paper Submission: 15 June 2013
Author Registration: 15 June 2013
Conference Dates: 30 July – 1 August 2013

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 inMS Word or Adobe format on an A4 page size. Template samples and Paper formatting instructionscan be found at:

http://www.ieee.org/conferences_events/conferences/publishing/templates.html
http://www.computer.org/portal/web/cscps/formatting

Papers received after the Final Paper Submission deadline will not appear in the Proceedings. Authors of accepted papers are requested to orally present their papers at the conference otherwise their papers will NOT be included in conference proceedings.
Authors are expected to register at the earliest convenience. Authors are required to present their papers at the conference. Papers will only be included in the proceedings if the registration fee is paid.
Technical Program
The conference will cover, but is not restricted to, the following topics:

Tools and systems for Games and Virtual Reality
Games platforms, toolkits, mechanics, frameworks, engines, APIs and libraries, and middleware, Scripting engines
Game interfaces (input devices, speech, gestures)
Content generation tools (modelling, texturing, animation, motion capture, sound, level designer)
Game AI
Neural networks, genetic algorithms, Finite State Machines, fuzzy logics, rule-based AI, probability systems, Bayesian techniques, path finding, potential functions, flocking
Learning, adaptation and evolution
Believable characters, models, agent architecture, memory, game bots
Multi-Agent Simulation systems (MAS)
Game AI for research and simulation
Simulation, Graphics & Visualisation
Immersive Environments, virtual environments, virtual reality, augmented reality, mixed reality
Real-time rendering and shaders
Procedural generation (particles, textures, objects, terrains, worlds)
Game Physics, NURBS, skeletal animation, facial animation
Level-Of-Detailing, image-based rendering, photo realism
Serious Games and Games for Research
Edutainment, games for education and training, learning & teaching aids, technology-supported learning, simulations, developments and applications
Disaster Management, crowd simulation, crime scene investigation, medical training, security, situation awareness, games-based therapy, games for science
Social and Humanities Aspects of Games
Gender in games, violence, and pervasive gaming
The Player
Games and society
Gaming communities
Online Games and Distributed Simulation, Multi-user, Mobile Games, and Security
Games for mobile, Tablets, handheld, and connected systems
MUDs, MMOGs, MMORPGs
Games development for iPad, iPhone, and Android Phones and Tablets
Ambient learning environments for mobile devices and ad-hoc networking
Load Balancing and distributed Techniques
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.)
learning, information support activities
Game Security
Future Games
Generative/Procedural content development (characters, models, music, worlds)
Physics-based games
Emergence in Games
Mixed-Reality and Augmented Reality for Games
Future Games Interfaces: Touch, Gestures, Multi-Point UI
Emerging Games Platforms, Technologies and Applications
Cloud computing Games
Distributed Games, Tools, and services
Cloud Based Tools and Services
Emerging Games Genres and Platforms
Computational Techniques and Architectures
Image Processing in Games
Information Storage and Retrieval
Inclusive Areas:
Interactive robots and toys, virtual Pets
Games Technology and ambient intelligence for next generation games
Sensors based interaction with the environment
Game Design and Simulation
Games Genres
Games Simulation
Level Design
Adaptable Interactive Interfaces
Game Images
Visual aesthetics
Animation, Graphics, and Visualization
Sound & Music
Sound design
Music composition

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

IEEE TCSIM (http://www.computer.org/portal/web/tandc/tcsim) provides a cash award of $500 for the best student paper written solely or primarily by a student and presented at the conference by the student.

Student registration will be at a reduced rate. Poster and/or demos of their work are encouraged for companies present at the conference.

Become a DiGRA Member

Join the premier international association for professionals, academics, developers and other individuals interested in the evolving fields of digital gaming and game studies.