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CfP: NetGames 2013 – Call for Participation (Dec. 9th-10th – Denver, CO, USA)

 

We would like to cordially invite you to attend the 12th Annual Workshop
on Network and Systems Support for Games (NetGames 2013), which will be
held on December 9th-10th, 2013 in Denver, Colorado, USA, in the
facilities of the University of Denver.


http://netgames2013.cs.du.edu/index.html

OVERVIEW
========
The NetGames workshop is a major annual international workshop that brings
together researchers and visionaries from academia, research labs, and
industry to present new research in understanding networked games of today
and in enabling the next generation of them. NetGames has become a
recognized venue for Promoting exciting discussions among its participants
in all areas related to online games and Virtual environments.

Two keynotes addresses and a total of 18 research papers, posters and
demos spanning various topics related to networked games will be presented
and discussed. We cordially invite you to attend the workshop and share
with us your feedback, thoughts, and experience. Further details can be
found at: http://netgames2013.cs.du.edu/index.html

REGISTRATION
============
http://netgames2013.cs.du.edu/registration.html

ACCEPTED PAPERS
===============
A. Full papers:
————
Matchmaking in multi-player on-line games: studying user traces to improve
the user experience
Maxime Véron (LIP6, France)
Olivier Marin (Lip6 – Inria, France)
Sébastien Monnet (University of Pierre and Marie Curie, France)

Manycraft: Scaling Minecraft to Millions
Raluca Diaconu (Orange Labs, UPMC/LIP6, France)
Joaquin Keller (Orange Labs, France)
Mathieu Valero (Laboratoire d’Intormatique de Paris 6, France)

Loyalty or Profit? Early Evolutionary Dynamics of Online Game Groups
Ah Ruem Kang (Korea University, Korea)
Juyong Park (Korea Advanced Institute for Science and Technology, Korea)
Huy Kang Kim (Korea University, Korea)

The Impact of User, System, and Context factors on Gaming QoE: a Case
Study Involving MMORPGs
Mirko Suznjevic (University of Zagreb, Croatia)
Lea Skorin-Kapov (University of Zagreb, Croatia)
Maja Matijasevic (University of Zagreb, Croatia)

Dude, the Source of Lags Is on Your Computer
De-Yu Chen (Academia Sinica, Taiwan)
Hao-Tsung Yang (Academia Sinica, Taiwan)
Kuan-Ta Chen (Academia Sinica, Taiwan)

Mobile Game Recommendation using Touch Gestures
Hao-Tsung Yang (Academia Sinica, Taiwan)
De-Yu Chen (Academia Sinica, Taiwan)
Ya Xuan Hung (National Yang-Ming University, Taiwan)
Kuan-Ta Chen (Academia Sinica, Taiwan)

On GPU Pass-Through Performance For Cloud Gaming: Experiments and Analysis
Ryan Shea (Simon Fraser University, Canada)
Jiangchuan Liu (Simon Fraser University, Canada)

B. Short Papers (Posters)
———————-
Network Performance Measurement Framework for Real-Time Multiplayer Mobile
Games
Chad Hansen (University of Saskatchewan, Canada)
Nigel Jurgens (University of Saskatchewan, Canada)
Dwight Makaroff (University of Saskatchewan, Canada)
David Callele (University of Saskatchewan, Canada)
Philip Dueck (Experience First Design, Inc., Canada)

Dynamic Local Lag Control for Sound Synchronization in Joint Musical
Performance
Mya Sithu (Nagoya Institute of Technology, Japan)
Yutaka Ishibashi (Nagoya Institute of Technology, Japan)
Norishige Fukushima (Nagoya Institute of Technology, Japan)

Lamoth: A Message Dissemination Middleware for MMOGs in the Cloud
Julien Gascon-Samson (McGill University, Canada)
Bettina Kemme (McGill University, Canada)
Jörg Kienzle (McGill University, Canada)

On Preventing Sequence Breaking in Video Games
Matthew Shelley (Carleton University, Canada)
Wei Shi (University of Ontario Institute of Technology, Canada)
Jean-Pierre Corriveau (Carleton University, Canada)

Does Online Mobile Gaming Overcharge You for The Fun?
De-Yu Chen (Academia Sinica, Taiwan)
Po-Ching Lin (National Chung Cheng University, Taiwan)
Kuan-Ta Chen (Academia Sinica, Taiwan)

QoE-Aware Virtual Machine Placement for Cloud Games
Hua-Jun Hong (National Tsing Hua University, Taiwan)
De-Yu Chen (Academia Sinica, Taiwan)
Chun-Ying Huang (National Taiwan Ocean University, Taiwan)
Kuan-Ta Chen (Academia Sinica, Taiwan)
Cheng-Hsin Hsu (National Tsing Hua University, Taiwan)

I know what the BOTs did yesterday: full action sequence analysis using
Naïve Bayesian algorithm
Jina Lee (NC Soft, Inc., Korea)
Jiyoun Lim (ETRI, Korea)
Wonjun Cho (NC Soft, Inc., Korea)
Huy Kang Kim (Korea University, Korea)

Surgical strike: A novel approach to minimize collateral damage to game
bot detection
HyukMin Kwon (Korea University, Korea)
Kyungmoon Woo (SNU, Korea)
Hyun-chul Kim (Sangmyung University, Korea)
Chong-kwon Kim (Seoul National University, Korea)
Huy Kang Kim (Korea University, Korea)

Towards a System for Controlling Client-Server Traffic in Virtual Worlds
using SDN
Jason Anderson (Clemson University, USA)
Jim Martin (Clemson, USA)

C. Demos
——
Koekepan: Minecraft as a Research Platform
Herman A Engelbrecht (Stellenbosch University, South Africa)
Gregor Schiele (Digital Enterprise Research Institute (DERI) at NUIG,
Ireland)

Manycraft: Massively Distributed Minecraft
Mathieu Valero (Laboratoire d’Intormatique de Paris 6, France)
Raluca Diaconu (Orange Labs, UPMC/LIP6, France)
Joaquin Keller (Orange Labs, France)

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