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    MMVE 2011 - MMVE 2011 The 4th International Workshop on Massively Multiuser Virtual Environments

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    Category MMVE 2011

    Deadline: June 30, 2011 | Date: October 14, 2011-October 17, 2011

    Venue/Country: Nanchang, China

    Updated: 2011-04-16 15:04:58 (GMT+9)

    Call For Papers - CFP

    CALL FOR PAPERS

    The 4th International Workshop on

    Massively Multiuser Virtual Environments (MMVE 2011)

    at the 10th IEEE International Symposium on

    Audio-Visual Environments and Games (HAVE 2011)

    October 14-17, 2011

    Nanchang, JiangXi Province, China

    http://peers-at-play.org/MMVE11/

    Massively Multiuser Virtual Environment (MMVE) systems are spatial

    simulations that provide real-time human interactions among thousands

    to millions of concurrent users. MMVEs have experienced phenomenal

    growth in recent years in the form of massively multiplayer online games

    (MMOGs) such as World of Warcraft and Lineage, and social communities

    such as Second Life and Hobbo Hotel. The technical aspect of designing,

    developing, and deploying them is highly interdisciplinary and involves

    experts from many domains, including graphics, networking, protocol and

    architecture designs. The MMVE workshop intends to provide a forum for

    both academic researchers and industry developers to investigate the

    architectural and system support for MMVEs. By gathering experts under

    one roof, we wish to discuss their findings, incite collaborations, and

    move the state of the art forward.

    Topics

    The workshop seeks to provide a forum for researchers and practitioners

    in the field, and encourages discussions based on the presented papers

    to identify current and future research topics.

    Some key and emerging issues we would especially like to solicit are:

    1. The integration with casual, social networking systems.

    Recently there has been a surge of casual social games on social

    networking sites such as Facebook, with tens of millions of active

    users. While many of them are not yet real-time in nature, providing

    massive real-time interactions may only be a matter of time. How will

    such systems emerge or be designed? Additionally, many 3D chatrooms /

    instant messengers are now appearing (e.g., IMVU, Club Cooee, Game Xiu).

    While most interactions are limited as room-based small-group

    interactions, the total concurrent users may also reach critical sizes

    given their casual nature (e.g., IMVU has already over 1 million active

    accounts). How should such systems be supported and scale?

    2. The adoption of parallelism to increase scale.

    Fast GPU and multi-core processors are now becoming common commodity.

    How will this hardware trend impact MMVE server-cluster design? And how

    should P2P approaches for MMVE take advantage of the increased power at

    client-side? Additionally, home set-top boxes with large local storage

    and broadband Internet connections are becoming household commodities,

    how will this trend impact the ways MMVEs be delivered (perhaps via

    content streaming) or architected?

    3. Interoperable MMVE standards and protocols.

    As the market for virtual world increases and matures, efforts to

    provide interoperable user experience across multiple virtual

    environments have also intensified. For example, initiatives are ongoing

    to form IETF working groups on defining virtual world standard protocols

    (e.g., MMOX and VWRAP ). Part of any standard process is the

    identification of common features and requirements. What are the common

    features and requirements in MMVE that may be modeled and abstracted to

    facilitate such standardization effort? And are there working protocols

    that already exist in current systems? We would like to invite such

    experience sharing and discussions.

    The workshop thus will address the following issues:

    1. Scalability: the ability to handle at least thousands of concurrent

    users, interacting via Internet.

    2. Interactivity: how to provide responsive, near real time interactions

    despite latency and jitter.

    3. Consistency: providing consistent views for users, despite the

    inherent delay in state updates.

    4. Persistency: the ability to save and access the world states despite

    disconnections and failures.

    5. Security and privacy: distributed algorithms that allow secure

    interactions and privacy guarantees.

    6. Interoperability: integration of multiple systems or providers with

    common protocols or clients.

    7. Bandwidth restricted (mobile) devices: the integration of mobile

    devices for nomadic systems.

    8. Self-organizing architectures: load balancing and fault tolerance

    without manual configurations.

    9. Content streaming: voice communication and 3D content streaming.

    10. Implementation issues: novel approaches to effectively manage the

    complexity of development.

    Submission Guidelines

    Paper submissions must cover one of the topics listed above, or a

    closely- related one. Submitted papers should be at most 6 pages long

    and *must be blinded*. Research papers must be original prior

    unpublished work and not under review elsewhere. All submissions will be

    peer-reviewed (double-blind) and selected based on their originality,

    merit, and relevance to the workshop.

    Submissions in PDF format must be submitted online through the workshop

    page at http://peers-at-play.org/MMVE11/ no later than June 30th,

    2011. Accepted papers must be presented at the workshop. All accepted MMVE

    papers will be indexed in IEEE Xplore, included as part of IEEE HAVE 2011

    proceedings.

    If you have any questions, please email us at mmveatpeers-at-play.org.

    Important Dates

    Submission Deadline: June 30th, 2011

    Acceptance Notification: August 1st, 2011

    Camera Ready Version: September, 1st, 2011

    Workshop Date: October, 14-17th, 2011

    Organizers

    * Shun-Yun Hu, Academia Sinica, Taiwan

    * Wei Tsang Ooi, National University of Singapore, Singapore

    * Gregor Schiele, University of Mannheim, Germany

    * Shervin Shirmohammadi, University of Ottawa, Canada

    * Arno Wacker, University of Duisburg-Essen, Germany

    Technical Program Committee

    TPC Chair:

    * Gregor Schiele, University of Mannheim, Germany

    TPC Members:

    * Maha Abdallah, University of Paris VI, France

    * Dewan T. Ahmed, University of Ottawa, Canada

    * Christian Bouville, IRISA, France

    * Romain Cavagna, University of Paris VI, France

    * Kuan-Ta Chen, Academia Sinica, Taiwan

    * Abdennour El Rhalibi, Liverpool John Moores University, UK

    * Markus Esch, University of Luxembourg, Luxembourg

    * Carsten Griwodz, Simula Research, Norway

    * Sebastian Holzapfel, University of Duisburg-Essen, Germany

    * Alexandru Iosup, TU Delft, Netherland

    * Jehn-Ruey Jiang, National Central University, Taiwan

    * Huaiyu (Kitty) Liu, Intel Labs, USA

    * Jauvane C. Oliveira, LNCC, Brazil

    * Peter Quax, Hasselt University, Belgium

    * Ingo Scholtes, University of Trier, Germany

    * Gwendal Simon, TELECOM Bretagne, France

    * Richard Suselbeck, Univ. Mannheim, Germany

    * Shinichi Ueshima, Kansai University, Japan

    * Matteo Varvello, Alcatel-Lucent (Holmdel, NJ), USA

    * Shinya Yamamoto, Tokyo University of Science, Yamaguchi, Japan

    * Marcos Vaz Salles, Cornell University, NY, USA

    * Suiping Zhou, Nanyang Technological University, Singapore

    * Roger Zimmermann, National University of Singapore, Singapore


    Keywords: Accepted papers list. Acceptance Rate. EI Compendex. Engineering Index. ISTP index. ISI index. Impact Factor.
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