DENVECT 2012 - 4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT)
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Category DENVECT 2012
Deadline: August 15, 2011 | Date: January 14, 2012
Venue/Country: Las Vegas, U.S.A
Updated: 2011-06-13 18:26:00 (GMT+9)
Call For Papers - CFP
4th IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT)CCNC 2012 - Satellite Workshop January 14 2012, Las Vegas, Nevada, USA Sponsored by the IEEE Communications SocietyComputer games become increasingly important; not only in entertainment but also in serious applications. Games are being used in education, training, decisions support, communication, marketing and even as art forms. Games enable people to experience environments and situations that could never be experienced in real life, because they are too dangerous, unreachable, or simply do not exist. Games can train abilities in new, effective and enjoyable ways. And games can create new social networks in which people from all over the world meet, talk, and play together.New technology, like faster computers and graphics cards, new interface techniques, broadband connections and mobile devices, lead to new game play possibilities. But they also put a large burden on those of us who must create such games. Players get more demanding.They expect not only realistic graphics and physics but also natural behaviour of the entities that inhibit the virtual game worlds. They expect gripping storylines that are smoothly incorporated in the game play. They expect to be challenged by game play that understands the player and automatically adapts to her abilities.This is only achievable by hard work and new research. Research in new graphics and physics techniques, research in new forms of artificial intelligence, research in human-computer interaction, research in learning and automatic scenario design, and research in the artistic aspects of games. Fortunately digital entertainment and creative technology is nowadays considered as a serious academic domain and the number of researchers studying these topics is rapidly increasing. An excellent way to advance the state-of-the-art in digital entertainment and creative technology is to have people from all these different, multi-disciplinary areas of research meet and discuss their problems and achievements. The IEEE Digital Entertainment, Networked Virtual Environments, and Creative Technology Workshop is an excellent opportunity for this. The purpose of this workshop is to bring together academic and industry researchers, designers and computer entertainment developers and practitioners, to address and advance the research and development issues related to computer entertainment. Papers presenting original research and applications are being sought in all areas of digital entertainment and creative technology. Suggested topics include (but are not limited to):Topics areas: Real-time animation and computer graphics for video gamesDistributed simulation and communication in multi-player gamesAugmented physical systemsCheat detection and preventionExperiences on large-scale gaming system design and implementationImpact of online game growth on network infrastructureInput devices, haptics and accessibilityLatency issues and lag compensation techniquesMessaging and conferencing in gamesMobile and resource-constrained systemsNetwork measurement and traffic modellingNetwork protocol designNetworks of sensors and actuatorsP2P & scalable system architecturesQuality of service and content adaptationSecurity, authentication, accounting and digital rights managementSystem benchmarking, performance evaluation, and provisioningUser and usability studiesUser behaviour and social network in gamesUser-generated content authoring and managementVirtualization technology applied to gamesGame console hardware and softwareArtificial intelligence in gamesInteractive physicsUses of GPU for non-graphical algorithms in gamesMulti-processor techniques for gamesSpeech and vision processing as user input techniquesDevelopment tools and techniquesCinematography in gamesGame design and game genresStory structure (setting, plot, character, theme) in gamesGames (Casual, Serious, Mobile, Networked, Alternative Reality, Ubiquitous, Pervasive, etc.)Game production pipelines, Tools and MiddlewarePapers Guidelines for SubmissionSubmitted papers must represent original material that is not currently under review in any other conference or journal, and has not been previously published. The paper should be used as the basis for a 20 - 30 minute workshop presentation.Manuscripts should be written in English conforming to the IEEE standard conference format (8.5" x 11", Two-Column) and not exceed 5 pages in length. Submission of papers should be regarded as a commitment such that, if accepted, at least one author of the paper will register and attend the conference; otherwise it will be removed from the IEEE Digital Library after the conference. Papers should be submitted in a .pdf or .ps format by selecting CCNC'12 on the EDAS paper submission website and then selecting the workshop submission link.A separate cover sheet should show the title of the paper, the author(s) name(s) and affiliation(s), and the address (including e-mail, telephone, and fax) to which the correspondence should be sent.Important DatesPaper Submission: 15 August 2011Author Notification: 15 September 2011Camera-ready Copy: 30 September October 2011Workshop date: 14 January 2012Workshop General ChairsMadjid Merabti (m.merabti
ljmu.ac.uk) ? Liverpool John Moores University, UKWorkshop Programme Co-ChairsMarco Roccetti (roccetti
cs.unibo.it) ? University of Bologna, UKAbdennour El Rhalibi (a.elrhalibi
ljmu.ac.uk) - Liverpool John Moores University, UK Claudio E. Palazzi (cpalazzi
math.unipd.it ) - University of Padua, Italy
Keywords: Accepted papers list. Acceptance Rate. EI Compendex. Engineering Index. ISTP index. ISI index. Impact Factor.
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