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    MMVE 2010 - MMVE 2010 The 3nd International Workshop on Massively Multiuser Virtual Environments

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    Website www.pap.vs.uni-due.de/MMVE10 | Want to Edit it Edit Freely

    Category MMVE 2010

    Deadline: August 30, 2010 | Date: November 16, 2010-November 18, 2010

    Venue/Country: Taipei, Taiwan

    Updated: 2010-07-13 13:57:40 (GMT+9)

    Call For Papers - CFP

    CALL FOR PAPERS

    The 3rd International Workshop on

    Massively Multiuser Virtual Environments (MMVE 2010)

    at the 7th ACM International Conference on

    Advances in Computer Entertainment Technology (ACE 2010)

    November, 2010

    Taipei, Taiwan

    http://peers-at-play.org/MMVE10/

    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/MMVE10/ no later than August 30th,

    2010. Accepted papers must be presented at the workshop. Accepted papers

    will appear in a special issue of the International Journal of Advanced

    Media and Communications (IJAMC).

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

    Important Dates

    Submission Deadline: August 30th, 2010

    Acceptance Notification: September 27th, 2010

    Camera Ready Version: October 11th, 2010

    Workshop Date: November, 2010

    Organizers

    TPC Co-Chairs:

    * Shervin Shirmohammadi, University of Ottawa, Canada

    * Jeffrey Kesselman, Blue fang Games, USA

    Steering Committee:

    * Gregor Schiele, University of Mannheim, Germany

    * Shun-Yun Hu, Academia Sinica, Taiwan

    * Wei Tsang Ooi, National University of Singapore, Singapore

    * Arno Wacker, University of Duisburg-Essen, Germany

    Technical Program Committee (Tentative)

    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

    Chris GauthierDickey, University of Denver, USA

    Carsten Griwodz, Simula Research, Norway

    Behnoosh Hariri, University of Ottawa, Canada

    Aaron Harwood, University of Melbourne, Australia

    Jehn-Ruey Jiang, National Central University, Taiwan

    Stephan Krause, University of Karlsruhe, Germany

    Jay Lorch, Microsoft Research, USA

    Pedro Morillo Tena, University of Valencia, Spain

    Jauvane C. Oliveira, LNCC, Brazil

    Peter Quax, Hasselt University, Belgium

    Laura Ricci, University of Pisa, Italy

    Ingo Scholtes, University of Trier, Germany

    Gwendal Simon, TELECOM Bretagne, France

    Richard Suselbeck, Univ. Mannheim, Germany

    Shinichi Ueshima, Kansai University, Japan

    Matteo Varvello, Thomson Paris Research Lab, France

    Shinya Yamamoto, NIST, Japan

    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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