First Announcement and Call for Papers
CGAMES 2006 Dublin
The 9th INTERNATIONAL COMPUTER GAMES CONFERENCE
on the theme:
AI, Mobile, Educational and Serious Games
CGAMES is part of Game-On® International Conference of Wolverhampton University, UK

22nd-24th November 2006
Dublin Institute of Technology
Dublin, Ireland

Venue: DIT, Dublin, Ireland: http://www.comp.dit.ie/cgames/

Organised by the University of Wolverhampton, UK, in association with the Dublin Institute of Technology and the IEEE Computer Society.

Welcome to CGAMES’2006.  This International Computer Games Conference, now in its 7th year, is acknowledged as one of the leading research conferences devoted to advancing the theory and practice of AI in computer games.

Details of last year’s conferences can be found at:

6th Conference 2005 - USA

7th Conference 2005 - France

This conference brings together an international community of experts to discuss the state-of-the-art, new research results, perspectives of future developments, and innovative applications relevant to games development and related areas.

For further information, please read on
or go to: http://www.comp.dit.ie/cgames/

On behalf of our conference sponsors and the conference organising committee, we hope that you will plan to join us in Dublin, Ireland in November 2006.

Qasim Mehdi (General Conference Chair): q.h.mehdi@wlv.ac.uk

Norman Gough (General Programme Chair): n.gough@wlv.ac.uk

Stephane Natkin
(International Programme Committee Chair): natkin@cnam.fr

Fred Mtenzi (Local Conference Chair): fred.mtenzi@comp.dit.ie

Bryan Duggan, Hugh McAtamney (Local Conference Organisers):
bryan.duggan@comp.dit.dit.ie hugh.mcattmney@comp.dit.ie

For more information and enquires, please contact the conference administrator:

Ms Tarvinder Kaur  T.Kaur2@wlv.ac.uk

Programme

Early registration begins on the evening of 21st  November 2006.
The following two days are all day sessions and include a conference dinner one evening. The final day is a half-day session.

Hotel

The conference local organiser has negociated a special rate for hotel rooms with local hotels. More information is published here.

Conference Fee

The conference fee is €450. This fee includes the conference registration, breaks, reception, conference dinner and a CD of the Proceedings.

There is a reduced rate for students.

Organisations may apply for advertising space at the conference.

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.

Technical Program

 The conference will cover, but is not restricted to, the following topics.

  1. Tools and systems for Games and Virtual Reality
    • Games platforms, games engines, middleware, sound
    • Interfaces and controllers, speech, motion capture
  2. AI Tools
    • Neural networks, genetic algorithms, case-based reasoning, fuzzy systems
    • Markov processes, search algorithms, rule-based AI, finite-state machines
    • Fuzzy systems (FuFSM), adaptive Markov models
  3. Mobile  and Multiuser Games
    • MUDs; MMORPGs; mobile communications, games for mobile phones
    • Programming web games in Java, net technology, scaling game content.
  4. Games Design
    • Games genres, creative aspects, art and design, level design, modelling
    • Animation, 3dsmax, Maya, Silicon Graphics, Renderman etc;
    • Interactive Story Telling, scripting languages, voice interaction
  5. Intelligent agents and Gamebots
    • Believable characters, models, agent architecture, memory, game bots
    • Group behaviour, anytime algorithms, JACK, JADE
  6. Learning and Adaptation in Games
    • Reinforcement learning, machine learning, case-based systems, BDI
  7. Graphics & Visualisation
    • Graphics cards, virtual reality (VR), augmented reality
    • Collision detection
    • Contact resolution, closest point algorithms, 3D scalability
    • Level-of-detail rendering, image-based rendering, photo realism
    • Textures, illumination and reflections, bump mapping, anti-aliasing
    • Physics simulation, NURBS, skeletal animation, facial animation
    • Rendering skins, talking heads, particle systems
  8. Social/humanities aspects of games
    • Gender issues, violence, usability, pervasive gaming
  9. Serious Games
    • Education for Games Design, Development and Applications
    • Teaching games programming, languages, .NET, C++, C# etc
    • OpenGL, DirectX, learning & teaching aids, technology-supported learning
    • Games for education and training
  10. Aesthetic approaches to game design – NEW TRACK!
    • Aesthetic approaches to game design and development
  11. Interactive Robots and Toys - NEW TRACK!
  12. Sound Design and Music Systems for computer games - NEW TRACK!

Aesthetics - ranging broadly from concerns regarding the formal structures and audiovisual attributes of game technologies to the epistemological and cultural aspects of gaming and game design - form the basis when designing for experiences coloured with play, beauty, engagement and interaction. In the context of computer games, much attention is paid to the visual and auditory elements of design that make a game fun, intriguing, challenging, educational, or whatever designers and users intend, most often from a seeing world perspective. This session offers participants the opportunity to examine the potential for analytic and aesthetic approaches to design to contribute to the effective creation of accessible games for visually impaired gamers. Participants are invited to address questions such as; what can sighted designers learn from designing games for blind people? How can an awareness of aesthetic issues open up new avenues for computer games design? What is the role of aesthetics in the design of accessible computer games? Analytic and more speculative discussions are equally welcomed.

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

Paper Submissions - Instructions for Authors  

In Word or Adobe pdf only. Submit electronically through this link.
CGAMES published format (similar to IEEE style), 2 columns at least 10 pt font. Including abstract, keywords, background, development, diagrams, results, conclusions, references, author photo and short biography. Here is an MS Word format document you can use a template.

Extended papers and state-of the art reviews: 8 pages.

Regular papers: 5 pages.

Short research student papers on work in progress: 3-4 pages. 1-page posters.

The final paper must be submitted in pdf format before Monday 6th November for inclusion in the Proceedings. File sizes of images should be kept small using compression (e.g. jpeg). All papers will be subject to peer review.

Final decision on paper length will be made by referees.

All authors must fill out and return (by fax) this copyright form with their registrations form.

Important Dates

First call for papers 13th June 2006.
Note: In response to numerous requests from authors, we have decided to extend the closing date for submission of papers to 9th October
Notification of Paper Acceptance 1st November 2006
Final Paper Submission 6th November 2006
Registration deadline 17th November 2006

Papers received after this deadline will not appear in the Proceedings

Best Paper Awards

The best papers will receive an Award and are refereed for possible inclusion in the International Journal of Intelligent Games & Simulation.

Students are encouraged to attend at a reduced registration fee. They may show a poster and/or demos of their work to the companies present at the conference.

Companies wishing to hire exhibition space for marketing/recruitment purposes are invited to contact the organisers. 

Registration and payment in advance is required for all authors.

International Programme Commitee

Professor Marc Cavazza (University of Teesside, UK)
Professor David Al-Dabass (Nottingham-Trent University, UK)
Dr Darryl Charles (University of Ulster, UK)
Profess David Adrian Cheock (Mixed Realities Lab, Singapore)
Professor Peter Cowling (University of Bradford, UK)
Dr Mostafa El-Said (Grand Valley State University, USA)
Professor Pascal Estraillier (University of La Rochelle, France)
Dr Colin Fyfe (University of Paisley, UK
Dr John Funge (iKuni Inc, Palo Alto, USA)
Dr Julian Gold, Microsoft Research Centre, Cambridge, UK
Professor Stefan Grunvogel, University of applied sciences, Cologne, Germany
Professor David Kaufman, Simon Fraser University, Vancouver, Canada
Dr Daniel Livingstone (University of Paisley, UK)
Dr Steve Maddock (University of Sheffield, UK)
Professor Ian M Marshall (University of Coventry, UK)
Dr Fred Mtenzi (Dublin Institute of Technology, Ireland)
Dr Stephen McGlinchy (University of Paisley, UK)
Professor Ratan Guha (University of Central Florida, Orlando, USA)
Professor Stephane Natkin (CNAM Paris, France)
Professor Yoshihiro Okada (Kyushu University, Fukuoka, Japan)
Professor Mark Overmars, (Utrecht University, The Netherlands)
Professor Carlos Cotta Porras (University of Malaga, Spain)
Dr John Purdy (University of Hull, UK)
Dr Jason Rutter (University of Manchester, UK)
Dr Pieter Spronck (University of Maastricht, The Netherlands)
Professor Leon Rothkrantz (University of Delft, The Netherlands)
Professor Yangsheng Wang (Chinese Academy of Science, Beijing, China)
Salvatore Fiore, (University of Wolverhampton, UK)
Dr Ian Wright (iKuni Inc, Palo Alto, USA)
Dr Brian McNamee, (Dublin Institute of Technology, Ireland)
Bryan Duggan (Dublin Institute of Technology, Ireland
Hugh McAtamney, (Dublin Institute of Technology, Ireland)
Jocelyne Kiss, (University Marne la Vallée, France)

Sponsors

University of Wolverhampton, UK
Dublin Institute of Technology, Ireland
The Irish Computer Society
Enterprise Ireland
Microsoft Ireland
University of Louisville, USA
IEEE - Computer Society (Louisville Chapter)
IEE - Institute of Electrical Engineers
BCS - British Computer Society
SCS - EUROPE:  Society for Computer Simulation
DiGRA - Digital Games Research Association
CNAM-CEDRIC, Paris, France
CNBDI (Ecole Nationale des Jeux et Media Interactifs Numériques (ENJMIN), Angoulême, France
Chinese Academy of Sciences, Beijing, China
Grand Valley State University, USA
Kyushu University, Japan
Microsoft Research Centre, Cambridge, UK
Mixed Realities Lab, University of Singapore
University of Maastricht, The Netherlands
Nottingham-Trent University, UK
Technical University of Darmstadt, Germany
University of Bradford, UK
University of Central Florida, Orlando, USA
University of Coventry, UK
University of Delft, The Netherlands
University of East London, UK
University of Hull, UK
University of La Rochelle, France
University of Malaga, Spain
University of Manchester, UK
University of Paisley, UK
University of Sheffield, UK
University of Teesside, UK
University of Ulster, UK
Simon Fraser University, Vancouver, Canada
Intellas Group LLC, Louisville, USA
NOMADS Lab, Cologne, Germany


EI

CGAMES06 Conference
22nd-24th November 2006
Dublin Institute of Technology
Conference Chair: Qasim Mehdi
Email: q.h.mehdi@wlv.ac.uk