The 4th Annual Asian Simulation and AI in Computer Games International Conference
Ritsumeikan University Kyoto, Japan
February 24-26, 2012 in conjunction with the annual Japanese DIGRA convention
Games Development Methodology
Artificial Intelligence Learning and Adaptation Intelligent/Knowledgeable Agents Collaboration & Multi-agent Systems
Opponent Modelling Physics and Simulation/Graphical Simulation 3D Scalability Facial, Avatar, NPC, 3D in Game Animation AI and Simulation Tools for games design
Game Design Rendering Techniques
Voice Interaction Artistic input to game and character design
Affective Computing
Storytelling and Natural Language Processing Online Gaming – Security Issues in Online Gaming
MMOG’s Serious gaming
Wargaming Aerospace Simulations, Board Games etc….
Games for training Games Applications in education, Government, health, Corporate…
Games Consoles Games Console Design
Mobile Gaming
Perceptual User Interfaces for Games

Poster Session
Student Session
Tutorials Exhibition
Organised by The European Technology Institute and Sponsored by EUROSIS Ritsumeikan University For latest information see: or

The aim of the 4th annual Asian GAME-ON Conference (GAME-ON ASIA’2012) on Simulation and AI in Computer Games, is to bring together researchers and games people from ASIA and the rest of the world, in order to exchange ideas on feasible techniques and research findings, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and computational intelligence, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants. Companies will also have the opportunity to seek new talent at this unique event.

GAMEON’ASIA’2012 can also include special invited sessions. Suggesting extra sessions can be done on the GAMEON email reply form. Extra Session proposals should indicate the topic and identify invited moderators and session technical papers. This year’s
GAMEON-ASIA’2012 is in conjunction with the DIGRA Japan meeting, so that participants can enjoy both events simultaneously, if they wish. Keynote Speakers The first keynote speaker On 25 February 2012 is Mr. Youichiro Miyake Lead AI Researcher Advanced Technology Division, SQUARE ENIX CO., LTD. More speakers to follow.

All submissions will be peer reviewed by at least three members of the International Program Committee. Accepted papers will be published in the conference Proceedings (both print and electronic format), that will be copyrighted and widely disseminated. All talks and tutorials, must be accompanied by a paper of between three to eight Proceedings pages. Contributions to the technical program are solicited in the following general areas.

Conference Themes
The conference will cover three core tracks and a number of peripheral tracks Core Tracks Game Development Methodology Game Development Methodology, Game Design and Research Methods, Production Roles, Techniques and Process Management, Social and Technical Interactions in Art and Engineering, Participatory Media and Heterogeneous Development Approaches, Sociotechnical MOG Development, Communities and Sustainability, Business and Requirements Modeling for Game Projects, Software Architecture and Modeling in Games, Interaction Design and Usability in Game Contexts, Play Testing, Gameplay Experience Evaluation Artificial Intelligence Designing (Extensible) AI Engines with Built-in Machine Learning Technologies, Using Adaptive Markov Models, Using Decision Trees, Production Rules and Learning , Using Fuzzy Logic for membership functions and inference procedures, Using Rule Based AI or a Finite State Machine (FSM), Using Fuzzy State Machines (FuSM) or Cascaded FuSMs, Using Artificial Life and layered AI Techniques , Level-of-Detail AI, Using scripting languages to govern NPC Bots, synthetic characters, or believable agents, Controlling simulated characters (Group Behaviour control) using f.ex. flocking algorithms based on extensible scripting systems.

Cognitive Modeling: (combining geometric models and inverse kinematics to simplify key-framing. physical models for animating particles. Bio-mechanical modeling, behavioral modeling), Domain knowledge specification and character instruction, Creating AI Networks using supervised learning and genetic algorithms, and pathfinding, Using Databases using the winnowing algorithm , Using Multi-user Data Management. Physics and Simulation Collision detection, contact resolution and manifold generation (methods Lin-Canny, OBB Trees, I-Collide and Ray Tracing) ; Calculation optimization between objects ; The closest point algorithm by Gilbert Johnson and Keerthi (GJK) between convex and union-of convex objects ; Contact equation formulation (point-plane, edge-edge and sphere-plane) ; LCP (Linear Complementary problems) Based contact resolution ; Iterative constraints and penalty methods for contact resolution, Micro-Collisions, Software Object Interaction. Peripheral Tracks 3-D Scalability MRM (Multi-Resolution Mesh) Technology and the Messiah and Lith Tech Engines ; Scalable level of detail-oriented rendering ; Methods for scaling animation quality ; Scaling animation quality, new animation steps, on interpolated key-frame animation or key-frame morphing ; Bump mapping: emboss-dot product and environment mapped bump map (EMBM).

Facial Animation
Facial animation for Real-Time, Model Behaviour of 3D Modeling; Modelling the bone structure of faces. Skeletal Animation and Fully-Scaled Rendering Physical Simulation, 3D Character Animation and physical controllers; Simulation performance; Rigid body physical animation and rigid body dynamics ; Polygon Character Design and level of Detail under Technical Constraints; Particle systems, full polygonal models or sprites; Smooth rendered skins, soft skinning, head animations and full body animation (Skin, extrude and boolean, Design, composition and anatomy); Skeletal, skinning, single skin meshes; Creating Character Animation Assets; Real-Time motion Synthesis, Kinematics and Dynamics, Animating the real-time run cycle; T-Buffers and motion blur; Motion Capture Techniques.

3-D In-Game Animation
Creating and scaling special effects in Real-Time 3D: environmental weapon effects and general pyrotechnics, software used to produce single frame and animated textures, booth looping and linear, and the pivotal role of alpha channels. Modeling an animation of the geometry needed and the system used to encode additional engine-specific timing and trigger data into the files. The use of the engine particle system and scripting capabilities, Weighted vertices, Streaming SIMD Extension Overview (floating point instruction);Pre-rendered cinematics ; Scaling of special effects and texture tricks: particle systems for generating smoke and fire, texture tricks, for volumes, lens flares and onscreen pyrotechnics, Animation Blending. Tools Silicon Graphics (MAYA, as a game prototyping environment), 3D Programming for Rage Programmable Shaders (Renderman), 3D Studio Max, Havoc Software, Open source software tools. Design Game Engine Design and game environment creation ; Using rapid prototyping (NEMO-DEV) and generic technology (generic world building engine), portable code; Using Math for Game programming by solving simultaneous Equations ; Using Modularity and isolation abstraction, data hiding, functional independence, cohesion and coupling; Using Java as an embedded Game scripting engine; Procedural content placement, level design, enemy and entity placement; Using Databases in online Games; Programming in Linux, C++ and Visual Basic; Programming Web Games in Java Scalable 3D games ; Creating large 3D worlds ; Creating Multiplayer online Games ; Techniques for scaling game content, and approaches to scaling game content ; C++ optimization Strategies and Techniques; 3D Engine optimization; Optimizing games for the MIPS RISC Architecture ; Game design: User set set according to hard limits, pre-runtime profiling and runtime profiling History of Game Design.

Rendering Equations and architectures; Image Based Rendering (polygon counts (throughput) and overdraw (filtrate); Photorealistic rendering using Open GL and Direct 3D ; Multi texture tricks like gloss mapping, dynamic environment mapping, detail texturing and bump mapping Spatial aliasing and Anti-aliasing and accumulation buffers; Setup, Rendering and Transforms; Full floating point setup; Perspective-corrected texture mapping, multiple filtering modes, sophisticated texture blending for special effects and effective looking transparency ; Classical local illumination equations and colour theory; Creating Reflections and shadows with stencil buffers and Z-Buffers ; Light maps and changing texture coordinates, shadow maps, projected shadow maps; Methods for scaling lighting and shadows, lighting calculations; Equation on a per pixel basis, pixel path and voxel animation; Procedural Texture Methods and Theory and Real-Time ; Procedural Texture Implementation; Parametric Surfaces, Deforming surfaces, Curved surfaces and tri-linear flip-flopping Using NURBS (non-uniform rational B-splines) and other parametric surfaces for representing 3D Geometry; Matrix Manipulations; Methods for scaling geometry using parametric curves and surfaces in relation to polygonal models; Progressive meshes and subdivision surfaces.

On-line Gaming
As online gaming becomes more and more popular security issues now come into the forefront of secure game play using public key cryptography, symmetric key cryptography, digital signatures, authentication and available cryptographic toolkits.

Voice Interaction
Using Intelligent Speech Synthesis Algorithms, Speech Processing, Voice Interaction, Speech Synthesizer; Interaction with AI-NPC’s, Voice-Over Net Technology (one to one, and one to many). Cognitive Psychology applied to games, based on player to game interactions and biometric data analysis. Artistic Input Artistic input to game and character design.

Storytelling and Natural Language Processing. Applications Wargaming methodology and techniques applied to strategic game design using Campaign managers, character generators, terrain generators. Multiplayer wargaming and Web Wargaming Serious Games applications Aerospace Simulations, Board Games etc… Games for training Games Console Design Gaming with Robots Handheld Gaming Devices Gaming with I-Toy, WII, Microsoft Kinect and other handheld devices such as phones, I-Pads, Virtual Sat-Nav Gaming. Perceptual User Interfaces for Games Humans communicate using speech, gesture, and body motion, yet today’s computers do not use this valuable information. Instead, computers force users to sit at a typewriter keyboard, stare at a TV-like display, and learn an endless set of arcane commands — often leading to frustration, inefficiencies, and disuse. The idea behind PUI is that a computer system “hears” users’ voice commands and “sees” their gestures and body positions. Interactions are natural, more like human-to-human interactions. PUI use here machine perception to allow users to interact with computergames and within computer gaming environments. By reading gestures, motions and speech we should be able to in a much more natural way interact with the games. But sensor systems deliver only raw position and pose information. For interface use, these are not the desired quantities we need to understand the abstractions appropriate for a natural interface and consider how the various perceptual input degrees of freedom should relate to available commands and options.

Tutorials can be proposed in the following three categories: T1- Introductory tutorials T2- State of the Art Game Tutorials T3- Game Software and Modelware Tutorials Tutorial proposals should be emailed to before OCTOBER 30th. POSTER SESSION The poster session only features work in progress. Next to the actual poster presentation, these submissions also feature as short papers in the Proceedings.

This session is for students who want to present their work in progress or part of their doctoral thesis as a paper. Student papers are denoted by the fact that only the name of the student appears on the paper as an author. They are published as short papers in the Proceedings.

For demonstrations or video sessions, please contact EUROSIS. Special session will be set up for vendor presentations in co- ordination with the scientific program. User Group meetings for simulation languages and tools can be organised the day before the conference. If you would like to arrange a meeting, please contact the Conference Chairs. We will be happy to provide a meeting room and other necessary equipment. Partners for projects session(s) will be organised by EUROSIS to give potential project teams or individuals the opportunity to present their research in order to link up with fellow researchers for future research projects. Those wishing to participate in this session need to send a proposal to EUROSIS. A EUROSIS TC Meeting and an EU Project update meeting EXHIBITION A special exhibition will be held during the conference focused on gaming applications. For more information please contact EUROSIS for further details. Email:

Send all submissions in an ELECTRONIC FORM ONLY in (zipped) Microsoft Word format, or PDF format indicating the designated track and type of submission (full paper or an extended abstract) to the EUROSIS ( Please provide your name, affiliation, full mailing address, telephone / fax number and Email address on all submissions as well. For submissions please put in the subject of your Email the following indications: GAMEON-ASIA’2012 and designated track or USE THE ONLINE SUBMISSION FORM. Only original papers, which have not been published elsewhere, will be accepted for publication Journal Publication Only accepted and presented extended papers are eligible for journal publication in any of the journals listed here. Quality Control In order to ensure the quality of the proceedings, Thomson-Reuters ISI and INSPEC will receive the listing of the actually presented papers, next to the copies of the Proceedings. All EUROSIS Proceedings are ISI-Thomson Reuters and INSPEC referenced.

Registration Fees
Author EUROSIS members
Other Participants
Pre-registration before February 1, 2012 ? 495 plus VAT ? 495 plus VAT ? 555 plus VAT Registration after February 1, 2012 Pre-registration required ? 535 plus VAT ? 595 plus VAT Registration Fees Ritsumeikan/DIGRA Japan Participants ** Author EUROSIS members Other Participants Pre-registration before February 1, 2012 ? 85 – 10.000 Yen ? 85 – 10.000 Yen ? 85 – 10.000 Yen Registration after February 1, 2012 Pre-registration required ? 170 – 20.000 Yen ? 170 – 20.000 Yen ** Are designated as Ritsumeikan participants, those working at a Ritsumeikan branch the time of the conference. Furthermore ALL authors should be at Ritsumeikan University. If some authors are based outside Ritsumeikan University the other conference fees apply. Are designated as DIGRA Japan all participants to DIGRA Japan at the time of the GAMEON-ASIA conference and showing their DIGRA badge at the registration desk. The Ritsumeikan University or DIGRA Japan registration does not include coffee breaks, lunches, dinner, visit or conference proceedings in printed format. The proceedings for the Ritsumeikan University or DIGRA Japan will only be available in electronic format. The full registration fee includes one copy of the Conference Proceedings, coffee and tea during the breaks, all lunches, a welcome cocktail and a conference dinner.

A visit to a related facility in (or near) Kyoto or a walk tour to nearby World Heritage sites. More information to follow.
PAPER SUBMISSION TYPES FULL PAPER (including abstract, conclusions, diagrams, references) During review, the submitted full papers can be accepted as a regular 5 page paper. If excellent, full papers can be accepted by the program committee as an extended (8-page) paper. Each submission will be reviewed by at least three members of the GAMEON-ASIA’2012 International Program Committee. EXTENDED ABSTRACT (at least five pages) Participants may also submit a 5 page extended abstract for a regular (5 pages) or short (3 pages) paper or poster, which will be reviewed by the International Program Committee. All accepted papers will be published in the GAMEON-ASIA’2012 Conference Proceedings. SHORT ABSTRACT (at least three pages) Participants may also submit a 3 page abstract for a short paper or poster, which will be reviewed by the International Program Committee. All accepted papers will be published in the GAMEON-ASIA’2012 Conference Proceedings.
PLEASE NOTE: ONE (1) PAGE ABSTRACTS ARE NOT ACCEPTED. CORRESPONDENCE ADDRESS Philippe Geril EUROSIS-ETI European Simulation Office Greenbridge NV Wetenschapspark 1 Plassendale 1 B-8400 Ostend Belgium Tel: +32.59.255330 Fax: +32.59.255339 Email:

OUTSTANDING PAPER AWARD The 2012 GAMEON-ASIA Conference Committee will select the Outstanding Paper of the Conference. The author of this paper will be awarded a free registration for a EUROSIS conference. Only papers
SUBMITTED AS FULL papers will be eligible for the Outstanding Paper Award. LANGUAGE The official conference language for all papers and presentations is English

The conference will be held at at the Ritsumeikan University, Kyoto, Japan

Authors provide camera-ready manuscript: FEBRUARY 1ST, 2012 CONFERENCE AT THE RITSUMEIKAN UNIVERSITY, KYOTO, JAPAN: FEBRUARY 24-26, 2012


About UUID

UUID (Universal Usability and Interaction Design) SIG at Faculty of Creative Multimedia, Multimedia University, Malaysia.
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