Intent on advancing the theory and practice of computer games development; CGAMESUSA is an excellent chance to network with people in your field. Plenty of talks to attend and workshops to take part in. We hope you will join us and share your theories.
Propose events or activities that are related to the conference themes, submit a research design and development paper, organise a new track or workshop, hire exhibition space for marketing or recruitment purposes. Please contact us with your ideas.
Register for the conference. Please note that Author Registration needs to be completed by the 7th July 2014.
All authors are required to complete and submit an IEEE copyright form and email it to cgames.
CGAMES 2014 conference is in a Technical Co-Sponsorship with IEEE Society and the IEEE Computer Society Technical Committee on SIMULATION (TCSIM) has endorsed the conference.
The conference proceedings will be submitted for inclusion to CSDL and IEEE Xplore as well as various indexing and abstracting partners.
Welcome to CGAMES 2014 International Computer Games Conference, now in its 14th year, is acknowledged as one of the leading research conferences devoted to advancing the theory and practice of computer games development. It is organised by the University of Wolverhampton, UK, in association with the University of Louisville and the IEEE TCSIM Computer Society. The conference website can be found at www.cgamesusa.com.
The International Conference on Computer Games: AI, Animation, Interactive Multimedia, Virtual Worlds & Serious Games organised by The University of Wolverhampton, UK, is one of the leading research conferences devoted to the advancement of the theory and practice of games development. It brings together an international community of experts to discuss the state-of-the-art in computer games research, perspectives of future developments and innovative applications relevant to games development and related areas. Past conferences have attracted hundreds of participants from the industry and the academia from around the globe www.cgames.org.
The main aim of the conference is to bring together researchers, games developers, sound, graphics, video, and animation developers, education and training industry from around the world to exchange ideas on design methods, research and development, and development methodologies that are beneficial to the computer games industry and the academia. For each event the theme has been chosen to reflect the major changes in the way in which digital games are developed and played.
We hope that you will plan to join us in Louisville, Kentucky in July 2014.
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, and 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.
The conference will be using IEEE manuscript template in MS Word or Adobe format on an A4 page size. Template samples and Paper formatting instructions can be found at:
The Conference “No-Show Paper” Policy
The conference expects at least one author of accepted paper to present at the technical meeting of CGAMES’14. Authors of accepted papers included in the conference program who do not attend the conference and present their papers will have their papers classified as a “No Show Paper”. A “No Show List” will be created to include the authors of “No Show Paper”, which will be made available to all CGAMES organising committee, who can reject submissions from these authors for the following three years.
No-show papers will not be published in the Conference Proceedings. The conference will notify the IEEE conference operations of any papers that are to be excluded from IEEE Xplore. “No-Show Papers” will not be available on IEEE Xplore digital library or other public access IEEE forums.
Exceptions to this policy will be made by the Organising Committee of CGAMES’14 conference only if the authors of the “No-Show Paper” have produced evidence seven days before the starting date of the conference to prove that the no-show occurred due to the unanticipated events beyond the control of the authors, and every option available to the authors to present the paper was exhausted.
The conference will cover, but is not restricted to, the following topics:
1. TOOLS AND SYSTEMS FOR GAMES AND VIRTUAL REALITY
Games platforms, toolkits, mechanics, frameworks, engines, APIs and
libraries, and middleware, Scripting engines
Game interfaces (input devices, speech, gestures)
Content generation tools (modelling, texturing, animation, motion
capture, sound, level designer)
2. GAME AI
Neural networks, genetic algorithms, Finite State Machines, fuzzy logics,
rule-based AI, probability systems, Bayesian techniques, path finding,
potential functions, flocking
Learning, adaptation and evolution
Believable characters, models, agent architecture, memory, game bots
Multi-Agent Simulation systems (MAS)
Game AI for research and simulation
3. GAME DESIGN
Game Production and Mechanics
Game Assets and Content World Design
Game Design Process
4. SIMULATION, GRAPHICS & VISUALISATION
Immersive Environments, virtual environments, virtual reality, augmented
reality, mixed reality
Real-time rendering and shaders
Procedural generation (particles, textures, objects, terrains, worlds)
Game Physics, NURBS, skeletal animation, facial animation
Level-Of-Detailing, image-based rendering, photo realism
5. SERIOUS GAMES AND GAMES FOR RESEARCH
Edutainment, games for education and training, learning & teaching aids,
technology-supported learning, simulations, developments and
Disaster Management, crowd simulation, crime scene investigation,
medical training, security, situation awareness, games-based therapy,
games for science
6. SOCIAL AND HUMANITIES ASPECTS OF GAMES
Gender in games, violence, and pervasive gaming
Games and society
7. ONLINE GAMES AND DISTRIBUTED SIMULATION, MULTI-USER,
MOBILE GAMES, AND SECURITY
Games for mobile, Tablets, handheld, and connected systems
MUDs, MMOGs, MMORPGs
Games development for iPad, iPhone, and Android Phones and Tablets
Ambient learning environments for mobile devices and ad-hoc
Load Balancing and distributed Techniques
Distributed Simulation Tools and Techniques for Mobile and Online
Games (High level architecture, communication protocols, peer to peer
architectures, publish/subscribe techniques, scalability and
learning, information support activities
8. FUTURE GAMES
Generative/Procedural content development (characters, models, music,
Emergence in Games
Mixed-Reality and Augmented Reality for Games
Future Games Interfaces: Touch, Gestures, Multi-Point UI
9. EMERGING GAMES PLATFORMS, TECHNOLOGIES AND
Cloud computing Games
Distributed Games, Tools, and services
Cloud Based Tools and Services
Emerging Games Genres and Platforms
Computational Techniques and Architectures
Image Processing in Games
Information Storage and Retrieval
10. INCLUSIVE AREAS:
Interactive robots and toys, virtual Pets
Games Technology and ambient intelligence for next generation games
Sensors based interaction with the environment
11. GAME DESIGN AND SIMULATION
Adaptable Interactive Interfaces
12. GAME IMAGES
Animation, Graphics, and Visualization
13. SOUND & MUSIC
14. GAMES BUSINESS, MARKETING, MANAGEMENT, AND ETHICS
Human Resources Management
Ethics in Advertising, Marketing, and production
Video games industry Compliance
Training and Development in Games Industry