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  • <fc #ff0000>A new edition of the DISIO workshop (DISIO 2012) has been organized, please follow this link for updated information.</fc>

DIstributed SImulation & Online gaming (DISIO)

Barcelona, Spain - March 21, 2011

DISIO 2011 is the second edition of the ICST/CREATE-NET workshop that aims to bring together Distributed Simulation, Online Games, Digital Virtual Environments (DVEs) and Virtual Reality (VR) communities. High quality papers are sought on these areas. The DISIO workshop will be co-located with the SIMUTools 2011 conference.

<fc #ff0000>Extended versions of the best papers will be considered for publication in the ACM Computers in Entertainment (CiE) magazine.</fc>

News and updates

  • The technical program has been published, please refer to program.
  • The list of accepted papers has been published, please refer to accepted.


Workshop description

The Distributed simulation, Online games and Digital Virtual Environments (DVEs) fields are gaining more and more importance, both in academia and industry, but are often seen as different topics with a very limited amount of interrelation and cross-pollination. Despite this, given their distributed nature, they share a large amount of problems and issues (e.g. efficient delivery of updates, synchronization, load-balancing). In this second edition of DISIO, in addition to the main topics of the workshop, submissions on Virtual Reality related topics will be highly appreciated due to their increasing importance in both online gaming and virtual environments.

The aim of this workshop is to address the current and future trends in these topics with a particular attention to aspects that are in common, with the goal to foster interdisciplinary collaborative research in this areas. While the main focus of the workshop is on simulation tools and gaming technologies, the workshop also encourages the submission of broader theoretical and practical research contributions, such as the report of relevant case studies. Cross-disciplinary position papers, posing problems and giving input to the involved communities, are particularly encouraged. Furthermore, one of the aim of the workshop is to bring academic and industry researchers together with practitioners.

General areas include, but are not limited to:

  • Online Gaming and Digital Virtual Environments (DVE):
    • Design and implementation of massively populated online games
    • Load balancing and distribution techniques
    • Region based partitioning, areas of interest and event filtering techniques
    • Simulation of games
    • Scalability
    • Interoperability
    • Cheating avoidance, security and availability
    • Context-aware solutions for the support of DVE
    • Cloud-based gaming infrastructures
  • Distributed Simulation Techniques and Methodologies:
    • Synchronization and communication management
    • Data Distribution Management (DDM)
    • Load balancing techniques
    • Simulation interoperability techniques
  • Tools for the Implementation of Online Games and Distributed Simulation:
    • Peer-to-peer architectures
    • Structured/unstructured peer-to-peer communication strategies (DHTs, gossip, etc.)
    • Publish/subscribe mechanisms
    • Usage of existing middlewares for the implementation of games
    • RTI IEEE 1516
    • High Level Architecture (IEEE 1516)
    • Open standards
    • Communication protocols
    • Multi-Agent System (MAS)
  • Virtual Reality
    • Interactive and immersive virtual environments
    • Augmented reality for online gaming
    • User-interface paradigms and interaction methods for virtual environments
    • Graphics systems for online gaming
disio2011/index.txt · Last modified: 2011/07/28 09:41 by gdangelo

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