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disio2011:index [2010/06/16 11:14] – created gdangelodisio2011:index [2011/07/28 08:36] gdangelo
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 ====== DIstributed SImulation & Online gaming (DISIO) ====== ====== DIstributed SImulation & Online gaming (DISIO) ======
  
-<fs 1.4em>BarcelonaSpain - March 212011</fs>+<fs 1.4em>SirmioneItaly - March 192012</fs>
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-**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 [[http://simutools.org/|SIMUTools 2011]] conference.+**DISIO 2011** is the third 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 [[http://simutools.org/|SIMUTools 2012]] conference. 
 + 
 +----
  
 ===== Workshop description ===== ===== 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). +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).
  
 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. 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.
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 General areas include, but are not limited to: General areas include, but are not limited to:
  
-* **Online Gaming and Digital Virtual Environments**: +  * **Online Gaming and Digital Virtual Environments (DVE)**: 
-  * Design and implementation of massively populated online games +     * Design and implementation of massively populated online games 
-  * Load balancing and distribution techniques +     * Load balancing and distribution techniques 
-  * Region based partitioning, areas of interest and event filtering techniques +     * Region based partitioning, areas of interest and event filtering techniques 
-  * Simulation of games +     * Simulation of games 
-  * Scalability +     * Scalability 
-  * Interoperability +     * Interoperability 
-  * Cheating avoidance, security and availability+     * 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
  
-* **Distributed Simulation Techniques and Methodologies**: +   * **Tools for the Implementation of Online Games and Distributed Simulation:** 
-  Synchronization and communication management +     Peer-to-peer architectures 
-  Data Distribution Management (DDM+     * Structured/unstructured peer-to-peer communication strategies (DHTs, gossip, etc.) 
-  Load balancing techniques +     Publish/subscribe mechanisms 
-  Simulation interoperability techniques+     * 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)
  
-* **Tools for the Implementation of Online Games and Distributed Simulation:** +   * **Virtual Reality** 
-  Peer-to-peer architectures +     Interactive and immersive virtual environments 
-  Structured/unstructured peer-to-peer communication strategies (DHTs, gossip, etc.) +     Augmented reality for online gaming 
-  Publish/subscribe mechanisms +     User-interface paradigms and interaction methods for virtual environments 
-  Usage of existing middlewares for the implementation of games +     Graphics systems for online gaming
-  * RTI IEEE 1516 +
-  * High Level Architecture (IEEE 1516) +
-  * Open standards +
-  * Communication protocols+
  
-* **Virtual Reality** 
disio2011/index.txt · Last modified: 2011/07/28 09:41 by gdangelo

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