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DIstributed SImulation & Online gaming (DISIO)

Desenzano, Italy - March 19, 2012

DISIO 2012 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 SIMUTools 2012 conference.


  • 06/03/2012: The technical program is now available.
  • 24/11/2011: Extended deadline for paper submission: <fc #ff0000>December 16, 2011</fc>
  • 18/11/2011: <fc #ff0000>Extended versions of the best papers will be considered for publication in the ACM Computers in Entertainment (CiE) magazine</fc>
  • 28/10/2011: The submission system is open, please follow the submission guidelines

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. In fact, they share a large amount of problems and issues (e.g., efficient delivery of updates, synchronization, load-balancing, QoS management, monitoring in large distributed systems).

The aim of this workshop is to address research topics which are common to, and can potentially benefit, the research areas above, with the goal to foster interdisciplinary collaborative research, with particular emphasis on current and future trends in these fields. While the main focus is on simulation tools and gaming technologies, the workshop also encourages the submission of broader theoretical and practical research contributions. Since one of the aim of the workshop is to bring academic and industry researchers together with practitioners, reports of relevant case studies are of particular interest. Cross-disciplinary position papers, posing problems and giving input to the involved communities, are all welcome.

General areas include, but are not limited to:

  • Cloud-based gaming
    • Dynamic resource allocation
    • Dynamic provisioning
    • Infrastructure / platform / software as a service for multiplayer games
    • Green gaming infrastructures
  • Social gaming
    • Games on social networks
    • Social implications of Massive Multiplayer Games
    • Serious games and edutainment
  • Online Gaming and Digital Virtual Environments (DVE)
    • Design and implementation of massively populated online games
    • Region based partitioning, areas of interest and event filtering techniques
    • Scalability and interoperability
    • Cheating avoidance, security and availability
    • Interactive and immersive virtual environments
    • User-interface paradigms and interaction methods for virtual environments
    • Graphics systems for online gaming
  • Mobile Gaming
    • Wireless communications and protocols
    • Development for portable devices
    • Context-aware solutions
    • Augmented reality solutions
  • Distributed Simulation Techniques and Methodologies
    • Synchronization and communication management
    • Data Distribution Management (DDM)
    • Load balancing and distribution techniques
    • Simulation interoperability techniques
  • Tools for the Implementation of Online Games and Distributed Simulation
    • Peer-to-peer architectures
    • Publish/subscribe mechanisms
    • High Level Architecture (IEEE 1516)
    • Open standards
    • Communication protocols
    • Multi-Agent System (MAS)
disio2012/index.txt · Last modified: 2012/03/06 10:34 by gdangelo