disio2012:index
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====== DIstributed SImulation & Online gaming (DISIO) ====== | ====== DIstributed SImulation & Online gaming (DISIO) ====== | ||
- | <fs 1.4em>Sirmione, Italy - March 19, 2012</ | + | <fs 1.4em>Desenzano, Italy - March 19, 2012</ |
\\ | \\ | ||
\\ | \\ | ||
**DISIO 2012** is the third edition of the ICST/ | **DISIO 2012** is the third edition of the ICST/ | ||
+ | |||
+ | ===== News ===== | ||
+ | * 06/03/2012: The technical program is now available. | ||
+ | * 24/11/2011: **Extended deadline for paper submission: <fc # | ||
+ | * 18/11/2011: **<fc # | ||
+ | * 28/10/2011: The submission system is open, please follow the [[disio2012: | ||
===== 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. | + | 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, | ||
- | The aim of this workshop is to address | + | The aim of this workshop is to address |
General areas include, but are not limited to: | General areas include, but are not limited to: | ||
- | * **Online Gaming and Digital Virtual Environments (DVE)**: | + | * **Cloud-based gaming** |
- | | + | * Dynamic resource allocation |
- | | + | * Dynamic provisioning |
- | | + | * Infrastructure / platform / software as a service for multiplayer |
- | * Simulation of games | + | * Green gaming infrastructures |
- | | + | |
- | | + | * **Social gaming** |
- | | + | * Games on social networks |
- | | + | * Social implications |
- | | + | * Serious games and edutainment |
- | * **Distributed Simulation Techniques | + | |
- | | + | * Design |
- | | + | * Region based partitioning, |
- | * Load balancing | + | * 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 | ||
- | * **Tools for the Implementation of Online Games and Distributed Simulation:** | + | |
- | | + | * Wireless communications and protocols |
- | * Structured/ | + | * Development |
- | * Publish/ | + | * Context-aware solutions |
- | * Usage of existing middlewares | + | * Augmented reality solutions |
- | | + | |
- | | + | |
- | * Open standards | + | |
- | * Communication protocols | + | |
- | * Multi-Agent System (MAS) | + | |
- | * **Virtual Reality** | + | |
- | | + | * Synchronization |
- | | + | * Data Distribution Management (DDM) |
- | | + | * Load balancing |
- | | + | * Simulation interoperability techniques |
+ | * **Tools for the Implementation of Online Games and Distributed Simulation** | ||
+ | * Peer-to-peer architectures | ||
+ | * Publish/ | ||
+ | * High Level Architecture (IEEE 1516) | ||
+ | * Open standards | ||
+ | * Communication protocols | ||
+ | * Multi-Agent System (MAS) |
disio2012/index.1311842469.txt.gz · Last modified: 2011/07/28 08:41 by gdangelo