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disio2012:index [2011/07/28 08:41] – created gdangelodisio2012:index [2012/03/06 10:34] (current) gdangelo
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 ====== DIstributed SImulation & Online gaming (DISIO) ====== ====== DIstributed SImulation & Online gaming (DISIO) ======
  
-<fs 1.4em>Sirmione, Italy - March 19, 2012</fs>+<fs 1.4em>Desenzano, Italy - March 19, 2012</fs>
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 **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 [[http://simutools.org/|SIMUTools 2012]] conference. **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 [[http://simutools.org/|SIMUTools 2012]] conference.
 +
 +===== News =====
 +   * 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 [[disio2012:submission|submission guidelines]]
  
 ===== 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.  
 +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 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 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: General areas include, but are not limited to:
  
-  * **Online Gaming and Digital Virtual Environments (DVE)**: +  * **Cloud-based gaming** 
-     Design and implementation of massively populated online games +    Dynamic resource allocation 
-     Load balancing and distribution techniques +    Dynamic provisioning 
-     Region based partitioning, areas of interest and event filtering techniques +    Infrastructure / platform / software as a service for multiplayer games 
-     * Simulation of games +    Green gaming infrastructures 
-     Scalability + 
-     Interoperability +  * **Social gaming*
-     Cheating avoidance, security and availability +    Games on social networks 
-     Context-aware solutions for the support of DVE +    Social implications of Massive Multiplayer Games 
-     Cloud-based gaming infrastructures+    Serious games and edutainment
  
-   * **Distributed Simulation Techniques and Methodologies**: +  * **Online Gaming and Digital Virtual Environments (DVE)** 
-     Synchronization and communication management +    Design and implementation of massively populated online games 
-     Data Distribution Management (DDM) +    Region based partitioning, areas of interest and event filtering techniques 
-     * Load balancing techniques +    Scalability and interoperability 
-     Simulation interoperability techniques+    * 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:** +  * **Mobile Gaming** 
-     Peer-to-peer architectures +    Wireless communications and protocols 
-     * Structured/unstructured peer-to-peer communication strategies (DHTs, gossip, etc.) +    Development for portable devices 
-     * Publish/subscribe mechanisms +    Context-aware solutions 
-     Usage of existing middlewares for the implementation of games +    Augmented reality solutions
-     RTI IEEE 1516 +
-     High Level Architecture (IEEE 1516) +
-     * Open standards +
-     * Communication protocols +
-     * Multi-Agent System (MAS)+
  
-   * **Virtual Reality** +  * **Distributed Simulation Techniques and Methodologies** 
-     Interactive and immersive virtual environments +    Synchronization and communication management 
-     Augmented reality for online gaming +    Data Distribution Management (DDM) 
-     User-interface paradigms and interaction methods for virtual environments +    Load balancing and distribution techniques 
-     Graphics systems for online gaming+    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.1311842469.txt.gz · Last modified: 2011/07/28 08:41 by gdangelo

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