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: | ||
- | * Cloud-based gaming | + | |
* Dynamic resource allocation | * Dynamic resource allocation | ||
- | * Software as a service | ||
* Dynamic provisioning | * Dynamic provisioning | ||
- | * Infrastructures | + | * Infrastructure |
* Green gaming infrastructures | * Green gaming infrastructures | ||
- | * Social gaming | + | |
* Games on social networks | * Games on social networks | ||
* Social implications of Massive Multiplayer Games | * Social implications of Massive Multiplayer Games | ||
* Serious games and edutainment | * Serious games and edutainment | ||
- | * Online Gaming and Digital Virtual Environments (DVE): | + | |
* Design and implementation of massively populated online games | * Design and implementation of massively populated online games | ||
* Region based partitioning, | * Region based partitioning, | ||
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* Graphics systems for online gaming | * Graphics systems for online gaming | ||
- | * Mobile Gaming | + | |
* Wireless communications and protocols | * Wireless communications and protocols | ||
* Development for portable devices | * Development for portable devices | ||
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* Augmented reality solutions | * Augmented reality solutions | ||
- | * Distributed Simulation Techniques and Methodologies: | + | |
* Synchronization and communication management | * Synchronization and communication management | ||
* Data Distribution Management (DDM) | * Data Distribution Management (DDM) | ||
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* Simulation interoperability techniques | * Simulation interoperability techniques | ||
- | * Tools for the Implementation of Online Games and Distributed Simulation: | + | |
* Peer-to-peer architectures | * Peer-to-peer architectures | ||
* Publish/ | * Publish/ |
disio2012/index.1311843842.txt.gz · Last modified: 2011/07/28 09:04 by gdangelo