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DIstributed SImulation & Online gaming (DISIO)

Sirmione, 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.

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 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.

General areas include, but are not limited to:

  • Cloud-based gaming
    • Dynamic resource allocation
    • Software as a service
    • Dynamic provisioning
    • Infrastructures / platforms / software for the development and deployment
    • 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.1311844083.txt.gz · Last modified: 2011/07/28 09:08 by gdangelo

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