GENERAL
Aim
Topics
Keynotes
Committee
PROGRAMME
CORE
AI
Physics & Simulation
PERIPHERAL
All Programming
3D-Scalability
Facial Animation
Skeletal Animation
3DIn Game Animation
Tools
Design
Rendering
Voice Interaction
CORPORATE
Tutorials
Aren't we Great
EUROPEAN PROJECTS
PRELIMINARY PROGRAMME
DEADLINES & REQUIREMENTS
AWARDS
SPOSPSPONSORSHIPS
EXHIBIT INFORMATION
VENUE
ACCOMMODATION
REGISTRATION FORM
Fax Registration Form
Electronic Registration Form
|
|
PRELIMINARY PROGRAMMEKEYNOTES
The Double Helix: Simulation and Gaming"
Roger Smith
ModelBenders LLC, Oviedo, USA
Title to be announced later
David Bartlett
SGI, Modeling & Simulation/Imaging, Chantilly, USA
THIS IS THE LIST OF ACCEPTED
SUBMISSIONS. THIS WILL BE UPDATED AS SOON AS POSSIBLE
Computer Modeling of Draughts
Natalya J.Semchenok, Omsk State University, Omsk, Russia
Egocentric AI Processing for Computer Entertainment: A
real-Time Process Manager for Games
Ian Wright and James Marshall, Sony Computer Entertainment Europe,
London, United Kingdom
RC++ A Rule Based Language for Game AI
Ian Wright and James Marshall, Sony Computer Entertainment Europe,
London, United Kingdom
Fuzzy State Machine Modelling of Agents and their Environments
for Games
N.E.Gough, H.Sulimand and Q.H.Mehdi, University of Wolverhampton,
Wolverhampton, United Kingdom
Simulated Car Racing through Machine Learning
M Arif Wani, University of Teesside, Middlesbrough, UK
IntelligentBox: Its Aspects as a Rapid Construction System for
Interactive 3D Games
Yoshihiro Okada, Graduate School of Kyushu University, Kasuga and
Eisuke Itoh and Sachio Hirokawa, Kyushu University, Fukuoka, Japan
Efficient Skinning Effect for Game Character Animation using
DirectX Vertex Blending
Q.Mehdi, Zhigang Wei and N.Gough, University of Woilverhampton,
Wolverhampton, United Kingdom
Real Time Decision Making for Computer Game Agents
Nick Hawes, The University of Birmingham, Birmingham, United Kingdom
Emotional States and Realistic Agent Behaviour
Matthias Scheutz and Aaron Sloman, University of Birmingham,
Birmingham and Brian Logan, University of Nottingham, Nottingham, United Kingdom
A Blackboard System for Interpreting Agent Messages
Marc Cavazza , Steven J. Mead , Alexander I. Strachan, University of
Teesside, Middlesborough, and Alex Whittaker , Sony Computer Entertainment Europe, United
Kingdom
Natural Language Processing Strategies for Computer Games
Marc Cavazza, University of Teesside,Middlesbrough, United Kingdom
Extended Light Maps
Stefan Brabec and Hans-Peter Seidel, Max-Planck-Institute fuer
Informatik, Germany
Artificial Life Techniques for Generating Controllers
for Physically Modelled Characters
Tim Taylor, International Centre for Computer Games and Virtual
Entertainment (IC-CAVE), University of Abertay Dundee, United Kingdom
Creating Animated Behavioural Character Based on Environmental
Effects
Z Wen, Q Mehdi, and N Gough, University of Wolverhampton, UK
Artificial Neural Networks in Future Computer Games.
Q Mehdi, H Suliman, E Asloglou, and N Gough, University of
Wolverhampton, UK
Traffic Simulation Using Flocking Algorithms
Abdennour El Rhalibi, Liverpool John Moores University,
Liverpool, United Kingdom
Agent Assist for Computer Games
V Rao Vemuri ,University of California, Davis, USA
|