NetGames2002
First Workshop on Network and System Support for Games
April 16-17, 2002
Braunschweig, Germany
In cooperation with ACM SIG MULTIMEDIA (approval requested)
http://wwwmc.tm.uni-karlsruhe.de/netgames2002/
Games, in some respect, have always been a part of human life. Playing
with others, competing to measure strengths and capabilities, is a
pursuit of interest to most people. As technology has advanced, new
types of games have arisen, and the old ones have evolved.
The computer-based game exists in a large variety of forms, from
shoot-em-ups to role-playing games to puzzles, and for largely varying
endsystems, from standard PCs to specialized game-consoles to mobile
telephones. Whilst single-player computer games have existed for
decades, networked games have recently found widespread interest. For
some of the more popular network-based multiplayer games, appropriate
system and network support is required to provide the players with
sufficient performance. For example, in an interactive real-time game,
delays introduced by local processing and network transmission may
cause inconsistencies in the distributed state of the game.
Research into networked games is becoming increasingly popular. But
from a technical point of view, the boundary between games and more
'serious' applications is not always clearly defined. Flight
simulators, for instance, may be seen as games but also as (semi)
professional 'training tools'. The purpose of this workshop is to
create a forum for all people, from both academia and industry, who
are interested in the network- and system-oriented aspects of games,
to discuss the issues and solutions arising in this application
domain, to present new research results and to open questions.
Topics of interest include, but are not limited to:
* Network Aspects of Games
* Scalability
* Real-Time Issues
* Impact of Network and System-Induced Delays
* Protocols for Networked Games
* Quality of Service
* Mobility
* Consistency
* Simulators
* Usage Studies
* Security
* Cheating detection and prevention
* Payment
* Game Platforms
* Middleware for Games
* System Architectures
* Games on Very Low Resource Endsystems
The workshop is intended to be an active event, and attendees should
not expect to merely sit and listen. To create a productive workshop
environment, active participation will be strongly encouraged.
Contributions
Extended Abstracts of technical papers, work-in-progress reports, and
position statements with a length of 5 pages (single space, 11pt font)
should be submitted in PDF or postscript format. Submission
instructions will be available on the web in January 2002.
Authors of accepted papers will be invited to present at the workshop
and publish full-length versions of their papers in the workshop
proceedings. In addition to regular paper sessions, it is planned to
have time for presentation of work-in-progress, position statements,
outrageous opinions.
Dates
Submission deadline: January 24, 2002
Notification: February 18, 2002
Final camera-ready manuscript: March 8, 2002
Workshop: April 16-17, 2002
[some changes to these dates might become necessary due to discussions
with publishers]
Chair
* Lars Wolf, University of Karlsruhe
Program Committee
* Grenville Armitage
* Jon Crowcroft, Cambridge University
* Christophe Diot, Sprint ATL
* Stefan Fischer, TU Braunschweig
* Carsten Griwodz, University of Oslo
* Hannes Hartenstein, NEC CCRLE
* Tristan Henderson, University College London
* Sugih Jamin, University of Michigan
* Brian Neil Levine, University of Massachusetts at Amherst
* Martin Mauve, University of Mannheim
* Anthony Steed, University College London
* Lars Wolf, University of Karlsruhe
* Jianxin Jeff Yan, Cambridge University
Organization
Manuel Oliveira, University College London
Lars Wolf, University of Karlsruhe
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