7th Annual International Conference on Computer Games Multimedia & Allied Technologies - Home
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pulled from site's meta descriptionCGAT 2013, 6TH Annual International Conference on Computer Games, Multimedia and Allied Technology raises a platform for the Asian Gaming Community to realize, recognize, and reveal the technological interplay at work behind the immersive and compelling world of gaming. The conference mantles the experience, expertise, and technological know-how flowing in from academicians, researchers, and industry professionals and provides an apt platform for view and review.
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- asia pacific
- south east asia
- Virtual Worlds
- Interactive Multimedia
- artificial intelligence
- Serious Games
- Tools and Systems for Games and Virtual Reality
- Games platforms
- toolkits
- mechanics
- frameworks
- engines
- APIs and libraries
- and middleware
- Scripting engines
- Game interfaces (input devices
- speech
- gestures)
- Content generation tools (modelling
- texturing
- animation
- motion capture
- sound
- level designer)
- Game artificial intelligence (AI)
- Neural networks
- genetic algorithms
- Finite State Machines
- fuzzy logics
- rule-based AI
- probability systems
- Bayesian techniques
- path finding
- potential functions
- flocking
- Learning
- adaptation and evolution
- Believable characters
- models
- agent architecture
- memory
- game bots
- Multi-Agent Simulation systems (MAS)
- Game AI for research and simulation
- Simulation
- Graphics & Visualisation
- Immersive Environments
- virtual environments
- virtual reality
- augmented reality
- mixed reality
- Real-time rendering and shaders
- Procedural generation (particles
- textures
- objects
- terrains
- worlds)
- Game Physics
- NURBS
- skeletal animation
- facial animation
- Level-Of-Detailing
- image-based rendering
- photo realism
- Serious Games and Games for Research
- Edutainment
- games for education and training
- learning & teaching aids
- technology-supported learning
- simulations
- developments and applications
- Disaster Management
- crowd simulation
- crime scene investigation
- medical training
- situation awareness
- games-based therapy
- games for science
- Social and Humanities Aspects of Games
- Gender in games
- violence
- and pervasive games
- Games and Society
- Gaming Communities
- Online Games and Distributed Simulation
- Multi-user
- Mobile Games
- and Security
- Games for mobile
- Tablets
- handheld
- and connected systems
- MUDs
- MMOGs
- MMORPGs
- Games development for iPad
- iPhone
- and Android Phones and Tablets
- Ambient learning environments for mobile devices and ad-hoc networking
- Load Balancing and distributed Techniques
- Distributed Simulation Tools and Techniques for Mobile and Online Games (High level architecture
- communication protocols
- peer to peer architectures
- publish/subscribe techniques
- scalability and Interoperability
- etc.)
- information support activities
- Game Security
- Future Games
- Generative/Procedural content development (characters
- music
- Physics-based games
- Emergence in Games
- Mixed-Reality and Augmented Reality for Games
- Future Games Interfaces: Touch
- Gestures
- Multi-Point UI
- Emerging Games Platforms
- Technologies and Applications
- Cloud computing Games
- Distributed Games
- Tools
- and services
- Cloud Based Tools and Services
- Emerging Games Genres and Platforms
- Computational Techniques and Architectures
- Image Processing in Games
- Information Storage and Retrieval
- Inclusive Areas
- Interactive robots and toys
- virtual pets
- Games Technology and ambient intelligence for next generation games
- Sensors based interaction with the environment
- Game Design
- Games genres
- Games simulation
- Level design
- Adaptable Interactive Interfaces
- Game Images
- Visual aesthetics
- Animation
- Graphics
- Visualization
- Sound design
- Music composition
- computer game-theory
- semiotics
- sociology
- psychology
- anthropology
- programming
- design
- audio
- production
- business and management
- visual arts
- video game developers
- Learning in games
- Coevolution in games
- Neural-based approaches for games
- Fuzzy-based approaches for games
- Player/Opponent modeling in games
- CI/AI-based game design
- Multi-agent and multi-strategy learning
- CI for Player Affective Modeling
- Intelligent Interactive Narrative
- Imperfect information and non-deterministic games
- Player satisfaction and experience in games
- Theoretical or empirical analysis of CI techniques for games
- Comparative studies and game-based benchmarking
- Computational and artificial intelligence in: Video games
- Board and card games
- Economic or mathematical games
- Serious games
- Augmented and mixed-reality games
- Games for mobile platforms
- Multi-player Games: cloud based games
- networked games
- location awareness
- infrastructure
- performance
- latency
- architecture
- security
- Game Platforms: mobile/handheld
- computers
- consoles
- portable consoles
- cloud servers
- network servers
- system architecture
- network architecture
- Beyond Entertainment: health
- exercise
- education
- training
- business
- advertising
- social change
- usability beyond games
- Design
- Development and Production: design of games
- tools
- interdependencies of software & hardware
- graphics
- content generation
- cinematography
- Interfaces: interoperability
- wearable devices
- biometrics
- 3D effects
- haptics
- gaze
- proximity
- gesture
- Technology: multi-core processors
- mobile SoC
- 3D display
- 3D graphics
- storage
- vision
- imaging
- wireless
- RF
- MEMS
- nano devices
- User Experience: playing experience
- behavioral impact
- social impact
- player modeling
- learning
- cultural impact
- lessons from games
- Play: Theories of Play
- historical evolution of play
- relationship between electronic andnon-electronic forms of games and toys
- psychological dimensions of play
- play across the lifespan
- impact of computers on play
- player-audience interactions
- Game Design and Development Education: Curriculum Design
- Course Design
- Survey of Existing Programs
- Informal Education
- Imagination and interpretation
- World
- space and experience
- Technology
- process
- and experience
- Experience of time in computer game play
- Embodiment and player experience
- Emotions and player experience
- Perspectives on aesthetics and player experience
- Perspectives on ethics and player experience
- Methodological and epistemological considerations on studying player experience
- Intelligent Interactive Multimedia Systems and Services
- Information and Digital Engineering
- Networked Digital Technologies
- Human-Computer Interfaces
- Singapore conference
- indexed conference
- asean conference APAC
- GTSF Partner universities
- University of Turin
- University of Piraeus
- International Islamic University Malaysia
- Munich Business School
- Universidad de Alcala
- Universiti Malaysia Sarawak
- University of Arkansas at Little Rock
- University of Bedfordshire
- Pontificia Universidad Javeriana Cali
- Al Ghurair University
- Texas Woman's University
- New York Institute of Technology
- University of Wisconsin-Madison
- Monash University
- East Carolina University
- Universiti Sains Malaysia
- University of Surrey
- International Institute of Information Technology
- Roma Tre University
- Washington & Jefferson College
- Dhofar University
- University of Tulsa
- University of North Dakota
- Edith Cowan University
- Prof. Peter Comninos
- Prof. Farid Shirazi
- Dr. Edmond Prakash
- Dr. Andy Koronios
- Dr. Khalil El-Khatib
- Prof. Margaret Tan
- Dr. Andreas Uhl
- Dr. Simon Stobart
- Prof. Paul Bourke
- Prof. Wei Sun
- Dr. Abdul Hanan Abdullah
- M.P. Gupta
- Assoc. Prof. Harold Thwaites
- Dr. Matthew Holton
- Alvin Tang
- Prof. Dr. Marco Block-Berlitz
- Dr. Sanjoy Kumar Saha
- Dr. Andres Adolfo Navarro Newball