[e2e] Call for Papers - NetGames2002

Tristan Henderson T.Henderson at cs.ucl.ac.uk
Mon Dec 17 12:59:27 PST 2001

        First Workshop on Network and System Support for Games

                        April 16-17, 2002
                          (TBC), Germany

                        In cooperation with
              ACM SIG MULTIMEDIA (approval requested)


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.

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.

Submission deadline:       January 24, 2002
Acceptance Notification:   February 18, 2002
Camera-ready deadline:     March 8, 2002
Workshop:                  April 16-17, 2002

Program Committee

  Grenville Armitage
  Jon Crowcroft, Cambridge University, UK
  Christophe Diot, Sprint ATL
  Stefan Fischer, TU Braunschweig
  Carsten Griwodz, University of Oslo, Norway
  Tristan Henderson, University College London, UK
  Sugih Jamin, University of Michigan, USA
  Brian Neil Levine, University of Massachusetts at Amherst, USA
  Martin Mauve, University of Mannheim, Germany
  Anthony Steed, University College London, UK
  Lars Wolf, University of Karlsruhe, Germany
  Jianxin Jeff Yan, Cambridge University, UK

  Manuel Oliveira, University College London, UK
  Lars Wolf, University of Karlsruhe, Germany

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