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Game book CFC 2011 : Book Chapter on Game Design 2011 : Call for book chapters for Algorithmic and Architectural Gaming Design: Implementation and Development | |||||||||||
Link: http://www.igi-global.com/authorseditors/authoreditorresources/callforbookchapters/callforchapterdetails.aspx?callforcontentid=72f3c355-5d7a-4e80-af42-b9b320e2b5bb | |||||||||||
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Call For Papers | |||||||||||
Algorithmic and Architectural Gaming Design: Implementation and Development
Editors: Ashok Kumar, Jim Etheredge, and Hollie Boudreaux University of Louisiana at Lafayette, USA Call for Chapters: Proposals Submission Deadline Extended To: May 30, 2011 Full Chapters Due: August 1, 2011 Submission Date: November 1, 2011 Introduction Video game design and implementation is a relatively new and emerging area of education, research, and professional development. It builds on concepts from computer science as well as mathematics, physics, art, and music. The particular focus of this book is on algorithmic and architectural aspects of video game design from a computer science perspective. For example, some computer science specific concepts that are used in modern video games include data structures and algorithms for game management, algorithms for efficient path finding, artificial intelligence based algorithms for learning and steering behavior, software engineering based principles, and computer graphics. The proposed book will cover advances in algorithmic and architectural areas of game design from practical and theoretical points of view. Currently, there are few books that focus exclusively on these computer science specific aspects. Objective of the Book The main objective of the book will be to present practical applications, in a gaming environment, of the use of data structures, algorithms, software engineering principles, artificial intelligence based methods, and game management techniques. Most recent advances in the field of video game design will be covered via practical examples of game development. Chapters in the book will emphasize actual implementation of fundamental computer science concepts. This approach will provide readers with an invaluable tool to assist them in the implementation phase of their own video game development projects. Emphasis will be given to the design, development, implementation, and testing of actual games. Topics will include, but are not limited to, game management, collision detection, path finding, controlling NPC and AI’s behavior and learning. Target Audience The target audience of this book will be educators, students, practitioners, professionals, and researchers working in the area of video game design and development. It is anticipated that anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book. Recommended Topics The recommended topics for the book chapters include, but are not limited to, the following: • Algorithms and architectural issues in/for • Game management • Game infrastructure • Game states • Learning • Managing NPC behavior • Massively multiplayer online games • Algorithms and data structures for • Pathfinding • Collision detection • Steering • Group behaviors • Scene management • Terrain generation and management • Level development • Networking • Particle systems • Physics-based modeling • Software engineering in games • Motion capture • Testing issues in games Submission Procedure Game developers, educators, researchers, and other interested parties are invited to submit a 2-3 page proposal for their chapter with a clear description of the organization of their chapter as well as its theme and degree of depth/implementation details by May 1, 2011. All work must be original and previously unpublished. Chapter submission guidelines will be sent to the authors of accepted proposals by May 15, 2011. Authors will be requested to submit a full manuscript by August 1, 2011. The manuscripts will undergo a double blind peer review after which the authors will be notified and provided with reviewers’ comments by October 1, 2011. The final camera-ready manuscript will be due on or before November 1, 2011. The book will be published in 2012. Important Dates May 30, 2011: Extended Proposal Submission Deadline (2-3 page proposal) {Notification of acceptance is on an ongoing basis} August 1, 2011: Full Chapter Submission October 1, 2011: Review Results Returned November 1, 2011: Final Chapter Submission Editorial Advisory Board Ian Parberry, UNT Joel Gonzalez, Lowpolycount, Inc. Lee Mendoza, Nerjyzed Entertainment, Inc. Jeff Wofford, SMU Al Biles, RIT Jessica Bayliss, RIT Rémi Arnaud, Intel Tim Roden, St. Angelo State Klaus Jantke, Technical University of Ilmenau, Germany Jouni Smed, University of Turku, Finland Inquiries and submissions can be forwarded electronically (Word document): Email: newgamebook@gmail.com Phone: 337-482-1669 Fax: 337-482-5791 Editors can be contacted at: Ashok Kumar (axk1769@louisiana.edu), Jim Etheredge (jne1390@louisiana.edu), and Hollie Boudreaux (hmb7226@louisiana.edu) Department of Computer Science 301 E. Lewis Street UL Box 4330 University of Louisiana at Lafayette LA 70503 USA |
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