Fwd: Special Issue - Massively Multiplayer Online Games Technologies and Applications
-------- Original-Nachricht -------- Betreff: Special Issue - Massively Multiplayer Online Games Technologies and Applications Datum: Mon, 7 Oct 2013 16:42:20 +0100 Von: Orlando Pereira orepereira@gmail.com An: undisclosed-recipients:;
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CALL FOR PAPERS Massively Multiplayer Online Games Technologies and Applications IEEE Transactions on Emerging Topics in Computing Special Issue/Section June Issue 2014 http://www.computer.org/cms/Computer.org/transactions/cfps/cfp_tetcsi_mmogta...
IEEE Transactions on Emerging Topics in Computing (TETC) seeks original manuscripts for a Special Section on Massively Multiplayer Online Games (MMOGs) Technologies and Applications scheduled to appear in the June Issue of 2014. MMOGs are gaining an increasing importance worldwide because they pose a number of new challenges to science, engineering, and industry, not to mention that they constitute a vibrant market that involves large budgets and businesses. These challenges may be understood from three points of view: computing, information, and communication. Having computers capable of dealing with massive data and computations per time unit is essential for online games demanding interactive rates or real-time, but it is not least true we need enough network bandwidth in order to guarantee that the game updates across the network are conveyed and received without lags. Recall that online games as, for example, World of Warcraft has over ten million subscribers with a peak of about half a million players interacting simultaneously within a virtual world. In general terms, we can even say that computer games constitute the driving force behind the new generation of high-end GPU-based personal computers that produce stunning graphics and deliver massive general-purpose computations. This special issue will cover enabling technologies for MMOGs, as well as applications of MMOGs in other domains like military training, e-learning, among others. The focus will be mostly on the technological aspects of games, i.e., the computing (e.g., load balancing), information (e.g., persistent worlds), and communication (e.g., networking topologies as P2P), but high-quality papers that tackle these technological aspects in non-massive multiuser games may be also considered if they are able to contribute with solutions that can benefit MMOGs too. Hence, topics include, but are not limited to: Security Issues, Anti-Cheating Solutions, and Trust Modeling Computer-Human Interaction, User Behavior Analysis, Game Design Experience Scalability, Quality of Service and Latency Compensation Techniques Network Protocols, Traffic Analysis and Modeling Decentralized / Peer to Peer / Overlay Networks System Design / Architecture Sensor Networks for Games Grid and Cloud Computing and Mobile Games GPUs and Networks for Games Seamless Movement and Migration of Players Persistent Worlds and Embedded Databases
Submitted articles must not have been previously published or currently submitted for journal publication elsewhere. As an author, you are responsible for understanding and adhering to our submission guidelines. You can access them at the IEEE Computer Society web site, www.computer.org. Please thoroughly read these before submitting your manuscript. TETC is the newest Transactions of the IEEE Computer Society with Open Access only. Please submit your paper to Manuscript Central at https://mc.manuscriptcentral.com/tetc-cs Please note the following important dates. Submission Deadline: October 31, 2013 Reviews Completed: December 12, 2013 Major Revisions Due: January 20, 2014 Notification of Final Accept: March 16, 2014 Publication Materials Due: March 30, 2014 Targeted Issue: Apr-Jun 2014 issue Please address all other correspondence regarding this special Section to both Guest Editors A. Gomes and E. Prakash.
GUEST EDITORS Abel Gomes University of Beira Interior (Covilhã, Portugal) Email: agomes@di.ubi.pt and Edmond Prakash
participants (1)
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Lars Wolf