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.
The Conference Themes on Animation, Multimedia, IPTV, Edutainment, Mobile, Virtual Reality nunciating the evident convergence of technology while focusing on the differing facets of the gaming industry. The world of gaming is a result of numerous technologies, game tools and systems, the conference strives to discuss the technological advances, perspectives of future developments, and innovative applications while exploring the key concerns and issues related to Game security and Game regulations. The conference mantles diverse overarching tracks with stimulating technical sessions covering the conference theme of: Animation, Multimedia, IPTV, Edutainment, Mobile, Virtual Reality. The conference will address the key areas of Game design, production, programming, audio and visual arts, mobile gaming, game security, IPTV and edutainment, through the following technical sessions. The session list is indicative of the key areas of discussion but is not restrictive, and suggestions from the gaming community for additional specific sessions are welcome. Please write to email@example.com with your suggestions for additional sessions.
- Mapping the Mental Space of Game Genres
- Mobile Gaming
- Cultural and Media Studies on Computer Games
- Experiential Spatiality in Games
- Player Behavior and Consumer Demographics
- Game Development Contract Outsourcing
- Project Funding and Financing
- Social/Humanities Aspects of Games
- Cheat Codes -To Cheat or Not to Cheat
- Mobile and Multiuser Games
- IPTV and Service Convergence
- Pay-As-You-Play and IPTV
- Academic Courses for Game Design & Development
- Multiuser Virtual Environments (Muves) in Education
- Learning to Play or Learning through Play
- Game Security
- Games and Intellectual Property Rights
- Laws, Regulations, Certifications and Policies for Gaming
- Censorship of Video Games Content
- Artificial Intelligence in the Context of Gaming
- Art, Design and New Media
- Education, Training, and Edutainment Technologies
- Human Factors of Games
- Sound and Music
- 3D Geometric models
- Geometric Modelling and Shape Modelling
The Conference Proceedings (Print ISSN: 2251-1679, E-Periodical ISSN: 2251-1687) will be indexed by EBSCO, CrossRef, Proquest and will be submitted to Scopus, ScienceDirect and Cabell's Directories amongst others, where applicable.
Depending on their importance, originality, quality, relevance and other editorial considerations, eligible research articles will be invited for publication in the GSTF International Journal on Computing (JOC) (ISSN: 2010-2283) which is indexed by EBSCO, CrossRef, Proquest and Cabell's Directories.
Best Paper Awards and Best Student Paper Awards will be conferred at the conference (in order to qualify for the award, the paper must be presented at the conference).
Special Track: Cloud Computing and Virtualization
International Conference on Cloud Computing and Virtualization is the only event focused on how traditional enterprises can adopt cloud computing models, featuring panels of thought leaders, candid conversations with industry luminaries. The conference is a reality check to better understand enterprise cloud computing.
Cloud computing is big news, promising unlimited capacity and pay-as-you-go economics, plus connections to an always-on world. Enterprises are excited about cloud computing but little of it is ready to use yet. Clouds present security risks, and many enterprise applications have to be completely rewritten to run on scalable clouds. Forward-thinking business leaders are using the cloud within their enterprise data centers to take advantage of the best practices that cloud computing has established, namely scalability, agility, automation, and resource sharing. Although the term 'cloud computing' is relatively new, the technologies that make it possible have been used for some time. For example, cloud computing is enabled by grid computing, virtualization, utility computing, hosting and software as a service (SaaS).
Virtualization is driving a fundamental shift in how we think about data center environments. It is lowering capital and operational costs, enabling IT agility, underlying Green IT initiatives and fueling the cloud. This conference helps us to be aware of this paradigm shift and discusses the benefits of virtualization.