|[ TU Braunschweig | Computer Science | Operating Systems and Networks ]|
Braunschweig, Germany, April 16-17, 2002
|In cooperation with|
|ACM SIG MULTIMEDIA||GI-Fachgruppe Multimedia|
Sponsored by NEC Network Laboratories
|Workshop||Call for Papers||Program and Presentations||Registration||Travel Information||Proceedings||Weather|
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:
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.