http://www.cs.uiowa.edu/~cremer/sive95.html
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CALL FOR SUBMISSIONS/PARTICIPATION
FIRST WORKSHOP ON
SIMULATION AND INTERACTION IN VIRTUAL ENVIRONMENTS
Sponsored by ACM Siggraph, the Office of Naval Research,
and The University of Iowa Center for Computer Aided Design
The University of Iowa
July 13-15, 1995
PROGRAM CO-CHAIRS: James Cremer (Iowa), Dinesh Manocha (UNC), George Vanecek
(Purdue)
PROGRAM COMMITTEE: N. Badler (Penn), D. Baraff (CMU), P. Fishwick (Florida),
J. Helman (SGI), L. Hodges (Ga. Tech), J. Kearney (Iowa), H. Ko (Iowa)
M. Lin (NPS), D. Pai (UBC), Y. Papelis (Iowa), M. Raibert (MIT),
A. Witkin (CMU), M. Zyda (NPS), D. Zeltzer (MIT)
SCOPE OF THE WORKSHOP
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Virtual worlds should be rich, dynamic environments populated with
objects that exhibit realistic (or at least interesting) behaviors and
that interact convincingly with each other and human participants.
Remarkable progress in graphics technology has not been paralleled by
developments in real-time simulation and interaction software necessary
to support many VE applications. Existing systems are often visually
compelling but behaviorally dull; the underlying physical and behavioral
models are simplistic and the user's freedom of interaction is severely
restricted. Even simple everyday interactions --- grasping, opening and
closing, and moving or knocking over things --- cannot be performed in
ways people are accustomed to. Many potential VE applications will not
be realized without fundamental advances in efficient and robust
software for simulation, geometry, behavior and scenario authoring, and
basic virtual environment ``backplanes''.
THIS WORKSHOP WILL BE A TECHNICAL FORUM EXAMINING THE STATE OF THE ART
AND OPEN RESEARCH PROBLEMS IN SIMULATION, GEOMETRY, SCENARIO, AND OTHER
SUPPORTING SOFTWARE TECHNOLOGIES FOR VIRTUAL ENVIRONMENTS.
One focus will be real-time interactive simulation. Virtual
environments demand a new style of simulation software that adheres to
real-time constraints but is also structured to respond to
user-interaction, and to detect and resolve collisions and other on-line
events.
A second focus of the workshop will be the modeling, control, and
authoring of action and scenarios within VEs. In training and
entertainment applications, developers must be able to ``program the
action'' --- to populate a VE with interesting entities and to specify
scenarios that meet designers' expectations. VEs require both passive
behavior, based on real-time simulation with collision and contact
handling, and active behavior --- motor, task, and scenario control of
complex entities such as humans, robots and animals. Tools for active
behavior must facilitate creating and directing scenarios of interacting
human and computer controlled agents, typically combining both reactive
and orchestrated behavior components.
ORGANIZATION OF THE WORKSHOP
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The two-and-a-half day workshop will include two keynote speeches,
presentations by approximately sixteen of the invited participants, and
panel-led discussions. Facilities for demonstrations will be available.
Workshop proceedings will be distributed to all participants and also
placed in a widely accessible ACM World Wide Web on-line proceedings
repository.
IOWA DRIVING SIMULATOR DEMONSTRATIONS
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Participants will be given a demonstration of and an opportunity to
drive the Iowa Driving Simulator --- an immersive driving environment
incorporating real-time dynamics, advanced image generation, motion
platform with dome and interchangeable auto cabs, force feedback, audio,
very high resolution terrain databases, and reactive scenario traffic.
TOPICS OF INTEREST
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* Real-time interactive simulation:
- dynamics and kinematics
- geometry support
- collision detection
- contact analysis
- incremental, real-time, robust methods
* Control and behavior:
- coordination of multiple agents
- authoring situations and scenarios, directing actions, plot and story
- human body and behavior modeling
- locomotion
- control of high-degree-of-freedom entities
* Human-computer interface
- software aspects of force feedback, haptic displays
- authoring tools and interaction paradigms
* Real-time issues:
- architectures for real-time simulation in VE
- time-critical computing
- distributed and parallel computing for VE
* Interoperability
* Database modeling
PARTICIPATION AND TRAVEL SUPPORT
--------------------------------
Please submit 3-6 pages summarizing your relevant research or activities
in the area. Include email and U.S. mail address, and telephone and fax
numbers. Not all invited participants will have a formal opportunity to
speak. However, the workshop will be organized to provide ample
opportunities for discussion.
A limited amount of travel funds will be available to invited
participants.
A registration fee of \$100 (\$50 for graduate students, \$125 for
non-ACM members) will be charged. Included in this fee: catered lunch on
the first day, informal reception/barbecue during the first evening, and
workshop proceedings.
SUBMISSIONS
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We prefer electronic submission of either Postscript (preferred)
or plain unformatted text to:
If you prefer, you may send hard copy to:
James Cremer
Computer Science Department
MacLean Hall
University of Iowa
Iowa City, IA 52242
(telephone: 319-335-0736)
(fax: 319-335-3624)
IMPORTANT DATES
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Submissions must be received by April 20, 1995.
April 20, 1995 deadline for the submission of abstracts
May 15, 1995 notification of acceptance for the workshop
WORKSHOP WWW HOMEPAGE
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Updated meeting information, tentative schedule, registration details,
and further information about the organizers and participants will be
available via the World Wide Web at URL:
http://www.cs.uiowa.edu/~cremer/sive95.html