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Conference Exhibition Call For Participation Presenters Media Registration



The deadline for submitting SIGGRAPH 2005 Panels topics was 3 November 2004. Panel position papers must be received by 6 pm Pacific time, 1 March 2005.
Submit Position Papers Here

Rethinking The Narrative Thread: Where Do Movies End And Videogames Begin? Discussing The New Storytelling Paradigm
The narrative novel used to be held between two covers and a binding. No more. The video game market unites the traditions of storytelling and character development. For the most part we're still absorbing these stories as a whole, rather than interacting with them. Will this change? And if so, how? This panel seeks to answer these questions and others: What will it take to change storytelling? How has narrative changed, if at all? What are new storytelling forms, and have they changed the way we think? Is the book obsolete? Panelists involved in various aspects of the storytelling process will discuss the evolution of interactive story; where we might be going; the fully-immersive story experience; how we might experience interactive stories composed of not only plot and characters, but also visuals and audio.         Submit Position Papers On This Topic

The Ultimate Display: What Will It Be?
The invention of television radically shaped the 20th century. Today, we view most of our visual entertainment on new and innovative displays. This panel will discuss future trends in display technology, ranging from stereoscopic and autostereoscopic techniques, holography, and 3DTV to projector-based concepts. Leading experts from science and industry will discuss possibilities, developments, and limitations of tomorrow's displays; fundamental facts; and emerging trends and applications in entertainment, science, and education.         Submit Position Papers On This Topic

Academic Research And Production: How Does Research Change The Tools We Use In Production? And How Do Production Needs Influence Academic Research?
How and when do academic research ideas make their way into feature animation and visual effects production facilities? What kinds of graphics research ideas have made good production tools, and how are they transformed by practical experience and needs? What pressing production issues should be considered in academic circles? To what extent is the industry using standardized tools, which might be slowing adoption of new techniques? How are intellectual property issues resolved? Are there ways in which academia and industry could work together more closely to bridge the gaps? Panelists will include researchers, artists, practitioners, and developers from academia and production.         Submit Position Papers On This Topic

CG Centerfolds And Beyond: Now That They Look Real, What Do We Do With Them?
Whether we're sinking the Titanic, traveling to other worlds, or re-creating movie stars to dance or sell soda, computer graphics challenges us to think beyond the beautiful images we create to the implications of those images. In "Final Fantasy," "Polar Express," and a recent all-CG spread in Playboy Magazine, the digital human is clearly within our grasp. What are the implications of computer-generated humans? Is there a line that should inhibit further development of digital humans? Have we already crossed it? This conversation will engage practitioners, artists, producers, and others in related businesses who might have an experience or an opinion about this quickly growing, emotionally charged side of the computer graphics industry.         Submit Position Papers On This Topic

Networked Performance: How Does Art Affect Technology and Vice Versa?
This panel addresses issues of performance, embodiment, social collaboration, public authoring, and play through computationally dependent cultural practices such as wireless culture, location technologies (GPS), grid computing, sensing, and reactive (sensor-based) interactivity. Mobile computing and network practice cut across all aspects of practice and research, engaging optimization, visualization, tool creation, hacking, etc. Panelists will be artists, technologists, educators, and scientists interested in the evolution of networked production, creation, and performance.         Submit Position Papers On This Topic

Outsourcing CG: Is It the Problem or the Solution?
We are truly living, working, and collaborating in a global economy. Some artists move overseas to find work; some local supervisors hire artists and companies in other countries to produce work for local productions; some local companies are starting entire companies in other countries for local productions. The implications are vast. Time and language differences notwithstanding, cultural differences are sometimes insurmountable, but global production brings income and untold opportunities to all kinds of artists and technologists. This panel will present supervisors, producers, and artists from all over the globe to talk about the good, bad, and impossible of outsourcing.         Submit Position Papers On This Topic

Believable Characters: Are AI-Driven Characters Possible, and Where Will They Take Us?
With processing power increasing as fast as player expectations, where are we (and our characters) going with artificial intelligence? How is interactive entertainment changing with Playstation3 and Xbox2, and other massive multiplayer online role-playing games? How does AI affect the development of emotionally believable characters? How can we prioritize and balance graphic techniques to support perceived realism in a character? Are there rules or guidelines we can distill from the more successful game characters? What are the subliminal tip-offs that spoil the illusion of life? In this panel, industry experts, artists, character animators, and programmers will share their insights and help us sift through the graphics-technology clutter to uncover some believable character gems and answer some fundamental questions.         Submit Position Papers On This Topic

State Of The Art In Game Research: Games on the Horizon and Beyond
Academic research into computer games has exploded in the last three years. The first international conference of DiGRA,the Digital Games Research Association, convened in 2003. Game-research journals and conferences continue to proliferate, and several universities now offer videogame programs for both research and education. Game research cuts a wide swath across a number of disciplines, making for an interesting set of conversations. Disciplines as diverse as comparative media and sociology intermingle with computer graphics and design. Games are even creeping into classic SIGGRAPH research domains, such as artificial intelligence, virtual reality, and simulation training. This panel looks at some of the latest game research from universities around the world.         Submit Position Papers On This Topic

Ubiquitous Music: How Are Sharing, Copyright, and Really Cool Technology Changing the Roles of the Artist and the Audience?
Since the 1970s, when the Walkman liberated music, we've moved on to iPods and mobile phones, which define contemporary social music experiences. How will we listen to music tomorrow? Because music is often a technological harbinger (digital representation, workstation editing, and optical storage came to sound before its media counterparts), this panel looks beyond current debates on copyright and presents new forms of music creation, listening, and sharing. It sheds light on ubiquitous content and social-interaction models afforded by mobile technologies. Panelists will speak to the following topics: current and future systems; the technical, artistic, and legal ramifications of sharing; the roles of the artist and listener in the creative process; and new paradigms.         Submit Position Papers On This Topic

The Open-Source Movement and the Graphics Community: How Can Open Source, Third Party, and Proprietary Software Models Coexist?
In recent years, the open-source movement has increased dramatically. Harnessing the power of thousands of developers and testers has proven successful, to varying degrees, in developing operating systems, graphics applications, and web tools, including Linux, POV-Ray, Blender, Gimp, and Apache. Is the open-source model relevant and useful to the graphics community? Does the model of proprietary application research, development, and usage serve the industry better? Or will commercial facilities continue to primarily choose off-the-shelf solutions? Can all models work together? This conversation will include developers of open-source software, in-house proprietary software, and commercial software, and practitioners who encounter all kinds of software.         Submit Position Papers On This Topic

WWAI: How is the Web Growing? Into a Social Super-Organism or a Mass of Disconnected Information?
While the World Wide Web could become the nerve center for a social superorganism, it remains frustratingly rudimentary. Documents lack uniformity and integration; linking is unintelligent and unstable; interaction is limited, controlled by authors and browsers. However, things are changing. Advances in artificial intelligence could be applied to the WWW, transforming it to a globally distributed, massively parallel, wetware-oriented universe. This panel will present panelists from all areas of web development to discuss this and other possibilities for the future of the web.         Submit Position Papers On This Topic

The Fourth Annual SIGGRAPH CyberFashion Show Invites Participation

Building on the overwhelming success of SIGGRAPH CyberFashion III, organizers are planning the fourth show, for SIGGRAPH 2005. Individuals, collaborative groups, and commercial entities are invited to propose their projects or products for possible inclusion in the show:
  • Wearable computers - systems, displays, keyers, or other accessories.
  • Smart clothes - clothing with embedded electronics such as built-in sound systems, communications devices, positioning systems, physiological and environmental sensors, etc.
  • Flexiblewear - clothing and accessories that facilitate the use of wearable computers and other technologies with special pocketing or features.
  • High-tech, high-style functional accessories - daily use wearable technologies such as cellphones, handhelds, headsets, etc. that go beyond the pack with unique, expressive styling elements.
  • Robotic prosthetics - extra limbs or extensions, exoskeletons, etc.
  • Electroluminescence/LED - clothing or accessories with light-up elements.
  • Digi-fabrics and CAD/CAM - fashions and bodywear designed on computers and output to digital fabric printers or rapid prototypers.
  • Futuristic fashions - club fashions or costumes that express a cyberpunk, industrial, or other techno-aesthetic.
  • Virtual reality gear - motion-capture suits, VR HMDs, data gloves, etc.
  • Anything else that screams hi-tech cyberfashion.
        Submit Your Work to the CyberFashion Show