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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
SPECIAL EVENT
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
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