The 10th ACM International Conference on Motion in Games (MIG 2017) will take place in Barcelona, Spain from November 8-10, 2017 and will be hosted by UPC (Universitat Politècnica de Catalunya). MIG is sponsored by ACM and held in cooperation with Eurographics.
Motion plays a crucial role in interactive applications, such as VR, AR, and video games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to such interactive systems.
Motion is currently studied in many different areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilization between these communities can considerably advance the state-of-the-art in the area.
The goal of the Motion in Games conference is to bring together researchers from this variety of fields to present their most recent results, to initiate collaborations, and to contribute to the establishment of the research area. The conference will consist of regular paper sessions, poster presentations, and as well as presentations by a selection of internationally renowned speakers in all areas related to interactive systems and simulation. The conference includes entertaining cultural and social events that foster casual and friendly interactions among the participants.
- Paper submission: July 19th, 2017
- Paper notification: August 28th, 2017
- Camera-ready: Sept 11th, 2017
- Poster submission: Sept 4th, 2017
- Poster notification: Sept 11th, 2017
Nuria Pelechano, Virvig, UPC, Spain
- Carol O’Sullivan, Trinity College Dublin, Ireland
- Julien Pettré, Inria, France
All of the accepted regular papers will be archived in the EG and ACM digital libraries. The top 10% papers will be selected for publication in a special section of the Elseviers Computers & Graphics.
Topics of Interest
The relevant topics include (but are not limited to):
- Animation Systems
- Animation Algorithms and Techniques
- Character Animation
- Behavioral Animation
- Facial Animation
- Particle Systems
- Simulation of Natural Environments
- Natural Motion Simulation
- Virtual Humans
- Physics-based Motion
- Crowd Simulation
- Path Planning
- Navigation and Way-finding
- Flocking and Steering Behaviour
- Camera Motion
- Object Manipulation
- Motion Capture Techniques
- Motion Analysis and Synthesis
- Gesture Recognition
- Interactive Narrative
All papers will be reviewed carefully by the International Program Committee members through a double blind process, with at least four reviewers per paper.
We invite submissions of original, high-quality papers in any of the topics of interest (see below). Each submission should be 7-10 pages in length for the long papers or 4-6 pages for the short papers, and will be reviewed by an international program committee for technical quality, novelty, significance, and clarity. All of the accepted regular papers will be archived in the EG and ACM digital libraries. All submissions will be considered for Best Paper Awards. Best Paper, Best Student Paper, and Best Presentation awards will be conferred during the conference.
The top 10% papers will be selected for a special issue in the Computer&Graphics journal (5 year impact factor: 1.089)
Two types of work can be submitted directly for poster presentation: (1) Work that has been published elsewhere but is of particular relevance to the MIG community can be submitted as a poster. This work and the venue in which it was published should be identified in the abstract. (2) Work that is of interest to the MIG community but is not yet mature enough to appear as a long paper.
Posters will not appear in the official MIG proceedings but will appear in an online database for distribution at author's discretion.
Accepted papers will be presented at the conference during oral sessions, or as posters during a poster session. Best Paper and Best Student Paper awards will be conferred during the conference.