Call for Abstract

Global Animation and Multimedia Conference, will be organized around the theme “Advanced computer applications towards digital transformation ”

GAMC 2019 is comprised of 21 tracks and 303 sessions designed to offer comprehensive sessions that address current issues in GAMC 2019.

Submit your abstract to any of the mentioned tracks. All related abstracts are accepted.

Register now for the conference by choosing an appropriate package suitable to you.

Animation is the technique of photographing successive drawings or positions of puppets or models to form an illusion of movement when the film is shown as a sequence. Animation is a simulation of movement created by displaying a series of images, or frames. Cartoons on television are one example of animation. Animation on computers is one of the chief ingredients of multimedia presentations. There are several code applications that enable you to make animations that you will display on a laptop monitor. The difference between animation and video is video takes continuous motion and breaks it up into discrete frames animation starts with independent photos and puts them together to create the illusion of continuous motion.

  • Track 1-1Cell-shaded animation
  • Track 1-2Graphic animation
  • Track 1-3Object animation
  • Track 1-4Model animation
  • Track 1-5Silhouette animation
  • Track 1-6Cut-out animation
  • Track 1-7Strata-cut animation
  • Track 1-8Clay animation
  • Track 1-9Physically based animation
  • Track 1-10Photo realistic animation
  • Track 1-11Photo realistic animation
  • Track 1-12Computer animation
  • Track 1-13Puppet animation
  • Track 1-14Path animation
  • Track 1-15Three-dimensional computer-generated animation
  • Track 1-16Two-dimensional computer-generated animation
  • Track 1-17Traditional animation
  • Track 1-18Stop-motion animation
  • Track 1-19Key frame animation
  • Track 1-20Paint-on-glass animation
  • Track 1-21Drawn on film animation
  • Track 1-22Mechanical animation

Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for low bandwidth and faster real-time rendering needs. Computer Graphics is one of the leading aspects of Multimedia Technology. Computer Graphic development has been used in many areas like animation, movies, advertising, graphic design, and video games. This session deals with the novel topics and applications in Computer Graphics

  • Track 2-1LOD and impostors
  • Track 2-2Real-time rendering
  • Track 2-3Special effects animation
  • Track 2-4Special effects animation
  • Track 2-5A.I. based animation
  • Track 2-6Animation Algorithms and Techniques
  • Track 2-7Film Making
  • Track 2-8Inverse kinematics
  • Track 2-9Biomechanics models
  • Track 2-10Motion capture and motion retargeting
  • Track 2-11Facial and body animation
  • Track 2-12Cloth and hair animation
  • Track 2-13Character animation
  • Track 2-14Animation Languages
  • Track 2-15Animation Systems
  • Track 2-16Artificial Intelligence and Animation
  • Track 2-17Collision Detection
  • Track 2-18Human Figure Animation
  • Track 2-19Motion Capture
  • Track 2-20Motion Control and Kinematics
  • Track 2-21Plausible Motion Simulation
  • Track 2-22Robotics and Animation
  • Track 2-23Virtual Humans
  • Track 2-24Multi-Resolution and Multi-Scale Models
  • Track 2-25Motion Control
  • Track 2-26Path Planning
  • Track 2-27Motion Capture and Retargeting
  • Track 2-28Photo-realistic animation
  • Track 2-29Vision-based Techniques
  • Track 2-30Behavioral Animation
  • Track 2-31Artificial Life
  • Track 2-32Deformation
  • Track 2-33Facial Animation
  • Track 2-34Image-based Animation
  • Track 2-35 2D & 3D animation
  • Track 2-36Knowledge-based Animation
  • Track 2-37Traditional animation
  • Track 2-38Traditional animation
  • Track 2-39Stop Motion Animation
  • Track 2-40Cell-shaded animation
  • Track 2-41Machinima
  • Track 2-42Animatronics
  • Track 2-43Hydrotechnics
  • Track 2-44Paint-on-glass animation
  • Track 2-45Pinscreen animation

3D printing is one of the assorted processes used to incorporate a three-dimensional object. In 3D printing, preservative processes are used, in which consecutive layers of material are arranged down under computer control. These objects can be of almost any shape and are composed of a 3D model or other electronic data sources. The technology is used in the fields of jewelry, footwear, engineering, architecture, industrial design, construction, automotive, aerospace, dental and geographic information systems, medical industries, education, civil engineering, and many others.

  • Track 3-1Web Technologies and Applications
  • Track 3-2Script algorithms & programming for lightweight Web3D
  • Track 3-3Interactive Web 3D applications
  • Track 3-4Interactive Web 3D applications
  • Track 3-5Web3D and associated APIs, toolkits, and frameworks.
  • Track 3-63D City Models & Web3D
  • Track 3-73D City Models & Web3D
  • Track 3-83D similarity search and matching
  • Track 3-9Web-based 3D Graphics
  • Track 3-10Web-based User Interaction
  • Track 3-11Professional graphics tools
  • Track 3-12Web-based simulation
  • Track 3-13Collaborative and web based visualization
  • Track 3-14P2P Systems and Applications
  • Track 3-15Data analysis & intelligent algorithms for big Web3D data
  • Track 3-16Web Services based Systems and Applications
  • Track 3-17Web Services based Systems and Applications
  • Track 3-18Virtual Environments and Web Applications for eLearning
  • Track 3-19Virtual Environments and Web Applications for eLearning
  • Track 3-20Web Graphic Design in digital layout
  • Track 3-21Web Graphic Design in digital layout
  • Track 3-223D Web Gaming
  • Track 3-23Creativity and Digital Art
  • Track 3-24Web-wide human-computer interface and 3D User Interfaces
  • Track 3-253D digitization
  • Track 3-26Novel Web3D interaction paradigms for mobile/handheld applications
  • Track 3-27Data analysis & intelligent algorithms for big Web3D data

A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of pictures in very buffer storage intended for output to a display device. GPUs are utilized in embedded systems, mobile phones, personal computers, workstations, and game consoles.

  • Track 4-1Graphics Virtualization
  • Track 4-2Hybrid Graphics Processing
  • Track 4-3Integrated Graphics
  • Track 4-4AI Application Deployment / Inference
  • Track 4-5Computer Aided Engineering
  • Track 4-6Deep Learning and AI Frameworks
  • Track 4-7Real-Time Graphics
  • Track 4-8Gaming Applications
  • Track 4-9Animation and VFX
  • Track 4-10Consumer Engagement and Personalization
  • Track 4-11GPU Computing Technologies
  • Track 4-12Product and Building Design
  • Track 4-13HPC and Supercomputing
  • Track 4-14Computer and Machine Vision
  • Track 4-15Virtual and Augmented Reality
  • Track 4-16Hardware Architectures
  • Track 4-17Advantages of GPU technology
  • Track 4-18GPU Computing and Applications
  • Track 4-19GPU Computing and Applications

Virtual reality used to depict a three-dimensional, computer-generated environment which can be explored and interacted by a person. The person becomes a part of that virtual world and able to perform a series of actions. It is also known as Immersive Multimedia. Virtual reality will be experienced by using a range of systems such as headsets and gloves. These are used to stimulate our senses in order to create the illusion of reality. Augmented and Mixed reality came into existence from VR. There are numerous applications for Virtual reality which include VR Technology for Engineering, Business Benefits of Virtual Reality in Industrial Manufacturing, VR and AR: Transforming the Automotive Industry, VR for Education, VR in the Medical Sector and so on.

  • Track 5-1VR in medical applications
  • Track 5-2Information Visualization Using Augmented Reality Technologies
  • Track 5-3Applications on VR, AR or MR
  • Track 5-4Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)
  • Track 5-5Virtual Reality Games & Gaming
  • Track 5-6Virtual Reality Gear
  • Track 5-7Virtual Reality and Education
  • Track 5-8Virtual Reality and Healthcare
  • Track 5-9Semi-immersive VR
  • Track 5-10Visualization Techniques for Augmented Reality
  • Track 5-11CAVE VR
  • Track 5-12VR Systems and Toolkits
  • Track 5-13Computer Graphics Techniques for VR
  • Track 5-14Advanced Display Technology
  • Track 5-15Immersive Projection Technology
  • Track 5-16Performance Testing & Evaluation
  • Track 5-17Avatars and Virtual Humans in VR
  • Track 5-183D Interaction for VR
  • Track 5-19Augmented Reality in Scientific Visualization
  • Track 5-20Mobile Augmented Reality
  • Track 5-21AR-based Navigation and Information Systems
  • Track 5-22Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
  • Track 5-23Visual Aspects of Augmented Reality Games
  • Track 5-24Location-based and Recognition-based Augmented Reality
  • Track 5-25Augmented Fashion, Art and Tourism
  • Track 5-26Mixed Reality
  • Track 5-27Interactions between Augmented Humans and Smart Cities
  • Track 5-28Augmented reality software interfaces
  • Track 5-29VR systems hardware and software
  • Track 5-30Multi-user and Distributed VR
  • Track 5-31Ergonomics
  • Track 5-32Haptics / Audio Interface
  • Track 5-33Perception Study in VR Environment

Computer games are video games played on a personal computer when compared to dedicated video game console or arcade machine. Their defining aspects include a lack of any consolidated controlling authority, a bigger degree of user control over the gaming hardware and software used and commonly greater capacity in input, processing, and output.

  • Track 6-1Audio Techniques for Racing Games
  • Track 6-23D Engine optimization
  • Track 6-3Uses of GPU for non-graphical algorithms in games
  • Track 6-43D Development tools and techniques and games engines
  • Track 6-5Online game architectures
  • Track 6-6Intelligent Agents and Gamebots
  • Track 6-7Tools and Systems for Games and Virtual Reality
  • Track 6-8Game GUI and GPU design
  • Track 6-9Human Factors of Games
  • Track 6-10Artificial Intelligence in the Context of Gaming
  • Track 6-11Censorship of Video Games Content
  • Track 6-12Laws, Regulations, Certifications and Policies for Gaming
  • Track 6-13Games and Intellectual Property Rights
  • Track 6-14Game Security
  • Track 6-15Mobile and Multiuser Games
  • Track 6-16AAA Game Development and Applications
  • Track 6-17Social/Humanities Aspects of Games
  • Track 6-18Experiential Spatiality in Games
  • Track 6-19Cultural and Media Studies on Computer Games
  • Track 6-20Mapping the Mental Space of Game Genres
  • Track 6-21Interactive Dynamic Response for Games
  • Track 6-22Game Development Contract Outsourcing
  • Track 6-23Graphics & Visualisation
  • Track 6-24Aesthetic Approaches to Game Design & Development
  • Track 6-25Gaming - Mobile, PC, Online, Console
  • Track 6-26Games Simulations and Dynamic Models
  • Track 6-27Gaming Hardware and Accessories
  • Track 6-28AAA Game Development and Applications
  • Track 6-29AAA Game Development and Applications

Image processing is an approach to convert an image into digital form and implement some operations on it, in order to get an intensify image or to extract some useful information from it. The multimedia conference covers the areas like still-image coding, Stereoscopic and 3-D coding, 3d Imaging, Image segmentation, Medical Imaging, Image scanning, display, printing novel topics.

  • Track 7-1Image/video coding and transmission
  • Track 7-2Video: events, activities and surveillance
  • Track 7-3Virtual Reality and the Military
  • Track 7-4Medical Image Processing
  • Track 7-5Applications to various fields
  • Track 7-6Document and Synthetic Visual Processing
  • Track 7-7Visual Quality Assessment
  • Track 7-8Computational Imaging and Display
  • Track 7-9Mobile Image Processing
  • Track 7-10Biomedical Image Processing
  • Track 7-11Interpolation and super-resolution
  • Track 7-12Feature extraction
  • Track 7-13Stereo Vision and Shape Acquisition Techniques
  • Track 7-14Color Manipulation
  • Track 7-15Digital Image Processing
  • Track 7-16Analog Image Processing
  • Track 7-17Image Recognition
  • Track 7-18Image retrieval
  • Track 7-19Image sharpening and restoration
  • Track 7-20Image scanning, display, and printing
  • Track 7-21Image enhancement
  • Track 7-22Image segmentation

Computer vision, Pattern recognition, and the multimedia area have growth briskly during the past decade since there is an expanding need for semantically understanding the content of image and video data from the predominant images and videos sharing associations such as Flickr, Facebook, YouTube, etc. However, the conduct of vision and multimedia understanding system is heavily vulnerable to the choice of data representation. The output of computer vision is a depiction or an interpretation or some quantitative assessment of the structures in the 3D scene, video coding and streaming in support of vision applications, vision-directed compression.   

  • Track 8-1Vision for Graphics
  • Track 8-2Pattern recognition
  • Track 8-3Applications and research
  • Track 8-4Segmentation, grouping and shape representation
  • Track 8-5Recognition: detection, categorization, indexing, matching
  • Track 8-6Physics-based vision and shape-from-X
  • Track 8-7Optimization methods
  • Track 8-8Real-time Tracking
  • Track 8-9Vision for Web
  • Track 8-10Object Recognition
  • Track 8-11Vision for Robotics
  • Track 8-12Computational Photography
  • Track 8-13Human-Computer Interaction
  • Track 8-14Action Recognition
  • Track 8-15Human Motion Analysis/Capture
  • Track 8-16Gesture/Hand Recognition
  • Track 8-17Face Detection and Recognition
  • Track 8-18Motion/Stereo Processing and Augmented Reality

Modeling is the representation of an object or phenomena, which is used by simulation. Models may be mathematical, physical, or logical representations of a system, entity, phenomenon, or process. Models are, in turn, used by simulation to predict a future state. It is a discipline for developing a level of understanding of the interaction of the parts of a system, and of the system as a whole.

  • Track 9-1Geometric modeling and meshing
  • Track 9-2Shape modeling, synthesis, manipulation, and analysis
  • Track 9-3Stochastic Modeling
  • Track 9-4Scene Modeling
  • Track 9-5Fracture modeling
  • Track 9-6Model-Based Recognition
  • Track 9-7Shape Analysis
  • Track 9-8Mesh Reconstruction
  • Track 9-93D Model Segmentation
  • Track 9-10Deformable Models
  • Track 9-113D Meshes
  • Track 9-123D Reconstruction
  • Track 9-132D & 3D Modeling
  • Track 9-14Modeling Transformations
  • Track 9-15Procedural Modeling
  • Track 9-16Metball Modelling
  • Track 9-17Splines: Representations of 2D and 3D Curved Surfaces
  • Track 9-18Polygonal mesh modeling
  • Track 9-19Polygon Mesh Data Structure for 3D Graphics
  • Track 9-20Graphics Data Structures - Implicit Functions
  • Track 9-21Point-based Modeling
  • Track 9-22Face and Gesture Modeling
  • Track 9-23Image-based Modeling

Rendering refers to the process of building output files from computer animations. When an animation renders, the animation program takes the various components, variables, and actions in an animated scene and builds the final viewable result. Render can be an individual image or a series of images saved individually or sequenced into video format.

  • Track 10-1Equation on a per pixel basis
  • Track 10-2Software and hardware systems for rendering
  • Track 10-3Ray casting and tracing
  • Track 10-4Photorealistic & Non-photorealistic rendering
  • Track 10-53D rendering software
  • Track 10-6Progressive meshes and subdivision surfaces
  • Track 10-7Matrix Manipulations
  • Track 10-8Curved surfaces and tri-linear flip-flopping
  • Track 10-9Parametric surfaces for representing 3D Geometry
  • Track 10-10Pixel path and Voxel Animation
  • Track 10-11Rendering Equations and architectures
  • Track 10-12Light maps and changing texture coordinates
  • Track 10-13Methods for scaling lighting and shadows
  • Track 10-14Creating Reflections and shadows with stencil buffers and Z-Buffers
  • Track 10-15Setup, Rendering and Transforms
  • Track 10-16Full floating point setup
  • Track 10-17Dynamic environment mapping
  • Track 10-18Multi texture tricks
  • Track 10-19Photorealistic rendering using Open GL and Direct 3D
  • Track 10-20Image Based Rendering and overdraw

Simulations are abstractions of reality. It is defined as the process of creating a model of an existing or proposed system in order to identify and understand those factors which control the system to predict the future behavior of the system. Simulation is a powerful and important tool because it provides a way in which alternative designs, plans, and policies can be evaluated without having to experiment on a real system, which may be prohibitively costly, time-consuming, or simply impractical to do.

  • Track 11-1Crowd Simulation
  • Track 11-2Animation Pedagogy
  • Track 11-3Graphics and AI
  • Track 11-4Numerical simulation
  • Track 11-5Delta 3D and other Open Source Games Software
  • Track 11-63D Studio Max
  • Track 11-73D Programming for Rage Programmable Shaders
  • Track 11-8Rigid body dynamics
  • Track 11-9Rigid body physical animation
  • Track 11-10Simulation performance
  • Track 11-11Advanced Applications
  • Track 11-12Graphics in simulation
  • Track 11-133D Simulation
  • Track 11-14Simulation for Education and Training
  • Track 11-15Stochastic simulation
  • Track 11-16Plausible Motion Simulation
  • Track 11-17Plausible Motion Simulation
  • Track 11-18Simulation of Natural Environments
  • Track 11-19Real-time Visual Simulation
  • Track 11-20Visual analytics
  • Track 11-21Monte Carlo Simulations
  • Track 11-22Simulation software
  • Track 11-23Computer simulation games
  • Track 11-24Robot simulators
  • Track 11-25Flight simulators
  • Track 11-26Agent based simulation
  • Track 11-27Statistical simulations

Animation, itself is an industry spreading various options to develop and explore different factors of everyday life. The countries holding the ball in the animation market are Korea, France, Japan, Britain, China, Germany, Canada, etc. The demand for animation has made a commendable increase in targeted broadcasting hours by cable and satellite TV. Alongside the demand for the animation to a powerfully immersive experience like VR and AR is increasing exponentially. 

  • Track 12-1Historical perspectives on individual studios, producers and directors
  • Track 12-2Forecasting Animation Content Demand
  • Track 12-3Managing an Animation Studio
  • Track 12-4Animation Software Industry
  • Track 12-5Animation and documentary
  • Track 12-6Immersive, interactive, experiential animation
  • Track 12-7Animation in other art forms & industries
  • Track 12-8Animation beyond the frame
  • Track 12-9Genre, theory and classification in relation to animation
  • Track 12-10Story-Boarding
  • Track 12-11Animated Special Effects
  • Track 12-12Online Animation Appliations
  • Track 12-13Animation aesthetics
  • Track 12-14Animation Studios
  • Track 12-15Animation for education
  • Track 12-16Animated television series
  • Track 12-17Animation Production
  • Track 12-18Storytelling and Story structure

Multimedia is content that uses a combination of different content forms such as text, audio, images, animations, video, and interactive content. Multimedia contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material. Multimedia communication represents information in a compelling, creative way that helps many different types of learners incorporate the data. Infographics are the best example of multimedia communication. Large images are set up like posters and have text, graphs, charts statistics and images that present information. Visual learners who use these graphs, charts, and images are capable to get just as much from the info graph as learners who target on numbers who, for instance, hone in on the statistics. Multimedia Communication & Networking focuses on Real-time protocols, Resource-adaptive systems, Wireless multimedia, Multimedia streaming, Cloud-based multimedia, and advanced topics.

Multimedia plays a vital role in the smarter cities eco-system due to the huge presence of multimodal sensors and smart objects in the environment, increased multimedia collaboration among different organizations, and real-time media sharing between socially-connected people. Consequently, high volume of sensorial media, social media, M2M data, IoT data, open data, and mobile phone data become available in smarter cities, which need effective processing, analysis, and sharing in order to make them useful by the citizens, city government, and businesses. The capture, process, and analysis of such media data require a rich pool of on-demand resources, massive computation capability, and scalable infrastructure that is hardly supported by traditional multimedia computing facilities. Cloud computing Events Conferences fits well as an enabling technology in this scenario as it provides a flexible stack of computing, storage, and software services at low cost. As a result, we are witnessing a paradigm shift toward multimedia cloud computing (MCC), where the computationally-intensive components of multimedia systems, services, and applications are moving onto the cloud, and the end user’s mobile device is being used as an interface for accessing those services.

Versatile Multimedia has turned into a necessary piece of our lives. An unlimited assortment of mixed media administrations like voice, email, texting, interpersonal organizations, portable installment and exchanges, versatile video conferencing, or video and sound gushing has effectively molded the desires towards current cell phones, base, and administrations. Inside the most recent five years, portable mixed media has turned into the acknowledged standard, driven by improvements in end-client gadgets, radio systems, and backend administrations. In any case, numerous open research questions stay, from constrained battery life to heterogeneous information sorts, increments in nature of administration, setting mindful adjustment to the earth, or the ever-introduce security and protection issues.

Multimedia is a special domain. In the past ten years, we've got witnessed revolutionary changes in both hardware and software. Today, computers, digital cameras, and even cell phones equipped with optical scanners will "see" and "hear" various styles of objects, pictures, and sound, and "display", "say" and "convey" info to individuals on a website and at remote locations via different multimedia devices.

Internet of Things (IoT) systems cannot successfully realize the notion of ubiquitous connectivity of everything if they are not capable to truly include ‘multimedia things’. However, the current research and development activities in the field do not mandate the features of multimedia objects, thus leaving a gap to benefit from multimedia content based services and applications. In this paper, we analyse this issue by contemplating the concept of IoT and drawing an inspiration towards the perspective vision of ‘Internet of Multimedia Things’ (IoMT). Therein, we introduce IoMT as a novel paradigm in which smart heterogeneous multimedia things can interact and cooperate with one another and with other things connected to the Internet to facilitate multimedia-based services and applications that are globally available to the users. Some applications and use-cases for IoMT are presented to reflect the possibilities enabled by this new paradigm. An IoMT architecture is then presented which is segregated into four distinct stages; (i) multimedia sensing, (ii) reporting and addressability, (iii) multimedia-aware cloud, and (iv) multi-agent systems. Instead of proposing specific technical solutions for each individual stage of the presented architecture, we survey the already existing technologies, providing a synthesis for the realization of the vision of IoMT. Subsequently, various requirements and challenges, as well as the feasibility of existing solutions for each stage of proposed IoMT architecture, are comprehensively discussed.

Multimedia Systems and Services talks about the essential qualities of mixed media archive taking care of, programming, security, human PC interfaces, and mixed media application administrations. The general objective of the track is to give a wide comprehension of media frameworks and applications in a coordinated way. A client appreciates a sight and sound application just if all bits of the end-to-end arrangement fit together. This implies an interactive media application and its UI must be created in a coordinated manner with basic sight and sound middleware, working frameworks, systems, security, and mixed media gadgets.

Natural Language Processing (NLP) is the capacity of a computer program to comprehend human discourse as it is talked. NLP is a part of manmade brainpower. The advancement of NLP applications is testing since PCs customarily expect people to "talk" to them in a programming dialect that is exact, unambiguous and very organized or, maybe through a predetermined number of obviously articulated voice orders. Human discourse, in any case, is not generally exact - it is regularly equivocal and the etymological structure can rely upon numerous intricate factors, including slang, territorial tongues, and social setting.

An Artificial Neural Network (ANN) is a data preparing worldview that is propelled by the way organic sensory systems, for example, the mind, process data. The key component of this worldview is the novel structure of the data handling framework. It is made out of an expansive number of very interconnected preparing components (neurons) working as one to take care of particular issues. ANNs, similar to individuals, learn by illustration. An Artificial Neural Network is designed for a particular application, for example, design acknowledgment or information arrangement, through a learning procedure. Learning inorganic frameworks includes changes in accordance with the synaptic associations that exist between the neurons. 

Recent years have supported the revolutionary development brought by multimedia & AI technologies. These changes can advance many practices and industries, and health is no exception. The miraculous changes in healthcare also brought many research opportunities in an immense spectrum of application domains, such as eHealth, health data quality assessment, personalized health with sensor data, cross-source learning for better lifestyles and health information visualization.