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 keynote and speakers sessions on latest cutting edge research designed to offer comprehensive global discussions that address current issues in GAMC 2019

Submit your abstract to any of the mentioned tracks.

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 1-1Computer animation
  • Track 1-2Photo realistic animation
  • Track 1-3Photo realistic animation
  • Track 1-4Physically based animation
  • Track 1-5Clay animation
  • Track 1-6Strata-cut animation
  • Track 1-7Cut-out animation
  • Track 1-8Silhouette animation
  • Track 1-9Model animation
  • Track 1-10Object animation
  • Track 1-11Cell-shaded animation
  • Track 1-12Puppet animation
  • Track 1-13Mechanical animation
  • Track 1-14Drawn on film animation
  • Track 1-15Paint-on-glass animation
  • Track 1-16Key frame animation
  • Track 1-17Stop-motion animation
  • Track 1-18Traditional animation
  • Track 1-19Two-dimensional computer-generated animation
  • Track 1-20Three-dimensional computer-generated animation
  • Track 1-21Path animation
  • Track 1-22Graphic 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 2-1Virtual Humans
  • Track 2-2Facial and body animation
  • Track 2-3Motion capture and motion retargeting
  • Track 2-4Biomechanics models
  • Track 2-5Inverse kinematics
  • Track 2-6Film Making
  • Track 2-7Animation Algorithms and Techniques
  • Track 2-8A.I. based animation
  • Track 2-9Special effects animation
  • Track 2-10Special effects animation
  • Track 2-11Cloth and hair animation
  • Track 2-12LOD and impostors
  • Track 2-13Robotics and Animation
  • Track 2-14Plausible Motion Simulation
  • Track 2-15Motion Control and Kinematics
  • Track 2-16Motion Capture
  • Track 2-17Human Figure Animation
  • Track 2-18Collision Detection
  • Track 2-19Artificial Intelligence and Animation
  • Track 2-20Animation Systems
  • Track 2-21Animation Languages
  • Track 2-22Real-time rendering
  • Track 2-23Character animation
  • Track 2-24Pinscreen animation
  • Track 2-25Facial Animation
  • Track 2-26Deformation
  • Track 2-27Artificial Life
  • Track 2-28Behavioral Animation
  • Track 2-29Vision-based Techniques
  • Track 2-30Photo-realistic animation
  • Track 2-31Motion Capture and Retargeting
  • Track 2-32Path Planning
  • Track 2-33Motion Control
  • Track 2-34Image-based Animation
  • Track 2-35Multi-Resolution and Multi-Scale Models
  • Track 2-36Paint-on-glass animation
  • Track 2-37Hydrotechnics
  • Track 2-38Animatronics
  • Track 2-39Machinima
  • Track 2-40Cell-shaded animation
  • Track 2-41Stop Motion Animation
  • Track 2-42Traditional animation
  • Track 2-43Traditional animation
  • Track 2-44Knowledge-based Animation
  • Track 2-45 2D & 3D 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 3-1Data analysis & intelligent algorithms for big Web3D data
  • Track 3-2Collaborative and web based visualization
  • Track 3-3Web-based simulation
  • Track 3-4Professional graphics tools
  • Track 3-5Web-based User Interaction
  • Track 3-6Web-based 3D Graphics
  • Track 3-73D similarity search and matching
  • Track 3-83D City Models & Web3D
  • Track 3-93D City Models & Web3D
  • Track 3-10Web3D and associated APIs, toolkits, and frameworks.
  • Track 3-11Interactive Web 3D applications
  • Track 3-12Interactive Web 3D applications
  • Track 3-13P2P Systems and Applications
  • Track 3-14Web Technologies and Applications
  • Track 3-15Web Services based Systems and Applications
  • Track 3-16Data analysis & intelligent algorithms for big Web3D data
  • Track 3-17Novel Web3D interaction paradigms for mobile/handheld applications
  • Track 3-183D digitization
  • Track 3-19Web-wide human-computer interface and 3D User Interfaces
  • Track 3-20Creativity and Digital Art
  • Track 3-213D Web Gaming
  • Track 3-22Web Graphic Design in digital layout
  • Track 3-23Web Graphic Design in digital layout
  • Track 3-24Virtual Environments and Web Applications for eLearning
  • Track 3-25Virtual Environments and Web Applications for eLearning
  • Track 3-26Web Services based Systems and Applications
  • Track 3-27Script algorithms & programming for lightweight Web3D

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

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 5-13D Interaction for VR
  • Track 5-2Applications on VR, AR or MR
  • Track 5-3Human-computer Interaction (haptics, audio, and other visual and non-visual interfaces)
  • Track 5-4Virtual Reality Games & Gaming
  • Track 5-5Virtual Reality Gear
  • Track 5-6Virtual Reality and Education
  • Track 5-7Virtual Reality and Healthcare
  • Track 5-8Semi-immersive VR
  • Track 5-9VR in medical applications
  • Track 5-10CAVE VR
  • Track 5-11VR Systems and Toolkits
  • Track 5-12Computer Graphics Techniques for VR
  • Track 5-13Advanced Display Technology
  • Track 5-14Immersive Projection Technology
  • Track 5-15Performance Testing & Evaluation
  • Track 5-16Information Visualization Using Augmented Reality Technologies
  • Track 5-17Visualization Techniques for Augmented Reality
  • Track 5-18Augmented Reality in Scientific Visualization
  • Track 5-19Perception Study in VR Environment
  • Track 5-20Haptics / Audio Interface
  • Track 5-21Ergonomics
  • Track 5-22Multi-user and Distributed VR
  • Track 5-23VR systems hardware and software
  • Track 5-24Augmented reality software interfaces
  • Track 5-25Interactions between Augmented Humans and Smart Cities
  • Track 5-26Mixed Reality
  • Track 5-27Augmented Fashion, Art and Tourism
  • Track 5-28Location-based and Recognition-based Augmented Reality
  • Track 5-29Visual Aspects of Augmented Reality Games
  • Track 5-30Augmenting Reality Visualization for Medicine, Architecture, Design, Marketing, Advertising, Training and other areas
  • Track 5-31AR-based Navigation and Information Systems
  • Track 5-32Mobile Augmented Reality
  • Track 5-33Avatars and Virtual Humans in VR

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 6-1AAA Game Development and Applications
  • Track 6-2Game Security
  • Track 6-3Games and Intellectual Property Rights
  • Track 6-4Laws, Regulations, Certifications and Policies for Gaming
  • Track 6-5Censorship of Video Games Content
  • Track 6-6Artificial Intelligence in the Context of Gaming
  • Track 6-7Human Factors of Games
  • Track 6-8Game GUI and GPU design
  • Track 6-9Tools and Systems for Games and Virtual Reality
  • Track 6-10Intelligent Agents and Gamebots
  • Track 6-11Online game architectures
  • Track 6-123D Development tools and techniques and games engines
  • Track 6-13Uses of GPU for non-graphical algorithms in games
  • Track 6-14Mobile and Multiuser Games
  • Track 6-15Audio Techniques for Racing Games
  • Track 6-16Social/Humanities Aspects of Games
  • Track 6-17AAA Game Development and Applications
  • Track 6-18AAA Game Development and Applications
  • Track 6-19Gaming Hardware and Accessories
  • Track 6-20Games Simulations and Dynamic Models
  • Track 6-21Gaming - Mobile, PC, Online, Console
  • Track 6-22Aesthetic Approaches to Game Design & Development
  • Track 6-23Graphics & Visualisation
  • Track 6-24Game Development Contract Outsourcing
  • Track 6-25Interactive Dynamic Response for Games
  • Track 6-26Mapping the Mental Space of Game Genres
  • Track 6-27Cultural and Media Studies on Computer Games
  • Track 6-28Experiential Spatiality in Games
  • Track 6-293D Engine optimization

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

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

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 9-12D & 3D Modeling
  • Track 9-23D Meshes
  • Track 9-3Deformable Models
  • Track 9-43D Model Segmentation
  • Track 9-5Mesh Reconstruction
  • Track 9-6Shape Analysis
  • Track 9-7Model-Based Recognition
  • Track 9-8Fracture modeling
  • Track 9-9Scene Modeling
  • Track 9-10Stochastic Modeling
  • Track 9-113D Reconstruction
  • Track 9-12Geometric modeling and meshing
  • Track 9-13Modeling Transformations
  • Track 9-14Image-based Modeling
  • Track 9-15Face and Gesture Modeling
  • Track 9-16Point-based Modeling
  • Track 9-17Graphics Data Structures - Implicit Functions
  • Track 9-18Polygon Mesh Data Structure for 3D Graphics
  • Track 9-19Polygonal mesh modeling
  • Track 9-20Splines: Representations of 2D and 3D Curved Surfaces
  • Track 9-21Metball Modelling
  • Track 9-22Procedural Modeling
  • Track 9-23Shape modeling, synthesis, manipulation, and analysis

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 10-1Rendering Equations and architectures
  • Track 10-2Pixel path and Voxel Animation
  • Track 10-3Parametric surfaces for representing 3D Geometry
  • Track 10-4Curved surfaces and tri-linear flip-flopping
  • Track 10-5Matrix Manipulations
  • Track 10-6Progressive meshes and subdivision surfaces
  • Track 10-73D rendering software
  • Track 10-8Photorealistic & Non-photorealistic rendering
  • Track 10-9Ray casting and tracing
  • Track 10-10Equation on a per pixel basis
  • Track 10-11Light maps and changing texture coordinates
  • Track 10-12Image Based Rendering and overdraw
  • Track 10-13Photorealistic rendering using Open GL and Direct 3D
  • Track 10-14Multi texture tricks
  • Track 10-15Dynamic environment mapping
  • Track 10-16Full floating point setup
  • Track 10-17Setup, Rendering and Transforms
  • Track 10-18Creating Reflections and shadows with stencil buffers and Z-Buffers
  • Track 10-19Methods for scaling lighting and shadows
  • Track 10-20Software and hardware systems for rendering

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 11-1Stochastic simulation
  • Track 11-23D Simulation
  • Track 11-3Graphics in simulation
  • Track 11-4Advanced Applications
  • Track 11-5Simulation performance
  • Track 11-6Rigid body physical animation
  • Track 11-7Rigid body dynamics
  • Track 11-83D Programming for Rage Programmable Shaders
  • Track 11-93D Studio Max
  • Track 11-10Delta 3D and other Open Source Games Software
  • Track 11-11Numerical simulation
  • Track 11-12Graphics and AI
  • Track 11-13Simulation for Education and Training
  • Track 11-14Crowd Simulation
  • Track 11-15Plausible Motion Simulation
  • Track 11-16Statistical simulations
  • Track 11-17Agent based simulation
  • Track 11-18Flight simulators
  • Track 11-19Robot simulators
  • Track 11-20Computer simulation games
  • Track 11-21Simulation software
  • Track 11-22Monte Carlo Simulations
  • Track 11-23Visual analytics
  • Track 11-24Real-time Visual Simulation
  • Track 11-25Simulation of Natural Environments
  • Track 11-26Plausible Motion Simulation
  • Track 11-27Animation Pedagogy

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

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.