Call for Abstract

6th International Conference and Expo on Computer Graphics & Animation, will be organized around the theme “Global innovation and research techniques in Computer Graphics, Animation, Gamedesign & VR ”

Computer Graphics & Animation 2019 is comprised of keynote and speakers sessions on latest cutting edge research designed to offer comprehensive global discussions that address current issues in Computer Graphics & Animation 2019

Submit your abstract to any of the mentioned tracks.

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

It’s a graphical pattern of an image or objects which created by using specific software and hardware. Computer graphics is where physical body and imagination will develop or created. Computer graphics to of physical nature, geometry, displaying image, motion, animation of and provide user design interface platform. Computer graphics used in motion picture or movies, video games, animation, advertising and graphic design. This track will provide the programming software you’ll be using, basic tools of the trade, from algorithms to color perception and texture mapping, graphics hardware, social agents in computer graphics, GPU, and other interactive computer graphics techniques.

  • Track 1-1Advanced computer graphics
  • Track 1-2Media Theory
  • Track 1-3Player Behavior and Consumer Demographics
  • Track 1-4Project Funding and Financing
  • Track 1-5Art, Design and New Media
  • Track 1-63D Geometric models
  • Track 1-7Models and generation
  • Track 1-8Ray tracing
  • Track 1-93D Graphics Software
  • Track 1-10Reflectance and light source estimation
  • Track 1-11Anti-aliasing
  • Track 1-12Algorithms for Shape and Motion
  • Track 1-13Interactive Computer Graphics
  • Track 1-14Multichanel Audio
  • Track 1-15Sound Design and Music Systems
  • Track 1-16Cinematography
  • Track 1-17Shading and Rendering
  • Track 1-18Geometric Modeling
  • Track 1-19Interactive Devices
  • Track 1-20GPU and Graphics Systems
  • Track 1-213D Object Extraction
  • Track 1-22Shaders, GPGPU and parallelisation
  • Track 1-23Optoelectronic instrumentation, measurement and metrology
  • Track 1-24Storytelling and Narrative Landscapes
  • Track 1-25Sprite & Vector Graphics
  • Track 1-26Design Documentation
  • Track 1-27Texture and Shader Programming
  • Track 1-28Stereographics in Real Time
  • Track 1-292D & 3D computer graphics

Computer Animation is art or process of making movies with drawings, computer graphics or photographs of static objects, including all techniques other than the continuous filming of live-action images. It is the creation of the “illusion of movement” using a series of still images. This track covers the following subtopics: Traditional animation, Stop motion animation, Character animation, Special effects animation, Physics-based Animation and Behavioural Animation.

  • Track 2-1Virtual Tours
  • Track 2-2Cloth and hair animation
  • Track 2-3Facial and body animation
  • Track 2-4Motion capture and motion retargeting
  • Track 2-5Biomechanics models
  • Track 2-6Inverse kinematics
  • Track 2-7Film Making
  • Track 2-8Animation Algorithms and Techniques
  • Track 2-9A.I. based animation
  • Track 2-10Special effects animation
  • Track 2-11LOD and impostors
  • Track 2-12Animation Languages
  • Track 2-13Animation Systems
  • Track 2-14Virtual Humans
  • Track 2-15Robotics and Animation
  • Track 2-16Plausible Motion Simulation
  • Track 2-17Particle Systems
  • Track 2-18Motion Control and Kinematics
  • Track 2-19Motion Capture
  • Track 2-20Human Figure Animation
  • Track 2-21Collision Detection
  • Track 2-22Artificial Intelligence and Animation
  • Track 2-23Real-time rendering
  • Track 2-24Character animation
  • Track 2-25Deformation
  • Track 2-26Artificial Life
  • Track 2-27Behavioral Animation
  • Track 2-28Vision-based Techniques
  • Track 2-29Physics-based Animation
  • Track 2-30Photo-realistic animation
  • Track 2-31Motion Capture and Retargeting
  • Track 2-32Path Planning
  • Track 2-33Motion Control
  • Track 2-34Facial Animation
  • Track 2-35Image-based Animation
  • Track 2-36Multi-Resolution and Multi-Scale Models
  • Track 2-37Pinscreen animation
  • Track 2-38Paint-on-glass animation
  • Track 2-39Hydrotechnics
  • Track 2-40Animatronics
  • Track 2-41Machinima
  • Track 2-42Cel-shaded animation
  • Track 2-43Stop Motion Animation
  • Track 2-44Traditional animation
  • Track 2-45Knowledge-based Animation
  • Track 2-462D & 3D animation

The animation industry is though most people think of animation as being used primarily for entertainment in movies, TV shows, and video games, it has many other uses. It's commonly used in educational videos and advertisements both on TV and on the Internet, and it can also be used in the process of research and development to create simulations of how a machine or process would work. Scientists use digital animation as well to create visualizations of abstract concepts or objects that are too small or large to be seen easily, which is helpful both for research and for analysis.

  • Track 3-1Multi-sketching
  • Track 3-2Historical perspectives on individual studios, producers and directors
  • Track 3-3Genre, theory and classification in relation to animation
  • Track 3-4Animation beyond the frame
  • Track 3-5Animation in other art forms & industries
  • Track 3-6Immersive, interactive, experiential animation
  • Track 3-7Animation and documentary
  • Track 3-8Animation Pedagogy
  • Track 3-9Animation Software Industry
  • Track 3-10Managing an Animation Studio
  • Track 3-11Historical perspectives on individual studios, producers and directors
  • Track 3-12Animated Special Effects
  • Track 3-13Story-Boarding
  • Track 3-14Storytelling and Story structure
  • Track 3-15Animation Production
  • Track 3-16Animated television series
  • Track 3-17Animation for education
  • Track 3-18Animation Studios
  • Track 3-19Animation aesthetics
  • Track 3-20Online Animation Appliations
  • Track 3-21Online Animation Appliations
  • Track 3-22Forecasting Animation Content Demand

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 4-12D & 3D Modeling
  • Track 4-23D Reconstruction
  • Track 4-33D Meshes
  • Track 4-4Deformable Models
  • Track 4-53D Model Segmentation
  • Track 4-6Mesh Reconstruction
  • Track 4-7Shape Analysis
  • Track 4-8Model-Based Recognition
  • Track 4-9Fracture modeling
  • Track 4-10Scene Modeling
  • Track 4-11Stochastic Modeling
  • Track 4-12Geometric modeling and meshing
  • Track 4-13Geometric modeling and meshing
  • Track 4-14Image-based Modeling
  • Track 4-15Face and Gesture Modeling
  • Track 4-16Point-based Modeling
  • Track 4-17Graphics Data Structures - Implicit Functions
  • Track 4-18Polygon Mesh Data Structure for 3D Graphics
  • Track 4-19Polygonal mesh modeling
  • Track 4-20Splines: Representations of 2D and 3D Curved Surfaces
  • Track 4-21Metball Modelling
  • Track 4-22Procedural Modeling
  • Track 4-23Modeling Transformations
  • Track 4-24Shape modeling, synthesis, manipulation, and analysis

Simulations are abstractions of reality. It is defined as the process of creating a model of an existing or proposed system (e.g., a project, a business, a mine, a watershed, a forest, the organs in your body) 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 5-1Stochastic simulation
  • Track 5-23D Simulation
  • Track 5-3Graphics in simulation
  • Track 5-4Advanced Applications
  • Track 5-5Simulation performance
  • Track 5-6Rigid body physical animation
  • Track 5-7Rigid body dynamics
  • Track 5-83D Programming for Rage Programmable Shaders
  • Track 5-93D Studio Max
  • Track 5-10Delta 3D and other Open Source Games Software
  • Track 5-11Delta 3D and other Open Source Games Software
  • Track 5-12Numerical simulation
  • Track 5-13Simulation for Education and Training
  • Track 5-14Crowd Simulation
  • Track 5-15Statistical simulations
  • Track 5-16Agent based simulation
  • Track 5-17Flight simulators
  • Track 5-18Robot simulators
  • Track 5-19Computer simulation games
  • Track 5-20Simulation software
  • Track 5-21Monte Carlo Simulations
  • Track 5-22Visual analytics
  • Track 5-23Real-time Visual Simulation
  • Track 5-24Simulation of Natural Environments
  • Track 5-25Plausible Motion Simulation
  • Track 5-26Graphics and AI

Graphics Processing Unit (GPU) is a particular electronic circuit outlined and create to increase the effectively & effective production of images in a frame by frame intended for better output to a display device. GPUs are used in mobile phones, embedded systems, workstations, personal computers and game consoles or platforms. GPU technology accelerates the computing and is the usage of a GPU together with a Control Processing Unit (CPU) to quicken profound investigation, learning, and building applications. GPU Technology accelerators now power energy-efficient & effective data centers in universities, government labs, industries, and small-and-medium businesses across the globe. They play an eminent role in accelerating applications in platforms ranging from artificial intelligence to cars, drones, robots and its applications.

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

Gaming is evolving from the traditional in-home console-based platforms to digital titles being played on mobile devices and connected consoles. Mobile gaming in its various flavors is the fastest growing segment of digital gaming Game design is the art of applying design and aesthetics to create a game to facilitate interaction between players for playful, healthful, educational, or simulation purposes.

Game development is the software development process by which a video game is produced. The game industry requires innovations, as publishers cannot profit from the constant release of repetitive sequels and imitations.

  • Track 7-1AAA Game Development and Applications
  • Track 7-2Games and Intellectual Property Rights
  • Track 7-3Laws, Regulations, Certifications and Policies for Gaming
  • Track 7-4Censorship of Video Games Content
  • Track 7-5Artificial Intelligence in the Context of Gaming
  • Track 7-6Human Factors of Games
  • Track 7-7Game GUI and GPU design
  • Track 7-8Tools and Systems for Games and Virtual Reality
  • Track 7-9Intelligent Agents and Gamebots
  • Track 7-10Online game architectures
  • Track 7-113D Development tools and techniques and games engines
  • Track 7-12Uses of GPU for non-graphical algorithms in games
  • Track 7-13Game Security
  • Track 7-14Mobile and Multiuser Games
  • Track 7-15Audio Techniques for Racing Games
  • Track 7-16Gaming Hardware and Accessories
  • Track 7-17Games Simulations and Dynamic Models
  • Track 7-18Gaming - Mobile, PC, Online, Console
  • Track 7-19Aesthetic Approaches to Game Design & Development
  • Track 7-20Graphics & Visualisation
  • Track 7-21Game Development Contract Outsourcing
  • Track 7-22Interactive Dynamic Response for Games
  • Track 7-23Mapping the Mental Space of Game Genres
  • Track 7-24Cultural and Media Studies on Computer Games
  • Track 7-25Experiential Spatiality in Games
  • Track 7-26Social/Humanities Aspects of Games
  • Track 7-273D Engine optimization

Gamification: The utilization of diversion mechanics and prizes to energize conduct change in a non-amusement setting. While this definition gives a satisfactory review of gamification, it doesn't give much understanding into how it truly functions.

Social Game Mechanics are a notoriety enhancer. In isolation, notoriety is just a curiosity; you feel great when the framework names you as a shrewd individual yet you're most likely not going to care all that profoundly. When the framework recognizes the user as a brilliant individual and shares their data with a thousand other individuals, all of a sudden the notoriety is a great deal more noteworthy.

  • Track 8-1Game Design and Research Methods
  • Track 8-2Gaming with Robots
  • Track 8-3Mobile Gaming and VR Gaming
  • Track 8-4Perceptual User Interfaces for Games
  • Track 8-5Methods to improve emotional gameplay
  • Track 8-6User behaviour and social network in games?
  • Track 8-7Cinematography in games
  • Track 8-83D Real-time animation and computer graphics for video games
  • Track 8-9Interactivity, latency and lag compensation
  • Track 8-10Games for art/culture
  • Track 8-11Game case studies
  • Track 8-12Game research
  • Track 8-13Games Console Design
  • Track 8-14Game Analysis
  • Track 8-15Game Design elements and techniques to non-game contexts
  • Track 8-16Point scoring game
  • Track 8-173D in Game Animation
  • Track 8-18Scaling of special effects and texture tricks
  • Track 8-19Particle systems for generating smoke and fire
  • Track 8-20Affective Gaming
  • Track 8-21Affective user modeling
  • Track 8-22Games for well-being
  • Track 8-23Persuasive games
  • Track 8-24Music in games
  • Track 8-25Affective audio in games
  • Track 8-26Cheat Codes -To Cheat or Not to Cheat

Artificial Intelligence and Machine learning and their application for automatic solving of problems in computer vision and computer graphics. Artificial intelligence techniques in 3D scene modeling and rendering. Present research work of the Intelligent Computer Graphics community, a community evolving towards future. If at the beginning of Computer Graphics the use of Artificial Intelligence techniques and research which quite unknown, more and more researchers across the globe are nowadays interested in intelligent techniques allowing substantial improvements of traditional Computer Graphics methods, research, and technology. Its alternative main contribution of intelligent techniques in Computer Graphics is to allow invention of completely new methods.

  • Track 9-1Artificial intelligence techniques in Scene Modeling
  • Track 9-2Intelligent Computational Aesthetics
  • Track 9-3Application of AI techniques in CAD and GIS
  • Track 9-4Animation and Artificial Intelligence
  • Track 9-5Artificial intelligence techniques in construction of geometric figures
  • Track 9-6Intelligent Visualisation
  • Track 9-7Behavioural Animation
  • Track 9-8Artificial intelligence techniques in Rendering
  • Track 9-9Declarative techniques in Scene Modeling
  • Track 9-10Semantics-based approaches in design

Computer graphics applications may be used in the following areas:

Computer Aided Designing is mainly used for detailed engineering of 3D models and/or 2D drawings of physical components.

Education and Training: Computer-generated models of physical, financial, and economic systems are often used as educational aids.

Entertainment: Motion pictures, music videos, and television shows.

Computer Graphics in Medicine: In medical research, treatments and other experiments.

  • Track 10-1Computer Graphics in Medicine
  • Track 10-2Artificial Intelligence Techniques
  • Track 10-3Computational Geometry
  • Track 10-4Computer Aided Design
  • Track 10-5Computational Biology
  • Track 10-6Computational Physics
  • Track 10-7Multiuser Virtual Environments (Muves) in Education
  • Track 10-8IPTV and Service Convergence
  • Track 10-9Pay-As-You-Play and IPTV
  • Track 10-10Learning to Play or Learning through Play
  • Track 10-11Education, Training, and Edutainment Technologies
  • Track 10-12User studies and Evaluation
  • Track 10-13Social Agents in Computer Graphics
  • Track 10-14VFX and Application
  • Track 10-15Computational Imaging and Display
  • Track 10-16Graphical Modelling
  • Track 10-17Geometric Algorithms
  • Track 10-18Digital art
  • Track 10-19Education
  • Track 10-20Graphic design
  • Track 10-21Infographics
  • Track 10-22Entertainment
  • Track 10-23Computer Art
  • Track 10-24User Interfaces
  • Track 10-25Computer Graphics for Defense
  • Track 10-26Digital Filmmaking
  • Track 10-27Mathematical Methods for Computer Vision, Robotics, and Graphics
  • Track 10-28Mathematical Methods for Fluids, Solids and Interfaces
  • Track 10-29Digital Photography
  • Track 10-30Graphics Architectures
  • Track 10-31Media technologies for Graphics
  • Track 10-32Applications of Machine Learning in Computer Graphics and Animation

Computer Vision (image understanding) is a discipline that studies how to reconstruct, interpret and understand a 3D scene from its 2D images in terms of the properties of the structures present in the scene. The ultimate goal of computer vision is to model, replicate, and more importantly exceed human vision using computer software and hardware at different levels.

Pattern Recognition techniques related to real-world problems, interdisciplinary research, experimental and/or theoretical studies yielding new insights that advance Pattern Recognition methods are especially encouraged.

  • Track 11-1Object Recognition
  • Track 11-2Applications and research
  • Track 11-3Video: events, activities and surveillance
  • Track 11-4Segmentation, grouping and shape representation
  • Track 11-5Recognition: detection, categorization, indexing, matching
  • Track 11-6Physics-based vision and shape-from-X
  • Track 11-7Optimization methods
  • Track 11-8Real-time Tracking
  • Track 11-9Vision for Web
  • Track 11-10Vision for Graphics
  • Track 11-11Vision for Robotics
  • Track 11-12Computational Photography
  • Track 11-13Human-Computer Interaction
  • Track 11-14Action Recognition
  • Track 11-15Human Motion Analysis/Capture
  • Track 11-16Gesture/Hand Recognition
  • Track 11-17Face Detection and Recognition
  • Track 11-18Motion/Stereo Processing and Augmented Reality
  • Track 11-19Pattern recognition

Virtual reality is a form of technology which creates computer-generated worlds or immersive environments which people can explore and in many cases, interact with. It refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.

Augmented reality is a similar form of technology in which the lines are blurred between the real world and computer-generated imagery, e.g. video. Sound, video or images are overlaid onto a real-world environment in order to enhance the user experience.

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

Image processing is a method to convert an image into digital form and perform some operations on it, in order to get an enhanced image or to extract some useful information from it. It is a type of signal dispensation in which input is an image, like video frame or photograph and output, may be image or characteristics associated with that image.

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

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. A render can be an individual image or a series of images saved individually or sequenced into video format.

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

Visualization is a related subcategory of visualization dealing with statistical graphics and geographic or spatial data (as in thematic cartography) that is abstracted in schematic form. Educational visualization is using a simulation not usually normally created on a computer to create an image of something so it can be taught about. Information visualization concentrates on the use of computer-supported tools to explore a large amount of abstract data.

  • Track 15-1Visual analytics
  • Track 15-2Sonification and Haptics
  • Track 15-3Visualization and high performance computing
  • Track 15-4Data visualisation
  • Track 15-5Scientific visualization
  • Track 15-6Interface Software and Tools
  • Track 15-7Additive Manufacturing Technology
  • Track 15-83D scanning
  • Track 15-93D printing processes and materials
  • Track 15-103D Printing Services
  • Track 15-11Patents/IP in 3D Printing
  • Track 15-12Supply Chain in 3D Printing
  • Track 15-13Software design and development
  • Track 15-14Color models and imaging
  • Track 15-15Business Models
  • Track 15-16Visual communication
  • Track 15-17Educational and Knowledge visualization
  • Track 15-18Product visualization and Product Rendering
  • Track 15-19Medical visualization
  • Track 15-20Interactive visualization
  • Track 15-21Software visualization
  • Track 15-22Creative Visualization
  • Track 15-23Guided imagery in Visualization
  • Track 15-24Graphic Visualization
  • Track 15-25Information Visualization
  • Track 15-26Market insight and sector appraisal
  • Track 15-273D Printing Software

Human-Computer Interaction (HCI) is a discipline concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. HCI has expanded rapidly and steadily for three decades, attracting professionals from many other disciplines and incorporating diverse concepts and approaches. To a considerable extent, HCI now aggregates a collection of semi-autonomous fields of research and practice in human-centered informatics.

  • Track 16-1Intelligent User Interfaces
  • Track 16-2Gesture-based Interaction
  • Track 16-3HCI in Medical applications
  • Track 16-4Impact of interfaces on attitudes, behavior, performance, perception, learning and productivity
  • Track 16-5Cognitive neuroscience for HCI
  • Track 16-6Human information seeking behavior on the digital platforms
  • Track 16-7Novel HCI theories, techniques, and methodologies
  • Track 16-8Psychological, social and cultural aspects of HCI
  • Track 16-9Brain-computer Interfaces
  • Track 16-10Artificial Intelligence
  • Track 16-11e-Learning
  • Track 16-12User Requirements
  • Track 16-13Mobile Interfaces
  • Track 16-14Graphical Interfaces
  • Track 16-15Collaborative System Design
  • Track 16-16Animal-computer Interface
  • Track 16-17Speech Recognition
  • Track 16-18Interfaces and Agents
  • Track 16-19Web Designing

Web3D was at first the thought to completely show and explore Web destinations utilizing 3D. By expansion, the term now alludes to all intuitive 3D content which is inserted into pages HTML, and that we can see through a web program. Present day Web3D pages are usually controlled by WebGL.

Advances are Flash Stage3d, Unity3d and Unreal Engine and so forth. 3D illustrations on the web have made some amazing progress. There are many contending advances out there, all battling to be the lord of the 3D web. It can turn out to be exceptionally hard to pick one from the changing instruments and document designs for your venture. Despite everything, it stays to be seen which one, assuming any, get to be institutionalized.

  • Track 17-1Data analysis & intelligent algorithms for big Web3D data
  • Track 17-2Web-based simulation
  • Track 17-3Professional graphics tools
  • Track 17-4Web-based User Interaction
  • Track 17-5Web-based 3D Graphics
  • Track 17-63D similarity search and matching
  • Track 17-73D City Models & Web3D
  • Track 17-8Web3D and associated APIs, toolkits, and frameworks.
  • Track 17-9Interactive Web 3D applications
  • Track 17-10Interactive Web 3D applications
  • Track 17-11Collaborative and web based visualization
  • Track 17-12P2P Systems and Applications
  • Track 17-13Web Technologies and Applications
  • Track 17-14Novel Web3D interaction paradigms for mobile/handheld applications
  • Track 17-153D digitization
  • Track 17-16Web-wide human-computer interface and 3D User Interfaces
  • Track 17-17Creativity and Digital Art
  • Track 17-183D Web Gaming
  • Track 17-19Web Graphic Design in digital layout
  • Track 17-20Web Graphic Design in digital layout
  • Track 17-21Virtual Environments and Web Applications for eLearning
  • Track 17-22Web Services based Systems and Applications
  • Track 17-23Script algorithms & programming for lightweight Web3D