Definition of CEDEC Session Genres

Definition of CEDEC Session Genres

ENG(Engineering)
PRD (Production)
VA(Visual Arts)
BP(Business & Produce)

SND (Audio)
GD (Game Design)
AC (Academic/Fundamental Technologies)


*Items listed in blue text is a topic that is of particular interest in CEDEC 2018

ENG (Engineering)

The Engineering genre covers technologies and examples of programming and graphics rendering skills necessary for development, operation and management of computer entertainment systems; skills necessary for deep understanding and utilization of hardware; Skills of applying mathematical sciences, such as simulation; skills for developing efficiently; initiatives for sharing and advancing technologies; networks, databases, designing and building systems and services, operation and management systems, countermeasures for unauthorized use, security measures and other skills.

Topics sought for the ENG genre of CEDEC 2018


Practical Application of Advanced Technology
  • IoT (Internet of Things) in computer entertainment
  • Computer entertainment robotics
  • Effective examples of drones, wearables, sensors, projectors, and other devices in entertainment
Development Technology
  • Research and effective examples of deep learning in computer entertainment
  • Platform specific technologies and examples (Console, smartphone, WEB, etc.)
  • Technology for enabling Cross platform/Cross generation development
  • Technology to detect unfair practices and protect digital content/services from unfair practices (DRM, encryption, cheating countermeasures, etc.)
  • Examples of virtualization design of servers and networks
  • Utilization of low-level layer optimization and unique implementation packages for general use game engines
  • Techniques for investigating and estimating database bottlenecks and techniques for tuning
  • Graphics/rendering technology
  • Examples of runtime resource and asset management
  • Topics about programming languages.
  • Low-Level programming (multi-core, multi-thread control, optimization and high-speed technologies, memory management, etc.)
  • Examples and thoughts on Architecture designs (design patterns etc.)
  • Optimization of compiler, toolchain, IDE and In-house tools, etc.
  • How to effectively use the GPU(physics、deep learning etc.)
  • An introduction to embedded device programming for software engineers
  • Examples of collaboration between the computer entertainment industry and other types of industries
  • Software testing/debugging techniques for diverse devices such as Android devices, etc.
  • Examples of the effective use of radio communication (Wireless LAN, Bluetooth, NFC, etc.)
  • Examples of the development of large-scale online content or content played in real-time against online opponents by means of mobile devices
  • Instances of advanced web/network technologies (HTTP2, QUIC, WebSocket, WebRTC, etc.)
  • Technologies /techniques for testing network load, delay, loss, etc.
  • Automation technologies for building and operating servers
  • Techniques for efficiently mining big data (such as play logs) and examples of the effective use of BI tools
  • Explanation of server-less architecture and examples of applications
  • Highly specialized technology (Physical simulation, AI, Drawing, Character control, collision, UI, etc.)
  • Countermeasure techniques for server/service malfunction and maintenance

PRD (Production)

The Production genre covers concrete examples of the development process, methods and environments of product management, sharing and accumulation of knowledge, initiatives in education and development of human resources, etc. in computer entertainment.

Topics sought for the PRD genre of CEDEC 2018


Process Management (Discussions Related to Process and Strategy)
  • Efficient asset production through procedural technology
  • Organizational initiatives related to development team productivity
  • Examples of prototyping techniques and processes
  • Examples of determining work flow for large-scale smartphone development
  • Examples of asset management in preparation for overseas exhibitions for social games
Practice (Discussions Related to Methods and Techniques)
  • Automation of process management and analysis
  • Examples of testing through strengthened learning processes and AI
  • Technology that supports a harmonious collaboration
  • Automation of processes starting from development and continuing on to post-release management
  • Initiatives for improving usability
  • Testing・QA engineering
  • Examples of quality assurance methods
Knowledge Management (Discussions Related to Knowledge and Know-How)
  • Effective communication and information sharing within the company
  • Initiatives for building and management of teams
  • Working to enhance psychological stability
  • Initiatives for training capable personnel, and measurement of effects
  • Branding and hiring strategies for companies
  • Personnel evaluation systems that match current software development methods

VA (Visual Arts)

The Visual Arts genre covers representation of digital contents in a wide sense, exploring new methods of expression and production flows in computer entertainment and methods of responding to a diversifying target base.

Topics sought for the VA genre of CEDEC 2018


Rendering expressions
  • Expressions compatible with HDR displays
  • Instances of the state-of-the-art lighting techniques
  • NPR expressions
Model
  • Modeling using capture technology
  • Modeling methods using physical simulations
  • Techniques for efficiently creating large-scale assets
  • Sculpting modeling
Animation
  • AI collaboration
  • RIG-related
  • Special animation expressions
  • Methods of representing hand-drawn animation
  • New skinning methods
Effects
  • Effect expressions in a PBR environment
  • Instances of state-of-the-art effects
  • Fluid simulations
  • Dynamics and physical simulations
  • Artistic particle control
Motion capture
  • Motion-capture systems of various input equipment
  • Performance capture
  • Real-time character performance
  • Coordination with game engines
  • Facial capture/hand capture
GUI
  • Interface design based on UI/UX
  • Multi-platform support
  • UI design for HMD environment
Visual works, artist collection
  • Concept art
  • Design works
  • Previs (previsualization)
  • Character design
Procedural
  • Animation
  • Modeling
  • Texturing
  • Terrain generation/level design
Technical art
  • Training for technical artists
  • Examples of quantitative evaluation of pipeline installations
  • Use of DCC tools, migration cases
  • Coordination with middleware, game engines and in-house tools
  • Coordination between development machines and tools
  • Asset management and authoring-related
  • Visual expressions using new technologies
  • Issues related to linear work flow
Others
  • Techniques for developing mobile and social game assets
  • Standardization of mobile devices'color expression and quality
  • Image correction
  • Visual expression of VR/AR/MR
  • Visual expressions in multimedia applications (video, games, theater, etc.)
  • Efficient reuse of legacy assets
  • Video production in game engines, examples of applications outside of games
  • Production methods for VR content, examples of behavior induction
  • Interface expression in relation to MR content
  • Examples of industry-academia cooperation in the visual arts field
  • Visual expression of esports

BP (Business & Producing)

The business & production field includes examples of success for computer entertainment as seen from a business angle, the environment around pro gamers and esports, examples of success in the indie scene, funding, all kinds of analysis, sales techniques, rights issues, game programming training business, etc. and handling of expertise that is not limited to technology for game title production.

Topics sought for the BP genre of CEDEC 2018


  • Introduction of Examples of using blockchain for management of content or user authority, etc.
  • Examples and proposals for a variety of working styles in the computer entertainment industry
  • Performance know-how of virtual YouTubers
  • Commentary on prize-based computer entertainment such as esports, etc.
  • Examples of success from Japan in overseas markets
  • Examples and proposals related to business morals
  • Successful examples of new business
  • Analysis of market data such as titles and user behavior
  • Methods of procuring funds through crowdfunding
  • Legal issues related to computer entertainment business
  • Matters of legal consideration regarding younger age groups such as parental controls
  • Analysis of business models generating profit through F2P
  • Successful examples on the indie scene
  • Examples of collaboration with businesses in other industries
  • Suggestion to the entertainment industry from media professionals
  • Techniques for building growth forecasts and business environments
  • Proposals from localization and culturization businesses
  • Examples of game education businesses
  • License management and legal examples
  • Nurturing and operating the user community and developer community
  • Analysis of marketing trends and explanation of business approaches
  • Explanations of how to create a new IP
  • Explanations of successful examples in the open source community and real business
  • Examples of offshore development and explanations of current conditions
  • Proposals from the management in the computer entertainment industry

SND (Audio)

The Sound genre covers production technologies and examples of all aspects of game sounds in computer entertainment, such as interactive uses of sound, production of music and sound effects, recording and editing of voice, the work flow of asset management and implementation, localization, signal processing technologies, etc.

Topics sought for the SND (Audio) genre of CEDEC 2018


Particular interested topics sought for the SND (Audio) genre
  • Examples and research results for sound design and 3D echo effects compatible with new devices such as VR/AR/MR
  • Interactive music production, dynamic generation and synthesis
  • Sound transmission using spatial sound and techniques of expressing reverberation
  • Proposals of new concepts and examples of taking challenges in sound effects, development tools, and authoring environments
  • Know-how of audio for mobile and hand-held consoles
  • Individual browser dependency and sound design for browser-based sound (WebAudio)
  • Proposals and ideas of synchronizing voice and animation
  • Techniques and challenges of sound FX implementation based on real-physics simulation
  • Studies and technologies of digital audio signal processing, experimental challenges of procedural audio generation
  • Examples of effective use or know-how of sound design or technology compatible with live game commentary and esports
Basic topics sought for the SND (Audio) genre
  • Game sound production (Music production, sound effects production, sound direction, sound production)
  • Voice (Voice recording to insertion, voice direction, localization, examples of using voice synthesis/input/voice chat)
  • In-game mixing (Interactive/dynamic mixing)
  • Sound programming (Examples of tool production/application and research & development)
  • Sound asset management (efficiency/automation of data editing, backup/archive)
  • Development environment (Personnel adjustment/cost/deadlines, work flow, cooperation with other work categories, QA, etc.)
  • Business (Legal knowledge relating to music copyright law, regulations and administration works)
  • Postmortem

GD (Game Design)

In the genre of Game Design, discussions will be held over mindset, actions and considerations required to design games that are truly entertaining and move users' hearts. Experts will share their views backed up by their broad practical knowledge, analytical views, insight and unique, valuable experiences.

Topics sought for the GD genre of CEDEC 2018


  • Simulation techniques for better VR experience
  • Game design incorporating thinking behind behavioral economics
  • Designing games focusing on the narrative
  • Game mechanics design linked to the lifelog
  • Game design successful as esports
  • Examples of applying AI for optimization
  • Games using aspects of the cognitive science such as misperceptions and sensory interactions
  • Applied game technology for home appliance
  • Designing games requiring the use of motion controllers
  • Multi-touch games designed for tablets
  • New examples of UX occurring in video content
  • Customization of game design and UI for different input devices
  • Media art that provides a totally new user experience
  • Techniques for training game designers
  • Educational tools to improve game designers' skills
  • Examples of games using mutual intelligence with users
  • Examples of games enabling continuous user acquisition
  • Examples of failures and success through improvement based on said failures
  • Examples of theme park design
  • Game design for infants
  • Game design for senior citizens
  • Game design with new business model
  • Game design compliance
  • New methods of localization
  • Journey to develop an epoch-making game
  • Using new tools for game design applications
  • Challenge of finding new genres completely unlike existing games
  • Instances of highly entertaining serious games

AC (Academic/Fundamental Technologies)

The Academic/Fundamental Technologies genre deals with the application of new and existing technologies, which cannot be thought about from the perspective of the entertainment industry. Also covered in this genre are the outcomes of elemental technologies and academic and business researches that form the basis for the development of entertainment content.

Topics sought for the AC genre of CEDEC 2018


Cutting-edge interaction technology
  • Interaction technologies applicable to entertainment
  • Interaction technologies using sensations such as auditory, tactile and olfactory senses
  • Interaction technologies using virtual characters/avatars
  • Systems using body information (fingerprint, retina, pulse rate, skin conduction, brainwaves, eyes, etc.)
  • Technology for expanding experiences or ability and research examples (Augmented Human Technology,Superhuman Sports )
  • Application of 3D printing and rapid prototyping technologies in entertainment content
Cutting-edge display technology
  • State-of-the-art information display technologies and research examples(displays,HMD,projection systems, etc.)
  • The latest technologies for floating 3D images, liquid, and air projection
  • The latest technologies for HMD and research examples making use of its characteristics
  • The latest technologies for 3D displays
  • The latest technologies for wide gamut color displays
Applications in combination with other fields
  • Methods and technologies for evaluating entertainment
  • Applied research on entertainment for education and welfare, etc.
  • Applications of wearable system and robot technology from the wider field of engineering for entertainment
Fundamental Technologies
  • Technologies and information for VR/AR/MR
  • Relationship-building between entertainment contents and human backed by cognitive science, behavioral psychology, etc.
  • Knowledge on tools for creating entertainment contents or the development of tools
  • Sensing technology acquiring human movements and emotions
  • Mechanism and application methods of the human interface devices
  • Technologies and news topics about producing content using remote equipment, such as drones
  • Game operation screens and display of information designed based on cognitive science
  • The application of deep learning to the creation of entertainment content
  • Technologies for creating entertainment content based on big data