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 CEDEC2015

* Network (a separate genre until last year) has been merged into the Engineering genre, and items related to development management have been removed from Engineering to form the Production genre.

ENG (Engineering)

The Engineering genre covers technologies and examples of programming skills necessary for developing computer entertainment systems; skills necessary for deep understanding and utilization of hardware; skills utilizing advanced mathematics and the like; 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 necessary for the development and management of online content, etc.

Topics sought for the ENG genre of CEDEC2015


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
  • Platform specific technologies and examples (Console, smartphone, WEB, etc.)
  • Technology for enabling Cross platform/Cross generation development
  • 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.)
  • Development Environment Structure (Compiler, toolchain, IDE and In-house tools, etc.)
  • Digital content protection technology (DRM, encryption, etc.)
  • How to effectively use the GPU and the APU
  • An introduction to embedded device programming for software engineers
  • Examples of collaboration between the computer entertainment industry and other types of industries
  • Highly specialized technology (Physical simulation, AI, Drawing, Character control, collision, UI, etc.)
  • Application examples of procedural technology
  • Effective examples of initiatives focusing on DevOps
  • Examples of resource and asset management
  • Techniques for debugging software to be deployed for a wide variety of mobile devices
Design and Development Technologies of Online Content
  • Application of Immutable Infrastructure in computer entertainment contents
  • Examples of major online content developed for mobile devices
  • Anti-fraud measures for online contents
  • Instances of use or implementation of HTML5
  • Examples of developing online content which uses cloud computing and streaming technology
  • Technologies for developing with the disparity between mobile and home connections in mind
  • Linking home consoles and mobile devices
  • Techniques for investigating and tuning database bottlenecks
  • Applied uses of XaaS and BaaS
  • Instances of implementation of Intercloud
  • Applied uses of SDN in a computer entertainment system
  • Application examples of Server-side GPU
  • Application of ad-hoc communications to computer entertainment contents (wireless LAN, Bluetooth, NFC, etc.)
  • Application examples of P2P communications
  • Development technologies and examples of always-connected online content for mobile devices
  • Technologies for keeping users connected while traveling by bus, train, etc.
  • Instances of next-gen web technologies (HTTP2, SPDY/QUIC, WebSocket, WebRTC, etc.)
  • Uses of new transmission methods and services made available by new home consoles and devices
  • Cryptographic/authentication technologies to online contents
  • Distributed processing technologies to online contents
  • Technologies to make network delay unnoticeable to users
  • Application examples of IPv6
  • Ad technologies for online content
  • Techniques for testing network load, delay, loss, etc.
  • Examples of failures and countermeasures of network infrastructure and online services
Techniques and Know-how of Online Content Management
  • Automation of operation and infrastructure using Chef, Puppet, KickStart, etc.
  • Examples (techniques, BI tools) of efficient data mining of big data (playlogs, etc.)
  • Examples of managing online content which uses cloud computing and streaming technology
  • Examples of effective uses of social graphs
  • Effective examples of production using life logs in online content

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 CEDEC2015


Process Management (Discussions Related to Process and Strategy)
  • Examples of implementing an environment for efficient communication
  • Initiatives for building strong teams and management
  • Examples of agile practices, Scrum development
  • Examples of prototyping methods and processes
  • Metrics and measurement methods for assessing process management
  • Examples of coordinated cooperation between development and operation teams
  • Organizational initiatives related to productivity of development teams
  • Learning management from mistakes
Practice (Discussions Related to Methods and Techniques)
  • Examples of automatic testing environments
  • Initiatives for improving usability, user testing
  • QA engineering
  • Continuous Integration (CI)
  • Continuous Deployment (CD)
  • Asset Pipeline
Knowledge Management (Discussions Related to Knowledge and Know-How)
  • Effective examples of sharing information internally
  • Know-how of hosting game jams, hackathons
  • Goals and effects of hosting seminars for external attendees
  • Initiatives in development of human resources and measurement of its effects 

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 CEDEC2015


Rendering expressions
  • Shading control and Lighting control by artists
  • Instances of the state-of-the-art lighting techniques
  • Toon shading
  • Image stylization
Model
  • Procedural generation of resources
  • Image-based modeling
  • Examples of prototype creation
  • Sculpting modeling
Animation
  • Procedural animation
  • AI collaboration
  • Special animation expressions
  • RIG-related
  • Methods of representing hand-drawn animation
Effects
  • Instances of state-of-the-art effects
  • Fluid simulations
  • Dynamics and physical simulations
  • Artistic particle control
Motion capture
  • Coordination with game engines
  • Performance capture
  • Image-based facial motion capture
  • Motion capture systems such as Kinect
  • Real-time character performance
GUI
  • Multi-platform support
  • Rendering the best GUI for each interface
Visual works
  • Concept art
  • Design works
  • Previs (previsualization)
  • Character design
Development Environment
  • Coordination between development machines and tools
  • Use of DCC tools
  • Asset management and authoring-related
  • Coordination with middleware, game engine and in-house tools
  • Optimization for the mobile platforms
Others
  • Image correction
  • Linear workflow-related
  • CUD (Color Universal Design)
  • 3D imaging
  • Visual expression of AR
  • Visual expression of VR
  • UGC-related
  • New computer and visual expressions
  • Visual expressions in multimedia applications (video, games, theatre, etc.)

BP (Business & Producing)

The Business and Producing genre covers expertise such as successful examples from the perspective of managers, salespersons, directors, and producers: success in the computer entertainment business, recovery from failures, and methods for improving the current situation, as well as regulations, rules, and what we need to break through in this business environment affecting the market and the users.

Topics sought for the BP genre of CEDEC2015


  • Copyright and IP protection
  • Customer support for all aspects of apps
  • Successful instances of mixed media deployment
  • How to make business plans, conditions for starting a project, methods of running management
  • Methods of localization and culturalization
  • Examples of companies operating successfully in non-central regions
  • Successful and unsuccessful cases of using capital raising methods such as Crowd funding
  • Methods of stimulating users' gambling nature, such as problems with in-app purchases
  • Examples of collaboration or business cooperation with educational institutions
  • Example cases related to a breach of the Subcontract Act (of Japan) and how it was handled
  • Issues with licensing and legal affairs, and how to handle them
  • Initiatives to tackle challenges faced by the industry
  • Topics about Management and organizational operation
  • Management and growth of user and developer communities
  • Distribution of company media and existing media in information transmission
  • Examples of collaboration with businesses in other industries
  • Successful examples from a producer's point of view
  • Analysis of market trends and how to adapt
  • How to create new IP
  • Successful examples of sequels to existing IP
  • Examples of platform business
  • Examples of collaboration in entertainment machines
  • Examples of operating smartphone apps
  • Examples of promotion and policies of smartphone game apps
  • Marketing methods in the entertainment industry
  • Initiatives and specific actions for user acquisition
  • Examples of success in foreign markets
  • Instances of off-shore development and its situation
  • Examples of cooperation between community activities and real business
  • Successful examples of the open source community and real business
  • Explanation of a business model that met with success
  • Messages from business managers

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 workflow of asset management and implementation, localization, signal processing technologies, etc.

Topics sought for the SND (Audio) genre of CEDEC2015


  • Studies and technologies of digital audio signal processing
  • Proposals of new concepts and examples of taking challenges in sound effects, development tools, and authoring environments
  • Experimental challenges of procedural audio generation
  • Know-how specific to games for music creation and recording by a composer
  • Techniques for interactive music production, dynamic generation and synthesis
  • Know-how of audio for mobile and hand-held consoles
  • Improvements and proposals of huge volume of audio asset management
  • Legal knowledge relating to music copyright law, regulations and administration works
  • Audio-specific project management method (including human resources, money and time-frame)
  • Techniques and challenges of sound FX implementation based on real-physics simulation
  • Proposals and ideas of synchronizing voice and animation
  • Proposals and ideas of audio loudness and interactive mixing
  • Experimental challenges of next generation 3D audio and enhanced surround system
  • Experimental examples of how to debug your music (debugging logs and histories)
  • Proposals and ideas of audio asset managements (including data backups and archiving)
  • Tips and techniques for audio localization (including culturalization and geo-political reasons)
  • Cutting-edge proposals sound FX (including production management, interactivity and Foley)
  • Studies and techniques of instances and environmental management based on software based source audio
  • Ideas and examples of sound rendering based on neural and psychological approach
  • Proposals and ideas of voice over (including studio preparation, scripts, instruction and tips)
  • Proposals and ideas of sound direction and producing
  • Proposals and ideas of utilize development assist tools and collaboration with commercial tools
  • Tips of technical cooperation from audio division to other divisions
  • Experimental examples and ideas of speech recognition and voice-chat
  • Tips on audio tuning for platforms
  • Examples and know-how of effective use of the cloud, such as server-side voice analysis

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 CEDEC2015


  • Designing games to improve presence in the VR space
  • Designing games focusing on the narrative
  • Examples of application to haptic games
  • Game mechanics design linked to the lifelog
  • Business model-led game design
  • Low workload prototype development methods
  • Games using aspects of the cognitive science such as misperceptions and sensory interactions
  • Applied game technology for home appliance OS
  • Designing games requiring the use of motion controllers
  • Multi-touch games designed for tablets
  • New examples of UX occurring in video content
  • Examples of theme park design
  • Customization of game design and UI for different input devices
  • Educational tools to improve game designers' skills
  • Media art that provides a totally new user experience
  • Game design for infants
  • Game design compliance
  • New methods of localization
  • Methods of localization and UI design with the Arabic script in mind
  • Game design for senior citizens
  • Journey to develop an epoch-making game
  • Use of new tools for game design
  • Game design in a totally new genre
  • Game AI made from new concepts
  • 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 CEDEC2015


  • Interaction technologies applicable to entertainment
  • State-of-the-art information display technologies that may replace LCD and plasma displays
  • Relationship-building between game and human backed by cognitive science, behavioral psychology, etc.
  • Knowledge on tools for creating entertainment contents or the development of tools
  • System using biometric data (finger print, retina, heart rate, skin conductive response, brain waves, line of sight, etc.)
  • Methods and technologies for evaluating entertainment
  • Interaction using sensations such as auditory, tactile and olfactory senses
  • Sensing technologies that acquire movements and emotions of people
  • Mechanism and application methods of the human interface devices
  • Technologies for interaction with virtual characters
  • Applications of wearable system and robot technology from the wider field of engineering for entertainment
  • Technologies and news topics about producing content using remote equipment, such as drones
  • Expansion of the sports experience through technology (augmented human, superhuman sports)
  • Applied research on entertainment for education and welfare, etc.
  • Technologies and information for 3DCG/VR/AR/MR
  • Latest technologies of direct-view displays
  • Future displays such as hologram and projection displays
  • Examples of research that use the latest technologies in Head Mounted Displays and their unique properties
  • Latest technologies for 3D displays
  • Latest trend of Wide Gamut Color Displays
  • Human consumption behavior and conditions to attract attention
  • Game operation screens and display of information designed based on cognitive science