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 green text is a topic that is of particular interest in CEDEC 2017

ENG (Engineering)

The Engineering genre covers technologies and examples of programming 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 2017


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
  • Protection technology of digital content service (DRM, encryption, 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
  • 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.)
  • Development Environment Structure (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
  • Application examples of procedural technology
  • Techniques for debugging software to be deployed for a wide variety of mobile devices
  • Examples of the effective use of near field 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 next-gen 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.)

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, hiring and development of human resources, etc. in computer entertainment.

Topics sought for the PRD genre of CEDEC 2017


Process Management (Discussions Related to Process and Strategy)
  • Development processes and team management for introducing remote work
  • Organizational initiatives related to development team productivity
  • Examples of determining work flow for large-scale smartphone development
  • Examples of methods and processes when starting up projects
  • Efficient asset production through procedural technology
  • Examples of asset management in preparation for overseas exhibitions for social games
Practice (Discussions Related to Methods and Techniques)
  • Technology that supports a harmonious collaboration
  • Automation of processes starting from development and continuing on to post-release management
  • Inspection and implementation of new tools
  • Initiatives for improving usability
  • Testing・QA engineering
  • Examples of quality assurance methods
  • Automation of process management and analysis
  • Examples of testing through strengthened learning processes and AI
Knowledge Management (Discussions Related to Knowledge and Know-How)
  • Effective communication and information sharing within the company
  • Initiatives for building and management of teams
  • 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 2017


Rendering expressions
  • Expressions compatible with HDR displays
  • Shading control and Lighting control by artists
  • Instances of the state-of-the-art lighting techniques
  • NPR expressions
  • Image stylization
Model
  • Modeling methods using physical simulations
  • Techniques for efficiently creating large-scale assets
  • Image-based modeling
  • 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
  • Image-based facial motion capture
GUI
  • Interface design based on UI/UX
  • Multi-platform support
  • Rendering the best GUI for each interface
Visual works, artist collection
  • Concept art
  • Design works
  • Previs (previsualization)
  • Character design
Procedural
  • Animation
  • Modeling
  • Texturing
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
  • Image correction
  • CUD (Color Universal Design)
  • Visual expression of AR
  • Visual expression of VR
  • UGC-related
  • 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

BP (Business & Producing)

The Business and Producing genre covers the scope of knowledge which cannot be confined within technologies composed of computer entertainment. Examples of success from the viewpoint of computer entertainment as a business, funding, business analyses, operation techniques, copyrights, interactions with other industries, personnel composition of the industry, challenges for the industry, etc.

Topics sought for the BP genre of CEDEC 2017


  • Examples of new initiatives being carried out in the computer entertainment industry and related industries
  • Examples of computer entertainment businesses turning major profits
  • Examples and proposals for a variety of working styles in the computer entertainment industry
  • Considerations of theory and proposals not dependent on the existing concept of political correctness
  • Examples and proposals related to business morals
  • Examples of business successes in the computer entertainment industry
  • Examples of success in new business
  • Examples of success using trending technologies like AR, VR, and MR
  • Examples of Japanese businesses achieving success in overseas markets
  • 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 2017


  • Examples and research results for sound design and 3D echo effects compatible with new devices such as VR and AR
  • 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
  • Know-how specific to games for music creation and recording by a composer
  • Interactive music production, dynamic generation and synthesis
  • Individual browser dependency and sound design for browser-based sound (WebAudio)
  • Sound design using multichannel systems with larger numbers of satellite speakers (e.g.: 7.1 channel or greater)
  • 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
  • Improvements and proposals of huge volume of audio asset management
  • Experimental examples of how to debug your music (debugging logs and histories)
  • Proposals and ideas of audio loudness and interactive mixing
  • Proposals and ideas of audio asset managements (including data backups and archiving)
  • Proposals and ideas of voice over (including studio preparation, scripts, instruction and tips)
  • Cutting-edge proposals sound FX (including production management, interactivity and Foley)
  • Proposals and ideas of sound direction and producing
  • Audio-specific project management method (including human resources, money and time-frame)
  • Proposals and ideas of utilize development assist tools and collaboration with commercial tools
  • Experimental examples and ideas of speech recognition and voice-chat
  • Examples of effective use or know-how of sound design or technology compatible with live game commentary
  • Tips and techniques for audio localization (including culturalization and geo-political reasons)
  • Legal knowledge relating to music copyright law, regulations and administration works
  • Studies and techniques of instances and environmental management based on software based source audio
  • Tips of technical cooperation from audio division to other divisions

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 2017


  • Game design that leads large-scale VR content to success
  • Game design incorporating theories of economics and psychology
  • Designing games focusing on the narrative
  • Game mechanics design linked to the lifelog
  • Game design methods with consideration for the "sense of self as the main protagonist" and "sense of possession"
  • Examples of games using non-contact 3D haptic rendering technology
  • Examples of application to haptic games
  • Games using aspects of the cognitive science such as misperceptions and sensory interactions
  • Examples of application of cross-modal phenomena to game design
  • Designing games requiring the use of motion controllers
  • Multi-touch games designed for tablets
  • Applied game technology for home appliance
  • UI design in VR-compatible content
  • 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
  • Examples of e-Sports applications
  • Analog game mechanics design that can be used for computer entertainment applications
  • Game design with an awareness of social graphs
  • Game design for infants
  • Game design for senior citizens
  • Changes in skills and knowledge required of a game designer
  • Educational tools to improve game designers' skills
  • Game design compliance
  • Examples of operation in multiple regions overseas
  • New methods of localization
  • Methods of localization and UI design with the Arabic script in mind
  • Journey to develop an epoch-making game
  • Example of a successful application and arrangement of retro games
  • Using new tools for game design applications
  • 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 2017


    Cutting-edge interaction technology
    • Interaction technologies applicable to entertainment and research examples
    • Interaction technologies using sensations such as auditory, tactile and olfactory senses and research examples
    • Sensing technologies that acquire movements and emotions of people and research examples
    • Technologies for interaction with virtual characters and research examples
    • Technology for expanding experiences or ability and research examples
    Cutting-edge display technology
    • State-of-the-art information display technologies and research examples(displays,HMD,projection systems, etc.)
    • The latest technologies for holograms, liquid, and air projection, as well as research examples
    • The latest technologies for HMD and research examples making use of its characteristics
    • The latest technologies for 3D displays and research examples
    • The latest technologies for wide gamut color displays such as HDR and research examples
    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
    • Techniques for using biometric data (finger print, retina, heart rate, skin conductive response, brain waves, line of sight, etc.)
    • Mechanism and application methods of the human interface devices
    • Human consumption behavior and conditions to attract attention, human consumption behavior and conditions to attract attention, and game operation screens and display of information designed based on cognitive science
    • The application of deep learning to the creation of entertainment content, and technologies for creating entertainment content based on big data