NetGames 2009 Keynote Talks


Monday, November 23, 9:15 AM

Next Generation Virtual Worlds

Michael R. Macedonia
, Ph.D.
Vice President and General Manager
Forterra Federal Systems



Abstract:

This talk will cover the challenges and research issues for large scale, persistent virtual worlds in the 21st century. After nearly fifteen years, virtual worlds are on the verge of demonstrating their disruptive potential. Virtual worlds are benefiting from the harmonic explosion of low-cost broadband communications, exponential gains in 3D graphics performance, changing demographics, and the ubiquity of computing in society. They are enabling new innovations in business models that go far beyond entertainment and into diverse fields such as medicine, national security, diplomacy, learning, and psychology. At the heart of all of this is a new capability to deliver cost-effective collaborative experience across the Internet. For example, educators have recognized the power of collaborative, persistent presence for students in the virtual world. More than 200 universities are now experimenting with Second Life and Forterra's OLIVE as global learning and research environments. Many businesses are conducting pilots and using virtual worlds to cut costs by using them for meetings, events, and project management. The integration of social networking, learning management systems, traditional telephony, and artificial intelligence all provide a wealth of new opportunities for innovation in virtual worlds. However, these innovations are bringing about new demands and requirements for virtual world technologies, features, and policies. The current trends toward "cloud computing" and virtual machine architectures open many new possibilities for virtual worlds while at the same time creating new challenges with respect to latencies and performance of streaming applications. Security and privacy are also major challenges that are already driving a divergence in virtual world designs. Mobile devices pose enormous challenges in terms of effective user interfaces and system performance. Whatever the challenges, virtual worlds now offer a new medium for making computing more tangible and collaboration more powerful.



Short Bio:

Michael R. Macedonia is the Vice President and General Manager for Forterra Federal Systems in Orlando, Florida. Forterra is a leading developer of virtual worlds software for enterprise applications. Prior to his current position, Dr. Macedonia was the Director of the Disruptive Technology Office (now IARPA) for the Office of the Director of National Intelligence. Prior to this he was the Chief Technology Officer for the U.S. Army Program Executive Office for Simulation, Training and Instrumentation (PEO STRI) in Orlando, FL. At PEO STRI, Macedonia was responsible for developing the technology strategy for the U.S. Army’s lead training technology acquisition organization. He also led the Army’s effort to develop the Institute for Creative Technologies, initiated the Full Spectrum Warrior Xbox project, and promoted the adoption of advanced game technologies for simulation. He also served as Vice-president of the Fraunhofer Center for Research in Computer Graphics, Inc. in Providence, Rhode Island, where he led an international research team. Dr. Macedonia has a Ph.D. in Computer Science from Naval Postgraduate School where he was part of the NPSNET research group. He also has an M.S. in Telecommunications from the University of Pittsburgh and a BS from the United States Military Academy, West Point.




Tuesday, November 24, 9:15 AM

Trends in 3D technologies and the impact on networked games

Rémi Arnaud, Ph.D.

Chief Software Architect      
                    
Screampoint International


Abstract:

Many potentially disruptive technologies are on the horizon with the potential to fundamentally change the way 3D content is created and consumed. The Internet and its ability to connect players in real-time already has had a significant impact, but what is ahead of us will likely have even greater impact. In his keynote Rémi will examine the trends in, for instance:
  
    - Mods and User Generated Content
    - GPU vs. CPU collision
    - 3D native in a browser
    - 3D and connected mobile technology
    - Standards role: OpenCL, COLLADA, WebGL, MPEG, OpenGL ES
    - Content Repositories Communities and Asset Management
    - Tools for fun

and will attempt to paint possible futures and challenges coming our way.


Short Bio:

Rémi is working as Chief Software Architect at Screampoint International, a company providing interoperable 5D digital city models for the benefit of governments, property owners, developers, designers, contractors, managers, and service providers. Rémi's involvement with real-time graphics started in the R&D department of Thomson Training & Simulation (now Thales) designing and then leading the Space Magic real-time visual system for training simulators, where he finalized his Ph.D 'La synthèse d'images en temps réel'. He then relocated to California to join Silicon Graphics's IRIS Performer team, working on advanced features such as calligraphic light points for training pilots. He then decided to be more adventurous and co-founded Intrinsic Graphics where he co-designed the Alchemy engine, a middleware targeting cross platform game development for PS2, Xbox, GameCube and PC. He was hired as Graphics Architect at Sony Computer Entertainment US R&D, working on the
PLAYSTATION®3 SDK graphics API, and joined the Khronos Group to create COLLADA asset exchange standard. Most recently, he worked at Intel's Software Systems Group where he created and lead the Larrabee Game Engine Technology team.


 Copyright © 2009 Maha Abdallah
NetGames 2009 Logo designed by Frédéric Delvalle