Computer Vision for Games and Games for Computer Vision
(CVG Workshop)
Video Games and Computer Vision research have long held a symbiotic relationship. On the one hand, virtual worlds in games are often used for collecting training data or as testbeds for computer vision models since they provide a greater deal of flexibility, control and scalability in the data collection process compared to the real world. On the other hand, computer vision advancements have enabled us to push the frontiers of what is possible within these artificial game worlds and have transformed the processes with which these worlds are created. However, significant research questions still remain unaddressed both in the field (Computer Vision) and the domain (Games), which include technical and engineering challenges. This workshop invites research papers aiming to bridge the existing gaps between computer vision research and games engineering, with the motive of bringing together the games research community and the computer vision community that have largely operated independently until now. In this workshop Computer Vision and Technical Games Researchers will discuss methods that can be beneficial for both the Computer Vision field and the Games domain.
Call for Papers
We are inviting papers for two main tracks in this workshop. The first track focuses on introducing novel techniques within computer vision research that can advance the field of digital games. The second track, instead, focuses on leveraging game technologies to advance state-of-the-art techniques in computer vision. The list of topics below is not inclusive of all research directions that will be represented in this workshop.
Computer Vision for Games
CV for game-playing, game testing and player modeling.
Data-driven CV to improve game graphics, animations, level-design, etc. as well as procedural content generation.
HCI through visual interfaces (gestures, posture, gaze, etc.).
Extended reality games.
Synthetic data and media generation based on users' emotions, behavior, etc.
Improving real-time applicability of vision models integrated within games and game engines.
Games for Computer Vision
Game worlds that aid data augmentation techniques.
Rich game-based labeled datasets for tasks such as object detection, segmentation, or depth and flow estimation.
Ethics of game-based data collection and inference.
Forward modeling in and for games.
Generalization and robustness in vision models leveraging a plethora of existing commercial games.
Unsupervised pre-training of image/video representations and world transition models from gameplay data.
Submission Guidelines
Important Dates
Submission Deadline: August 28, 2023 (AOE)
Author Notification: September 18, 2023
Camera Ready: October 1, 2023
Workshop: November 23, 2023
IEEE ToG Partnership
Selected papers of the workshop will be invited to submit extended versions for a special issue on Computer Vision and Games at the IEEE Transactions on Games!
The Organizers
The Venue
P&J Live (The Event Complex Aberdeen)
Tentative Program
Thursday November 23, 2023 - 20 minutes live oral presentation for each paper (15 minutes presentation + 5 minutes questions). We start at 14:00 UK time (GMT+1).
14:00 - 14:10: Welcome and Introduction (Chintan Trivedi)
14:10 - 14:30: Weak Supervision for Label Efficient Visual Bug Detection (Farrukh Rahman)
14:30 - 14:50: Neural Style Transfer for Computer Games (Eleftherios Ioannou; Steve Maddock)
14:50 - 15:10: Towards General Game Representations: Decomposing Games Pixels into Content and Style (Chintan Trivedi; Konstantinos Makantasis; Antonios Liapis; Georgios N. Yannakakis)
15:10 - 15:30: STEP CATFormer: Spatial-Temporal Effective Body-Part Cross Attention Transformer for Skeleton-based Action Recognition (Nguyen Huu Bao Long)
15:30 - 15:50: Self-Avatar's Animation in VR: Extending Sparse Motion Features with Cartesian Coordinates in Transformer-based Model (Antoine Maiorca; Thierry Ravet)
15:50 - 16:00: Parting words and IEEE ToG invitation (Chintan Trivedi)