Dear Colleague,
Please find enclosed the preliminary programme for
the 16th annual GAMEON'2015 Conference on simulation
and AI in Computer Games, which will be held at the
University of Amsterdam (UvA), Amsterdam, The Netherlands
from December 2-4, 2015.
Conference link is on:
http://www.eurosis.org/cms/?q=taxonomy/term/369
The online registration form is linked on:
https://www.eurosis.org/cms/?q=node/3298
Regards
Philippe
Preliminary Programme
Session Timing
December 2
O8.00-15.00 Registration
O9.00-09.15 Welcome
O9.15-10.00 Keynote Speaker
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-13.30 Lunch
13.30-15.00 Tutorial
15.00-15.30 Coffee Break
15.30-17.30 Session
18.30 Conference Visit
December 3
O9.00-15.00 Registration
O9.00-10.00 Session
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-13.30 Lunch
13.30-15.00 Tutorial
15.00-15.30 Coffee Break
15.30-17.30 Session
19.00-22.00 Conference Dinner
December 4
O9.00-09.30 Registration
O9.00-10.00 Round Table Discussion
10.00-10.30 Coffee Break
10.30-12.30 Tutorial
12.30-12.45 Closing Session
12.30-13.30 Lunch
13.30-14.30 Keynote Speaker
14.30-15.00 Coffee break
15.00-17.00 Games Studies Symposium
17.00- Reception
Keynotes
Serious Gaming for Tactical and Strategic Decision Making
Dr. A.H. (Anja) van der Hulst, Senior Consultant, Training Performance Innovations, TNO,
The Netherlands
Let me Entertain you! AI that Designs Games for you
Prof. Georgios N. Yannakakis, Institute of Digital Games, University of Malta
Tutorials
Building games with Casanova
Mohamed Abbadi, Giuseppe Maggiore and Pieter Spronck, Tilburg University, Tilburg, The Netherlands
Self-Promotion -- How to tell your story and present yourself or your goal(s) with an interactive game
S.V. Bhikharie, A. Eliëns & M.R. van de Watering, Universiteit van Amsterdam, Amsterdam, The Netherlands
Level generation based on model transformations
Daniël Karavolos, MSc. and Anders Bouwer, University of Applied Sciences Amsterdam, Amsterdam, The Netherlands
Round-Table Discussion
How to influence Gamers with Sound
Filipp Issa and Michael Stoeckemann, Sound of Games
Sessions
GAME DESIGN
GAME_METH_01
Interactivity in Computer Games
Barbaros Bostan and Gökhan Şahin, Yeditepe University and Mehmet Can Üney, Bahçeşehir University, Ataşehir/İstanbul, Turkey
GAME_METH_02
Comparative Analysis on Game Design Pattern Collections
Tapani N. Liukkonen, Olli I. Heimo, Tuomas Mäkilä and Jouni Smed, University of Turku, Turun yliopisto, Finland
GAME_METH_04
Translating a Modern Film and TV Screening Room to an Integrated Game Engine Production Environment
Oliver Engels and Robert Grigg, NHTV Breda University of Applied Sciences, Breda, The Netherlands
INTERACTIVE EDUCATIONAL GAME DESIGN
GAME_METH_07
Serious Game Creation in Teaching Content
Merikki Lappi and Esa Lappi, Paivola school of Mathematics, Tarttila, Finland
GAME_TOOL_01
I know how to use, now I want to create! – Discussion of the Insertion of Content management Systems at ICT List
Maria Junqueira, Luiz Felipe Cunha, Matheus Baffa and Alex Machado, Federal Institute of Education, Science and Technology of Southern of Minas Gerais, Rio Pomba, Brazil
GAME_TOOL_03
Introduction to Logic Programming using Educational Robots for Children of Primary School
Lucas Cruz Oliveira, Letícia Grossi Gomes Ribeiro, Matheus de Freitas Oliveira Baffa and Alex F. V. Machado, Instituto Federal do Sudeste de Minas Gerais, Brazil
GAME-CONSOL_02
Some Reflections on Bolognese Food: A Digital Perspective, with a lot of Fun
Marco Roccetti Silvia Colombini Marco Zanichelli, Alma Mater Studiorum - University of Bologna, Bologna, Italy
EDUCATIONAL GAMING
GAME_TRAIN_05
Educational Game with Interface by Gestures to Support Literacy Process
Paulo Sampaio, Salvador University – UNIFACS, Salvador, Brazil
GAME_TRAIN_08
XIMPEL In Education – Inspiring Creativity Through Storytelling and Gameplay
S.V. Bhikharie and A. Eliëns, VU University, Amsterdam, The Netherlands
VIRTUAL GAMING/TRAINING ENVIRONMENTS
GAME_TRAIN_01
Enhancement of Cognitive Areas using Immersive Technologies for Electronic Games
Gabriel B. S. M. Moreira, Paulo Roberto C. Faustino, Matheus M. Ramalho, Alex F. V. Machado and Matheus F.O Baffa, Instituto Federal do Sudeste de Minas Gerais, Brazil
GAME_TRAIN_02
Virtual Reality Situational Language trainer for Second Language Design & Evaluation
Timo Korkalainen, Juho Pääkylä,, Tapani N. Liukkonen, Lauri Järvenpää, and Tuomas Mäkilä, Technology Research Center, University of Turku, Turun yliopisto and Yrjö Lappalainen, University of Tampere, Tampereen yliopisto, and Heli Kamppari, University of Turku, Brahea Centre, Turun yliopisto, Finland
GAMEON_TRAIN_04
Evaluation of a Virtual Training Environment for Aggression De-escalation
Tibor Bosse and Jeroen de Man, VU University Amsterdam, and Charlotte Gerritsen, Netherlands Institute for the Study of Crime and Law Enforcement, Amsterdam, the Netherlands
GAME AI
GAME_AI_01
STARCRAFT II Build Item Selection with Semantic Nets
Andreas Stiegler, Stuttgart Media University, Stuttgart, Germany and Keshav Dahal, University of the West of Scotland, Paisley Campus, Paisley, Scotland, United Kingdom
GAME_TOOL_04
Developing Trainable Bots for a Mobile Game of Tennis
Maxim Mozgovoy and Akane Yamada, The University of Aizu, Fukushima, Japan, and Iskander Umarov, TruSoft Int’l, Inc., St. Petersburg, FL, USA
INTELLIGENT AGENTS
GAME_AI_04
Proposing an Intelligent Agent for the Four Sided Dominoes Game using The Expectimax Algorithm
Endrews Silva, Marly Costa, Nirvana Antonio and Cicero Costa Filho, Federal University of Amazonas, Aleixo, Manaus, Brazil
GAME_TRAIN_07
Aggressive versus Loud Virtual Agents - Investigating the influence of sound on the stress response in the use of virtual agents
Charlotte Gerritsen, Netherlands Institute for the Study of Crime and Law Enforcement and Willeke van Vught, VU University Amsterdam, Amsterdam, the Netherlands
GAME DESIGN ALGORITHMS
GAME_AI_05
A Simple Hybrid Algorithm for Improving Team Sport AI
David King and David Edwards, University of Abertay, Dundee, United Kingdom
GAME_AI_07
Simulation and Adaptation of Pathfinding Algorithms under Realistic Physical Conditions in 3D Environments
Erhan Bülbül, Measurement, Selection and Placement Center and Şahin Emrah Amrahov, Ankara University, Ankara, Turkey
PRODECURAL PROGRAMMING
GAME_METH_05
Procedural generation of collaborative puzzle-platform game levels
Benjamin van Arkel, Daniel Karavolos and Anders Bouwer, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands
GAME_VIRT_01
How to use Combinatorial Optimization Problems (Traveling Salesman problem) for Procedural Landscape Generation
Alan Ehret and Peter Jamieson, Miami University and Lindsay Grace, American University, USA
GAME_VIRT_02
A Server-Side Framework for the Execution of Procedurally Generated Quests in an MMORPG
Jonathon Doran, Bradley University and Ian Parberry, University of North Texas, USA
PLAYER ASSESSMENT
GAME_AI_02
Crowdsourcing of Training Data for Game Agent Artificial Intelligence
Sam Redfern, College of Engineering & Informatics, National University of Ireland, Galway, Ireland
GAME_OP_02
Online Skill Level Classification of Real-Time Strategy Game Players
Jason M. Blackford, Air Force Institute of Technology and Gary B. Lamont, Wright-Patterson Air Force Base, Dayton, Ohio, USA
-
Philippe Geril
EUROSIS -ETI
Greenbridge Science Park
Ghent University - Ostend Campus
Wetenschapspark 1, Plassendale 1
B-8400 Ostend, Belgium
Tel: +32.59.255.33 - Fax: +32.59.255339
E-mail: philippe.geril@eurosis.org
E-mail: pgeril@yahoo.co.uk
URL: http://www.eurosis.org
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