Preliminary Programme
Session Timing
August 13, 2008
08.30-17.00 Registration
09.00-09.15 Welcome
09.15-10.00 Invited Speech
10.00-10.30 Coffee Break
10.30-12.30 Session I
12.30-14.00 Lunch
14.00-15.00 Session II
15.00-15.30 Coffee Break
15.30-17.00 Tutorial I
17.30-19.00 Get-Together-Party
August 14, 2008
08.30-17.00 Registration
09.00-10.00 Session III
10.00-10.30 Coffee Break
10.30-12.30 Session IV
12.30-14.00 Lunch
14.00-15.00 Tutorial II
15.00-15.30 Coffee Break
15.30-17.30 Session V
17.30-17.45 Closing Session
20.00-23.00 Conference Dinner
August 15, 2008
09.30-12.00 Company Visit
Tutorial I and invited talk
Affective Computing for Game Development
Eva Hudlicka, Psychometrix Associates, Blacksburg, VA, U.S.A.
Tutorial
Understanding Wargame Outcomes (and Why They Make No Sense!)
Joseph M. Saur, Sr. Research Scientist, Joint Systems Integration Command
PATH FINDING AND MAPS
GAMEON-NA_03
A Territory based Path Finding Approach for Computer Games
Jiajia Tang and Liang Chen, University of Northern British Columbia, BC, Canada
GAMEON_NA_01
Dynamic Motion Patches in Configurable Environments for Character Animation and Path Planning
Kelson Gist and Xin Li, DigiPen Institute of Technology, Redmond, U.S.A.
GAMEON_NA_02
Playable Maps /Sensitive Maps to Materialize the Mental Map of the Learner
Sandro Varano, ENSA de Strasbourg, Strasbourg and Jean-Claude Bignon and Didier Bur, ENSA de Nancy, Nancy, France
CONTENT ADJUSTMENT
GAMEON_NA_08
Content-Adjustment Mechanism for Console Gaming
Jiajia Tang, University of Northern British Columbia, BC, Canada
GAMEON_NA_06
An Iterated Subdivision Algorithm for Procedural Road Plan Generation
Nicholas Rudzicz and Clark Verbrugge, School of Computer Science, McGill University, Montreal, Canada
GAMEON_NA_17
Wall-Building in RTS Games
Abhishek Chawan and Dmitri Volper, Institute of Technology, Redmond, U.S.A.
INTERACTION AND IMMERSIVE GAMEPLAY
GAMEON_NA_09
Towards Immersive Multimodal Gameplay
Mitchel Benovoy, Jeremy R. Cooperstock, Mark Zadel and Rafa Absar, McGill University, Montreal, Quebec, Canada
GAMEON_NA_13
Modelling Highly-Structured Turn Based Games Using Interaction Beliefs
N. B. Szirbik, G. B. Roest, M. Stuit, University of Groningen, Groningen, The Netherlands
GAMEON_NA_18
Using Genetic Algorithms to evolve Character Behaviours in Modern Video Games
T. Bullen and M. Katchabaw, The University of Western Ontario, London, Ontario, Canada
GAME SCRIPTING
GAMEON_NA_07
Using Lua as Script Language in Games Coded in Java
Gustavo Lyrio and Roberto de Beauclair Seixas, IMPA-TECGRAF, Catholic University of Rio de Janeiro, Rio de Janeiro, RJ, Brazil
GAMEON_NA_12
Automating Cinematics and Cut Scenes in Video Games through Scripting with Active Performance Objects
V. Bonduro and M. Katchabaw, The University of Western Ontario, London, Ontario, Canada
GAMEON_NA_11
Generation of Variations in Repetitive Motion using Bilinear Factorization
Chao Jin, Thomas Fevens and Sudhir Mudur, Concordia University, Montreal, Canada
GAME AI
GAMEON_NA_04
Variable Resolution A*
Kyle Walsh, RemoTV, Inc. New Haven and Bikramjit Banerjee, University of Southern Mississippi, Hattiesburg, USA
GAMEON_NA_05
Goal Oriented Behaviour Trees: A new Strategy for controlling Agents in Games
Yingying She and Peter Grogono, Concordia University, Montreal Canada