Preliminary Programme
Session Timing
November 26
08.30-17.00 Registration
09.00-09.15 Welcome
09.15-10.00 Keynote Speaker
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 Session
15.00-15.30 Coffee Break
15.30-17.00 Session
17.00-17.30 European Projects
17.30- Free Evening
November 27
08.30-17.00 Registration
09.00-10.00 Session
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 Company Visit to UBISOFT
15.00-15.30 Coffee Break
15.30-16.30 Session
16.30-16.45 Closing Session and Best Paper Award
20.00-23.00 Conference Dinner
Keynote Speaker
Challenges of AI in Games
Jan-Anton Derer, Berlin, Germany
GAME METHODOLOGY
GAMEON_METH_01
Explorations in Player Motivations: Game Mechanics
Barbaros Bostan, National University of Singapore, Singapore and Ugur Kaplancali, Yeditepe University, Istanbul, Turkey
GAMEON_VIR_03
Psychologically Verified Player Modelling
Giel van Lankveld, Sonny Schreurs, Pieter Spronck, University of Tilburg, Tilburg, The Netherlands
GAMEON_METH_02
An Approach to providing Feedback at the Design Phase in Game Authoring Tools
Fergal Costello and Colm O’Riordan, National University of Ireland, Galway, Galway, Ireland
GAMEON_METH_03
General Game Playing with Random Events and Incomplete Information
Johannes Kulick, Freie Universität Berlin and Marco Block, Mediadesign Hochschule Berlin, Berlin, Germany
GAMEON_GRAPH_02
A Hash Table Approach for Optimized Search in GPU Octrees
Daniel Madeira, Anselmo Montenegro, Esteban Clua, Thomas Lewiner, Computer Science Institute – UFF, Matmıdia Laboratory - PUC-RIO, Rio de Janeiro, Brazil
GAME GRAPHICS
GAMEON_GRAPH_01
Rendering Water and Land Interaction using a Spring System
Yifan Sui and Andrew Davison, Prince of Songkla University, Hat Yai, Songkla, Thailand
GAMEON_GRAPH_04
Responsive Real-Time Simulation of Ground Vegetation for Games
Jens Orthmann and Andreas Kolb, University of Siegen, Siegen and Christof Rezk Salama, Mediadesign University, of Applied Sciences, Düsseldorf, Germany
GAMEON_GRAPH_03
Towards Image Based Rendering in Computer Games
Christof Rezk-Salama, Mediadesign University, of Applied Sciences, Düsseldorf, and Severin Todt, University of Siegen, Siegen, Germany
ONLINE GAMING
GAMEON_ONLINE_01
The Profi League Continues – An Online Gaming Community for Professional Players
Michael Ehret, Nottingham Trent University, Nottingham, United Kingdom, Tobias Fritsch and Benjamin Voigt, Freie Universität Berlin, Berlin, Germany
GAMEON_ONLINE_02
Analysis of User Trajectories Based on Data Distribution and State Transition: a Case Study with a Massively Multiplayer Online Game Angel Love Online
Ruck Thawonmas and Junichi Oda, Intelligent Computer Entertainment Laboratory, Ritsumeikan University Shiga, Japan and Kuan-Ta Chen, Multimedia Networking and Systems Lab, IIS, Academia Sinica, Taipei, Taiwan
EDUCATIONAL GAMING
GAMEON_EDU_01
Recommendations to Make Game Engines more accessible to Educators and Students
Penny de Byl, Breda University of Applied Sciences, Breda, The Netherlands
GAMEON_EDU_02
Math Games (An Alternative Approach) to Teaching Math
Anton Eliens, VU University Amsterdam and University of Twente, The Netherlands and Zsora Ruttkay, Moholy Academy of Arts, Budapest, Hungary
GAMING FOR REAL WORLD ENGINEERING ENVIRONMENTS
GAMEON_INTER_01
Detecting Stress using Eye Blinks and Brain Activity from EEG Signals
M. Haak, S.Bos, S.Panic and L.J.M.Rothkrantz, Delft University of Technology, Delft and Netherlands Defence Academy, The Netherlands
GAMEON_VIR_02
Setting up a Virtual Factory Based on 3D Internet Platforms
Stefan Seitz, Marco Hermann and Daniel-Percy Wimpff, Fraunhofer Institute for Manufacturing Engineering and Automatisation, Stuttgart, Germany
GAMEON_VIR_01
Modular Technology in the Generation of Large Virtual Environments
Carlota Tovar, Ginés Jesús Jimena and Jose María Cabanellas, CITEF, Universidad Politécnica de Madrid., Madrid, Spain