Preliminary Programme
Session Timing
November 17
08.30-17.00 Registration
09.00-09.15 Welcome
09.15-10.00 Invited Speaker
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 Invited Speaker
15.00-15.30 Coffee Break
15.30-17.00 Session
17.30- Free Evening
November 18
08.30-17.00 Registration
09.00-10.00 Invited 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
15.30-15.45 Closing Session and Best Paper Award
20.00-23.00 Conference Dinner
November 19
09.00-12.00 Company Visit to Fazeley Studios and Rare Games
Invited Presentations
Edutainment and Games in eLearning
Prof. Dimitrios Rigas, Head of Media at DMU, Leicester, United Kingdom
Recent Developments on Game Engines
Dr. Edmond C. Prakash, University of Bedfordshire, Luton, United Kingdom
Computational Creativity and Game Design
Dr. Simon Colton, Imperial College, London, United Kingdom
GAME METHODOLOGY
METH_01
An Evaluation of Difficulty Heuristics in Game Design using a simulated Player
Fergal Costello and Colm O'Riordan, National University of Ireland, Galway, Ireland
METH_02
“Hopefully Everything I’m doing has to do with Innovation”: Games Industry Professionals on Innovation in 2009
Annakaisa Kultima and Kati Alha, University of Tampere, Tampere, Finland
SER_02
A GOAP Architecture for Emergency Evacuations in Serious Games
Cesar Garcia-Garcia, Laura Torres-Lopez, Victor Larios-Rosillo and Herve Luga, CUCEA-Universidad de Guadalajara, Guadalajara, Mexico
VIR_01
A Constrained Growth Method for Procedural Floor Plan Generation
Ricardo Lopes, Tim Tutenel and Rafael Bidarra, Delft University of Technology, Delft, the Netherlands and Ruben M. Smelik and Klaas Jan de Kraker, Modelling, Simulation and Gaming Department, TNO, The Hague, the Netherlands
ARTIFICIAL INTELLIGENCE
AI_01
Playing Tetris Using Learning by Imitation
Dapeng Zhang, Zhongjie Cai and Bernhard Nebel, University of Freiburg, Freiburg, Germany
AI_02
A Heuristic Based Approach to Team Based Behaviours in Real-Time Strategy Games
Nigel Burke and Colm O’Riordan, National University of Ireland, Galway, Galway, Ireland
AI_05
Efficient multiple-agent path planning in grid and non-grid worlds
Jürgen Eckerle and Markus Roth, University of Applied Sciences of Berne, Biel, Switzerland
AI_06
A Scalable Approach to believable Non-Player Characters in modern Video Games
A. Rankin, G. Acton, and M. Katchabaw, The University of Western Ontario, London, Ontario, Canada
GAME SIMULATION AND GRAPHICS
SIM_01
Ballistic Damage Models and their Affects on Game Play
Tom Feltwell, Adrian Wheal, Patrick Dickinson, Grzegorz Cielniak, University of Lincoln, United Kingdom
GRAPH_01
Towards An Exaggeration Machine
Ken Newman, Academy of Digital Entertainment, University of Applied Sciences Breda (NHTV), Breda, The Netherlands
GAME DESIGN
DESIGN_01
Colors and Emotions in Videogames
Evi Joosten, Giel van Lankveld, and Pieter Spronck, Tilburg University, TiCC, Tilburg, The Netherlands
DESIGN_02
Involving Player Experience in Dynamically Generated Missions and Game Spaces
Joris Dormans and Sander Bakkes, Amsterdam University of Applied Sciences, CREATE-IT Applied Research, Amsterdam, The Netherlands
DESIGN_03
Real-time Load Balancing of an Interactive Multiplayer Game Server
James Munro and Patrick Dickinson, Lincoln School of Computer Science, University of Lincoln, United Kingdom
DESIGN_04
Emotion Assessment in Game Playing
L.J.M. Rothkrantz and R.Jansen, Delft University of Technology, Delft, and D. Datcu, The Netherlands Defence Academy, Den Helder, The Netherlands
STORY_02
Narrative Memory in Hyperfiction and Games
Helena Barbas, Universidade Nova de Lisboa, Lisbon, Portugal