GAMEON'2013, November 25-27, 2013, TheHotel, Brussels, Belgium, Preliminary Programme


Preliminary Programme

Session Timing

November 25
08.00-17.00 Registration
08.45-09.15 Welcome
09.15-10.00 Invited Speaker 1
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 DAE Track Part 1
15.00-15.30 Coffee Break
15.30-17.30 DAE Track Part 2
18.00-20.00 free evening and visit to the city (from 18.30)

November 26
08.30-17.00 Registration
09.00-10.00 Keynote Speaker
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-14.00 Lunch
14.00-15.00 Invited Speaker 2
15.00-15.30 Coffee Break
15.30-18.30 Session
18.30-18.45 Closing Session and Best Paper Award
20.00-23.00 Conference Dinner

November 27
09.30-12.00 Guided Visit of the Comics Museum

KEYNOTE

The Future of Gaming, Modeling and Simulation: Programmers Still Necessary
Joseph M. Saur, Senior Research Scientist, Quantico Field Office, Information and Communications Laboratory, Georgia Tech Research Institute

INVITED SPEAKERS

Good Game Design: lessons learned from the military
Dr. A.H. (Anja) van der Hulst, Senior Consultant, Training Performance Innovations, TNO
The Netherlands

Title to be announced soon
Sven Vyncke, CEO Larian Studios, Ghent, Belgium

SESSIONS

GAME DESIGN

METH_02
Lessons from Piracy: How pirates can save the games industry

Joseph Kehoe, Institute of Technology Carlow, Carlow, Ireland

METH_03
XIMPEL for Ethical Frameworks

S.V. Bhikharie and A. Eliëns, Business Web & Media, VU University Amsterdam, Amsterdam, The Netherlands

GAME EVALUATION AND HEURISTICS

METH_01
Evaluating Game Heuristics for measuring Player Experience

Björn Strååt and Magnus Johansson, Henrik Warpefelt, Stockholm University, Department of Computer and Systems Sciences/DSV, Kista, Sweden

AI_05
Neural Network for Multitask Learning applied in Electronics Games

Alexandre De C Lunardi, Raniel Ferreira Correia, Alex F.V.Machado, IFETS, Minas Gerais and Esteban Clua, UFF, Brazil

IN-GAME CHARACTERS

STORY_01_AI
Character Generation using Interactive Genetic Algorithm

Umair Azfar Khan, Graduate School of Information Science and Electrical Engineering and Yoshihiro Okada, Kyushu University Library, Kyushu University, Fukuoka, Japan

GRAPH_01
Avatars and the “Imitation Game” –Can Machines Smile?

Helena Barbas, Universidade Nova de Lisboa, Lisbon, Portugal

VIRTUAL WORLDS

AI_01
Cooperative AI in Real-Time Strategy Games

Andreas Stiegler, Stuttgart Media University, Stuttgart, Germany and Daniel Livingstone, University of the West of Scotland, Paisley, Scotland

AI_02
EmohawkVille: Towards Complex Dynamic Virtual Worlds

David Holan, Jakub Gemrot, Martin Cerny and Cyril Brom, Charles University in Prague, Prague, Czech Republic

AI_03
HTN or State Space - Who Should Do Planning in Your Game?

Martin Cerny, Jakub Gemrot and Cyril Brom, Charles University in Prague, Prague, Czech Republic

CLASSROOM GAMING APPLICATIONS

SER_02
A New Concept for Teaching AI using as Example Classics from Electronic Games

Laura L. Dias, Alex F. V. Machado, Tamillys P. C. Pinto, Flávia L. C. D. Andrade, Rafael R. Padovani, Instituto Federal de Educação, Ciência e Tecnologia do Sudeste de
Minas Gerais - Rio Pomba, MG, Brasil

SER_06
A Serious Game Creation Project as Teaching Method for Geography

Merikki Lappi and Esa Lappi, Paivola School of Mathematics, Tarttila, Finland

SER_07
Why Children should program Computers without Computers

Euler Rithiele Q. Alvarenga and Alex F. Machado, IFSUDESTEMG, Minas Gerais, Brazil 

REAL WORLD APPLICATIONS

SER_01_STUD
A monitoring tool to support remote caretaking of senior citizens

Aryan Firouzian and Henna Nissinen, University of Oulu, Oulu, Finland

SER_04
Serious gaming helps children view Highway Code from another perspective

Anthoula Alipasali and Anton Eliens, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands

SER_06
Applying the ALFIL Crowd Simulator to a Real Evacuation Incident: The News Divine Scenario

Cesar Garcia-Garcia, Victor Larios-Rosillo and Herve Luga, Universidad de Guadelajara,
Guadelajara, Mexico

DAE TRACK - APPLIED GAME TECHNOLOGY

Digital sculpting and prototyping for multiple outputs
Mike Ptacek

Generating believable human animation with fuzzy neural networks
Koen Samyn

Dynamic Environments and eye-tracking for research purposes
Brecht Kets

Using Gigapixel Textures in Games
Charles Hollemeersch

A digital game as training tool in large organizations: A case study on fire safety and emergency evacuation
Joost Ingels

Evidence based game design : bridging the gap between game industry and healthcare
Geoffrey Hamon