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