GAMEON'2015, December 2-4 , 2015, University of Amsterdam (UvA), Amsterdam, The Netherlands, Preliminary Programme


Preliminary Programme

Session Timing

December 2

O8.00-15.00 Registration
O9.00-09.15 Welcome
O9.15-10.00 Keynote Speaker
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-13.30 Lunch
13.30-15.00 Tutorial
15.00-15.30 Coffee Break
15.30-17.30 Session
18.30 Conference Visit

December 3

O9.00-15.00 Registration
O9.00-10.00 Session
10.00-10.30 Coffee Break
10.30-12.30 Session
12.30-13.30 Lunch
13.30-15.00 Tutorial
15.00-15.30 Coffee Break
15.30-17.30 Session
19.00-22.00 Conference Dinner

December 4

O9.00-09.30 Registration
O9.00-10.00 Round Table Discussion
10.00-10.30 Coffee Break
10.30-12.30 Tutorial
12.30-12.45 Closing Session
12.45-13.30 Lunch
13.30-14.30 Keynote Speaker
14.30-15.00 Coffee break
15.00-17.00 Games Studies Symposium
17.00- Reception

Keynotes

Serious Gaming for Tactical and Strategic Decision Making
Dr. A.H. (Anja) van der Hulst, Senior Consultant, Training Performance Innovations, TNO,
The Netherlands

Let me Entertain you! AI that Designs Games for you
Prof. Georgios N. Yannakakis, Institute of Digital Games, University of Malta

Tutorials

Building games with Casanova
Mohamed Abbadi, Giuseppe Maggiore and Pieter Spronck, Tilburg University, Tilburg, The Netherlands

Self-Promotion -- How to tell your story and present yourself or your goal(s) with an interactive game
S.V. Bhikharie, A. Eliëns & M.R. van de Watering, Universiteit van Amsterdam, Amsterdam, The Netherlands

Level generation based on model transformations
Daniël Karavolos, MSc. and Anders Bouwer, University of Applied Sciences Amsterdam, Amsterdam, The Netherlands

Sessions

GAME DESIGN

GAME_METH_01
Interactivity in Computer Games

Barbaros Bostan and Gökhan Şahin, Yeditepe University and Mehmet Can Üney, Bahçeşehir University, Ataşehir/İstanbul, Turkey

GAME_METH_02
Comparative Analysis on Game Design Pattern Collections

Tapani N. Liukkonen, Olli I. Heimo, Tuomas Mäkilä and Jouni Smed, University of Turku, Turun yliopisto, Finland

GAME_METH_04
Translating a Modern Film and TV Screening Room to an Integrated Game Engine Production Environment

Oliver Engels and Robert Grigg, NHTV Breda University of Applied Sciences, Breda, The Netherlands

INTERACTIVE EDUCATIONAL GAME DESIGN

GAME_METH_07
Serious Game Creation in Teaching Content

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

GAME_TOOL_01
I know how to use, now I want to create! – Discussion of the Insertion of Content management Systems at ICT List

Maria Junqueira, Luiz Felipe Cunha, Matheus Baffa and Alex Machado, Federal Institute of Education, Science and Technology of Southern of Minas Gerais, Rio Pomba, Brazil

GAME_TOOL_03
Introduction to Logic Programming using Educational Robots for Children of Primary School

Lucas Cruz Oliveira, Letícia Grossi Gomes Ribeiro, Matheus de Freitas Oliveira Baffa and Alex F. V. Machado, Instituto Federal do Sudeste de Minas Gerais, Brazil

GAME-CONSOL_02
Some Reflections on Bolognese Food: A Digital Perspective, with a lot of Fun

Marco Roccetti Silvia Colombini Marco Zanichelli, Alma Mater Studiorum - University of Bologna, Bologna, Italy

EDUCATIONAL GAMING

GAME_TRAIN_05
Educational Game with Interface by Gestures to Support Literacy Process

Paulo Sampaio, Salvador University – UNIFACS, Salvador, Brazil

GAME_TRAIN_08
XIMPEL In Education – Inspiring Creativity Through Storytelling and Gameplay

S.V. Bhikharie and A. Eliëns, VU University, Amsterdam, The Netherlands

VIRTUAL GAMING/TRAINING ENVIRONMENTS

GAME_TRAIN_01
Enhancement of Cognitive Areas using Immersive Technologies for Electronic Games

Gabriel B. S. M. Moreira, Paulo Roberto C. Faustino, Matheus M. Ramalho, Alex F. V. Machado and Matheus F.O Baffa, Instituto Federal do Sudeste de Minas Gerais, Brazil

GAME_TRAIN_02
Virtual Reality Situational Language trainer for Second Language Design & Evaluation

Timo Korkalainen, Juho Pääkylä,, Tapani N. Liukkonen, Lauri Järvenpää, and Tuomas Mäkilä, Technology Research Center, University of Turku, Turun yliopisto and Yrjö Lappalainen, University of Tampere, Tampereen yliopisto, and Heli Kamppari, University of Turku, Brahea Centre, Turun yliopisto, Finland

GAMEON_TRAIN_04
Evaluation of a Virtual Training Environment for Aggression De-escalation

Tibor Bosse and Jeroen de Man, VU University Amsterdam, and Charlotte Gerritsen, Netherlands Institute for the Study of Crime and Law Enforcement, Amsterdam, the Netherlands

GAME AI

GAME_AI_01
STARCRAFT II Build Item Selection with Semantic Nets

Andreas Stiegler, Stuttgart Media University, Stuttgart, Germany and Keshav Dahal, University of the West of Scotland, Paisley Campus, Paisley, Scotland, United Kingdom

GAME_TOOL_04
Developing Trainable Bots for a Mobile Game of Tennis

Maxim Mozgovoy and Akane Yamada, The University of Aizu, Fukushima, Japan, and Iskander Umarov, TruSoft Int’l, Inc., St. Petersburg, FL, USA

INTELLIGENT AGENTS

GAME_AI_04
Proposing an Intelligent Agent for the Four Sided Dominoes Game using The Expectimax Algorithm

Endrews Silva, Marly Costa, Nirvana Antonio and Cicero Costa Filho, Federal University of Amazonas, Aleixo, Manaus, Brazil

GAME_TRAIN_07
Aggressive versus Loud Virtual Agents - Investigating the influence of sound on the stress response in the use of virtual agents

Charlotte Gerritsen, Netherlands Institute for the Study of Crime and Law Enforcement and Willeke van Vught, VU University Amsterdam, Amsterdam, the Netherlands

GAME DESIGN ALGORITHMS

GAME_AI_05
A Simple Hybrid Algorithm for Improving Team Sport AI

David King and David Edwards, University of Abertay, Dundee, United Kingdom

GAME_AI_07
Simulation and Adaptation of Pathfinding Algorithms under Realistic Physical Conditions in 3D Environments

Erhan Bülbül, Measurement, Selection and Placement Center and Şahin Emrah Amrahov, Ankara University, Ankara, Turkey

PROCEDURAL PROGRAMMING

GAME_METH_05
Procedural generation of collaborative puzzle-platform game levels

Benjamin van Arkel, Daniel Karavolos and Anders Bouwer, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands

GAME_VIRT_01
How to use Combinatorial Optimization Problems (Traveling Salesman problem) for Procedural Landscape Generation

Alan Ehret and Peter Jamieson, Miami University and Lindsay Grace, American University, USA

GAME_VIRT_02
A Server-Side Framework for the Execution of Procedurally Generated Quests in an MMORPG

Jonathon Doran, Bradley University and Ian Parberry, University of North Texas, USA

PLAYER ASSESSMENT

GAME_OP_02
Online Skill Level Classification of Real-Time Strategy Game Players

Jason M. Blackford, Air Force Institute of Technology and Gary B. Lamont, Wright-Patterson Air Force Base, Dayton, Ohio, USA