GAMEON'2010, November 17-19, 2010, Holiday Inn, Leicester, United Kingdom, Preliminary Programme

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