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


An Evaluation of Difficulty Heuristics in Game Design using a simulated Player

Fergal Costello and Colm O'Riordan, National University of Ireland, Galway, Ireland

“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

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

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


Playing Tetris Using Learning by Imitation

Dapeng Zhang, Zhongjie Cai and Bernhard Nebel, University of Freiburg, Freiburg, Germany

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

Efficient multiple-agent path planning in grid and non-grid worlds

Jürgen Eckerle and Markus Roth, University of Applied Sciences of Berne, Biel, Switzerland

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


Ballistic Damage Models and their Affects on Game Play

Tom Feltwell, Adrian Wheal, Patrick Dickinson, Grzegorz Cielniak, University of Lincoln, United Kingdom

Towards An Exaggeration Machine

Ken Newman, Academy of Digital Entertainment, University of Applied Sciences Breda (NHTV), Breda, The Netherlands


Colors and Emotions in Videogames

Evi Joosten, Giel van Lankveld, and Pieter Spronck, Tilburg University, TiCC, Tilburg, The Netherlands

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

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

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

Narrative Memory in Hyperfiction and Games

Helena Barbas, Universidade Nova de Lisboa, Lisbon, Portugal