Chair: Marcelo Walter (UFPE) - marcelow <at> cin.ufpe.br
Chair: Bruno Feijó (PUC-Rio) - bruno <at> inf.puc-rio.br
Local chair: Jorge Barbosa (UNISINOS) - jbarbosa <at> unisinos.br
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LIST OF ACCEPTED FULL PAPERS

Please find below the list of 24 full papers accepted for oral presentation at SBGames 2007.
The papers are listed in the order they were submitted for selection.


Reflex A Flash Game Engine
Rodrigo Silva (Federal University of Espírito Santo),
Laércio Ferracioli (Universidade Federal do Espírito Santo)

What Went Wrong? A Survey of Problems in Game Development
Fábio Petrillo (Universidade Federal do Rio Grande do Sul),
Marcelo Pimenta (Universidade Federal do Rio Grande do Sul),
Francisco Trindade (UFRGS),
Carlos Dietrich (Universidade Federal do Rio Grande do Sul)

Simulação Visual de Ondas Oceânicas em Tempo Real Usando a GPU
Alex Salgado (Fluminense Federal University),
Aura Conci (UFF),
Esteban Clua (Universidade Federal Fluminense)

moBIO Threat: A mobile game based on the integration of wireless technologies
Wilian Segatto (Universidade do Vale do Rio dos Sinos (UNISINOS)),
Eduardo Herzer (Universidade do Vale do Rio dos Sinos (UNISINOS)),
Cristiano Mazzotti (Universidade do Vale do Rio dos Sinos (UNISINOS)),
João Ricardo Bittencourt (Universidade do Vale do Rio dos Sinos (UNISINOS)),
Jorge Barbosa (Unisinos)

Algoritmos Evolutivos para a produção de NPCs com Comportamentos Adaptativos
Marcio Crocomo (University of São Paulo),
Eduardo do Valle Simoes (USP/Sao Carlos),
Mauro Miazaki (Universidade de São Paulo/Instituto de Ciências
Matemáticas e de Computação)

Avaliando a Usabilidade de um Jogo através de sua Jogabilidade,
Interface e Mecânica

Carlos Teixeira (PUCRS),
Karen Daldon (PUCRS),
Omar Buede (PUCRS),
Milene Silveira (PUCRS)

Um Framework para o Desenvolvimento de Agentes Cognitivos em Jogos de
Primeira Pessoa.

Ivan Monteiro (Universidade Federal do Rio Grande do Sul),
Débora Abdalla (UFBA)

The GPU Used as a Math Co-Processor in Real Time Applications
Marcelo Zamith (Universidade Federal Fluminense),
Esteban Clua (Universidade Federal Fluminense),
Paulo Pagliosa (Universidade Federal de Mato Grosso do Sul),
Aura Conci (UFF),
Anselmo Montenegro (Universidade Federal Fluminense),
Luis Valente (PUC-Rio)

Implementation of a Service Platform for Crossmedia Games
Fernando Trinta (UNIVERSIDADE DE FORTALEZA - UNIFOR),
Davi Pedrosa (CIn/UFPE),
Carlos André Guimarães Ferraz (UFPE),
Geber Ramalho (Universidade Federal de Pernambuco)

Virtual Dungeon Master:Um Narrador Inteligente de Quests para Role Playing Games
Felipe Pedroso (UNISINOS),
João Ricardo Bittencourt (Universidade do Vale do Rio dos Sinos (UNISINOS))

Towards Consistency in Interactive Storytelling: Tension Arcs and Dead Ends
Leandro Motta Barros (UNISINOS - Universidade do Vale do Rio dos Sinos),
Soraia Raupp Musse (PUCRS)

Utilizando Rapidly-Exploring Random Trees (RRTs) para o Planejamento
de Caminhos em Jogos

Samir Souza (Universidade Federal de Minas Gerais),
Luiz Chaimowicz (Universidade Federal de Minas Gerais)

Implementacao de Suporte a Modelos de Personagem Nao Jogador em
Dispositivos Moveis na Mobile 3D Game Engine

Paulo Rodacki Gomes (FURB - Universidade Regional de Blumenau),
Claudio Estácio (Universidade Regional de Blumenau),
Vitor Pamplona (UFRGS - Universidade Federal do Rio Grande do Sul)

Providing Expressive Gaze to Virtual Animated Characters in
Interactive Applications

Rossana Baptista Queiroz (UNISINOS),
Leandro Barros (Unisinos -- Universidade do Vale do Rio dos Sinos),
Soraia Musse (PUCRS)

A Point-and-Shoot Technique for Immersive 3D Virtual Environments
Rafael Torchelsen (Federal University of Rio Grande do Sul (UFRGS)),
Marcos Slomp (UFRGS),
André Spritzer (Universidade Federal do Rio Grande do Sul),
Luciana Nedel (UFRGS)

FURGBOL-PV: Um Ambiente para Realidade Mista Usando Futebol, Battle e Pac-Man
Silvia Botelho (FURG),
Eder Mateus Gonçalves (FURG - Fundação Universidade Federal de Rio Grande),
Renan Almeida (Fundação Universidade Federal do Rio Grande),
Rafael Gonçalves Colares (Fundação Universidade Federal do Rio Grande - FURG),
Renan de Queiroz Maffei (Fundação Universidade Federal do Rio Grande - FURG),
Rodrigo Oliveira (Fundação Universidade Federal do Rio Grande - FURG)

FAct: Um Framework para a Construção de Sistemas Multiatores
Allan Lima (Universidade Federal de Pernambuco),
Patrícia Tedesco (Centro de Informática - UFPE),
Geber Ramalho (Universidade Federal de Pernambuco)

Interperceptive games
Julio Melo (UFRN),
Rummenigge Dantas (UFRN),
Aquiles Burlamaqui (UFRN),
Claudio Schneider (UFRN),
Josivan Xavier (UFRN),
Samuel Azevedo (UFRN)

Análise e comparação da plataforma J2ME através da implementação de um
jogo de estratégia multiplayer

Fernando Bevilhaqua (Universidade Federal de Santa Maria),
Cesar Pozzer (Universidade Federal de Santa Maria),
Andrea Charão (UFSM)

Creating a Director for an Interactive Storytelling System
Vinicius Azevedo (UFSM),
Cesar Pozzer (Universidade Federal de Santa Maria)

Robot ARena: an Augmented Reality Platform for Game Development
Daniel Calife (Escola Politécnica da USP),
João Bernardes (Universidade de São Paulo),
Romero Tori (SENAC-SP / Universidade de Sao Paulo)

RTSCup Project: Challenges and Benchmarks
Clauirton Siebra (Universidade Federal de Pernambuco),
Vicente Filho (Universidade Federal de Pernambuco),
José Moura Júnior (Universidade Federal de Pernambuco),
Renan Weber (Universidade Federal de Pernambuco)

Integrating the Wii controller with enJine: 3D interfaces extending
the frontiers of a didactic game engine
João Bernardes (Universidade de São Paulo),
Ricardo Nakamura (Escola Politécnica - USP),
Daniel Calife (Escola Politécnica da USP),
Daniel Tokunaga (University of São Paulo),
Romero Tori (SENAC-SP / Universidade de Sao Paulo)

RTSAI: a game tool for IA research
André Campos (UFRN)



LIST OF ACCEPTED SHORT PAPERS

1. Baiuka: An Educational Kids Game based on the Multiple Intelligences
Theory that narrates Amazonian Legends

Danielle Costa (Universidade Federal do Pará), Elói Favero
(UNIVERSIDADE FEDERAL DO PARÁ), Wendell Cunha (UFPA - Universidade
Federal do Pará)

2. A Framework for Simulated Crowd Behavior in Virtual Environments
Giuseppe Vizzari (Complex Systems and Artificial Intelligence Research
Institute), Giorgio Pizzi (Complex Systems and Artificial Intelligence
Research Institute), Flávio Soares Corrêa da Silva (Universidade de São
Paulo)

3. Heurísticas para a Resolução de Problemas NP-Completos no Domínio de
Jogos

Alex Machado (Universidade Federal Fluminense), Esteban Clua
(Universidade Federal Fluminense), Gustavo Montes Novaes (CEFET -
Leopoldina/MG), Carla Rezende Barbosa Bonin (CEFET - Leopoldina/MG),
Mauro Lucio Ruy de Almeida Filho (CEFET - Leopoldina/MG)

4. Multi Agent System For Intelligent Game Cinematography
Erick Passos (Centro Federal de Educação Tecnológica - PI), Esteban Clua
(Universidade Federal Fluminense)

5. Peer-to-peer support for instance-based massively multiplayer
games

Marcos Crippa (Universidade Federal do Rio Grande do Sul), Fabio Cecin
(UFRGS), Claudio Geyer (UFRGS)

6. Utilização de uma arquitetura de suporte a mobilidade para
desenvolvimento de jogo Ubíquo

Laerte Franco (Unisinos), Marcelo Batista (UNISINOS), Jorge Barbosa
(Unisinos)

7. Desenvolvimento de modelo computacional para locomoção de NPCs em
terrenos tridimensionais com elementos de resistência a
locomoção

José Augusto Ramos (University Federal Fluminense), Esteban Clua
(Universidade Federal Fluminense)

8. A Neurogenetic Framework for Problem Solution Applied to a Game
Situation

Marvin Schneider (University of Karlsruhe (TH)), João Luís
Garcia Rosa (Pontifícia Universidade Católica de Campinas (PUCCamp))

9. A-Constelação: Extensões do A* para aperfeiçoar a I.A. de NPCs em
Jogos

Fernando Osório (Universidade do Vale do Rio dos Sinos (UNISINOS)),
Vinícius Nonnenmacher (Unisinos), Sandro Ferreira (Unisinos)

10. Animação Facial usando XNA
Anita Costa (Universidade Federal Fluminense), Esteban Clua
(Universidade Federal Fluminense)

11. Construindo um framework para jogos FPS com Microsoft XNA
Edson Mattos (Universidade Federal Fluminense), Bruno Rabello
(Universidade Federal Fluminense), Esteban Clua (Universidade Federal
Fluminense)

12. Proposal of a tool for pseudo-infinite 3D virtual world
genaration

Fernando Bevilhaqua (Universidade Federal de Santa Maria), Cesar Pozzer
(Universidade Federal de Santa Maria)

13. Uma abordagem para o desenvolvimento de jogos adaptáveis a diversos
controladores

Rodrigo Souza (Universidade Federal da Bahia), Humberto
Bandeira (Universidade Federal da Bahia)

14. Desenvolvendo um Motor Multiplataforma para Jogos 3D
Rodrigo Souza (Universidade Federal da Bahia), Aline Bessa (Universidade
Federal da Bahia), Carlos Eduardo Bezerra (Universidade Federal do Rio
Grande do Sul), Ivan Monteiro (Universidade Federal do Rio Grande do
Sul), Caio Tiago Sousa (Universidade Federal da Bahia), Humberto
Bandeira (Universidade Federal da Bahia)

15. O desenvolvimento de um sistema de roteiro para apoio ao processo
de Level Design de um RPG educativo construído sobre o Torque

Arivan Bastos (Universidade do Estado da Bahia), Leonardo Pessoa
(Universidade do Estado da Bahia), Lynn Alves (Universidade do Estado
da Bahia (UNEB))

16. Implementação da Técnica de Displacement Mapping em Hardware
Gráfico

Daniel Tortelli (Universidade Federal de Pernambuco - UFPE/PE), Marcelo
Walter (UFPE)

17. Uma nova perspectiva de trabalho para a Terceira Idade
Naiara Sebben (Universidade do Oeste de Santa Catarina), Anibal Lopes
Guedes (Universidade do Oeste de Santa Catarina)

18. Plataforma SIGUS e o Desenvolvimento de Jogos Eletrônicos com
Interação Homem-Computador baseada em Visão Computacional

Vinícius Saueia (Universidade Católica Dom Bosco), Bruno Toledo
(Universidade Católica Dom Bosco), Roberto Viana (Universidade Católica
Dom Bosco), Thiago Moretto (Universidade Católica Dom Bosco), Hemerson
Pistori (Universidade Católica Dom Bosco - UCDB)

19. Uma Abordagem Construtivista no Uso de Jogos Eletrônicos na Educação
Luiz Gerosa (Universidade Federal do Espírito Santo), Davidson Cury
(UFES - Universidade Federal do Espírito Santo)

20. Aplicação de Inteligência Artificial em um Simulador de
Evolução

Daniel Gonzalez Clua (Universidade do Vale do Paraíba - UniVap), Vivian
Dorat Betoni (Universidade do Vale do Paraíba - UniVap), Roosevelt da
Silva (Universidade do Vale do Paraíba), Flávio Soares Corrêa da Silva
(Universidade de São Paulo)

21. Estudo de Caso do Modelo Fake Fur Rendering
Hemir Santiago (Federal University of Pernambuco), Marcelo Walter
(UFPE)

22. Ensinando princípios básicos de programação utilizando jogos
educativos em um programa de inclusão digital

Nubia dos Santos Rosa Santana dos Santos (UENF), Clevi Rapkiewicz
(Universidade Estadual do Norte Fluminense(UENF))


23. Extensão da fábrica de jogos SharpLudus para desenvolvimento em
J2ME

Heitor do Carmo (CIn - UFPE), Marcus Machado (Universidade Federal de
Pernambuco), Geraldo Fernandes (Universidade Federal de Pernambuco
(UFPE)), Roberto Barros (Universidade Federal de Pernambuco)


24. SimPatrol: Establishing a Testbed for Multi-agent Patrolling
Daniel Moreira (Universidade Federal de Pernambuco), Luiz Josué da
Silva Filho (Universidade Federal de Pernambuco), Patrícia Tedesco
(Centro de Informática - UFPE), Geber Ramalho (Universidade Federal de
Pernambuco)

25. Teoria da Atividade e um Modelo de Framework para Desenvolvimento
de Games Educativos

Sérgio Paiva (UFRPE), Flávia Souza (Universidade Federal Rural de
Pernambuco), Jorge Correia Neto (UFRPE)

26. Registros da produção de um RPG para o ensino aprendizagem da
História

Abelmon Bastos (Universidade Federal da Bahia), Lynn Alves
(Universidade do Estado da Bahia (UNEB)), Arivan Bastos (Universidade
do Estado da Bahia)

27. Abordagem Bayesiana para Simulação de Jogos Complexos
Vicente Filho (Universidade Federal de Pernambuco), Marco Túlio
Caraciolo Ferreira Albuquerque (Universidade Federal de Pernambuco)




LIST OF ACCEPTED TUTORIALS

1. Jogos Multiusuário Distribuídos: Modelos, Suporte, Variações e Estado da Arte
Fernando Trinta, Fabio Cecin

2. Using a didactic game engine to teach computer science
João Bernardes, Ricardo Nakamura, Romero Tori

3. Inteligência Artificial para Jogos: Agentes especiais com permissão para matar... e raciocinar!
Fernando Osório, Gustavo Pessin, Sandro Ferreira, Vinícius Nonnenmacher

4. RTSCup: Ambiente de Simulação de Jogos RTS com Foco na Inteligência Artificial
Vicente Filho

5. Criando Efeitos Fotorealistas e Não-Fotoreaslitas para Jogos
Bruno Evangelista, Alessandro Silva







CALL FOR PAPERS (FULL PAPERS)

You are invited to submit your work to the Computing track of SBGames 2007. For a list of possible topics see below.

Submitted papers of up to 10 pages should be formatted according to the SBGames publication guidelines. Please use either the WORD or Latex formats.

All contributions must be original, unpublished work and should not exceed 10 pages. Any work that has previously been published or simultaneously been submitted in substantially similar form to any other conference or journal will be rejected.

For research work which is not yet mature enough we suggest to submit to the Short Papers track of SBGames. Papers may be written in English or Portuguese, but preferably in English.




NEW THIS YEAR

   
In 2007, reviewing of full papers will be double blind. Authors must thus prepare their manuscripts without including any indication of their identities or institutional affiliations. Please read the SBGames anonymity requirements page for details on this.

    Authors' identities will be tracked by the web-based submission system. Another novelty this year is that supplementary material (such as movies or high-resolution images) may also be uploaded during the submission process. However, even in cases where such material is submitted, manuscripts should still be self-contained, i.e., reviewers should be able to grade them even if they are unable to view the supplementary material. If you wish to submit supplementary material, we strongly recommend that you create a README file clearly describing how to view and to interpret each item submitted. All supplementary material for each manuscript (including the README file, but not the manuscript itself) must be packed in a single ZIP file.

    Accepted papers will be published in the Proceedings, and at least one author must attend and present the work at the conference.

    After the conference, up to 10 papers will be selected for a special Issue of IJCGT - International Journal of Computer Games Technology, published by Hindawi Publishing Corporation
( http://www.hindawi.com/journals/ijcgt/ )




LIST OF POSSIBLE TOPICS

        *
Affective computing
        *Architectures, engines, and design patterns
        *Artificial Intelligence
        *Augmented Reality
        *Camera techniques
        *Computer Animation
        *Computer Graphics
        *Console programming
        *Dedicated hardware
        *Development process and tools
        *Emergence Response Simulation
        *Emotional agents
        *Facial expressions
        *Feature Film Techniques in games
        *Games in Education
        *HDR techniques
        *Human-computer Interfaces
        *Image processing
        *Image-based rendering and modeling
        *Intelligent game audio
        *Interactive and 3D sound
        *Interactive digital TV
        *Interface hardware
        *Lighting techniques
        *Massive Multiplayer Games
        *Mobile computing
        *Models and Infrastructure for networked games
        *Parallel Processing CPU-GPU
        *Physical modeling
        *Programming techniques
        *Realistic physics
        *Serious games systems
        *Storytelling
        *Video processing
        *Video-based rendering
        *Virtual reality

    Topics addressing game design (including specific-style games, graphics and sound), as well as digital art, should be submitted to Arts&Design track, which is also part of SBGames.





IMPORTANT DATES

    Submission Deadline- Full Papers:
    August 20, 2007 (Monday)
   
    Notification of Acceptance:
    October 1, 2007 (Monday)

    Camera-ready:
    October 15, 2007 (Monday)



Technical Program Committee

   
Adelailson Peixoto (UFAL)
    Alexandre Sztajnberg (UERJ)
    André Luiz Battaiola (UFPR)
    André M. C. Campos (UFRN)
    Bruno Feijó (PUC-Rio)
    Cesar Pozzer (UFSM)
    Christian Hofsetz (Unisinos)
    Clauirton Siebra (UFPE)
    Drew Davidson   (ETC-CMU)
    Edmond Prakash (MMU-United Kingdon)
    Edson Caceres (UFMS)
    Esteban Gonzalez Clua (UFF)
    Fernando Osorio (Unisinos)
    Fernando Trinta (UNIFOR)
    Flavio Soares Correa da Silva (USP)
    G. Michael Youngblood (UNC-Charlotte)
    Geber Ramalho (UFPE)
    Jacques Duilio Brancher (URI)
    Jim TerKeurst (University of Teesside, UK)
    João Comba (UFRGS)
    José Hiroki Saito (UFScar)
    John Buchanan (CMU-Australia)
    Judith Kelner (UFPE)
    Laércio Ferracioli  (UFES)
    Luis Eduardo Sauerbronn (UFRJ)
    Luiz Chaimowicz (UFMG)
    Manuel Oliveira Menezes (UFRGS)
    Marcelo Dreux (PUC-Rio)
    Maria Andreia Formico Rodrigues (Unifor)
    Martin Hanneghan - (JMU - Liverpool)
    Patricia Tedesco (UFPE)
    Paulo Pagliosa (UFMS)
    Paulo Rodacki (FURB)
    Romero Tori (USP)
    Sérgio Scheer (UFPR)
    Soraia Raupp Musse (PUCRS)
    Waldemar Celes Filho (PUC-Rio)
    Wu, Shin-Ting (Unicamp)





CALL FOR TUTORIALS

You are invited to submit tutorial proposals to the Computing track of SBGames 2007. For a list of possible
topics see below.

Use this opportunity to share the experience you have gathered in your work in this area with the time and
detail only a tutorial allows. The proposals will be selected based on their merit and adequacy to the event and the other works being presented.

The tutorials will have a duration of 3 hours or 1:30 hours and the following instructions apply to all proposals. They should not be longer than one or two pages and should contain all of the following information, writen in English or in Portuguese:

- Title.
- Abstract, containing the tutorial's objectives, methodology
and any information that may be relevant for its selection.
- Target audience.
- Recommended pre-requisite knowledge.
- Authors, including, for each one: name, e-mail address,
highest academic degree achieved and name of the company or
research institution to which the author is affiliated.
- Resources required for the presentation.
 


ALL PROPOSALS SHOULD INCLUDE:
   
- (mandatory) a short (150 words or less) biography of each speaker participant, including relevant experience. 
- (optional)  Supporting documentation and examples

Note: a full text, from 15 to 30 pages long, must be submitted if the abstract is accepted. Texts should be written in English or in Portuguese.



NEW THIS YEAR

Anonymous submissions will be made electronically through the SBC JEMS online submission system (soon to be open...)

The detailed instructions for authors and the process of submission can be found at http://www.inf.unisinos.br/~sbgames/




List of possible topics:

..Computer Animation
..Image processing and computer graphics
..Artificial Intelligence
..Models and Infrastructure for network games
..Physical modeling
..Interactive and 3D sound
..Architectures, engines and design patterns
..Development process and tools
..Programming techniques
..Human-computer Interfaces
..Dedicated hardware
..Interactive TV
..Games in Education
..Games in other areas (serious games)

Topics addressing game design (including specific-style games, graphics and sound), as well as digital art, should be submitted to Arts&Design track, which is also part of SBGames.



IMPORTANT DATES

Submission of Proposals:
August 27, 2007 (Monday)

Notification of Acceptance:
October 1, 2007 (Monday)

Submission of Full Text:
October 15, 2007  (Monday)





SHORT PAPERS

You are invited to submit your work to the Computing track of SBGames 2007. For a list of possible topics see below.

Submitted short papers of up to 4 pages should be formatted according to the SBGames publication guidelines which will be available here.

All contributions must be original, unpublished work and should not exceed 4 pages. Any work that has previously been published or simultaneously been submitted in substantially similar form to any other conference or journal will be rejected. Papers may be written in English or Portuguese, but preferably in English.

In 2007, reviewing of short papers will be double blind. Authors must thus prepare their manuscripts without including any indication of their identities or institutional affiliations. Please read the SBGames anonymity requirements page for details on this.

The SBGames short papers are an ideal opportunity to present and discuss ongoing research and novel ideas in the field of Computer Entertainment which don't already have complete results.

Accepted papers will be published in the Proceedings, and also as posters during the conference. At least one author must attend and present the work at SBGames 2007.

there will be a session with one minute presentation to the short-papers authors show their research work.
They´ll invite interested guests to attend the poster session.

List of possible topics:

..Computer Animation
..Image processing and computer graphics
.Artificial Intelligence
..Models and Infrastructure for network games
..Physical modeling
..Interactive and 3D sound
..Architectures, engines and design patterns
..Development process and tools
..Programming techniques
..Human-computer Interfaces
..Dedicated hardware
..Interactive TV
..Games in Education
..Games in other areas (serious games)

Topics addressing game design (including specific-style games, graphics and sound), as well as digital art, should be submitted to Arts&Design track, which is also part of SBGames.



New and FINAL EXTENDED Deadline for Short Papers Submission:

Submission:
September 10, 2007 (Monday)

Results:
October 9, 2007 (Tuesday)

Camera-ready:
October 15, 2007 (Monday)
 Sao Leopoldo, Brazil
   7-9 November, 2007
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