The goal of the SBGames 2017 - Computing Track is to advance knowledge related to Computing for Games and Digital Entertainment, by bringing together researchers and fostering discussion about the state of the art in the field.
Accepted full papers (20)
Nome | Autores |
---|---|
A Data Analysis of Player in World of Warcraft using Game Data Mining | Elton Sarmanho, Genaina Rodrigues, Carla Castanho, Ricardo Jacobi |
A fast approach for automatic generation of populated maps with seed and difficulty control< | Pedro Sampaio, Augusto Baffa, Bruno Feijó, Mauricio Lana |
A Methodology for Creating Generic Game Playing Agents for Board Games | Mateus Rezende, Luiz Chaimowicz |
A Model-based Approach for Designing Location-based Games | Cristiane Mayara de Ferreira, Luis Fernando M S Silva, Carlos de Salles Soares Nero, Fernando Trinta, Windson Viana de Carvalho |
A supervised learning approach to build a recommendation system for User Generated Content in a casual game | Paulo Coleta Neto, Túlio Braga Moreira Pinto |
An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors | Eider Silva, Esteban Clua, Anselmo Montenegro, Luis Valente, Daniela Trevisan |
Biofeedback Sensors in Electronic Games: A Practical Evaluation | Rodrigo Soares, Elton Sarmanho, Marco Miura, Tiago Silva, Ricardo Jacobi, Carla Castanho |
Capturing Game Telemetry with Provenance | Troy Kohwalter, Leonardo Murta, Esteban Clua |
Dealing with the emotions of Non Player Characters | Augusto Baffa, Pedro Sampaio, Bruno Feijó, Mauricio Lana |
Evolutionary Music Composition for Digital Games Using Regent-Dependent Creativity Metric | Herbert Batista, Luís Fabrício Wanderley Góes, Celso França |
Game Accessibility Guidelines for People with Sequelae from Macular Chorioretinitis | Amanda Pereira, Flávio Coutinho |
Hard Shadow Anti-Aliasing for Spot Lights in a Game Engine | Márcio Macedo, Almir Vinícius Teixeira, Antonio Apolinário Jr., Karl Apaza Agüero |
Improving Cellular Automata Procedural Level Generation Through Fractals | Yuri Macedo, Luiz Chaimowicz |
kNarrator: A Model for Authors to Simplify Authoring Process Using Natural Language Processing to Portuguese | Adriano Kerber, Daniel Camozzato, Rossana Baptista Queiroz, Vinicius Jurinic Cassol |
Large Viscoelastic Fluid Simulation on GPU | Caio Brito, Mozart Almeida, André Luiz Vieira-e-Silva, João Marcelo Teixeira, Veronica Teichrieb |
Network Traversal as an Aid to Plot Analysis and Composition | Edirlei Soares de Lima, Vinicius Gottin, Bruno Feijó, Antonio Furtado |
On the Development of an Autonomous Agent for a 3D First-Person Shooter Game Using Deep Reinforcement Learning | Paulo Serafim, Joaquim Cavalcante-Neto, Yuri Nogueira, Creto Vidal |
Optimizing UCT for Settlers of Catan | Gabriel Rubin, Bruno Fortes Paz, Felipe Meneguzzi |
Procedural and Implicit Modeling of Clouds in GPUs | Anselmo Montenegro, Icaro Carvalho, Esteban Clua, Bruno Dembogurski |
Simulating Rescue of Agents in Crowds during Emergency Situations | Marcelo Paravisi, Soraia Musse, Alexandre Amory |
Accepted short papers (21)
Nome | Autores |
---|---|
A Data Mining solution for detection of potential buyers on MMORPGs. | Átila Moreira, Danilo Rafael de Lima Cabral, Gabrielle Karine Canalle, Paulo Adeodato |
A Hybrid Approach to Build Automatic Team Composition in League of Legends | Vinicios da Costa Oliveira, Bruno Placides, Matheus Baffa, Alex Machado |
Affective Computing in Electronic Games: Influence of Emotional States in Player Performance< | Letícia Ribeiro, Raphael Moura, Victor Hugo Pereira, Victor Costa, Alex Machado |
An Investigation of Using Monte-Carlo Tree Search for Creating the Intelligent Elements of Rise of Mitra | Thales de Lima |
Approaching Gameplay Reactions with Patterns in Biometric and Visual Data | Geraldo Xexéo, Horacio França, Igor de Azeredo Coutinho, Rodrigo Ney |
Automatic generation of interactive narratives for an educational adventure game using Petri net< | Henrique Dezani, Ricardo Nakamura, Norian Marranghello |
Brincando com Julio's: Jogo Educativo para Pessoas com Deficiência Intelectual | Álisson Alves, Raul Paradeda, Alberto Signoretti |
Coherent GPU Path Tracing: Improving Data Locality | Matheus de Sousa Faria, Edson Alves da Costa Jr, Renato Sampaio |
Cornestick: Um Joystick de Sopro para Jogos Digitais | Victor Sarinho |
Jogo Sério como Facilitador de Denúncias e Detecção de Fraudes em Órgãos Públicos Governamentais | Jean Rangel, Maria Claudia Emer, Adolfo Neto |
L-Systems and Procedural Generation of Virtual Game Maze Scenarios | Gustavo Etchebehere, Maria Amelia Eliseo |
Mixed-Initiative Tool to Speed Up Content Creation in Physics-Based Games | Cesar Ruben Francisco Gennaro Campos, Walter de Oliveira Sa, João Marcos Gusmão Teixeira, Levi Lelis |
On the Need of Game Difficulty Self-Balancing | Felipe Machado de Azeredo Figueira, Eduardo Assis de Lima Serdeiro, Troy Kohwalter, Esteban Clua, Leonardo Murta, Jose Silva Junior |
Paper and Pencil Interactive Storytelling Based on Generic Hand-drawn Sketches | Thiago Cler Franco, Edirlei Soares de Lima |
PROBLEMAS DE SATISFAÇÃO DE RESTRIÇÃO EM JOGOS DETERMINÍSTICOS | Victor Prata, Raissa Leandro de Sousa, Fagner de Matos Macêdo, Ajalmar Rocha Neto |
Profile Comparison Between Players Segmentation According to Bartle's Taxonomy and K-Means Algorithm | Daniel Calife, Ricardo Nakamura |
Redundant Action Avoidance and Non-Defeat Policy in the Monte Carlo Tree Search Algorithm for General Video Game Playing | Eduardo dos Santos, Heder Bernardino |
Rendering of Large Textures for Real-Time Visualization | Gabriel Backes, Tiago Engel, Alex Frasson, Cesar Pozzer |
Species Autonomous Evolution in Games Using Player Behavior Modeling | Sidney Freitas, Lucas Souza, Soraia Musse |
Use Of Online POMDP with Heuristic Search Applied to Decision Making in Real Time Strategy Games< | Thiago Naves, Carlos Roberto Lopes |
Voice Commands Recognition For Virtual Reality Environments Using Convolutional Neural Networks | Jose Carlos de Almeida Machado, Cristina Vasconcelos, Esteban Clua |
Schedule
TRILHA COMPUTAÇÃO | ||||
---|---|---|---|---|
Início | Fim | Quinta-feira, 2 de Novembro | Sexta-feira, 3 de Novembro | Sábado, 4 de Novembro |
09:00 | 10:00 | |||
10:00 | 11:00 | |||
11:00 | 12:00 | |||
12:00 | 13:00 | |||
13:00 | 14:00 |
Chair: Francisco Paulo Magalhaes Simoes (UFPe)
ST - Computer Graphics Large Viscoelastic Fluid Simulation on GPU Hard Shadow Anti-Aliasing for Spot Lights in a Game Engine |
||
14:00 | 15:00 |
Chair: Soraia Raup Musse (PUC-RS)
BEST PAPERS Game Accessibility Guidelines for People with Sequelae from Macular Chorioretinitis On the Development of an Autonomous Agent for a 3D First-Person Shooter Game Using Deep Reinforcement Learning |
||
15:00 | 16:00 |
Chair: Soraia Raup Musse (PUC-RS)
BEST PAPERS Capturing Game Telemetry with Provenance A Model-based Approach for Designing Location-based Games |
||
16:00 | 17:00 |
Chair: Ismar Frango (Mackenzie)
ST - Simulation Simulating Rescue of Agents in Crowds during Emergency Situations Dealing with the emotions of Non Player Characters |
Chair: Luiz Chaimowicz (UFMG)
ST - Artificial Generation A supervised learning approach to build a recommendation system for User Generated Content in a casual game Evolutionary Music Composition for Digital Games Using Regent-Dependent Creativity Metric |
Chair: Sérgio Pellegrino (Ita)
ST - Human-Game Interaction and Interface An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors Biofeedback Sensors in Electronic Games: A Practical Evaluation |
17:00 | 18:00 |
Chair: Ismar Frango (Mackenzie)
ST - Storytelling Network Traversal as an Aid to Plot Analysis and Composition kNarrator: A Model for Authors to Simplify Authoring Process Using Natural Language Processing to Portuguese |
Chair: João Marcelo Teixeira (UFPe)
ST - Procedural Modeling Optimizing UCT for Settlers of Catan A Methodology for Creating Generic Game Playing Agents for Board Games A Data Analysis of Player in World of Warcraft using Game Data Mining |
|
18:00 | 19:00 |
Chair: Augusto Baffa (PUC-Rio)
ST - Player´s Behaviour/Modeling Improving procedural 2D map Generation based on multi-layered cellular automata and Hilbert curves Procedural and Implicit Modeling of Clouds in GPUs A fast approach for automatic generation of populated maps with seed and difficulty control |
||
19:00 | 20:00 |
ST - Sessão Técnica
Session | Time | Chair | Title | Name |
---|---|---|---|---|
2 | 2/11 - 16h - 17h | Ismar Frango (Mackenzie) | Simulating Rescue of Agents in Crowds during Emergency Situations | Simulation |
2 | 2/11 - 16h - 17h | Ismar Frango (Mackenzie) | Dealing with the emotions of Non Player Characters | Simulation |
3 | 2/11 - 17h - 18h | Ismar Frango (Mackenzie) | Network Traversal as an Aid to Plot Analysis and Composition | Storytelling |
3 | 2/11 - 17h - 18h | Ismar Frango (Mackenzie) | kNarrator: A Model for Authors to Simplify Authoring Process Using Natural Language Processing to Portuguese | Storytelling |
4 | 2/11 - 18h - 19h | Augusto Baffa (PUC-Rio) | Improving procedural 2D map Generation based on multi-layered cellular automata and Hilbert curves | Player´s Behaviour/Modeling |
4 | 2/11 - 18h - 19h | Augusto Baffa (PUC-Rio) | Procedural and Implicit Modeling of Clouds in GPUs | Player´s Behaviour/Modeling |
4 | 2/11 - 18h - 19h | Augusto Baffa (PUC-Rio) | A fast approach for automatic generation of populated maps with seed and difficulty control | Player´s Behaviour/Modeling |
7 | 3/11 - 16h - 17h | Luiz Chaimowicz (UFMG) | A supervised learning approach to build a recommendation system for User Generated Content in a casual game | Artificial Generation |
7 | 3/11 - 16h - 17h | Luiz Chaimowicz (UFMG) | Evolutionary Music Composition for Digital Games Using Regent-Dependent Creativity Metric | Artificial Generation |
8 | 3/11 - 17h - 18h | João Marcelo Teixeira (UFPe) | Optimizing UCT for Settlers of Catan | Procedural Modeling |
8 | 3/11 - 17h - 18h | João Marcelo Teixeira (UFPe) | A Methodology for Creating Generic Game Playing Agents for Board Games | Procedural Modeling |
8 | 3/11 - 17h - 18h | João Marcelo Teixeira (UFPe) | A Data Analysis of Player in World of Warcraft using Game Data Mining | Procedural Modeling |
10 | 4/11 - 13h - 14h | Francisco Paulo Magalhaes Simoes (UFPe) | Large Viscoelastic Fluid Simulation on GPU | Computer Graphics |
10 | 4/11 - 13h - 14h | Francisco Paulo Magalhaes Simoes (UFPe) | Hard Shadow Anti-Aliasing for Spot Lights in a Game Engine | Computer Graphics |
11 | 4/11 - 14h - 15h | Soraia Raup Musse (PUC-RS) | Game Accessibility Guidelines for People with Sequelae from Macular Chorioretinitis | BEST PAPERS |
11 | 4/11 - 14h - 15h | Soraia Raup Musse (PUC-RS) | On the Development of an Autonomous Agent for a 3D First-Person Shooter Game Using Deep Reinforcement Learning | BEST PAPERS |
12 | 4/11 - 15h - 16h | Soraia Raup Musse (PUC-RS) | Capturing Game Telemetry with Provenance | BEST PAPERS |
12 | 4/11 - 15h - 16h | Soraia Raup Musse (PUC-RS) | A Model-based Approach for Designing Location-based Games | BEST PAPERS |
13 | 4/11 - 16h - 17h | Sérgio Pellegrino (Ita) | An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors | Human-Game Interaction and Interface |
13 | 4/11 - 16h - 17h | Sérgio Pellegrino (Ita) | Biofeedback Sensors in Electronic Games: A Practical Evaluation | Human-Game Interaction and Interface |
Copyright form
É essencial que os autores enviem este termo para terem seus trabalhos publicados.
O termo de cessão de direitos autorais (formulário de copyright) pode ser obtido aqui:
Modelo Word - termo de cessão de direitos autorais
O formulário deve ser preenchido e assinado por um dos autores, com autorização dos demais, digitalizado e convertido para PDF e enviado pelo sistema JEMS.
Call for participation
We invite contributions on all aspects of Computing for Games and Digital Entertainment. Submissions can be of two types:
- FULL PAPERS, about results from novel research (written in ENGLISH, from 7 up to 10 pages long) or;
- SHORT PAPERS, describing work in progress (written in PORTUGUESE or ENGLISH, up to 4 pages long).
The SBgames submission is a two-steps process: Abstract first and, the Complete paper (either FULL or SHORT) a few days later. Abstracts should include goals, methods, results and conclusions and, limited from 100 to 250 words. Complete papers must abide to page limits.
All contributions must be original, unpublished work. Papers should be submitted electronically through JEMS system (submissoes.sbc.org.br).
The authors of best papers will be awarded certificates and presented in a special session.
Proceedings
Accepted papers will be published in the Conference Proceedings IF - at least one author register, attend and present the work at the symposium, and; - authors sign up a Copyright Transfer form.
Reviewing Process
Both abstract and complete submissions will be subjected to a double blind review, which means that both the reviewers´ and authors´ identities must be concealed from each other’s throughout the review process. Thus, authors MUST omit information that would allow their identification (names, affiliations, explicit self-references, project names, acknowledgment, etc).
Detailed instructions regarding formatting and templates can be found at the submissions section of this site or in a red box on this page.
Any work that has previously been published or has been simultaneously submitted in a similar form to any other conference or journal will be rejected. Papers submitted to more than one track of the Symposium will be automatically rejected. Papers that do not fit into page limits for each type of submission will be automatically rejected. Papers that do not abide to the formatting will be automatically rejected.
Potential topics include (but are not limited to)
- Accessibility
- Affective Computing
- Architectures and Design Patterns
- Artificial Intelligence
- Cloud Gaming, Gaming as a Service
- Computer Animation
- Computer Graphics
- Computational Visualization
- Convergence of Areas in Game Development
- Crowd Simulation
- Dedicated Hardware
- Deformable Models
- Development Process and Tools
- Emotional Agents
- Facial Expression
- Game Audio Techniques
- Game Engines
- Game Authoring Tools
- Game-based applications and Serious Games
- Human-Computer Interfaces and Interaction
- Massive Multiplayer Games
- Mobile Computing
- Models and Infrastructure for Networked Games
- Parallel Processing
- Pervasive and Crossmedia Games
- Physical Modeling
- Procedural Modeling
- Programming Languages and Techniques
- Realistic Physics, Physics Engines
- Rendering
- Sensors and Interface Hardware
- Storytelling
- Visibility Culling
Papers addressing game design, specific-style games, sound topics and digital art should be submitted to the SBGames´ Arts & Design Track. Papers related to any cultural and social aspect of digital games should be submitted to the SBGames´ Culture Track. Papers addressing management, business, organizational, operational, public policy, economic and geographic aspects of the industry should be submitted to the SBGames´ Industry Track. In case of doubt about which track to submit, please contact Program Committee Chairs.
Important dates
Deadline for ABSTRACT submissions: 23th July 2017Deadline for COMPLETE submissions (either FULL or SHORT): 7th August 2017Notification for accepted papers: 4th September 2017Deadline for camera-ready: 18th September 2017Deadline for authors´ registration: 2nd October 2017
Computing Track Coordination
computacao@sbgames.org
Prof. PhD. Marcelo da Silva Hounsell (UDESC)
Prof. Msc. Vinícius Godoy (Apple Developer Academy/PUCPR)