Computing

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)



20 (twenty) accepted full papers:
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)



21 (twenty-one) accepted short papers:
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
22/11 - 16h - 17hIsmar Frango (Mackenzie)Simulating Rescue of Agents in Crowds during Emergency SituationsSimulation
22/11 - 16h - 17hIsmar Frango (Mackenzie)Dealing with the emotions of Non Player CharactersSimulation
32/11 - 17h - 18hIsmar Frango (Mackenzie)Network Traversal as an Aid to Plot Analysis and CompositionStorytelling
32/11 - 17h - 18hIsmar Frango (Mackenzie)kNarrator: A Model for Authors to Simplify Authoring Process Using Natural Language Processing to PortugueseStorytelling
42/11 - 18h - 19hAugusto Baffa (PUC-Rio)Improving procedural 2D map Generation based on multi-layered cellular automata and Hilbert curvesPlayer´s Behaviour/Modeling
42/11 - 18h - 19hAugusto Baffa (PUC-Rio)Procedural and Implicit Modeling of Clouds in GPUsPlayer´s Behaviour/Modeling
42/11 - 18h - 19hAugusto Baffa (PUC-Rio)A fast approach for automatic generation of populated maps with seed and difficulty controlPlayer´s Behaviour/Modeling
73/11 - 16h - 17hLuiz Chaimowicz (UFMG)A supervised learning approach to build a recommendation system for User Generated Content in a casual gameArtificial Generation
73/11 - 16h - 17hLuiz Chaimowicz (UFMG)Evolutionary Music Composition for Digital Games Using Regent-Dependent Creativity MetricArtificial Generation
83/11 - 17h - 18hJoão Marcelo Teixeira (UFPe)Optimizing UCT for Settlers of CatanProcedural Modeling
83/11 - 17h - 18hJoão Marcelo Teixeira (UFPe)A Methodology for Creating Generic Game Playing Agents for Board GamesProcedural Modeling
83/11 - 17h - 18hJoão Marcelo Teixeira (UFPe)A Data Analysis of Player in World of Warcraft using Game Data Mining Procedural Modeling
104/11 - 13h - 14hFrancisco Paulo Magalhaes Simoes (UFPe)Large Viscoelastic Fluid Simulation on GPUComputer Graphics
104/11 - 13h - 14hFrancisco Paulo Magalhaes Simoes (UFPe)Hard Shadow Anti-Aliasing for Spot Lights in a Game EngineComputer Graphics
114/11 - 14h - 15hSoraia Raup Musse (PUC-RS)Game Accessibility Guidelines for People with Sequelae from Macular ChorioretinitisBEST PAPERS
114/11 - 14h - 15hSoraia Raup Musse (PUC-RS)On the Development of an Autonomous Agent for a 3D First-Person Shooter Game Using Deep Reinforcement LearningBEST PAPERS
124/11 - 15h - 16hSoraia Raup Musse (PUC-RS)Capturing Game Telemetry with ProvenanceBEST PAPERS
124/11 - 15h - 16hSoraia Raup Musse (PUC-RS)A Model-based Approach for Designing Location-based GamesBEST PAPERS
134/11 - 16h - 17hSérgio Pellegrino (Ita)An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial SensorsHuman-Game Interaction and Interface
134/11 - 16h - 17hSérgio Pellegrino (Ita)Biofeedback Sensors in Electronic Games: A Practical EvaluationHuman-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 2017
  • Deadline for COMPLETE submissions (either FULL or SHORT): 7th August 2017
  • Notification for accepted papers: 4th September 2017
  • Deadline for camera-ready: 18th September 2017
  • Deadline 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)

Full papers

Guidelines to full paper authors (presentation deadline - 31/10)

Poster template

Guidelines to present short papers (deadline to submit details - 31/10)

Important dates

23/07/17 - Deadline for Abstract Submissions

07/08/17 - Deadline for Complete Paper Submissions

04/09/17 - Acceptance Notification

18/09/17 - Deadline for Camera-Ready and Copyright Submissions

02/10/17 - Deadline for Author´s Registration

Paper templates

Word template

LaTeX template

Submit your work - JEMS

Submit your work through JEMS system