IEEE GEM 2014 Program

 

 

October 22

 

8:30-11:30    Tutorials

Tutorial: Holography and the Recording of 3D Models: Emanuel Istrate

Tutorial: Design & Customize your own Location-based Game! : Kai Erenli

 

11:30-12:30    Lunch

 

12:30-3:30     Tutorial and Workshop 

 Workshop: Introduction to Enterprise Gamification: Ross Smith and Dana Popa

 Tutorial: HTML5 Game Development: Jim Parker

                      

3:30-4            Coffee Break

 

4-4:30            Opening

4:30-5:30      Keynote: Prof. Steve Mann, University of Toronto: "Augmediated Reality Gaming”

 

5:30-7:30       Reception

October 23

 

8:30 - 10:30 Paper Session

Human Factors, Interaction, and Game User Research

8:30-9:00                   Using Affective State to Adapt Characters, NPCs, and the Environment in a First-Person Shooter Game

Faham Negini, Regan Mandryk and Kevin Stanley

9:00-9:30                   Introducing a Biometric Storyboards Tool for Games User

                              Research

Pejman Mirza-Babaei and Lennart Nacke

9:30-10:00                A Comparison Between Tilt and Facial Tracking as Input Methods for Mobile Games

                  Justin Cuaresma and I. Scott MacKenzie

10:00-10:30              Is More Information Better? Examining the Effects of Visual and Cognitive Fidelity on Learning in a Serious Video Game

Elizabeth S Veinott, Brandon Perleman and Emily Polander

 

Games in Education, Serious Games, and Exergaming

8:30-9:00                   Memorix: A Tangible Memory Game using iSIG-Blocks

Kiju Lee and Donghwa Jeong

9:00-9:30                   Encouraging organized active game play in primary school children

Sophie Mckenzie, Shaun Bangay, Lisa Barnett, Nicola Ridgers and Jo Salmon

9:30-10:00                Design Lessons from Mainstream Motion-Based Games for Exergames for Older Adults

Anna Barenbrock, Marc Herrlich and Rainer Malaka

10:00-10:30              The evolution of advergames development: A study in the Netherlands

Floor Aarnoutse, Linda Peursum and Fabiano Dalpiaz

 

Game Design

8:30-9:00                   Challenge Balancing for Personalised Game Spaces

Sander Bakkes, Shimon Whiteson, Guangliang Li, George Viorel Visniuc, Efstathios Charitos, Norbert Heijne and Arjen Swellengrebel          

9:00-9:30                   Circuit-adaptive challenge balancing in racing games

Alex Rietveld, Sander Bakkes and Diederik Roijers

9:30-10:00                Biased Random Sequence Generation for Making Common Player Believe it Unbiased

Sila Temsiririrkkul, Hisamitsu Nomura and Kokolo Ikeda

10:00-10:30              Player Characteristics and their Relationship to Goals and Rewards in Video Games

Randal Staewen, Philip Trevino and Chang Yun

 

 

 

10:30-11:00   Break

 

11-12              Keynote: Federico Solmi

 

12-2                Lunch + Posters & Demos

 

2-3:30            Paper Session

Game Studies, Psychology, & Sociology in Games

2:00-2:30                   Skill-Based Differences in Spatio-Temporal Team Behavior in Defence of The Ancients 2 (DotA 2). Anders Drachen, Tobias Mahlmann, Matthias Schubert, Matthew Yancey, Bo Maguire, Derrek Chu, Iris Yuhui Wang and Diego Klabjan

2:30-3:00                   Self-Control in Casual Games: The relationship between Candy Crush Saga™ players’ in-app purchases and self-control

Milad Soroush, Mark Hancock and Vanessa Bohns

3:00-3:30                   Gemini Redux: Understanding Player Perception of Accumulated Context

Kevin Stanley, Farjana Eishita, Eva Anderson and Regan Mandryk

 

Games in Education, Serious Games, Rehabilitation, and Exergaming

2:00-2:15                   Iterative Design of an Augmented Reality Game and Level-Editing Tool for Use in the Classroom

Farjana Eishita, Kevin Stanley and Regan Mandryk

2:15-2:30                   A Physiological Feedback Controlled Exercise Video Game

Jim Parker, Graham Baradoy and Larry Katz

2:30-2:45                   Opportunities in Game-Based Stroke Rehabilitation

Pejman Mirza-Babaei, Mehran Kamkarhaghighi, Frederico        Filho and Kathrin Gerling

2:45-3:00                   Acrophobia treatment by in vivo CAVE exposure

Joao Costa, James Robb and Lennart Nacke

3:00-3:15                   Motion Capture-based Game as a Tool for Encouraging Active Pauses

Camilo Rincon-Lizarazo, Alvaro Joffre Uribe Quevedo and Byron Perez-Gutierrez

3:15-3:30                 Development of an Application for Performing the Subclavian

Central Venous Access on Neonates
Nichole Dzeka-Lozano, Natalie Highera-Burgos, Lizeth Vega-Medina, Alvaro Joffre Uribe Quevedo, Byron Perez-Gutierrez and Gerardo Tibamoso

 

Technology & Algorithms

2:00-2:15                   Sculpting Beyond the Screen

Saad Khattak and Andrew Hogue

2:15-2:30                   Music and Augmented-Reality: Creating an Immersive Environment for Performers and Audience Members

Sarah Reid

2:30-2:45                   PhyDSL: A Code-generation Environment for 2D Physics-based Games

Victor Guana and Eleni Stroulia

2:45-3:00                   Augmented Reality RPG Card-based Game

Santiago A. Bedoya Rodrďguez, Alvaro J. Uribe Quevedo,

Cristian A. Gómez Urbano and Christian D. Quintero Guerrero.

           

 

3:30-4:30        Special Panel Session: Funding Opportunities, Eugene Fiume,
                        University of Toronto, and Elena Bertozzi, Quinnipiac University

 

4:30-5             Break

 

5-6                  Keynote: Alexander L. Fernandez, CEO of Streamline Media Group

/ Streamframe: “Industry Perspectives”

 

6-8                  Reception

 

 


 

October 24

 

8:30 - 10:30 Paper Session

Human Factors, Interaction, and Game User Research

8:30-9:00                   Tilt-Controlled Mobile Games: Velocity-control vs. Position-control

Catalina Constantin and I. Scott MacKenzie

9:00-9:30                   Using Domain Specific Language For Large Screen Game Interaction

Li Liu, Jingyuan Zhang and Nicholas Kraft

9:30-9:45                   Fraternal Feelings: How Brothers: A Tale of Two Sons Affects Players Through Gameplay

Aaron May, Jim Bizzocchi, Alissa Antle and Amber Choo

9:45-10:00                Teaching User Interface Evaluation Methods with Games

Robert Teather and Victoria McArthur

10:00-10:15              Using Brain-Computer Interfaces to Determine the Location of Missing People

Gabriel Aversano, Miguel Vargas Martin and Victor Cho

10:15-10:30              Sensory Stimuli in Gaming Interaction - The potential of games in the intervention for children with cerebral palsy
Eliza Oliveira, Glauco Silva, Patricia Tanner and Tatiana Tavares

Technology & Algorithms

8:30-9:00                   Quaternion Based Gesture Recognition Using Worn Inertial Sensors in a Motion Tracking System

Dennis Arsenault and Anthony Whitehead

9:00-9:30                   A real-time reconstructed 3D environment augmented with virtual objects rendered with correct occlusion

Saad Khattak, Andrew Hogue, Brent Cowan and Iuliia Chepurna

9:30-10:00                Powered to Play: A mixed reality game for people driving powered chairs

Jamal Edey, Katie Seaborn, Carmen Branje and Deborah Fels

10:00-10:30              Audio Games as Educational Tools: Design Principles and Examples

Emmanouel Rovithis, Andreas Floros, Andreas Mniestris and Nikolas Grigoriou

Game Design

8:30-9:00                   Suspenseful Design: Engaging Emotionally with Complex                                              Applications through Compelling Narratives

Rebecca Langer, Mark Hancock and Stacey Scott

9:00-9:30                   Balancing Multiplayer First-Person Shooter Games using Aiming Assistance

Rodrigo Vicencio-Moreira, Regan L. Mandryk and Carl Gutwin

9:30-10:00                Enabling Motivated Believable Agents with Reinforcement Learning

Jacquelyne Forgette and Michael Katchabaw

 

10:30-11:00   Break

 

11-12             Keynote: Prof. Ron Baecker, University of Toronto: “Technologies
                        for Aging Gracefully”

 

12-2                Lunch + Posters & Demos

 

2-3                  Paper Session

Game Design

2:00-2:15                   Towards More Accurate Open Source Kart Race Balancing

Tony Morelli

2:15-2:30                   Design Guidelines for Gamifying Reading Applications

Rina Renee Wehbe, James Robb, Jessica Clarke, Joao Costa and Lennart Nacke

2:30-2:45                   At the Intersection of Sports and MMORPGs: A New Model of                                        Active Video Games

Robin Langerak, Monica Zaczynski and Anthony Whitehead

 

Game Studies, Psychology, & Sociology in Games

2:00-2:15                   A Proposed Framework f or Ethical Systems in Video Games

Anthony Scavarelli and Ali Arya

2:15-2:30                   Popularity and player satisfaction of video games: a case study of Xbox 360

Bryan Watson, Yang Wang and Jun Zheng

2:30-2:45                   Draw Me a Poem Game: Defining and Promoting Creativity and ‘Out-of-the-box’ Thinking

Balta Andra and Janet Read

2:45-3:00                   Rapid Recovery: A Kayaking-Based Exergame for Shoulder Rehabilitation and Physical Fitness

Branden Schroeder, Michael Kunanec, Brad Kroese, Oliver Pollard, Omar Sadoon, Bill Kapralos, John Brennan, Ed Leach and Jennifer Jenson

 

3-4                              Special Panel Session: The Use of Games and Simulation for Health & Health Professions Education
Bruce Ballon
, Univ. of Toronto; Roy Eagleson, Univ. of Western ON; Alvaro Joffre Uribe Quevedo, Military Nueva Granada Univ.; Byron Perez, Military Nueva Granada Univ., Bill Kapralos, Univ. of Ontario Institute of Technology

 

 

 

4-4:30              Break

 

4:30-5:30        Keynote: Prof. Bruce BallonCyberworld Impact On The Human Condition

 

5:30-6              Closing Remarks