November, 15th
Department of Computer Science, University of Bologna, Mura Anteo Zamboni 7.
Link to Google Maps: https://goo.gl/maps/Z9pcN8RQNcqpvyLc8
Download the PDF map of the areas used for the workshop day.
Time | Room Ercolani 3 | Room Seminari 1 (Aula Busi) | Room Seminari 2 |
---|---|---|---|
8:30-9:00 | Registration | ||
9:00-13:00 (coffee break at 10.30 * ) | WS1 – Towards Sustainable Serious Games | WS4 – Aesthetics and Empowerment | T1 – Fashion in the Metaverse: Technologies, Applications, and Opportunities |
13:00-14:00 | Lunch break * | ||
14:00-18:00 (coffee break at 16:00 * ) | WS3 – Workshop on XR Experiences for Entertainment and Industry (WXREEI) | T2 – Exploring new Frontiers at the Intersection of AI and Art | |
18:00-20:00 | Interactive Entertainment + Student Game Competition + Welcome Cocktail * |
November, 16th
Complesso di San Giovanni in Monte. Piazza San Giovanni in Monte, 1/2.
Link to Google Maps: https://goo.gl/maps/a31Y3FozBVcw4Lvr9
Time | Activity |
---|---|
8:30-9:00 | Registration |
9:00-9:30 | Opening |
9:30-10:30 | Session 1 – Game Experience (chair: André Melzer) |
10:30-11:00 | Coffee break |
11:00-12:00 | Keynote – Professor Roberto Bresin |
12:00-13:00 | Session 2 – Player Engagement and Analysis (chair: Jorge Cardoso) |
13:00-14:15 | Lunch break |
14:15-16:00 | Session 3 – Serious Gameplay (chair: Barbara Göbl) |
16:00-16:30 | Coffe break |
16:30-17:30 | Doctoral Consortium (chair: Esteban Clua) |
20:00 – | Social Dinner at Cantina Bentivoglio (Link to Google Maps: https://maps.app.goo.gl/FgtEd5TmNoL6R1te6 ) |
November, 17th
Complesso di San Giovanni in Monte. Piazza San Giovanni in Monte, 1/2.
Link to Google Maps: https://goo.gl/maps/a31Y3FozBVcw4Lvr9
Time | Activity |
---|---|
9:00-9:10 | Opening |
9:10-10:15 | Session 4 – Entertainment Methods and Tools (chair: Jannicke Baalsrud Hauge) |
10:15-10:45 | Coffee break |
10:45-11:45 | Keynote: Immersive Technologies for learning: adopting a cross-disciplinary approach Professor Ekaterina Prasolova-Førland |
11:45-13:15 | Session 5 – Extended Reality (chair: Edirlei Soares de Lima) |
13:15-14:30 | Lunch break |
14:30-16:00 | Session 6 – Game Design (chair: Erik van der Spek) |
16:00-16:30 | Closing ceremony and awards |
16:30-17:00 | Good-bye coffee |
17:00-19:00 | TC14 Meeting |
Sessions
Paper session 1 – Game Experience
Chair: André Melzer
- Dynamic Difficulty Adjustment by performance and player profile in platform game [Full paper]
(Marcos Paulo Rosa, Carla Castanho, Tiago Silva, Mauricio Sarmet and Ricardo Jacobi) - A Data-Driven Classification of Video Game Vocabulary [Full paper]
(Nicolas Grelier and Stéphane Kaufmann) - Prov-Replay: A qualitative analysis framework for gameplay sessions using provenance and replay. [Short paper]
(Leonardo Thurler, Esteban Clua, Sidney Melllo and Troy Kohwalter)
Paper session 2 – Player Engagement and Analysis
Chair: Jorge Cardoso
- Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-being [Full paper]
(Gary Wagener and André Melzer) - The meaning of life (in video games) [Full paper]
(Fausto Mourato, João Morais and Edirlei Soares de Lima) - Method for training player emotion in a custom FPS game using heart rate [Short paper]
(Shuo Zhou and Norihisa Segawa)
Paper session 3 – Serious Gameplay
Chair: Barbara Göbl
- Split Screen – Split Mind: an Innovative Format for Narrative Reflexive, and Pedagogical Games [Full paper]
(Nicolas Szilas, Thi Kim Oanh Hélène Le and Humbert Jérôme) - Accessibility Issues within Serious Games in Engineering Education for Visual Impairment [Full paper]
(Sundus Fatima and Jannicke Baalsrud Hauge) - Persuasive System Design for Climate Change Awareness [Full paper]
(Ashfaq A Zamil Adib and Rita Orji) - Reasoning of Intelligent Virtual Agents with Exceptional Behavior in Rare Scenarios [Short paper]
(Alexander Lysek, Sven Seele and Rainer Herpers) - Game ON! A Gamified Approach to Household Food Waste Reduction [Short paper]
(Francisco Vasconcelos, Mara Dionisio, Sandra Olim and Pedro Campos) - Acquiring and assessing 21st century skills through game development: a case study with an escape game template [Short paper]
(Chloé Vigneau, Stéphanie Mader, Catherine Rolland and Axel Buendia)
Paper session 4 – Entertainment Methods and Tools
Chair: Jannicke Baalsrud Hauge
- Semiotic Structuring in Movie Narrative Generation [Full paper]
(Edirlei Soares de Lima, Marco Antonio Casanova, Bruno Feijo and Antonio Furtado) - Girls vs. Men – The prevalence of gender-biased language in popular YouTube Videos [Short paper]
(Miriam-Linnea Hale and André Melzer) - i-Cube, an (In)tangible Interface for Multi-User Generative Art Creation [Short paper]
(Siu Wing Chung and Carlos Sena Caires) - Content design for learning support in museum: Research on exhibition support system using tactile senses [Short paper]
(Yihang Dai, Fusako Kusunoki, Makoto Kobayashi and Shigenori Inagaki)
Paper session 5 – Extended Reality
Chair: Edirlei Soares de Lima
- Exploring the Influence of Collision Anxiety on Player Experience in XR Games [Full paper]
(Patrizia Ring and Maic Masuch) - Mutually Imperceptible Skill Adjustment in VR for Making Hyakunin Isshu Karuta Inclusive [Full paper]
(Ayaka Maruyama and Kazutaka Kurihara) - Design of Collaborative Learning Experience with AR–AR Collaboration Game for Children at Museum [Short paper]
(Kihiro Tokuno, Ryohei Egusa, Fusako Kusunoki and Shigenori Inagaki) - Unity-VRlines: Towards a Modular eXtended Reality Unity Flight Simulator [Short paper]
(Lorenzo Stacchio, Giuseppe Di Maria and Gustavo Marfia) - Augmented Adventures: Using Different Perspectives to Design Novel Tabletop Game Experiences with Augmented Reality [Short paper]
(Kaj Coolen, Jeppe Groen, Hao-Xuan Lu, Niels Winkelman and Erik van der Spek)
Paper session 6 – Game Design
Chair: Erik van der Spek
- Visualising Game Engine Subsystem Coupling Patterns [Full paper]
(Gabriel Cavalheiro Ullmann, Yann-Gaël Guéhéneuc, Fabio Petrillo, Nicolas Anquetil and Cristiano Politowski) - Enhancing Stockfish: A Chess Engine Tailored for Training Human Players [Full paper]
(Andrea Manzo and Paolo Ciancarini) - Combating Computer Vision-based Aim Assist Tools In Competitive Online Games [Full paper]
(Mathias Babin and Michael Katchabaw) - Research on the Gameplay Evolution Based on Warcraft 3 MOD Platform [Short paper]
(Xing Sun and Hongbo Lin) - A SandBox to Sandbox: a Tangible Terrain Generator For Prototyping Game Worlds [Short paper]
(Sebastian Schwarz, Benedikt Strasser, Michael Lankes and Martin Kocur)
Student Game Competition – Demo Session
- Designing a VR-Simulation Module to Support Marine Pollution Control Training
(João Silva, Jorge Cardoso, Luís Pereira and Licínio Roque) - ECO-QUEST: An Educational Game Designed To Impart Knowledge About Ecological Practices and Selective Waste Management
(Déborah Fernandes de Araujo and Thiago Porcino) - …and submissions to the Interactive Entertainment made by students (marked with ** in the following list)
Interactive Entertainment – Demo Session
- Empirical Studies on the Conditions of Achieving Interactive Mindfulness Through Virtual Reality Single User Experience in Macao
(Ka Man Ng and Carlos Caires) ** - Gameplay Audio Description: Death of Internet as a Pilot Study **
(María Eugenia Larreina-Morales, Allan Di Rosa and Jerome Dupire) - A serious video game on cybersecurity
(Giorgia Bassi, Stefania Fabbri and Anna Vaccarelli) - Robotic Choreography Creation Through Symbolic AI Techniques
(Allegra De Filippo and Michela Milano) - HabitAR: Motivating Outdoor Walk with Animal-Watching Activities **
(Mengyan Guo, Alec Kouwenberg, Alexandra van Dijk, Niels Horrevoets, Nikki Koonings and Jun Hu) - Mystery in the Ecological Park: An interactive narrative to promote interaction with biodiversity
(Andre Freitas, Francisco Fernandes, Mara Dionisio and Sandra Câmara Olim) - SEC-GAME: a Minigame Collection for Cyber Security Awareness **
(Nicola Del Giudice, Fausto Marcantoni, Alessandro Marcelletti and Francesco Moschella)
** competing also for the Student Game Competition