Computing


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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.

Submitted Abstracts

Authors must submit their papers using JEMS until deadline: 07/08/2017.

  • "Journy" a news release initiative.
  • 3D Aim solution for a Top-down shooter game
  • A Data Analysis of Player Profiles in World of Warcraft using Game Data Mining
  • A Data Mining solution for detection of potential buyers on MMORPGs.
  • A fast approach for automatic generation of populated maps with seed and difficulty control
  • A Framework for Procedural Generation of Planetary Systems
  • A Gaze Based Interface for First Person Shooter Games
  • A Hybrid Approach to Build Automatic Team Composition in League of Legends
  • A Method for Procedural Generation of Adaptive Scenarios in a Mobile Game
  • A Methodology for Creating Generic Game Playing Agents for Board Games
  • A Multilayer Framework for Procedural Level Generation Based on Graph Grammar and Occupancy-Regulated Extension
  • A non-intrusive approach to carry and host web resources in mobile devices
  • A Panel Control Device for Truck Games Simulation Based on Arduino Hardware
  • A performance analysis of 2D collision detection techniques
  • A Proposal for the development of Games in the field of Chronic Diseases
  • A representação de pessoas com deficiência no mundo digital: uma análise da comunicabilidade do jogo Alter
  • A Robust Balance Strategy Applied to Non Coplanar Contacts
  • A subtle shader or How to make an invisible thing visible
  • A supervised learning approach to build a recommendation system for User Generated Content in a casual game
  • A Survey on Requirements and Tools for Writing and Maintaining Game Design Documents
  • Abstração para execução assíncrona de algoritmos computacionalmente custosos em jogos
  • Affective Computing in Electronic Games: Influence of Emotional States in Player Performance
  • Agreste Game Engine - Making a Dedicated OpenGL Engine
  • Agreste Game Engine - Produzindo um Motor de Jogo OpenGL Dedicado
  • Ambiente para treinamento de técnicos de subestações e linhas de transmissão de energia
  • An Agent-based Cognitive Architecture for Artificial Life Simulation
  • An Agile Multidisciplinary Game Development Process for Indie Studios
  • An Engine Architecture for Metroidvania Games
  • An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors
  • An Investigation of Using Monte-Carlo Tree Search for Creating the Intelligent Elements of Rise of Mitra
  • Approaching Gameplay Reactions with Patterns in Biometric and Visual Data
  • Argumented tags: advertisement targeted on gaming experience
  • Artificial Intelligence Based on Genetics Algorithms for the Four-Sides Dominoes
  • Avoiding Redundant Actions in the Monte Carlo Tree Search Algorithm
  • Behavior of Multiple Agents Bioinspirated in Insect Colonies
  • Biofeedback Sensors in Electronic Games: A Practical Evaluation
  • Brincando com Julio's: Jogo Educativo para Pessoas com Deficiência Intelectual
  • Capturing Game Telemetry with Provenance
  • Cloud Gaming: Uma Análise Qualitativa
  • Coherent GPU Path Tracing: Improving Data Locality
  • Cornestick: Um Joystick de Sopro para Jogos Digitais
  • Creating Intelligent Agents through Reinforcement Learning on the Atari Grand Challenge Dataset
  • Criação de narrativas interativas algorítmicas para jogos digitais educacionais baseada em modelos de redes de Petri
  • Dealing with the emotions of Non Player Characters
  • Desenvolvimento de Jogos Digitais do Gênero RPG com Adolescentes
  • Desenvolvimento de um Jogo socioeducativo sobre drogas Psicotrópicas: João, por que dizer não?
  • Development of an architecture for directional flight control of an unmanned aerial vehicle based on an artificial intelligence technique
  • Development of an Autonomous Vehicle Controller for Simulation Environments
  • Digital Game Usage Lifecycle: a systematic literature review
  • Distributed curves - serverless model for online multiplayer games
  • Dynamic Difficulty Adjustment to Games with Player Modeling and Machine Learning Techniques
  • EE2Hyper: A non-contact measurement method of energy expenditure to hyper environment
  • Efficient Pathfinding Co-processors for Gaming Devices
  • Ensino da força magnética por meio de jogos digitais que utilizam o Kinect.
  • Estudo de Caso no Desenvolvimento da Inteligência Artificial do Jogo Bonefighters
  • Evaluation of the Motion Rehab AVE 3D Game Menu Interface
  • Evaluation of the Motion-Aware Adaptive Dead Reckoning technique under different network latencies applied in multiplayer games
  • Evolutionary Music Composition for Digital Games Using Regent-Dependent Creativity Metric
  • Forca dos Sinônimos: Um Jogo da Forca Multiplayer para Melhorar Tesauros em Língua Portuguesa na Web
  • Fuzzy logic applied in intelligent balancing of levels difficulty in a mobile game
  • Game Accessibility Guidelines for People with Sequelae of the Macular Chorioretinitis
  • Game SCRUM in the Academic Environment for the Development of an Adapted Sports Digital Game
  • Game-Edu: A Support Tool for Teaching and Learning based on Gamification and Serious Games Elements
  • Games e Depressão: Um Estudo Sobre Como os Jogos Eletrônicos Podem Contribuir na Recuperação de Jovens Depressivos
  • Games para Tratamentos Fisioterapêuticos de Membros Superiores: Uma Revisão Sistemática
  • Generation of customizable topological information for sprite illumination
  • Gesture3D: Uma Interface Gestual Genérica para Ambientes de Realidade Virtual
  • GOOD STORYTELLING - playful elements in the creation of new worlds
  • GPGPU Collision Detection using 3d Grid and Sort and Prune Culling Algorithms on Rigid Bodies Scenarios
  • Hard Shadow Anti-Aliasing for Spot Lights in a Game Engine
  • Improving AI behaviour through the extraction of players actions
  • Improving Cellular Automata Procedural Level Generation Through Fractals
  • Improving Interactive Storytelling: Insights from Analysis on Play-By-Forum RPG Adventures
  • Increasing stakeholders engagement in requirements elicitation through gamified surveys
  • Interactive Rendering of Huge Textures for Real-Time Visualization
  • INTERNAL INFLUENCES ON VIDEOGAMES: how storytelling and sounds can affect the players' perception
  • Jogo Banana Gore com Técnicas de Inteligência Artificial
  • Jogo Sério como Facilitador de Denúncias e Detecção de Fraudes em Órgãos Públicos Governamentais
  • kNarrator: A Model for Authors to Simplify Authoring Process Using Natural Language Processing to Portuguese
  • Large Viscoelastic Fluid Simulation on GPU
  • Linha de Produto de Software:Jogos Educacionais Digitais
  • Machine Learning Technique Applied in Fixed Shooter Games
  • MathPoker: A Game for Teaching and Learning Math Topics
  • Mecanismo de Pesquisa Google: Práticas Eficientes de Search Engine Optimization (Seo) On Page.
  • Melhorando a interação do jogador com jogos de realidade virtual usando Microsoft KinectV2
  • Message Oriented Middleware as a Support Technology for Multiplayer Games
  • Mixed-Initiative Tool to Speed Up Content Creation in Physics-Based Games
  • Modelagem e Verificação de Jogos Estilo Adventure Através de Redes de Petri
  • Modelo de gamificação para a plataforma Moodle
  • Multilayer perceptron versus genetic algorithm in a 2D basketball simulation game
  • Network Traversal as an Aid to Plot Analysis and Composition
  • NeuroUnity: A Tool for Neuroevolution of Intelligent Agents in Unity3D Games
  • Newspaper Kid
  • NExPlay: Playability Assessment for Non-Experts Evaluators
  • O Ensino e Aprendizagem da Lógica de Programação em uma Proposta Gamificada com uso da Mineração de Dados Educacionais como Suporte ao Professor
  • Occlusion Culling Methods and Heuristics for Highly Dynamic Scenes
  • On the Development of an Autonomous Agent for a 3D First-Person Shooter Game Using Deep Reinforcement Learning
  • Optimizing UCT for Settlers of Catan
  • Paper and Pencil Interactive Storytelling Based on Generic Hand-drawn Sketches
  • Parallel Reality: ontology, conception and systems
  • PhysioGames: music and serious game allied to the physiotherapeutic treatment
  • Pre-Analysis tool to assist the designer in game balancing
  • PROBLEMAS DE SATISFAÇÃO DE RESTRIÇÃO EM JOGOS DETERMINÍSTICOS
  • Procedural and Implicit Modeling of Clouds in GPUs
  • Procedural Melody Generation Through Stochastic Methods
  • Procedural Planetary Multi-resolution Terrain Generation applicable for Games
  • Process Model to modify games with unavailable source code: A case study using DLLs to change NPC behavior
  • Profile Comparison Between Players Segmentation according to Bartle's Taxonomy and K-Means Algorithm
  • Projetos de Aprendizagem e Gamificação: uma experiência no ensino superior
  • Prototipação de jogo sério para simular manutenção em linha viva
  • Re-parameterizing BioCrowds at Unity
  • Redes neurais para melhorar o comportamento de NPCs em um jogo de sobrevivência
  • Representing Sentiment Using Colors and Particles to Provide Accessibility for Deaf and Hard of Hearing Players
  • Self-Balancing the Game Difficulty using Provenance Data Mining
  • Serious mobile games: playability characteristics can discriminate them from pure entertainment games
  • Simulating Rescue of Agents in Crowds during Emergency Situations
  • Software Project Plan for Mobile Games: A Quasi-Systematic Review
  • Species Autonomous Evolution in Games Using Player Behavior Modeling
  • Structured Synchronous Reactive Programming for Game Development --- Case Study: On Rewriting Pingus from C++ to Céu
  • The Application of Games in Software Engineering Learning: A Systematic Mapping through the Brazilian Conferences
  • The Canvas Approach as a Digital Game Analysis Tool
  • The protocol of a serious game based on Virtual Reality to aid in the literacy of children with Intellectual Disability
  • The State of the Art of Brazilian Serious Games Development for Individuals with Autism
  • Towards the creation of an electric field simulator that considers the relative humidity using Unreal Engine 4
  • Um estudo de gêneros de video game sob a ótica de tipos de mecânicas presentes
  • Um Estudo sobre Processos de Desenvolvimento de Jogos Eletrônicos
  • Um Sistema para o Aprendizado Automático de Jogos Eletrônicos baseado em Redes Neurais e Q-Learning usando Interface Natural
  • Uma Arquitetura Híbrida otimizando Ray Tracing para Aplicações em Tempo Real
  • Uma Metodologia para Extração e Análise de Dados do Jogo World of Warcraft: Legion
  • Uma proposta para monitorar a poluição sonora através smartphones e uma cidade virtual 3D
  • Usatisfied Digital
  • Use of Genetic Algorithms to Generate Rules of Cellular Automaton
  • Use Of Online POMDP with Heuristic Search Applied to Decision Making in Real Time Strategy Games
  • USE OF THE NSGA2 ON GAME NPCs FOR INDIRECT MULTI-OBJECTIVE STRATEGY OPTIMIZATION
  • Using A Genetic Algorithm To Approach Adaptive Enemies in Shoot 'em Up
  • Uso de L-Systems na Geração de Cenários de Labirintos para Jogos Virtuais
  • Utilização de gameficação na implementação de uma ferramenta de apoio ao aprendizado de algoritmos
  • Utilização de Técnicas de Inteligência Artificial para Auto Balanceamento em Jogos Digitais.
  • Voice Commands Recognition For Virtual Reality Environments Using Convolutional Neural Networks

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: 2th October 2017

Computing Track Coordination

computacao@sbgames.org

Prof. PhD. Marcelo da Silva Hounsell (UDESC)

Prof. Msc. Vinícius Godoy (PUCPR)

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