SBGAMES2018
Jointly with
SVR 2018
SIBGRAPI 2018
In cooperation with
Eurographics Siggraph Unioeste
Sponsored by
BABY_OWL BLACK_RIVER_STUDIOS CAPES CNPQ ICAD NVIDIA UNITY UNREAL
SBGAMES2018
Jointly with
SVR 2018 & SIBGRAPI 2018

Computing

Program

General Program - SBGames 2018

Accepted Full Papers

Full papers (28)

Full papers (28)
Title Authors
A Computational Method for Interactive Design of Marbling Patterns Mario Gazziro
Candy Gonzales
Jose F Rodrigues-Jr
Joao Paulo Gois,
A Gesture Recognition Approach for Wheelchair Users in an Exergame Alexandre Greluk Szykman,
André Luiz Brandão
Joao Paulo Gois,
A Survey on Game Analytics in Massive Multiplayer Online Games Lucas V. Fernandes,
Carla D. Castanho,
Ricardo P. Jacobi
An Improved Rolling Horizon Evolution Algorithm with Shift Buffer for General Game Playing Bruno Santos,
Héder Bernardino,
Eduardo Hauck
AsKME: A Feature-Based Approach to Develop Multiplatform Quiz Games Victor T. Sarinho,
Gabriel S. de Azevedo,
Filipe M. B. Boaventura
Automated Tests for Mobile Games: An Experience Report Gabriel Lovreto,
Andre T. Endo,
Paulo Nardi,
Vinicius H. S. Durelli
BinG: A Framework for Dynamic Game Balancing using Provenance Felipe Machado Figueira,
Lucas Nascimento,
Troy Kohwalter,
Jose da Silva Junior,
Leonardo Murta,
Esteban Clua
Controlling First-Person Character Movement: A Low-Cost Camera-based Tracking Alternative for Virtual Reality Rodrigo F. Berriel,
Thiago M. Paixão,
Ivo Nicchio,
Thiago Oliveira-Santos
Development of an Autonomous Vehicle Controller for Simulation Environments Vitor Peixoto Menezes,
Cesar Tadeu Pozzer
Do not puzzle the puzzle player: when communicability issues influence playability Mayara J. Oliveira,
Luana Müller,
Angelina C. A. Ziesemer,
Caroline Q. Santos,
Luciana S. Espindola,
Milene S. Silveira
Dynamic Difficulty Adjustment in a Whac-A-Mole like Game Bruno E. R. Garcia,
Kléber O. Andrade,
Marcio K. Crocomo
Efficient A* Co-processor for Reconfigurable Gaming Devices Alexandre S. Nery,
Alexandre C. Sena
Estimating Player Experience from Arousal and Valence using Psychophysiological Signals Elton S. Siqueira,
Thiago A. A. Santos,
Carla D. Castanho,
Ricardo P. Jacobi
Evaluating competition in training of Deep Reinforcement Learning agents in First-Person Shooter games Paulo Bruno S. Serafim,
Yuri Lenon B. Nogueira,
Creto A. Vidal,
Joaquim B. Cavalcante Neto
Evaluation of Selection Techniques on a Mobile Augmented Reality Game Leonardo Pavanatto Soares,
Jean Bertin Boussu,
Soraia Musse,
Márcio Sarroglia Pinho
Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique Under Different Network Latencies Applied in Multiplayer Games Luis Fernando Kawabata de Almeida,
Alan Salvany Felinto
Game State Evaluation Heuristics in General Video Game Playing Bruno S. Santos,
Héder S. Bernardino
GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains Bruno Torres do Nascimento,
Flavio Paulus Franzin,
Cesar Tadeu Pozzer
Implementation and Analysis of a Non-Deterministic Drama Manager Sofia N R Utsch,
Gisele Lobo Pappa,
Luiz Chaimowicz
Improving Players' Profiles Clustering from Game Data Through Feature Extraction Luiz A. L. Rodrigues,
Jacques D. Brancher
Personality and Preference Modeling for Adaptive Storytelling Edirlei Soares de Lima,
Bruno Feijó,
Antonio Furtado,
Vinicius Gottin
Playing with robots using your brain Rubens Lacerda Queiroz,
Igor Bichara de Azeredo Coutinho,
Geraldo Bonorino Xexéo,
Priscila Machado Vieira Lima,
Fábio Ferrentini Sampaio
Procedural Content Generation of Villages and Road System on Arbitrary Terrains Tiago Boelter Mizdal,
Cesar Tadeu Pozzer
Providing an IM Cross-Platform Game Engine for Text-Messaging Games Victor Sarinho,
Gabriel Azevedo,
Filipe Boaventura
Representing Sentiment Using Colors and Particles to Provide Accessibility for Deaf and Hard of Hearing Players João Marcos Epifânio da Silva,
Arthur de Castro Callado,
Paulyne Matthews Jucá
Simulating Virtual Humans Crowds in Facilities Diogo Schaffer,
Conrado Boeira,
Gabriel Rockenbach,
Guilherme Maurer,
André Antonitsch,
Soraia Raupp Musse
Structured Synchronous Reactive Programming for Game Development --- Case Study: On Rewriting Pingus from C++ to Céu Francisco Sant'Anna
Visualization of Interactions in Crowd Simulation and Video Sequences Paulo Knob,
Victor Flávio de Andrade Araújo,
Rodolfo Migon Favaretto,
Soraia Raupp Musse


Accepted Short Papers

Short papers (19)

Short papers (19)
Title Authors
An Architecture for Using Smartphones as Interfaces for Computer Games Thiago F. Costa,
Ismael S. Silva,
Glivia A. R. Barbosa,
Flávio R. S. Coutinho
An Ontology for Role Playing Game Artur O. R. Franco,
Túlio V. Rolim,
Alexandre M. M. Santos,
José W. F. Silva,
Wellington Franco,
Vania M. P. Vidal,
Fernando A. C. Gomes,
Miguel F. Castro,
José G. R. Maia
Application of Q-Learning in a Digital Game Guilherme de Quevedo Brendel,
João Ricardo Bittencourt
Artificial neural networks as a technique for risk assessment of training critical activities by means of a virtual environment Daiarah Kalil Tramujas Spak,
Ricardo C.R. dos Santos,
Walmor Cardoso Godoi,
Matheus Rosendo,
Yuri A. Gruber,
Alexandre Faria,
Klaus de Geus,
Paulo Henrique Siqueira
Bring the tablet to the table: analyzing the use of extended screen in party games for mobile devices Felipe Delazeri Riffel,
Milene Selbach Silveira
Building Bots for Shooter Games based on the Bartle's Player Types and Finite State Machines: A Battling Behaviour Analysis Felipe Oviedo Frosi,
Isabel Cristina Siqueira da Silva
Bulbasaur, Charmander or Squirtle: An Application of Artificial Neural Networks for Pattern Recognition Alfa M. D. Ferreira,
Lidia G. S. da Rocha
Continuous Outcome Prediction of League of Legends Competitive Matches Using Recurrent Neural Networks Antonio Luis Cardoso Silva,
Gisele Lobo Pappa,
Luiz Chaimowicz
Creation of Games for Physical Rehabilitation of Amputees Using an Adapted Flow Model as a Basis Bryan Teixeira Paiva,
Gabriel Ladeia de Souza Costa,
Maurício de Souza Realan Arrieira,
Julio Saracol Domingues Jr.,
Erico Marcelo Hoff do Amaral
Do it yourself: When technology joins the cardboard Lidia G. S. da Rocha,
Alfa M. D. Ferreira,
Sidnir C. B. Ferreira
Evolving lock-and-key puzzles based on nonlinear player progression and level exploration André Siqueira Ruela,
Karina Valdivia Delgado
Generation of 3D objects based in Virtual Reality drawings using Convolutional Neural Networks Wilson Araujo de Oliveira Neto,
Kid Mendes de Oliveira Neto,
Jucimar Maia da Silva Junior
Gesture Recognition Using Leap Motion: A Machine Learning-based Controller Interface Ivo A. Stinghen Filho,
Estevam N. Chen,
Bernardo B. Gatto,
Jucimar M. Junior,
Ricardo Barboza,
José Luiz de S. Pio
Integrating WAI-ARIA suite through browser games' components Wolgan Ens Quepfert,
Wesley Ferreira de Ferreira,
Jean Felipe P. Cheiran
Procedural Planet Generation based on derivate fBm noise Ricardo B. D. d'Olivera,
Iago P. do E. Santo,
Antonio L. Apolinário Jr.
Procedural terrain generator for platform games using Markov chain Gleidson Mendes Costa,
Tiago Bononi Borchartt
Real-Time Massive Terrain Generation using Procedural Erosion on the GPU Gabriel Costa Backes,
Tiago Augusto Engel,
Cesar Tadeu Pozzer
Umistick: Developing a Blow-Based Joystick Using Arduino Sensors and a Printed Circuit Board Gabriel B. Alves,
Victor T. Sarinho,
Anfranserai M. Dias
Using Feelings in Images to Support Storytelling Games Greice Pinho Dal Molin,
Soraia Raupp Musse


Submitting papers to the Computing Track

In the Computing Track, the SBGames Conference invites contributions on all aspects of computing for games and digital entertainment, with emphasis on computer graphics, game AI, HCI and games, interactive storytelling, game analytics, and virtual reality in games.

You can submit your paper to one of three sections of the SBGames 2018 Computing Track:

  • CFP Special Section on SBGAMES 2018

    In 2018, the SBGames Computing Track will have an alternative section for paper submission to a special section of the Elsevier Computers & Graphics Journal with a different deadline. This section is available for papers related to research and applications of interactive computer graphics. The papers submitted to this section are supposed to describe original and mature research results and have no page limit (although we encourage you to write papers no longer than 12 pages according to contribution). The manuscript submitted to the C&G Special Section must follow the instructions found in the Journal Guide For Authors. All papers accepted for publication in this section will be presented at SBGames 2018. You can resubmit a rejected manuscript to the traditional Main Section.

    Instructions for submission:

    The submission website for this journal is located at: http://ees.elsevier.com/cag/.
    To ensure that all manuscripts are correctly identified for inclusion into the Virtual Special Section you are editing, it is important that authors select "VSI: SBGames 2018" when they reach the "Article Type" step in the submission process. Please make sure authors are given this instruction when you send out invitation letters and/or instructions to potential authors.

    Important dates:
    • May 2, 2018: C&G submission deadline (closed)
    • May 28, 2018: Notification of first decision (closed)
    • June 25, 2018: First revised paper submission (closed)
    • July 25, 2018: Notification of second decision
    • August 6, 2018: Second revised paper submission
    • August 20, 2018: Notification of acceptance
    • September 5, 2018: Camera-ready due

    Acceptance in Second Phase is conditional to authors address all issues identified in the reviews of the First Phase, otherwise, the manuscript will be rejected. All deadlines expire at 23:59 PST.

    Guest editors:
    Soraia Raupp Musse (soraia.musse@pucrs.br)
    Rafael Bidarra (R.Bidarra@tudelft.nl)
    Daniel Thalmann (daniel.thalmann@epfl.ch)

    Senior Comittee:
    Alessandro de L. Bicho
    Amyr Borges Fortes Neto
    Bruno Feijó (PUC-Rio, BR)
    Christopher Brandt
    Daniel Thalmann
    Esteban Clua (UFF, BR)
    Joaquim Bento Cavalcante-Neto
    Julien Pettre (INRIA, France)
    Luiz Chaimowicz (UFMG, BR)
    Marcelo Walter
    Mubbasir Kapadia (Rutgers, USA)
    Nuria Pelechano (UPC, Spain)
    Vinícius Cassol

  • Main Section

    This is the traditional full-paper section of SBGames. We invite contributions on all aspects of Computing for Games and Digital Entertainment. Manuscripts must be written in ENGLISH, up to 10 pages long (manuscripts with more than 10 pages will be liable to summary rejection). All contributions must be original, unpublished work. Manuscripts should be submitted electronically through JEMS system.

    The accepted papers will be published online on the SBGames 2018 web site and presented at technical meetings called Main Sessions. Also the papers are published through the Conference Publishing Services (CPS). The authors of the best papers will be invited to submit an extended version of their works to special issues of the following journals: SBC Journal on Interactive Systems and Entertainment Computing (Elsevier). The extended manuscripts will be submitted to a new reviewing process. SBGames conference chairs encourage authors to improve their extended versions based on feedbacks received from the conference participants and session chairs.

    If your manuscript only explores shallow aspects of computing then you should consider submitting to other SBGames tracks. Therefore, papers addressing game design, specific-style games, soundtracks, and digital art should be submitted to SBGames Arts & Design Track. Papers related to any cultural or social aspect of digital games should be submitted to the SBGames Culture Track. Papers on education should be submitted to SBGames Education 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.

    Authors must adhere strictly to the Anonymity Requirements described below.

    Format:
    • The manuscript must strictly follow the IEEE style templates detailed here.

      Templates:
      Please do not reuse IEEE formats of previous SBGames conferences. Any deviation from the IEEE format will be liable to summary rejection of the manuscript, because inadequate formats (even with minor deviations) compromise the entire publishing process.

    Important dates:
    • August 5, 2018: Submission deadline (extended deadline)
    • September 7, 2018: Notification of decision
    • September 17, 2018: Camera-ready due

    Authors should address any reviewer comments, otherwise the manuscript will be rejected. All deadlines expire at 23:59 PST (JEMS deadline is in BRT, which is BRT = PST + 5 hours)


  • Posters Section

    This is the traditional short-paper section of SBGames. The short paper should be written in ENGLISH, up to 4 pages (short papers with more than 4 pages will be liable to summary rejection). Short papers describe the authors’ ongoing research and should include at least one student as an author. The short papers are published online in the SBGames Proceedings of SBC (ISSN 2179-2259). The presentation includes an oral presentation at the Fast-Track Session (1min/paper) in Portuguese (English is optional). Also a poster (written in English) must be displayed at the Poster Exhibition area. Posters must fit in a space of 84 cm (width) x 120cm (height), which is approximately an A0 size. The authors are encouraged to be in front of their posters occasionally, to interact with the conference participants during the intervals between sessions.

    The Posters Section is of utmost importance to SBGames. Indeed, the SBGames conference is designed to stimulate students, because they are the future creative forces that will change the industry and research in games and digital entertainment.

    Manuscripts should be submitted electronically through JEMS system.

    Authors must adhere strictly to the Anonymity Requirements described below.

    Format:
    • The manuscript must strictly follow the IEEE style templates detailed here (same as Main Section).

      Templates:
      Please do not reuse IEEE formats of previous SBGames conferences. Any deviation from the IEEE format will be liable to summary rejection of the manuscript, because inadequate formats (even with minor deviations) compromise the entire publishing process.

    Important dates:
    • August 5, 2018: Submission deadline (extended deadline)
    • September 7, 2018: Notification of decision
    • September 17, 2018: Camera-ready due

    Authors should address any reviewer comments, otherwise the manuscript will be rejected. All deadlines expire at 23:59 PST (JEMS deadline is in BRT, which is BRT = PST + 5 hours)

Anonymity Requirements

Once the review process of submissions will be double blind, authors must prepare their manuscripts without including any indication of their identities, previous published papers/products, or institutional affiliations. Author's identities will be tracked only by the submission system, and visible only by one the track Chairs. The program committee members and referees who review the paper will not know the identity of the authors.

Full-Paper Presentations

The oral presentations must fit in 15 minutes, with additional 3 minutes for questions (additional 2 minutes are reserved for preparation and announcements). Slides must be in English. Also, the oral presentation should be in English. Portuguese is allowed only if all members of the audience are Portuguese speaking persons (this condition will be checked by the session chair).

Registration and no-show policies

  • A paper (full or short) of any Section to be published must have at least one of the authors registered.
  • Every FULL PAPER accepted (by the Journal Section or Main Section) must have attached to it one UNIQUE and EXCLUSIVE registration of any kind (student, full, ...).
  • SHORT PAPERS are free from the exclusive registration.
  • The oral presentation is mandatory for a paper (full or short) to be published. This presentation may be made by one of its authors or by another registered participant. In the case of the Journal Section, the presentation can be made through a video sent at least 72 hours in advance to one of the Computing Program Chairs (and the question-and-answer session will be done by videoconference, depending on the network conditions).