Friday, 20/7/2012 – Workshops
0900 | Registration | |
1000-1800 | Are you Game to Teach? by Edwin McRae
Details on the workshop |
Mobile Phone Filmmaking part 1 by Max Schleser
Details on the workshop |
1900 | Evening event: Rollercoaster by Unguarded Intersection The new exhibition at the Digital Art Live screen |
Saturday, 21/7/2012 – Conference Day 1
0900 | Registration | |
0945 | Opening | |
1000 | International Keynote
Irrationally Human: Using Psychology in Game AI |
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1100 | Tea Break | |
Session 1 | ||
1115 | [long paper] Experiences with Design Patterns for Oldschool Action Games by Daniel Cermak-Sassenrath |
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1140 | [long paper] Beyond Arcade Machines – Students Building Interactive Tangible Installations by Daniel Cermak-Sassenrath |
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1205 |
[long paper] Performing design analysis: game design creativity and the theatre of the impressed |
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1230 | [long paper] Personalised Gaming: A Motivation and Overview of Literature by Sander Bakkes, Chek Tien Tan and Yusuf Pisan |
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1300 | Lunch Break | |
Session 2 | ||
1400 |
[long paper] A Feasibility Study in Using Facial Expressions Analysis to Evaluate Player Experiences |
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1425 | [long paper] Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis by Raphael Marczak, Jasper van Vught, Gareth Schott and Lennart E. Nacke |
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1450 | [long paper] A Novel Agent Based Control Scheme for RTS Games by Matt Cabanag, Deborah Richards and Michael Hitchens |
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1515 | [long paper] Providing both Physical and Perceived Affordances Using Physical Games Pieces on Touch Based Tablets by Dan Burnett, Paul Coulton and Adam Lewis |
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1545 | Tea Break | |
1600 |
Showcase Session [short paper] Videogame Control Device Impact on the Play Experience [short paper] Flourishing and Video Games [short paper] Personality & Video Game Genre Preferences [exhibit] Box Me Dumb Human Installation [exhibit] NOP performance [demo] SARTRE: a Case-Based Poker Web App [demo] Case-Based Learning by Observation: Preliminary Work [demo] Quests to Mastery |
Workshop Mobile Phone Filmmaking part 2 Details on the workshop |
1900 | Conference Dinner + Workshop Movies Screening |
Sunday, 22/7/2012 – Conference Day 2
0900 | Registration |
1000 | National Keynote
TBA |
1045 | Tea Break |
Session 3 | |
1100 | [long paper] GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games by Penelope Sweetser, Daniel Johnson, Peta Wyeth and Anne Ozdowska |
1125 | [long paper] Usability Attributes in Virtual Learning Environments by Deborah Richards and Iwan Kelaiah |
1150 | [long paper] Understanding Player Experience: Finding a usable model for game classification by Jasper Van Vught, Gareth Schott and Raphael Marczak |
1215 | [long paper] An investigation of Vladimir Propp’s 31 Functions and 8 Broad Character types and how they apply to the analysis of video games by Andrew Brusentsev, Michael Hitchens and Deborah Richards |
1240 | [long paper] An investigation of player to player character identification via personal pronouns by Michael Hitchens, Anders Drachen and Deborah Richards |
1310 | Lunch Break |
Session 4 | |
1400 | [long paper] Challenging Reality using Techniques from Interactive Drama to Support Social Simulations in Virtual Worlds by Deborah Richards and Nicolas Szilas |
1455 | [long paper] Agent-based museum and tour guides: Applying the State of the Art by Deborah Richards |
1520 | [long paper] Designing a Game for Occupational Health and Safety in the Construction Industry by Stefan Greuter, Susanne Tepe, Fiona Peterson, Frank Boukamp, Kimberley D’Amazing, Kalonica Quigley, Rhys van der Waerden, Thomas Harris, Tim Goschnick and Ron Wakefield |
1545 | [long paper] Patterns of digital game-play in Australian High School Students by Thomas Apperley and Sandy Muspratt |
1615 | Tea Break |
1630 | Closing |
1700 | IE2013 Planning Meeting |
(preliminary program, subject to change)