Abstract is missing.
- A Computational Method for Interactive Design of Marbling PatternsMario Gazziro, Joao Paulo Gois, Candy Gonzales, José F. Rodrigues Jr.. 1-10 [doi]
- A Gesture Recognition Approach for Wheelchair Users in an ExergameAlexandre Greluk Szykman, André Luiz Brandão, João Paulo Gois. 11-20 [doi]
- A Survey on Game Analytics in Massive Multiplayer Online GamesLucas V. Fernandes, Carla Denise Castanho, Ricardo P. Jacobi. 21-30 [doi]
- An Improved Rolling Horizon Evolution Algorithm with Shift Buffer for General Game PlayingBruno Santos, Heder Bernardino, Eduardo Hauck. 31-37 [doi]
- AsKME: A Feature-Based Approach to Develop Multiplatform Quiz GamesVictor Travassos Sarinho, Gabriel S. de Azevedo, Filipe M. B. Boaventura. 38-47 [doi]
- Automated Tests for Mobile Games: An Experience ReportGabriel Lovreto, André Takeshi Endo, Paulo Nardi, Vinicius H. S. Durelli. 48-56 [doi]
- BinG: A Framework for Dynamic Game Balancing using ProvenanceFelipe Machado de Azeredo Figueira, Lucas Nascimento, José Ricardo da S. Junior, Troy C. Kohwalter, Leonardo Murta, Esteban Clua. 57-66 [doi]
- Controlling First-Person Character Movement: A Low-Cost Camera-based Tracking Alternative for Virtual RealityRodrigo Ferreira Berriel, Thiago Meireles Paixão, Ivo Nicchio, Thiago Oliveira-Santos. 67-74 [doi]
- Development of an Autonomous Vehicle Controller for Simulation EnvironmentsVitor Peixoto Menezes, Cesar Tadeu Pozzer. 75-80 [doi]
- Do Not Puzzle the Puzzle Player: When Communicability Issues Influence PlayabilityMayara J. Oliveira, Luana Müller, Angelina de C. A. Ziesemer, Luciana da Silveira Espindola, Milene Selbach Silveira, Caroline Q. Santos. 81-87 [doi]
- Dynamic Difficulty Adjustment in a Whac-a-Mole like GameBruno E. R. Garcia, Marcio K. Crocomo, Kleber O. Andrade. 88-96 [doi]
- Efficient A* Co-processor for Reconfigurable Gaming DevicesAlexandre Solon Nery, Alexandre C. Sena. 97-106 [doi]
- Estimating Player Experience from Arousal and Valence Using Psychophysiological SignalsElton Sarmanho Siqueira, Thiago A. A. Santos, Carla Denise Castanho, Ricardo P. Jacobi. 107-116 [doi]
- Evaluating Competition in Training of Deep Reinforcement Learning Agents in First-Person Shooter GamesPaulo Bruno S. Serafim, Yuri Lenon B. Nogueira, Creto Augusto Vidal, Joaquim B. Cavalcante Neto. 117-126 [doi]
- Evaluation of Selection Techniques on a Mobile Augmented Reality GameLeonardo Pavanatto Soares, Soraia Raupp Musse, Márcio Sarroglia Pinho, Jean Bertin Boussu. 127-136 [doi]
- Evaluation of the Motion-Aware Adaptive Dead Reckoning Technique under Different Network Latencies Applied in Multiplayer GamesLuis Fernando Kawabata de Almeida, Alan Salvany Felinto. 137-146 [doi]
- Game State Evaluation Heuristics in General Video Game PlayingBruno S. Santos, Heder S. Bernardino. 147-156 [doi]
- GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual TerrainsBruno Torres do Nascimento, Flavio Paulus Franzin, Cesar Tadeu Pozzer. 157-166 [doi]
- Implementation and Analysis of a Non-deterministic Drama ManagerMilo N. R. Utsch, Gisele Lobo Pappa, Luiz Chaimowicz. 167-176 [doi]
- Improving Players' Profiles Clustering from Game Data Through Feature ExtractionLuiz A. L. Rodrigues, Jacques D. Brancher. 177-186 [doi]
- Personality and Preference Modeling for Adaptive StorytellingEdirlei Soares de Lima, Bruno Feijó, Antonio L. Furtado, Vinicius M. Gottin. 187-196 [doi]
- Playing with Robots Using Your BrainRubens Lacerda Queiroz, Igor Bichara de Azeredo Coutinho, Geraldo Bonorino Xexéo, Priscila Machado Vieira Lima, Fabio Ferrentini Sampaio. 197-204 [doi]
- Procedural Content Generation of Villages and Road System on Arbitrary TerrainsTiago Boelter Mizdal, Cesar Tadeu Pozzer. 205-211 [doi]
- Providing an IM Cross-Platform Game Engine for Text-Messaging GamesVictor Travassos Sarinho, Gabriel S. de Azevedo, Filipe M. B. Boaventura. 212-220 [doi]
- Representing Sentiment Using Colors and Particles to Provide Accessibility for Deaf and Hard of Hearing PlayersJoao Marcos Epifanio da Silva, Arthur de Castro Callado, Paulyne Matthews Juca. 221-230 [doi]
- Simulating Virtual Humans Crowds in FacilitiesDiogo Schaffer, Conrado Boeira, Gabriel Rockenbach, Guilherme Maurer, André Antonitsch, Soraia Raupp Musse. 231-239 [doi]
- Structured Synchronous Reactive Programming for Game Development - Case Study: On Rewriting Pingus from C++ to CéuFrancisco SantAnna. 240-249 [doi]
- Visualization of Interactions in Crowd Simulation and Video SequencesPaulo Knob, Victor Flavio de Andrade Araujo, Rodolfo Migon Favaretto, Soraia Raupp Musse. 250-259 [doi]