Abstract is missing.
- A Game Analytics Model to Identify Player Profiles in Singleplayer GamesLuis Fernando Bicalho, Augusto Baffa, Bruno Feijó. 11-20 [doi]
- A Minimal Training Strategy to Play Flappy Bird Indefinitely with NEATMatheus G. Cordeiro, Paulo Bruno S. Serafim, Yuri Lenon B. Nogueira, Creto Augusto Vidal, Joaquim B. Cavalcante Neto. 21-28 [doi]
- A Survey of Procedural Dungeon GenerationBreno M. F. Viana, Selan R. dos Santos. 29-38 [doi]
- Adaptive Generation of Characters for Tabletop Role Playing GamesFabrício Guedes Faria, Leonardo Tórtoro Pereira, Claudio Fabiano Motta Toledo. 39-46 [doi]
- Ambient Sound with Signed Distance Fields and Gradient FieldsTiago Boelter Mizdal, Cesar Tadeu Pozzer. 47-51 [doi]
- An Approach for Team Composition in League of Legends using Genetic AlgorithmLincoln Magalhaes Costa, Alinne C. Correa Souza, Francisco Carlos M. Souza. 52-61 [doi]
- An Architecture for 2D Game Streaming Using Multi-Layer Object CodingDiego Cordeiro Barboza, Débora C. Muchaluat-Saade, Esteban Walter Gonzalez Clua, Diego Gimenez Passos. 62-71 [doi]
- Analysis of Gameplay in MOBA Games Under Different Network ConditionsMarcos Paulo de Moura, Francisca Luzia Araújo, Arthur C. Callado, Paulyne Jucá. 72-80 [doi]
- Crowd Generation using Morphological Obesity CriteriaGabriel Caixeta Silva, André Tavares da Silva, Marcelo da Silva Hounsell. 81-90 [doi]
- Development of Serious Games for Neurorehabilitation of Children with Attention-Deficit/Hyperactivity Disorder through NeurofeedbackFabiana S. V. Machado, Wagner D. Casagrande, Anselmo Frizera, Flavia E. M. da Rocha. 91-97 [doi]
- Evaluation of Physical-Motor Status of People with Reduced Mobility using Motion Capture with Microsoft KinectAlejandro Diaz Centeno, Greis Francy M. Silva-Calpa, Alberto Barbosa Raposo. 98-105 [doi]
- GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual ScenariosFlavio Paulus Franzin, Cesar Tadeu Pozzer, Bruno Torres do Nascimento. 106-114 [doi]
- Investigating Emotion Style in Human Faces and AvatarsJulia Kubiak Melgare, Soraia Raupp Musse, Nathan Rainieri Schneider, Rossana Baptista Queiroz. 115-124 [doi]
- Procedural Editing of Virtual Terrains Using 3D Bézier CurvesBruno Torres do Nascimento, Cesar Tadeu Pozzer, Flavio Paulus Franzin. 135-143 [doi]
- Procedural Generation of Quests for Games Using Genetic Algorithms and Automated PlanningEdirlei Soares de Lima, Bruno Feijó, Antonio L. Furtado. 144-153 [doi]
- Real-Time Motion Detection for Android SmartphonesCassiano Andrade, Ismael Santana Silva, Glívia A. R. Barbosa, Flávio R. S. Coutinho. 154-162 [doi]
- Simulating Human Behaviour in Games using Machine LearningDaniel de Almeida Rocha, Julio Cesar Duarte. 163-172 [doi]
- Terrain Generation Based on Real World Locations for Military Training and SimulationPeter Dam, Fernanda Duarte, Alberto Raposo. 173-181 [doi]
- Towards Machine-Learning Assisted Asset Generation for Games: A Study on Pixel Art Sprite SheetsYgor Rebouças Serpa, Maria Andréia Formico Rodrigues. 182-191 [doi]
- Using Procedural Content Generation for Storytelling in a Serious Game Called Orange CareYago Henrique Pereira, Roger Ueda, Lucas Busatta Galhardi, Jacques Duilio Brancher. 192-197 [doi]
- Viral Infection Genetic Algorithm with Dynamic Infectability for Pathfinding in a Tower Defense GameGabriel Teixeira Galam, Tiago P. Remedio, Mauricio A. Dias. 198-207 [doi]