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Home > Keynote Speakers
.: Keynote Speakers Dr. Georgios N. Yannakakis is an associate professor at the Institute of Digital Games in University of Malta (UoM). His research interests include: Artificial Intelligence,Game AI,User Modeling,Affective Computing,Procedural Content Generation,Computational Creativity,Preference Learning,Player Experience Modeling,Evolutionary Computation,Neural Networks. He will have a lecture entitled: “AI designing games for us... with (or without) us” at CGCO’2018.
Abstract: Can computational processes and machine-crafted artifacts be considered creative? When does this happen and who judges after all? What happens when we create together with a creative machine? Do we merely create together or can a machine truly foster our creativity as human creators? When does such co-creation foster the creativity of both humans and machines? In this talk I will address the above questions by positioning computer games as the ideal application domain for artificial intelligence for the unique features they offer. Advanced methods for autonomous game design,procedural content generation and AI-assisted game design will be showcased via a plethora of projects running currently at the Institute of Digital Games. -------------------------------------------------------------------------------------------------------------------------------------- Dr. Tobias Greitemeyer is a professor at University of Innsbruck,Austria. His main research interest is social psychology,and his papers (including his studies about prosocial and violent video games) have received more than 6600 citations.
He will have a lecture entitled: “The impact of prosocial video games on prosocial and antisocial outcomes” at CGCO’2018.
Abstract:
Recent representative national surveys suggest that more than 90% of teens play video games,with the average amount of playing time being around 13 hours per week. Given these numbers,there has been growing interest in the consequences of video game play. Most researchers so far have stressed negative effects of video game exposure. However,depending on the content and context of the video game,positive effects are also conceivable. In fact,playing prosocial video games (where the goal is to benefit another game character) is associated with increased helping behavior and decreased aggression. Data will be presented that document these phenomena but also address the underlying psychological processes.
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Netmarble Games is one of the top 10 game companies worldwide and Netmarble EMEA has offices in Turkey,Egypt and UAE with more than 130 employees in the region. In addition to PC and Mobile game publishing,Netmarble is developing and publishing several digital content and media projects such as TicTacTown,Gunun Fırsatı and Set Action.
Baris Ozistek,CEO at Netmarble EMEA,will be with us at CGCO’2018 and have a lecture about business modeling in video games.
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Dr. Hamed Azarnoush is an assistant professor in biomedical engineering at Amirkabir University of Technology (Tehran Polytechnic) where he has been a faculty member since 2013. He completed his undergraduate studies at Sharif University of Technology,his master ‘s at Concordia University and his PhD at McGill University in electrical and computer engineering. After completing his PhD,he held a postdoctoral fellowship at the Montreal Neurological Institute (MNI) and hospital where he designed and led trials using virtual reality neurosurgical simulators developed at the National Research Council Canada. His research interests include applications of computer vision and virtual reality in image-guided surgery,computer-assisted intervention,and computer-aided diagnosis.
Abstract:
An overview of studies on NeuroVR (formerly known as NeuroTouch),a state-of-the-art virtual reality (VR) neurosurgical simulator,is presented. Various trials were designed,using NeuroVR as a platform,with the major goal of investigating the potential roles of VR simulators in training and evaluation of the future generation of neurosurgery residents. Traditionally,residents acquire surgical skills in an apprenticeship model,i.e.,learning from an expert in the operating room (OR). There are several shortcomings related to this training model,namely,compromising patient safety,limited number of hours spent in the OR,inability to repeat a surgical scenario as practice,subjectivity and bias of the instructor during training and evaluation. By addressing these shortcomings,a VR simulator can shift the educational paradigms from the apprenticeship model to a VR-based model where expertise is defined by a set of rigorously vetted criteria. The criteria could be met by practicing repeatable surgical tasks with various levels of difficulty in a controlled VR environment. The tasks could incorporate various aspects of surgical skills,namely,efficiency,maneuver safety,bimanual dexterity,and stress management. VR-based training model presents new challenges and new opportunities. Challenges involve development of VR systems that can realistically simulate the OR environment. Considering the rapid pace at which the VR field is moving forward,it is only a matter of time to incorporate VR simulators in neurosurgery training curriculum,an opportunity for the leading resident training programs. |
