Remi Driancourt is the General Manager of the Advanced Technology Division in Square-Enix, Tokyo. He joined Square-Enix in 2009 after a decade of experience in Cognitive Science, Robotics and Natural Language Processing. There, he rapidly fell in love with Animation and Computer Graphics. After two years working as a R&D engineer, Remi became the Graphics Lead on the “Agni’s Philosophy” tech demo showcased at E3 2012. Beginning 2014, Remi handed back his programmer’s hat and took the head of the Advanced Technology Division, whose main mission is to perform applied R&D and provide technical support to Square Enix projects.
Ross Finman currently leads AR Strategy at Niantic. He was previously Co-founder and CEO of Escher Reality, acquired by Niantic in early 2018. He is a current Forbes 30 under 30 and previously spent a decade working in computer vision at MIT and CMU. He has worked at NASA and SpaceX, all after growing up on a llama farm.
Aya Matsuyama (PhD)is a Darwin-based coordinator and certified facilitator of Imacocollabo Global Team. The team is reaching out to the world with the 2030 SDGs Game to transform our world and ourselves. She is an advocate of meaningful learning through experience; therefore, believes in the potential of the game to bring transformation to ourselves and the world.
She has gained a great variety of work and cross-cultural experiences, starting with working as an engineer designing inspection devices for nuclear power plants in Japan and U.S, an environmental scientist working with Aboriginal communities in Australia to develop groundwater maps, a lecturer/teacher/facilitator at all levels of education. She also works as a consultant providing her experience to support a few philosophy-driven social enterprises.
Ruth Aylett is a Professor of Computer Science at Heriot-Watt University in Edinburgh, Scotland. She researches intelligent graphical characters, interactive narrative, social robots, and affective agent architectures, and has more the 250 refereed publications in these areas. She led a series of EU funded projects on intelligent graphical characters applied to social and persuasive education and was a CoI in projects looking at long-lived robot companions and an empathic robot tutor. She is currently researching how far a robot can assist high-functioning adults with autism in improving their ability to recognise social signals.
Tomoharu Nakashima (M'95) received the B.S., M.S., and Ph.D. degrees in engineering from Osaka Prefecture University, Osaka, Japan, in 1995, 1997, and 2000, respectively. He joined the Department of Industrial Engineering, Osaka Prefecture University, as a research associate in 2000, became an assistant professor in 2001. He was promoted to associate professor in the Department of Computer Science and Intelligent Systems in April 2005, and he was appointed as a professor in College of Sustainabl System Sciences in April 2013. His current research interests include fuzzy-rule-based systems, RoboCup soccer simulation, machine learning application in industries, and healthcare information systems. For RoboCup soccer simulation, he has won three championships in the world RoboCup competitions. He is currently an executive committee member of Soccer Simulation League in RoboCup Federation. He also serves ad a trustee member of RoboCup Japanese National Committee.
RoboCup soccer is an international project of robotics and artificial intelligence, which has an ultimate aim of beating a human world champion team by the year 2050. RoboCup soccer simulation is one of the categolies in RoboCup soccer where the aspect of artificial intelligence is the main focus. This talks presents both individual and team strategies that have been implemented in order to achieve a flexible and reasonable behavior. First, individual strategies are explained. The concept of chain-action is introduced in order to model the decision making process of an agent. The action selection is done based on a tree-based search which involves multiple soccer agents. The evaluation of nodes in the action tree is one of difficult problems. Some solutions are given in the talk.
Then, several approaches are shown with regard to team strategies. Team strategy is defined in this talk as the combination of player positioning and individual decision making. The situation evaluation is necessary for this chain-action. Deep neural networks are used to evaluate a situation both in the numerical and in the image representations. A method for analyzing the team behavior is also shown.
Mark Peterson (Ph.D The University of Edinburgh) is an associate professor at the graduate school of human and environmental studies Kyoto University Japan, where he established and now directs a research lab focusing on the use of digital games and virtual worlds in computer assisted language learning (https://petersonlab.weebly.com). Dr Peterson has published widely and is author of Computer Games and Language Learning (2013) and editor of The State of Play: Digital Games and Language Learning (forthcoming).
Research on the use of digital games in computer assisted language learning (CALL) has a long history stretching back to the days of mainframe computers. In this talk, I focus on examining the findings of significant research in this area. Pioneering early work is discussed as are contemporary CALL research studies involving use of both commercial off-the-shelf (COTS) and serious games. The strengths and weaknesses of the current research base are identified as are some recurrent issues that are impeding development in this area. Looking forward, I will highlight a number of areas that show promise for future research.