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Calls for submissions to, and/or particpation in, conferences, journals, edited books, research projects and other endeavors related to presence

Call: 17th International Conference on Intelligent Virtual Agents (IVA 2017)

Call for Papers

17th International Conference on Intelligent Virtual Agents (IVA 2017)
August 27-30
Stockholm, Sweden


Paper, Poster and Demo Submissions:

Submissions Deadline: 14 April 2017
Author Notification: 5 June 2017
Camera Ready Version: 10 July 2017


IVAs are interactive digital characters that exhibit human-like qualities and can communicate with humans and each other using natural human modalities like facial expressions, speech and gesture. They are capable of real-time perception, cognition, emotion and action that allow them to participate in dynamic social environments.

The International Conference on Intelligent Virtual Agents (IVA) is an interdisciplinary annual conference and the main leading scientific forum for presenting research on modeling, developing and evaluating intelligent virtual agents (IVAs) with a focus on communicative abilities and social behavior.


IVA 2017’s special topic is ‘Situated Intelligent Agents’, that is, agents that have awareness of and/or make use of their environment (physical or virtual). The theme will address the synergies between agents with different embodiments, from embodied virtual characters to social robots. Advances in both domains require the development of computational capabilities that allow robots and virtual characters to engage in those direct, unstructured and dynamically evolving social interactions that characterise humans.

We will particularly welcome contributions that address the cross-fertilization of state-of-the-art insights and methods from the domains of embodied virtual characters, computer games, social robotics, and social sciences in order to support the development of skills necessary to enable the vision of designing better machines capable of achieving better action, better awareness and better interaction to engage in intuitive, lifelike, sustained encounters with individuals and groups.


Bilge Mutlu, University of Wisconsin–Madison, USA

GENERAL TOPICS OF INTEREST Read more on Call: 17th International Conference on Intelligent Virtual Agents (IVA 2017)…

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Call: Robot Appearance and Behavior Design Online Survey

Call For Participants – Robot Appearance and Behavior Design Online Survey

In the future, service robots will become more and more common in our daily lives and will interact directly with humans. They must create a comfortable experience for their users and gain their acceptance. To this end, we are studying the design of robot appearance and behavior. In this survey, we invite you to watch short video clips of robots and answer some questions.

Read more on Call: Robot Appearance and Behavior Design Online Survey…

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Call: 3rd International Workshop on Virtual Social Interaction (VSI 2017)

Call for Submissions and Participation:

3rd Int. Workshop on Virtual Social Interaction (VSI 2017)
Date: July 6-7, 2017, CITEC, University of Bielefeld, Germany

Submission deadline: April 20, 2017

Social interaction is at the core of being human, but the scientific study of social interaction is challenging. We have only a limited understanding of the behavioral patterns and the brain and cognitive mechanisms which allow interactions. New technologies like Virtual Reality, motion tracking, virtual humans and 3D avatars, can help us probe and measure human social behaviour without sacrificing the validity of the interaction. The data we gain allows us to develop and test new theories and models of the neurocognitive mechanisms underlying human sociality.

This interdisciplinary workshop will highlight new methods and new theories in the domain of social interaction, with a focus on the potential of VR and AI technology, and work towards a scientific understanding of how people interact. It aims to bring together researchers from Psychology, Cognitive Science, Computer Science (VR, AI, HCI), Neuroscience, clinical fields and other related areas. It is the third after two successful preceding events held at UCL (London, 2014) and at the University of Salford (Manchester, 2016).

The workshop program will feature invited keynotes by outstanding researchers, as well as presentations of submitted and refereed research work by the participants. It is in particular meant to provide an opportunity to discuss exciting current and ongoing work.

Confirmed keynotes:

  • Gerard Pons-Moll (MPI Intelligent Systems): Real virtual humans
  • Andreas Mühlberger (U. Regensburg): VR in clinical Psychology and Psychotherapy
  • Catherine Pelachaud (CNRS, UPMC Paris): Socio-emotional conversational agents
  • Jari Hietanen (U. Tampere): Cognitive and neural mechanisms of social information processing

Read more on Call: 3rd International Workshop on Virtual Social Interaction (VSI 2017)…

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Call: No Way Out: Theatre as a Mediatised Practice (TaPRA Interim Event)

Call for Papers / Presentations

No Way Out: Theatre as a Mediatised Practice
TaPRA Performance & New Technologies Working Group Interim Event
20th April, Birkbeck College, University of London
21st April, London South Bank University (LSBU)

Call deadline: 24 February


Prof. Matthew Causey (Trinity College) (20th April @ Birkbeck College) & Prof. Andy Lavender (Surrey) (21st April @ LSBU)


Launch of Intermediality and Spectatorship in the Theatre Work of Robert Lepage: The Solo Shows (Aristita I. Albacan, 2016). Wine reception and conversation with Professor Christopher Balme (Ludwig-Maximilians University Munich) (21st April, LSBU)

Mediatisation – the increasingly pervasive influence of new media technologies in the form of social institutions and ideological apparatuses on society, culture and consciousness since the late twentieth century – has radically shaped our everyday lives and relationships. Mediatisation as a social and cognitive phenomenon has changed the way theatre and performance are produced, shaped, performed and perceived. This shift has led to a state where there is nothing left outside of mediatisation. Hence, we argue, all contemporary theatre and performance today is mediatised.

The mediatised theatre and performance of the 21st century propose a practice, and offer ground for the development of a scholarship, in which ontological boundaries between media and performance, live and mediatised, analogue and digital, are no longer useful or even possible to consider. Mediatisation lies within the aesthetic and political [un]consciousness of the works, whichever form or manifestation those choose to take. It is, directly or implicitly, embedded within their architectures, dynamics, and processes; we might even argue that, in some ways, mediatisation is the works.

This two-day event seeks to investigate the processes and practices of mediatised theatre and performance in the 21st century with a particular interest in such questions as: How does the mediatised theatre and performance of the 21st century engage with digital culture and labour as, partly, products of capitalist ideology and economy? Is there potential for resistance (in the wider understanding of the term) within theatre as a mediatised practice? Or, to use Stiegler’s analogy, can theatre and performance approach the digital as a pharmakon in order to engender social ‘remedy’, opening up critical spaces for resistance and dissensus in contemporary neoliberal culture?

We invite submissions for research papers and presentations that explore theatre/performance as a mediatised practice. Submission can respond -but are not limited to – to the following areas of investigation:

  • Aesthetics and politics of mediatisation in contemporary performance
  • Forms and practices of resistance in contemporary performance
  • Postdigital performance
  • Alternative modes of writing for mediatised theatre
  • Text and immateriality in mediatised theatre and performance
  • Emerging critical mediaturgies
  • New methodological approaches, and practice-as-research methodologies
  • Mediatised performance as a response to ‘postpolitical’ times
  • Spectatorship and structures of power in mediatised performance
  • Digital (cheap) labour and performance
  • Embodiment and materiality in mediatised performance

Submissions can include papers, practice-as-research presentations and/or demonstrations, sharing of work in progress, provocations and other scholarly interventions. Read more on Call: No Way Out: Theatre as a Mediatised Practice (TaPRA Interim Event)…

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Call: The Ethics of Robotics and Artificial Intelligence – Zagreb Applied Ethics Conference 2017

Call for Papers

Zagreb Applied Ethics Conference 2017: The Ethics of Robotics and Artificial Intelligence
5-7 June 2017 in Zagreb, Croatia

Applications due: 10 April 2017

Dear colleagues,

The Society for the Advancement of Philosophy invites you to participate with a paper presentation in the Zagreb Applied Ethics Conference 2017: The Ethics of Robotics and Artificial Intelligence, to be held from the 5th to the 7th of June 2017 in Zagreb (the exact venue to be announced soon). Plenary lectures at the conference will be given by professor Gianmarco Veruggio (Genoa) and professor Bojan Jerbić (Zagreb).

Read more on Call: The Ethics of Robotics and Artificial Intelligence – Zagreb Applied Ethics Conference 2017…

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Call: GAME-ON’2017 – 18th annual Simulation and AI in Games Conference


The 18th annual Simulation and AI in Games Conference
Institute of Technology Carlow
Carlow, Ireland
September 6-8, 2017

Games Development Methodology
Game Theory/Multi-Agent Systems
Gamification and Social Game Mechanics
Artificial Intelligence
Learning and Adaptation
Intelligent/Knowledgeable Agents
Collaboration & Multi-agent Systems
Opponent Modelling
Physics and Simulation/Graphical Simulation
3D Scalability
Facial, Avatar, NPC, 3D in Game Animation
AI and Simulation Tools for games design
Game Design
Rendering Techniques
Voice Interaction
Cognitive Psychology
Affective Computing and Emotional Gaming
Artistic input to game and character design
Storytelling and Natural Language Processing
Online Gaming – Security Issues in Online Gaming
Serious games and Gamification in different sectors
Wargaming Aerospace Simulations, Board Games etc….
Games for training
Games Applications in education, Government, health, Corporate…
Games Consoles
Games Console Design
Mobile Gaming and VR Gaming
Perceptual User Interfaces for Games
Poster Session
Student Session
Organised by
The European Technology Institute

Sponsored by

For latest information see:

Conference Aim

The aim of the 18th annual European GAME-ON® Conference (GAME-ON®’2017) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants.

Companies will also have the opportunity to seek new talent at this unique event.

GAME-ON’2017 consists of five core tracks, which cover, Gaming Methodology, Game Theory, Gamification, Artificial Intelligence and Simulation, while the other tracks cover peripheral technologies closely linked to games design, like 3-D scalability, facial and skeletal animation, 3D in-game animation etc, Mobile Gaming and Gaming Applications…

This year’s event will focus especially on Serious games and Gamification in different sectors; Organizational issues when implementing games; Designing games for learning; Technologies, tools and platforms for developing games for learning; Games to teach arts, science, or business; Social and collaborative aspects of game-based learning; Multi-modal aspects of game-based learning (e.g. audio, augmented reality, virtual reality, etc); Motivational aspects of game-based learning. Read more on Call: GAME-ON’2017 – 18th annual Simulation and AI in Games Conference…

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Call: International Conference Series in Games and Literary Theory – Fifth Annual Conference

Call for papers

International conference series in games and literary studies
Lost in a game / Lost in a book
Université de Montréal, Canada, 20-22 October 2017

Conference chairs: Carl Therrien and Marcello Vitali-Rosati

Abstracts due:  March 31st 2017

In August 2015, Time magazine declared that virtual reality is about to change the world. Its infamous cover featured Palmer Luckey floating on a beach wearing the Oculus Rift headset. In March 2016, the respected Kill Screen magazine launched a side project dedicated entirely to VR coverage: Versions. In a lengthy article entitled “The Purpose of Pokémon Go”, Gareth Damian Martin proposes a different reading of the current VR situation. According to him, Niantic and Nintendo’s application – one of the most popular ever created – can be seen as the “the most significant piece of virtual reality software we have ever seen”. As Martin points out, “1:1 is the ultimate goal of any virtual reality experience. Whether that means matching the movements of a player’s head and body to their corresponding digital avatar in headset VR, or matching a world map to the map of our own world as in Pokémon Go.” From this perspective, VR has already taken over the world. While the original vision invited us to get lost perceptually in fabricated worlds by obfuscating the encompassing reality, augmented reality entertainment promises to engulf us in a fictional map that completely takes over the territory.

As Oliver Grau has demonstrated in Virtual Art: From Illusion to Immersion (2003), the ideal of an illusion that completely encapsulates the perceptual field – from landscape rooms to panoramas and contemporary VR devices – is a common obsession in the history of visual arts. Scholars such as David Howes (2003), Mark Paterson (2006) and Constance Classen (2012) have contributed to the idea of a “sensual turn” in humanities, highlighting the tactile qualities that are typically left out in the appreciation of art. The quest for “immediacy”, which Jay David Bolter and Richard Grusin defined as one of the major forces driving the evolution of media (1998), is also very apparent in the “inner life” of what is seen as a singular media practice. In recent years, the movie-going experience has been supplemented with refinements to stereoscopic technology and experiments with higher frame rates. Paradoxically, as Julie Turnock pointed out (2013), these developments don’t always function as intended. Daniel Engber even declared in Slate that Ang Lee’s 120 fps movie Billy Lynn’s Long Halftime Walk is unwatchable and doesn’t look like a movie, but rather “like a theater sketch acted out in virtual reality”. As Kristine Jørgensen points out in Gameworld Interfaces (2013), the idea that our interaction with games should evolve towards immediacy is still commonplace in video game culture in spite of all the evidence that points towards the limits of such a conception.

While part of the audience appears unwilling or unable to become lost in these refined illusions, the idea of being “lost in a book” is still commonplace in popular and theoretical discourse about literature. The expression has been used as a title for Victor Neil’s psychological account of reading (1988), and Jean-Marie Schaeffer has discussed engagement with various literary forms extensively in terms of immersion (1999). Scholars and critics have bought into the fascination for illusionistic techniques long before the advent of interactive or even audiovisual media. The principle of a better mimesis animates Gotthold Lessing and Percy Lubock’s discussions about literary art. Contemporary scholars such as Marie-Laure Ryan have discussed how specific literary devices can act as better props in order to immerse readers in a sort of “virtual reality” (2001). The novel is often seen as an ideal vehicle to relocate consciousness into a fictional universe. The idea of being transported to a secondary world echoes the desire to encapsulate users with VR gear, but literature has also explored strategies that seek to integrate the encompassing physical or social context more directly in the experience; one might readily think of literary traditions such as the epistolary novel and alleged found manuscript.

It appears that the desire to engulf users, the potential collisions between the real and the fictional and the fear of deviant usage have been around a long time before the advent of VR. In this fifth edition of the Games and Literary Theory international conference, we seek contributions that explore the ways we engage with fictional worlds in a variety of media practices, but also how scholarly, critical and journalistic discourse portray and discuss such engagement. We invite submissions that seek to question the lineages that emerge between the various forms of fictional immersion and the social appreciation of this practice. Interesting topics may include (but are not limited to):

  • Illusion-making and the quest for immediacy
  • Critiques of immersion and related concepts
  • Gamification of space
  • Immersive strategies in literature
  • AR / VR as a new horizon for film-making
  • Verbal representations of the senses
  • Narrative affordances and limitations of AR / VR games
  • Possible worlds theory, in practice
  • The paradox of illusion vs. attraction in special FX
  • Being lost in the gameworld’s literature
  • The struggle between immediacy/hypermediacy in the evolution of media
  • Ludo-narrative dissonances affecting immersion
  • The role of textual elements in AR / VR games
  • The concept of immersion in media historiography
  • Being immersed in the history of media

SUBMISSION PROCEDURE Read more on Call: International Conference Series in Games and Literary Theory – Fifth Annual Conference…

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Call: 11th International Conference on Interfaces and Human Computer Interaction (IHCI 2017)


IHCI 2017
11th International Conference on Interfaces and Human Computer Interaction
Lisbon, Portugal, 21 – 23 July 2017 (

Part of the Multi Conference on Computer Science and Information Systems (MCCSIS 2017)
Lisbon, Portugal, 20 – 23 July 2017 (

Deadline for submissions (1st call – new date): 6 March 2017

Dr. Dr. Norbert Streitz, Scientific Director, Smart Future Initiative, Germany


The Interfaces and Human Computer Interaction (IHCI) 2017 conference aims to address the main issues of concern within Interface Culture and Design with a particular emphasis on the affective aspects of design, development and implementation of interfaces and the generational implications for design of human and technology interaction. This conference aims to explore and discuss innovative studies of technology and its application in interfaces and welcomes research in progress, case studies, practical demonstrations and workshops in addition to the traditional submission categories. For more details please check

PAPER SUBMISSION: Read more on Call: 11th International Conference on Interfaces and Human Computer Interaction (IHCI 2017)…

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Call: 6th International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT 2017)

Call for Papers

6th International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT 2017)
Heraklion, Crete, Greece — July 3, 2017

Co-Located with IEEE Symposium on Computers and Communications (ISCC 2017)

Technically co-sponsored by the IEEE Computer Society and the IEEE Communications Society

Paper submission due: March 27, 2017


Digital entertainment become increasingly important; not only as a source of fun but also in serious applications. For instance, games are being used in education, training, decisions support, communication, marketing and even as art forms, enabling people to experience environments and situations that could never be experienced in real life. They can create new social networks in which people from all over the world meet, talk, and play together. They also pose really though challenges in networking that, if properly addressed, could provide useful solutions even for many other networked applications such as distributed environments/simulations, VoIP, Virtual/Augmented Reality, real time control, etc.

New technology, like faster computers and graphics cards, 3D multimedia technologies and systems (for display, audio and haptic systems, etc…), new interface techniques, broadband connections and mobile devices, lead to new entertainment possibilities. But they also put a large burden on those of us who must create such systems. Users get more demanding. They expect not only realistic and immersive graphics and physics but also network interactivity and fairness. They expect gripping storylines and systems that automatically adapt.

This is only achievable by hard work and new research. Research in new 3D multimedia technologies and systems, artificial intelligence, human-computer interaction, automatic scenario design, and networking support. Fortunately, digital entertainment and creative technology is nowadays considered as a serious academic domain and the number of researchers studying these topics is rapidly increasing.

The IEEE Digital Entertainment, Networked Virtual Environments, and Creative Technology Workshop is an excellent opportunity to bring together academic and industry researchers, designers and computer entertainment developers and practitioners, to address and advance the research and development issues related to computer entertainment.

Papers presenting original research and applications are being sought in all areas of digital entertainment and creative technology. Suggested topics include (but are not limited to):

  • Mobile, pervasive, P2P and cloud-based games
  • Massively multiplayer online games
  • Delay tolerant network games
  • Network protocols and support for online games
  • Online game architectures
  • Network traffic measurement and modelling
  • Quality of Experience
  • Game performance
  • Scalability for online games
  • Consistency and fairness
  • Interactivity, latency and lag compensation
  • Cheat detection and prevention
  • Messaging and conferencing in games
  • User behaviour and social network in games
  • Games (Casual, Serious, Mobile, Networked, AR, Ubiquitous, etc.)
  • Gamification
  • Games for art/culture
  • Games and feelings
  • Game design and GUI
  • Storytelling
  • Artificial intelligence for games
  • Augmented reality games
  • Location/context based games
  • Games and social networks
  • Operating systems solutions for games
  • Experiences on large-scale gaming system design and implementation
  • Security, authentication, accounting and digital rights management
  • System benchmarking, performance evaluation, and provisioning
  • User and usability studies
  • Multi-processor techniques for games
  • Speech and vision processing as user input techniques
  • 3D Development tools and techniques
  • Cinematography and games
  • Story structure (setting, plot, character, theme) in games
  • Game production pipelines, Tools and Middleware

Read more on Call: 6th International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT 2017)…

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Call: UBI Summer School 2017 – Ubiquitous computing, HCI and cities

UBISS 2017 – 8th International UBI Summer School 2017
Oulu, Finland, June 12-17, 2017
Hosted by the Center for Ubiquitous Computing at the University of Oulu

Registration fee: 250 EUR
Accommodation: 30 EUR/day Credits: 5 ECTS

Application deadline: March 13, 2017

UBISS 2017 invites researchers, students, and industry and public sector professionals to gain theoretical insights and personal hands on experience on selected topics under the tutelage of distinguished experts. UBISS 2017 builds on the legacy of the previous seven successful UBI Summer Schools hosted by us in Oulu in 2010-2016.

UBISS 2017 comprises of four parallel 6-day “hands on” workshops:

Prof. Alessandro Aurigi, Plymouth University, UK
Dr. Katharine Willis, Plymouth University, UK

Prof. Norbert Haala, University of Stuttgart, Germany
Patrick Tutzauer, University of Stuttgart, Germany

Dan Somen, Stanford University, USA
Dr. Georgi Georgiev, University of Oulu, Finland

Ava Fatah gen Schieck, University College London, UK
Dr. Simon Julier, University College London, UK
Dr. Ana Javornik, Newcastle University, UK
Petros Koutsolampros, University College London, UK

For a preview of upcoming fun please check out:
UBISS Trailer:
UBISS 2016 The Film: Read more on Call: UBI Summer School 2017 – Ubiquitous computing, HCI and cities…

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