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Category Archives: Calls

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

Call: Joint Conference on Serious Games 2017 (JCSG 2017)

Call for Papers

Joint Conference on Serious Games 2017 (JCSG 2017)
23-24th November 2017, Valencia, Spain

Paper submission deadline: April 1st, 2017


Over the last 10 years, the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing exploded. We gained a deeper knowledge on their efficiency and effectiveness, in particular taking into consideration the needs of the digital natives’ generation, and the single or combined use of scientific and artistic fields has grown in acceptance. However, there are still several barriers in the large-scale adoption of serious games. How can these fields be combined to achieve the best possible results? How to increase the perceived quality of serious games in front of the latest emerging entertainment games? How to ensure the capacity of serious games as valuable learning and training tools?

During JCSG 2017, experts will answer these questions by presenting and discussing recent developments, focusing on merging different technologies and arts to provide cutting-edge solutions to further improve the application of serious games in multiple fields.

The upcoming JCSG 2017 will focus on the challenges and benefits of combining different new emerging technologies and methods with a special interest in mixed reality interfaces and neuroscience based tools. It offers participants a valuable platform to discuss and learn about latest developments, technologies and possibilities in the development and use of serious games. Participants can expand their knowledge in the field of serious games and experience how a fusion of several new technologies can enhance learning, assessment and clinical outcomes.

JCSG 2017 invites submissions on the following topics:


  • Game design models and principles
  • Game platforms
  • Security
  • User modelling and adaptive games
  • Game effectiveness and efficiency
  • Stealth assessment
  • Metrics
  • Cross-sensing
  • Neural mechanisms of user experience


  • VR/AR
  • Mixed reality
  • Gestural interfaces
  • Psychophysiological based interfaces and metrics
  • Neuroscience based tools
  • Neurogaming
  • AI techniques
  • Adaptive user interfaces
  • Robotic inspired interfaces


  • Marketing
  • Health
  • Well-Being
  • Management
  • Leadership
  • Innovation
  • Cultural heritage
  • Simulation
  • Training

Read more on Call: Joint Conference on Serious Games 2017 (JCSG 2017)…

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Call: Human Aspects in Adaptive and Personalized Interactive Environments (UMAP 2017 Workshop)


The 2nd International Workshop on Human Aspects in Adaptive and Personalized Interactive Environments, in conjunction with the 25th ACM Conference on User Modeling, Adaptation and Personalization (ACM UMAP 2017), Bratislava, Slovakia, 9-12 July 2017

Full details are available online:


Submission deadline: 20 April 2017
Notification: 20 May 2017
Camera-ready: 28 May 2017


State-of-the-art approaches in adaptation and personalization research consider user models that mostly maintain information regarding the “traditional” user characteristics (i.e., experience, knowledge, interests, context), and related contextual or technology aspects (i.e., displays, connectivity, processing power). While modeling these factors has shown significant improvements and benefits to the end-users in terms of usability and user experience, still the needs of today’s epoch signify the further engagement into research that will produce more holistic human-centered practices. The vision is to bring more inclusively the “human-in-the-loop”, considering intrinsic user characteristics and abilities, like perceptual, personality, visual, cognitive and emotional factors as expressed by the theories of individual differences. In addition, recent studies show the need of broadening the scope of diversity parameters to include characteristics such as motivation, self-actualization, and socio-cultural differences.

The overarching goal of HAAPIE 2017 is to bring together researchers and practitioners working in the areas of human aspects in adaptation and personalization, and aims to:

  • Explore state-of-the-art and new implicit and explicit methods and techniques of modeling a broad range of human factors of users and behaviors – both separately and in possible combinations (e.g., cognitive abilities and age; motivation and cultural differences);
  • Explore personalization techniques, computational intelligence algorithms, recommendation models, and real-time paradigms that can improve the efficiency and effectiveness of user tasks and interventions;
  • Compare challenges and experience in different real world contexts and applications (e.g., decision support, learning, wellbeing, security), where a holistic view on human aspects is needed to provide a positive user experience; and
  • Identify theoretical and computational models for the design, development and evaluation of human aspects in adaptation and personalization.

The added value will be to shape new human-centered adaptive interactive environments and personalized platforms that can contribute towards long-term viable solutions.


Topics of interest include, but are not limited to:

  • Human-centered Modeling, Adaptation Methods and Techniques
  • Influence of Human Factors on Interactive Systems for Personalization
  • Usage of Human Factors for Personalization
  • Implicit and Explicit Detection of Human Factors for Personalization
  • Human-centered Algorithms for Content Recommendation and Delivery
  • Novel Human-centered Interaction Concepts and User Interfaces
  • Individual Differences (Personality, Cognition, etc.)
  • Synergy of Affective and Human Cognitive Factors
  • Modeling Groups and Communities of Diverse Users
  • Evaluation of Human Aspects in Adaptation and Personalization
  • Personalized Access to Services Content
  • User Experience
  • Cultural and Language Diversity and Adaptation
  • Age-specific Personalization and Adaptation
  • Adaptation and Personalization for Users with Special Needs
  • User Behavior and Behavior Change
  • Context Awareness
  • Human Aspects in Personalized Internet of Things Applications
  • User-centric Cyber-Physical-Social Adaptive Systems
  • Human Aspects in Social Adaptive Robots
  • Adaptation and Personalization in Usable Privacy and Security
  • Privacy Aspects of Modeling Human Factors in Personalization Systems

Read more on Call: Human Aspects in Adaptive and Personalized Interactive Environments (UMAP 2017 Workshop)…

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Call: Playable Cities: The City As A Digital Playground (at INTETAIN 2017)

Call for Workshop Papers

2nd International Workshop
Playable Cities: The City As A Digital Playground

This workshop will be held as part of the INTETAIN 2017 conference, June 20–22, 2017, Funchal, Madeira, Portugal:

Paper Submission deadline: 1 April 2017


What is a playable city? “A Playable City is a city where people, hospitality and openness are key, enabling its residents and visitors to reconfigure and rewrite its services, places and stories.” This notion of ‘making cities playable’ was introduced some years ago in Bristol (UK). Originally it was meant to distinguish smart cities from playable cities, where smartness is identified with intelligent and efficient city management. This is contrasted with playfulness that can become part of an urban environment through the use of new and advanced information and communication technology. A playable city requires the smart technology that is integrated in a smart city environment. Sensors, actuators, displays, smart tangible objects, and wearables, can be used to improve the efficiency of city management (traffic, public transport, security, public events, et cetera), but they can also introduce playful elements. Playability requires smart technology. A city without smart technology embedded in its urban environment cannot offer its citizens playful interactions with streets, buildings, street furniture, traffic, public art and entertainment, large public displays and public events.


This workshop is meant to explore the use of sensors and actuators for entertaining interactions and activities in urban environments. We want to focus on adding playfulness to daily life activities in urban environments. We invite short contributions (4 pages maximum, reference list not included) that address:

  • Embedding playfulness in outdoor daily life activities
  • Digital art and entertainment in urban environments
  • Playful interactions with large digital displays
  • Playfulness and smart city infrastructure
  • Community building, makers’ culture, and playfulness
  • Robust sensor and actuator technology for urban environments

Read more on Call: Playable Cities: The City As A Digital Playground (at INTETAIN 2017)…

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Call: Embodied cognition symposium at Penn State March 22

[From Penn State News]

Arts and Design Research Incubator to host embodied cognition symposium March 22

Stephanie Swindle
February 20, 2017

UNIVERSITY PARK, Pa. — The Arts and Design Research Incubator (ADRI) will host a symposium titled “Embodied Cognition and Communities of Practice” from 3:30 to 5:30 p.m. on Wednesday, March 22, in the ADRI, located in 16 Borland Building.

Embodied cognition is an interdisciplinary research program exploring the ways brains, bodies and environment interact to shape thinking and doing. The ADRI has gathered a panel of practitioners from different areas for a robust conversation, to be led by noted neuroscientist Michael Anderson, about how embodied cognition can transform fundamental thinking and practices in different disciplines. A better understanding of the relationship between the brain, body and environment proves essential for enhancing learning, studio practice, healing and social discourse. The symposium will also address questions about the relationship between embodied cognition and technology (including iPhones, digital medical records, tele-presence, virtual reality, and the rapidly changing ways individuals interface with the world and one another). Read more on Call: Embodied cognition symposium at Penn State March 22…

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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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