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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: Towards Conscious AI Systems – AAAI Spring Symposium

CALL FOR PAPERS

TOWARDS CONSCIOUS AI SYSTEMS
AAAI Spring Symposium
Stanford, CA
March 25 – 27, 2019
http://diid.unipa.it/roboticslab/consciousai/

DEADLINE: November 2, 2018

SUBMISSION: https://easychair.org/conferences/?conf=sss19 (look for this symposium)

The study of consciousness remains a challenge that spans multiple disciplines. Consciousness has a demonstrated, although poorly understood, role in shaping human behavior. The processes underpinning consciousness may be crudely replicated to build better AI systems. Such a ‘top-down’ perspective on AI readily reveals the gaps in current data-driven approaches and highlights the need for ‘better AI’. At the same time, the process of designing AI systems creates an opportunity to better explain biological consciousness and its importance in system behavior.

Measuring the components that may lead to consciousness (e.g., modeling and assessing others’ behaviors; calculating utility functions for not only an individual agent, but also an interacting society of agents) is increasingly important to address concerns about the surprising capabilities of today’s AI systems.

The symposium is an excellent opportunity for researchers considering consciousness as a motivation for ‘better AI’ to gather, share their recent research, discuss the fundamental scientific obstacles, and reflect on how it relates to the broader field of artificial intelligence and robotics.

Research on consciousness and its realization in AI systems motivates research to account for, with scientific rigor: the motivations of AI systems, the role of sociality with and between machines, and how to implement machine ethics.

The meeting will offer a platform to discuss the connection between AI systems and other fields such as psychology, philosophy of mind, ethics, and neuroscience.

TOPICS

Some of the topics that the symposium will cover are: Read more on Call: Towards Conscious AI Systems – AAAI Spring Symposium…

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Call: 3rd International Conference on Human Computer Interaction Theory and Applications

CALL FOR PAPERS

3rd International Conference on Human Computer Interaction Theory and Applications
February 25 – 27, 2019
Prague, Czech Republic
http://www.hucapp.visigrapp.org/

New Submission Deadline: October 22, 2018

HUCAPP is sponsored by INSTICC – Institute for Systems and Technologies of Information, Control and Communication.

In Cooperation with
ACM Special Interest Group on Computer Human Interaction
European Association for Computer Graphics
French Association for Computer Graphics

With the presence of internationally distinguished keynote speakers:
Daniel McDuff, Microsoft, United States
Diego Gutierrez, Universidad de Zaragoza, Spain
Jiri Matas, Czech Technical University in Prague, Faculty of Electrical Engineering, Czech Republic
Dima Damen, University of Bristol, United Kingdom
Stefano Baldassi, Meta Company, United States

SCOPE

The International Conference on Human Computer Interaction Theory and Applications aims at becoming a major point of contact between researchers, engineers and practitioners in Human Computer Interaction. The conference will be structured along four main tracks, covering different aspects related to Human Computer Interaction, from Theories, Models and User Evaluation, Interaction Techniques and Devices, Haptic and Multimodal Interaction, and Agents and Human Interaction. We welcome papers describing original work in any of the areas listed below. Papers describing advanced prototypes, systems, tools and techniques as well as general survey papers indicating future directions are also encouraged. Paper acceptance will be based on quality, relevance to the conference themes and originality. The conference program will include both oral and poster presentations. Special sessions, dedicated to case-studies and commercial presentations, as well as technical tutorials, dedicated to technical/scientific topics, are also envisaged. Companies interested in presenting their products/methodologies or researchers interested in lecturing a tutorial are invited to contact the conference secretariat.

CONFERENCE AREAS

Each of these topic areas is expanded below but the sub-topics list is not exhaustive. Papers may address one or more of the listed sub-topics, although authors should not feel limited by them. Unlisted but related sub-topics are also acceptable, provided they fit in one of the following main topic areas:

  1. AGENTS AND HUMAN INTERACTION
  2. HAPTIC AND MULTIMODAL INTERACTION
  3. THEORIES, MODELS AND USER EVALUATION
  4. INTERACTION TECHNIQUES AND DEVICES

Read more on Call: 3rd International Conference on Human Computer Interaction Theory and Applications…

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Call: Philosophical issues raised by use of technologies in armed conflict – PJCV special issue

Call for Papers

Philosophical Journal of Conflict and Violence (PJCV)
Special issue on philosophical issues raised by the use of existing and emerging military and civilian forms of technologies in armed conflict

Read more on Call: Philosophical issues raised by use of technologies in armed conflict – PJCV special issue…

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Call: “Authoring for Interactive Storytelling” ICIDS 2018 Workshop

CALL for ICIDS 2018 WORKSHOP Submissions:
“Authoring for Interactive Storytelling”
December 8, 2018
Dublin, Ireland
http://narrativeandplay.org/ais/call.html

3-6 page papers due: October 22

This call for participation is seeking submitted papers and attendance at the Authoring for Interactive Storytelling workshop held at the International Conference for Interactive Digital Storytelling (ICIDS) 2018 in Dublin (https://icids2018.scss.tcd.ie/). This workshop seeks to provide a venue for researchers in the area of interactive digital narrative authoring and narrative systems to share early work, new ideas, and identify challenges facing the field, with a view to fostering collaboration and the formation of a coherent research community in this space.

In particular, we are focusing on the overarching question:  When, why, and do we actually need authoring tools?

Relevant work discussed at recent workshops has evoked a number of more specific questions:

  • What is a tool, anyway, in the context of authoring for interactive storytelling? From visual editors to graphs or textual notations including scripting languages and story formalizations, tools can be considered very broadly as any technology intended to assist interactive story creators.
  • What are the main merits of graphical or interactive tool creation? In research projects, budget limitations often create a trade-off between sophisticated engine development vs. usable tools. While often the motivation for the latter is a greater accessibility, creative storytellers recently also criticized formal limitations of expressivity in specialized tools, a discrepancy that clearly needs to be addressed.
  • Are interactive storytelling tools necessarily specific to inherent interactive modalities? Experimental paradigms of story creation for different settings, such as location-based, language-based or using virtual and augmented reality, add new dimensions for consideration beyond just character and conflict, including interaction design for end-users.
  • Can tools be door-openers for non-programmers to AI-based storytelling? While easy-to-learn editors and tools often allowed for creating explicit storylines and simple branching interactivity, there is still very little reported experience with the successful implicit configuration of procedural content for stories.
  • Who are the future interactive storytellers and what are their talents? All in all, due to the long-term nature of authoring projects, publications of fully evaluated principles and tools with different target groups (including insights on pitfalls and failures) are not as common as for example in the domain of E-Learning. All of these questions relate to the basic assumptions underlying much existing research on authoring tools for interactive storytelling.

Paper contributions by participants will be expected to in some way address or contribute to exploring the questions and issues mentioned above. Accepted papers will be published online, as in the previous year’s workshop. A session at the workshop will be dedicated to collective discussion on the issues and positions presented beforehand. The outcomes of this discussion will be recorded and documented as a white paper after the workshop. Read more on Call: “Authoring for Interactive Storytelling” ICIDS 2018 Workshop…

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Call: “Geographies of Digital Games” at Association of American Geographers Annual Meeting

Call for Papers

“Geographies of Digital Games”
Association of American Geographers Annual Meeting
April 3-7 2019
Washington DC
https://annualmeeting.aag.org/AAGAnnualMeeting

Organisers: Nick Rush-Cooper (Newcastle University, UK) and Emma Fraser (Manchester University, UK)

Read more on Call: “Geographies of Digital Games” at Association of American Geographers Annual Meeting…

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Call: 12th ACM conference on Creativity & Cognition (C&C 2019)

Call for Papers

12th ACM conference on Creativity & Cognition
June 23-26, 2019
San Diego, CA
http://cc.acm.org/2019

Paper Abstract & Title Submissions Due: February 5th, 2019

The 12th ACM conference on Creativity & Cognition will be held in San Diego, CA at the Hyatt Regency Mission Bay on June 23-26, 2019, and will be co-located with the conference on Designing Interactive Systems (DIS 2019). Conference website: http://cc.acm.org/2019

C&C 2019 invites papers, pictorials, posters, demonstrations, workshops, artworks, and graduate student symposium submissions investigating how interactive computing systems and socio-technical processes affect creativity. Of particular interest are contributions that relate to this year’s conference theme: Transformational Creativity. The theme highlights how human and computational aspects of creativity can beneficially impact our communities and cultures, and how human experience impacts and is impacted by processes of creatively forming and solving problems, designing spaces, and building new possibilities.

We invite submissions that address any and all human senses, including visual, sonic, tangible, olfactory, and somaesthetic modalities. We invite new approaches to and forms of data, such as first person and visual methods, text analysis, as well as qualitative and quantitative methodologies typically employed in human-computer interaction research.

IMPORTANT DATES

All deadlines are specified as Anywhere on Earth time (11:59 PM UTC)

Dates for Papers, Pictorials, Artworks, Workshops
Abstract & Title Submission Due: February 5th, 2019 (papers only)
Full Submissions Due: February 12th, 2019
Notifications: April 10th, 2019
Camera-Ready Deadline: April 26th, 2019

Dates for Posters, Technology Demonstrations, Graduate Symposium
Submissions Due: March 8th, 2019
Notifications: April 17th, 2019
Camera-Ready Deadline: May 2nd, 2019

SUBMISSION TYPES Read more on Call: 12th ACM conference on Creativity & Cognition (C&C 2019)…

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Call: 3rd Annual International GamiFIN Conference 2019

Call for Papers

3rd Annual International GamiFIN Conference 2019
April 8-10, 2019
Levi, Lapland, Finland

Conference website: http://gamifinconference.com/
Full CFP: http://gamifinconference.com/cfp2019/

IMPORTANT DATES

December 10, 2018: Submissions deadline
January 21, 2019: Notifications of acceptance sent to authors
January 31, 2019: Registration deadline for paper authors
March 29, 2019: Deadline for camera-ready
April 8-10, 2019: Conference

THEMES

Gamification is a multi-faceted phenomenon that affects multiple domains of human life. Therefore, we welcome submissions related to this ludic transformation of our reality under several domains and related (but not limited) to e.g. the following keywords:

  • Users: e.g. Engagement, experience, user types
  • Education: e.g. Gamification in education, serious games, game-based learning, games & math
  • Media: e.g. eSports, streaming, gamification in journalism
  • Commerce: e.g. Business models, free-to-play, gambling, gamification as marketing
  • Work: e.g. Organizational gamification, gameful work, gamification in leadership
  • Technology: e.g. Virtual reality, augmented reality, Internet of things
  • Toys & play: e.g. Toy play, toy design/creation, toys in education, Internet of Toys
  • Health: e.g. Quantified self, games for health, health benefits
  • Culture: e.g. Ludification, history of games and gamification
  • Theories/concepts/methods: Contributions to science around gamification

GENERAL INFORMATION Read more on Call: 3rd Annual International GamiFIN Conference 2019…

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Call: “Beyond Computers: Wearables, Humans, And Things – WHAT!” for IxD&A

Call for Papers

Focus section on
Beyond Computers: Wearables, Humans, And Things – WHAT!

to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)

(ISSN 1826-9745, eISSN 2283-2998)

Since 2012 also in Scopus
Since 2015 also in Emerging Sources Citation Index and Web of Science

IxD&A implements the Gold Open Access (OA) road to its contents
with no charge to the authors (submission & paper processing)

Help us in improving the quality of the editorial process and of the journal, please donate:
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5EUX7CQ3GKSSG

CFP: http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=102&link=call39fs

Guest Editors:

  • Gerrit van der Veer, Vrije Universiteit Amsterdam, The Netherlands
  • Achim Ebert, University of Kaiserslautern, Germany
  • Nahum Gershon, The MITRE Corporation, USA
  • Peter Dannenmann, RheinMain University of Applied Sciences, Germany

Important dates:

  • Deadline: November 30, 2018
  • Notification to the authors: January 10, 2019
  • Camera ready paper: January 30, 2019
  • Publication of the special issue: mid February, 2019

OVERVIEW

Classical research and applications in the field of Human-Computer-Interaction focus on the relationships between humans and computers as separated objects. However, in recent times, sensors, chips, or computing devices in general changed their physical location and became much more embedded and immersive. They became wearables and they even moved onto the skin (skinnables) and into the human body (implantables). In this focus section we would like to elaborate how this revolution may affect the way we look at the relationships among humans and between humans, human elements and computing devices. Moreover, we want to discuss new ideas what should be done to improve these interactions and “entanglements” and what can be done to understand them better.

This focus section is intended to provide a platform for sharing and creating new ideas about the relationships among humans, technology embedded in the environment (networked or not), and humans whose physical, physiological or/and mental capabilities are extended and/or modified by technology. Given these extended realities, the interface as we have known it and even the practical meaning of the word “interaction” have changed. This focus section wants to provide a stage to propose new methods for interaction, engagement, and relationships between technology, humans, “modified” humans and the new reality.

We encourage researchers and practitioners to share their ideas and experience for these new realities of interaction, engagement, and interface mechanisms with the community. Researchers and practitioners from the areas of the Internet of things (IoT), wearables, implantables, skinnables, and embedded computing are in particular encouraged to submit papers describing their work in these mentioned areas.

TOPICS OF INTEREST

Topics we want to cover in this focus section include but are not limited to the following topics:

  • Commercial wearables, skinnables and implantables vs. medical grade devices. Which added value do these devices give?
  • Possibilities of relationships among WHAT – e.g., interaction and symbiosis. Can we see a taxonomy of relationships with and within WHAT?
  • Holistic views: When does a group of WHAT become a team, group of organisms, or agents?
  • What makes a device smart? Which domains are covered or affected by a device’s smartness?
  • When does a wearable, an implantable, or a thing become part of the human?
  • What is the role of system thinking and practice in dealing with arrays of WHAT or managing them?
  • WHAT and the integration of senses (e.g., touch and smell). How can WHAT enhance human sensing?
  • WHAT vs. WHERE: Physical dimensions of WHAT.

SUBMISSION GUIDELINES AND PROCEDURE Read more on Call: “Beyond Computers: Wearables, Humans, And Things – WHAT!” for IxD&A…

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Call: Special issue of Virtual Reality on XR (VR, AR, MR) and Immersive Learning Environments

[There is also a Call for Project Demos to be presented as part of a VR/AR for Learning Showcase that will take place at IEEE TALE 2018 in Wollongong, Australia on 4–7 December 2018, in conjunction with the Special Track on XR and Immersive Learning Environments (https://tale2018.org/xr). The submission deadline is October 22 and more information and the submission form are at https://goo.gl/forms/z6zqJcKhnJ1gOSLX2 –Matthew]

Call for Papers

Special Issue of Virtual Reality on
XR (VR, AR, MR) and Immersive Learning Environments

https://bit.ly/2vdyKEL

Guest Editors: Dennis Beck, Minjuan Wang, Mark J. W. Lee

Submission deadline: 14 December 2018

Manuscript submissions are being solicited for a special issue of the Springer journal Virtual Reality (Impact Factor: 1.375) on XR (VR, AR, MR) and Immersive Learning Environments, to be published in late 2019. This special issue is being created in conjunction with a special track of the same name at the IEEE TALE 2018 Conference, which will be held in Wollongong, Australia from 4 to 7 December 2018.

The Call for Papers for the special issue is available at https://bit.ly/2vdyKEL. The deadline for the submission of full manuscripts is 14 December 2018.

XR refers to technology-mediated experiences that combine digital and biological realities. Technologies supporting the creation of XR encompasses a wide range of hardware and software, including sensory interfaces, applications, and infrastructures, that enable content creation for virtual reality (VR), mixed reality (MR), augmented reality (AR), cinematic reality (CR), 360-degree video, and more. With these tools, users generate new forms of reality by bringing digital objects into the physical world and/or bringing physical world objects into the digital world. XR technologies have applications in all sectors of education and training, from early schooling through to higher education, workforce development, and lifelong learning.

This special issue of the Springer journal Virtual Reality is being created in conjunction with a special track of the same name at the IEEE TALE 2018 Conference (http://www.tale2018.org/xr), co-organized with the Immersive Learning Research Network (iLRN at http://www.immersivelrn.org/). Both the special issue and special track focus on the use of XR for creating environments and experiences that excite, inspire, and engage learners in immersive ways. Of interest are reports of both research studies and applications covering the entire spectrum of immersive platform types, including desktop, mobile, wearable and room-based (e.g., CAVE). Interdisciplinary contributions are especially welcome, and authors are encouraged to think creatively in terms of how they might frame their work to accommodate different conceptions of and perspectives on immersion.

Most importantly, in order to be considered for publication in the special issue, papers must demonstrate a potential to help advance research and/or practice in the field of XR from a technical, theoretical/conceptual, empirical, and/or methodological perspective. Papers that engage deeply with the implications for the broader XR field arising from the work will be given higher priority, while papers focusing largely on reporting applications of the technology within educational/learning contexts are also welcome but will receive lower priority.

POTENTIAL TOPIC AREAS Read more on Call: Special issue of Virtual Reality on XR (VR, AR, MR) and Immersive Learning Environments…

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Call: Realities and Fantasies: Relations, Transformations, Discontinuities – ASCA Workshop

Call for Papers:

Realities and Fantasies: Relations, Transformations, Discontinuities
Amsterdam School for Cultural Analysis (ASCA) Workshop 2019
10-12 April 2019, University of Amsterdam
http://realitiesfantasies.wordpress.com

Keynotes: Jonathan Culler (Cornell University), Annabelle Dufourcq (RU Nijmegen), Nkiru Nzegwu (SUNY Binghamton), Susanna Paasonen (University of Turku).

Extended Deadline: 15 November

The world of fantasy often serves as an escape from reality, its limitations, and its many social, economic, and corporeal restrictions. Reality, in turn, is often desired amidst the delusions of the fantastic. In this workshop, we take on the continuous and renewed interest in the real in its relation to fantasy, illusion, and imagination. Whereas typically, debates on realism are focused on its contrast to idealism or nominalism, we ask: What are the contemporary relations between realities and fantasies? How do reality and fantasy speak to intellectual imaginings and possible futures? What role can or should fictions, fantasies, and idealizations play in addressing change from a social, political, individual, and metaphysical perspective? We are interested in presentations that take on the ways in which reality and fantasy relate, how they may contrast, and how, and under what conditions, the one may transform into the other.

The workshop addresses the kinship between realities and fantasies in the following three respects: relations, transformations, and discontinuities. For more details, see the complete CFP on http://realitiesfantasies.wordpress.com.

We welcome papers from the fields of literary studies, media studies, philosophy, arts, anthropology, sociology, and political theory that speak to, but are not limited to: Read more on Call: Realities and Fantasies: Relations, Transformations, Discontinuities – ASCA Workshop…

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