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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: The Serious Storytelling Handbook (book chapters)

Call for Book Chapters Proposals

THE SERIOUS STORYTELLING HANDBOOK

Storytelling outside the Entertainment Context to Engage, Enlighten, and Explain in Serious Games, Data Storytelling, User-Experience, AI, Health, eLearning, Science, Digital Media, and Business/Management. The handbook is transdisciplinary and should address technology, human, storytelling, and business issues in the fields of entertainment computation, human-computer-interaction, media technology and design, information systems research, multimedia, data science, digital games, eLearning, eHealth, and digital media scholars.

Editors: Artur Lugmayr, Helmut Hlavacs, and Calkin Suero Montero

The book will be the pilot book for the new Series on Emerging Media Technology and User-Experience Computation, published by Chapman&Hall/CRC Taylor & Francis Group.

UPCOMING DEADLINE:
June 30th 2018 – Expression of Interest and/or Final Chapters

CONTACT:
artur.lugmayr@artur-lugmayr.com

BOOK WEBSITE:
http://www.artur-lugmayr.com/crc-emu-series/serious-storytelling/

SUBMISSION SYSTEM:
http://www.ambientmediaassociation.org/Submissions/2017Story/

NEWSLETTER:
http://www.ambientmediaassociation.org/phplist/?p=subscribe

“Storytelling outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality, relates to a serious context, and is a matter of thoughtful process.”
Serious storytelling – a First Definition and Review
A. Lugmayr, E. Sutinen, J. Suhonen, C. Sedano, H. Hlavacs, C. Montero
Multimedia Tools and Applications 76(14), pp. 15707-15733, 2016

In human culture, storytelling has a long tradition. The reasons why stories have been told are manifold: to entertain, to transfer knowledge between generations, to keep cultural heritage, or to warn others of dangers. With the emergence of the digitalization of media many new possibilities to tell stories emerged in serious and non-entertainment contexts.

A very simple example is the idea of serious gaming – thus digital games without primarily an entertainment purpose. Within this handbook, we generalize the approach of serious games, on other genres of digital storytelling, and call for handbook typical contributions which introduce “serious storytelling: storytelling with a purpose beyond entertainment” as new approach. We seek for handbook alike contributions, reviews of existing application areas, established theories and methods, fundamental concepts, ground breaking research results in a transdisciplinary approach. The handbook shall range across domains, and illustrate storytelling outside an entertainment context in e.g. data science, artificial intelligence, well-being and health, medicine, psychology, education, ethical problem solving, eLeadership, and business/management, robotics, storytelling in deep learning and big data, qualitative journalism, serious games, storytelling in simulations, HCI research and storytelling, VR/AR training, user-experience studies, and online communication. If you want to learn more about the idea of serious storytelling, please consult the journal article that has been introducing this new idea: Lugmayr, E. Sutinen, J. Suhonen, C. Sedano, H. Hlavacs, C. Montero, Serious storytelling – a First Definition and Review, Multimedia Tools and Applications 76(14), pp. 15707-15733, 2016.

THEMES AND TOPICS

The handbook is suited for people with interest in entertainment computation, human-computer-interaction, media technology and design, information systems research, multimedia, data science, digital games, eLearning, eHealth, new media scholars, and visualisation.

  • Storytelling in/for data science, AI, Big Data, and deep learning
  • Storytelling in HCI and User-Experience research
  • Human-Computer-Interaction supporting serious storytelling
  • Animation, graphics, 3D, VR, and AR storytelling
  • Serious storytelling in business, leadership, and law
  • Education and serious storytelling
  • Digital forensics and storytelling
  • Storytelling and social media
  • Anthropological perspectives of serious storytelling
  • Storytelling as part of the innovation process
  • Medicine, wellness, and therapy and storytelling
  • Storytelling in science, and scientific PR and publishing
  • Automated generation of stories
  • New computational paradigms (e.g. quantum computing) in storytelling
  • Narrative form, structure, and expression
  • Media technology, multimedia, and entertainment computation
  • Theories, methods, frameworks, and concepts
  • Your idea?

Read more on Call: The Serious Storytelling Handbook (book chapters)…

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Call: Somaesthetics and Technology issue of Journal of Somaesthetics

Call for Papers

Journal of Somaesthetics: Somaesthetics and Technology
https://somaesthetics.aau.dk/index.php/JOS/announcement

Submission deadline: June 30, 2018

While the digital technology spreads to almost all societal and private domains and arenas, the value of the living, sensing, feeling, acting, vibrant and intelligent body, that is, the soma itself becomes increasingly the subject of the human-computer interaction (HCI) studies.  Somaesthetics — an interdisciplinary project that works directly with soma has been informing HCI in the last decade, with its theoretical and epistemological values, and from analytical, practical, and pragmatic points of view.

The Journal of Somaesthetics now invites articles that deal with the aesthetic relationship between technology and the soma. The special issue specifically targets the applications of somaesthetic theories on the design and evaluation of technology, and their comparison to other theoretical frameworks. The journal welcomes contributions that might be considered too theoretical in human-computer interaction dissemination channels.

Sometimes the interface between the digital technology and humans is straightforward aesthetic in that technology is used to create, for example, spaces and atmospheres by means of sound and light. Other interfaces, for example, are tracking and visualizing our bodily performance and health status. This influences our values regarding health and body performance, and ultimately our aesthetic relation to our body. GPS signals are tracking our whereabouts, advising us about, local restaurant or cultural and natural attractions or the vicinity of friends in social media.

On the other hand, the fields of social robotics or mixed realty are working with behavioural interfaces that emulate dialogical and social situations. They let us act with and experience technology as the other: our alter-ego. This does not only alter our somaesthetic experience, the social machine also acquires somaesthetic characteristics.

On a higher and more abstract level, technology is used to generate big data arrays through tracking and measuring of anonymised persons and their actions and choices. Here, sensible and perceptual bodies are re-inscribed into and transcended by visualizations of data and its many inherent correlations.

In any case, digital technology and its many differentiated interfaces shape our sensory perception of our concrete life-worlds and our proprioception. Increasingly, somaesthetics play an important part for the shaping of and critical reflection on complex and effective feedback loops between technology and humans. Acknowledging this role, the journal is interested in questions such as:

  • Does our technology-saturated life-worlds foster and necessitate the reformulation of aesthetic theory and practice?
  • How does the study of somaesthetics inform the conceptualization, design and use of technology and how is the study of somaesthetics informed by concepts and uses of technology?
  • What kind of aesthetics can capture algorithmic data operations and its various feedback loops with the sensible, bodily world?
  • How does the study and practices of somaesthetics inform robotics and mixed realities?
  • How does the study of somaesthetics foster and critically reflect the ongoing integration and abolition of visible interfaces between digital technology and humans?
  • How can and should somaesthetics obtain an ethical stance towards technology and its various devices and purposes?

Read more on Call: Somaesthetics and Technology issue of Journal of Somaesthetics…

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Call: L.A. ACM SIGGRAPH event: An Evening at the Technicolor Experience Center

AN EVENING AT THE TECHNICOLOR EXPERIENCE CENTER
Tuesday May 08, 2018
Los Angeles, CA
http://la.siggraph.org/events/title/evening-technicolor-experience-center

Tour the new Technicolor Experience Center, where artists and scientists collaborate to realize the full potential of immersive media. The TEC enables partnerships that discover how stories can be told and delivered in new and more immersive ways. 3237 South La Cienega Blvd.

DESCRIPTION:

Come explore the world of immersive experiences curated and collaborated within the Technicolor Experience Center. The TEC is where artists and scientists from across the industry come together to realize the full potential of immersive media. By uniting talent from Technicolor and its award-winning creative brands (The Mill, Mikros Image, MPC and Mr. X) with partners from fields as diverse as gaming, animation, traditional media and technology, the TEC enables the ideation, exploration and creation that pushes the boundaries of what immersive experiences can be. Read more on Call: L.A. ACM SIGGRAPH event: An Evening at the Technicolor Experience Center…

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Call: AutomotiveUI’18: The 10th International ACM Conference on Automotive User Interfaces and Interactive Vehicular Applications

Call for Papers

AutomotiveUI’18: The 10th International ACM Conference on
Automotive User Interfaces and Interactive Vehicular Applications
Toronto, Canada, September 23-25, 2018
http://www.auto-ui.org/18
Author information: http://www.auto-ui.org/18/authors/

Sign up for our newsletter: https://www.auto-ui.org/18/newsletter-signup

The conference will be preceded by the doctoral colloquium on September 22nd.

IMPORTANT DATES:

Papers:
Submission deadline (EXTENDED): May 07, 2018
(Submissions are accepted until 11:59 p.m AoE (Anywhere on Earth))
Decision notification: June 29, 2018

Workshop proposals:
Submission deadline: June 4, 2018
Decision notification: June 22, 2018

Works in Progress, Interactive Demos, Videos and Doctoral Colloquium:
Submission deadline: July 11, 2018
Decision notification: August 3, 2018

AutomotiveUI, the International ACM Conference on Automotive User Interfaces and Interactive Vehicular Applications, is the premier forum for UI research in the automotive domain. AutomotiveUI brings together researchers and practitioners interested in both the technical and the human aspects of in-vehicle user interfaces and applications. Consistent with prior conferences, AutomotiveUI’18 will address novel in-vehicle services, models of and concepts for enhancing the driver experience, driver performance and behavior, development of (semi-) autonomous driving, and the needs of different user groups.

AutomotiveUI’18 invites you to submit original work in one or more of the following formats: papers, workshops, works in progress, interactive demos, video sessions, and doctoral colloquium. Read more on Call: AutomotiveUI’18: The 10th International ACM Conference on Automotive User Interfaces and Interactive Vehicular Applications…

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Call: VR/AR Conference: VR and AR to Enhance Learning and Teaching in Higher Education

VR/AR Conference 2018:
Virtual & Augmented Reality to Enhance Learning and Teaching in Higher Education
September 12th, 2018
Swansea University
Swansea, UK
http://www.swansea.ac.uk/vr-in-teaching/
http://www.swansea.ac.uk/vr-in-teaching/vr-conference/

Submission deadline: June 8, 2018

Swansea will be hosting our first VR/AR conference on September 12th 2018. The theme will be Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education.

Read more on Call: VR/AR Conference: VR and AR to Enhance Learning and Teaching in Higher Education…

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Call: “When Robots Think. Interdisciplinary Views on Intelligent Automation.” (Conference)

Call for Papers

When Robots Think.
Interdisciplinary Views on Intelligent Automation
November 14–16, 2018
Münster, Germany
http://iasymposium.rwth-aachen.de/

Submission deadline for talk abstracts: July 31st
Submission deadline for poster abstracts: August 15th

In Western societies, we are surrounded by artificially intelligent systems. Most of these systems are embedded in online platforms like Facebook. But embodiment of AI, be it by voice (Siri, Alexa, Cortana) or by actual physical embodiment (as in the case of robots) give artificially intelligent systems another dimension in terms of their impact on how we perceive these systems, how they shape our communication with them and with fellow humans and how we live and work together. The purpose of the conference is to bring together some of the best national and international researchers to discuss and evaluate the state of the art of intelligent automation and its impact on individuals and society. To achieve this goal, the conference is divided into five sections: Read more on Call: “When Robots Think. Interdisciplinary Views on Intelligent Automation.” (Conference)…

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Call: “Human Computer Interaction in Education” special issue of Multimodal Technologies and Interaction

Call for Papers

“Human Computer Interaction in Education” a special issue of Multimodal Technologies and Interaction (ISSN 2414-4088)

Guest Editors:
Dr. Omar Mubin, Western Sydney University, Australia
Dr. Mohammad Obaid, Uppsala University, Sweden

Submission Deadline: 28th June, 2018

OVERVIEW:

Technology-enabled education and pedagogy has, in recent times, gained ascendancy due to the advancements in digitisation and the overall acceptance of blended forms of learning. Learning mechanisms driven by technology (MOOCs, tablets, smart devices, social media, intelligent artefacts) provide a number of overarching benefits to the learner’s experience (such as engagement, proficiency, ease of use, profiling and customisation). Gradually, the mediation between teacher, student and technology has extended beyond 2D mediums to 3D and physical embodiments such as humanoid robots and agents. With the uptake of such novel forms of interaction both in the classroom and at home, several key questions are now being raised related to their effectiveness, particularly due to saturation, technical considerations, cultural differences, ensuing isolation of the teacher and learner distraction amongst others. Therefore, in order to discuss these and many other similar interesting viewpoints; in this Special Issue we call for submissions related to the entire spectrum of educational technology, specifically related to the design, implementation and evaluation of such forms of digital advancements.

TOPICS OF INTEREST:

  • Educational Robots
  • Educational Technology
  • Inclusive Educational Technology
  • HCI In Education (HCI Curriculum)
  • STEM Learning
  • Novel Interaction Methods and Techniques for Education (VR/AR, Robots, Mobile Computing, Tabletops, NUI’s, Haptics and Tangible artifacts)
  • User studies/case studies/Reflections on Educational Technology
  • Overview or survey articles on Educational Technology
  • HCI related aspects in Blended Learning and other digital mediums such as social media
  • Serious Games (for Education)
  • Adaptive Educational Technologies
  • Educational Technology from a Teacher/Tutor/Instructor Perspective

Read more on Call: “Human Computer Interaction in Education” special issue of Multimodal Technologies and Interaction…

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Call: Media Architecture Biennale 2018 Workshops

Call for Workshop Proposals
Media Architecture Biennale 2018 Workshops
Beijing, China
13-16 November 2018
https://mab18.org/

Abstract submission deadline: May, 15th 2018

We are looking for people who are excited about the role of media and technology in the urban environment and want to share this excitement with an interdisciplinary audience.

The Media Architecture Biennale is a biannual event, featuring workshops, a conference and an exhibition, that attracts interaction designers, lighting designers, architects, artists, researchers and industry practitioners.

The workshops at the Media Architecture Biennale are an interactive, dynamic forum leading up to the conference and exhibition, with an opportunity for exchanging ideas, forming communities, sharing knowledge, inspirations, getting in touch, prototyping and networking.

The next Media Architecture Biennale will be held in Beijing, China, 13-16 November 2018. We welcome workshops on academic research, art and industry themes.

TOPICS OF INTEREST INCLUDE:

  • Urban HCI
  • Urban prototyping
  • Urban lighting
  • Digital placemaking
  • Participatory media architecture
  • Digital cities
  • Media facades
  • Hacking urban spaces
  • Digital street art
  • Robotic Media Architecture
  • Lighting technologies and products
  • Industry case studies involving media architecture

TYPES OF WORKSHOPS:

  • Theoretical discourse / urban observations
  • Hands-on activities / co-creation / prototyping
  • Show-and-tell / products and projects / Q&A

For inspiration, please have a look at the workshops held at MAB 2014 and MAB 2016:

http://mab14.mediaarchitecture.org/category/workshops-c/

http://mab16.org/pages/ workshops_guide.php Read more on Call: Media Architecture Biennale 2018 Workshops…

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Call: X-Reality & Immersive Learning Environments at IEEE TALE 2018

CALL FOR PAPERS AND PRESENTATIONS

Special Track on X-Reality & Immersive Learning Environments
Jointly organised with the Immersive Learning Research Network (iLRN)
IEEE TALE 2018
, 4-7 Dec 2018, Wollongong, Australia

Full call available at: http://tale2018.org/xreality

Deadline: 11 June 2018

The Special Track on X-Reality and Immersive Learning Environments at IEEE TALE 2018 will focus on the use of virtual reality, augmented reality, mixed reality and related technologies 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). Authors and presenters are encouraged to think creatively in terms of how they might frame their work to accommodate different conceptions of and perspectives on immersion. Read more on Call: X-Reality & Immersive Learning Environments at IEEE TALE 2018…

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Call: Human Aspects in Adaptive and Personalized Interactive Environments (ACM UMAP 2018 Workshop)

Call for Papers: ACM UMAP Workshop – HAAPIE 2018

The 3nd International Workshop on Human Aspects in Adaptive and Personalized Interactive Environments, in conjunction with the 26th ACM Conference on User Modeling, Adaptation and Personalization (ACM UMAP 2018), Singapore, 8-11 July 2018

Full details are available online: http://haapie.cs.ucy.ac.cy

IMPORTANT DATES

Submission deadline: 20 April 2018
Notification: 15 May 2018
Camera-ready: 27 May 2018

MOTIVATION & GOALS

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 user experience, there is an urgent need for a step change signifying the further engagement into research that will produce more holistic human-centered practices. The vision is to highlight the “human-in-the-loop” approach considering intrinsic user characteristics and abilities, like perceptual, personality, visual, cognitive and emotional factors adhering the theories of individual differences. Moreover, recent studies show the need for broadening the scope of diversity parameters to include characteristics such as motivation, self-actualization, and socio-cultural differences.

The overarching goal of HAAPIE 2018 is to bring together researchers and practitioners working in areas of human aspects in adaptation and personalization, and aims to:

  • Explore state-of-the-art and new implicit and explicit methods and techniques for 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 methods, computational intelligence algorithms, recommendation models, and real-time paradigms that can improve the efficiency and effectiveness of human-centered user tasks and interventions;
  • Compare challenges and experiences 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 viable long-term solutions.

TOPICS OF INTEREST

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, Gender, Age, 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 in Human-centered Systems
  • Cultural and Language Diversity and Adaptation
  • Age-specific Personalization and Adaptation
  • Adaptation and Personalization for Users with Special Needs
  • Personalization and Adaptation for Behavior Change
  • User 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 & Ethical Aspects of Modeling Human Factors in Personalization Systems

Read more on Call: Human Aspects in Adaptive and Personalized Interactive Environments (ACM UMAP 2018 Workshop)…

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