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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: 10th Workshop on Intelligent Narrative Technologies (INT10, with AIIDE 2017)

Call for Papers

The 10th Workshop on Intelligent Narrative Technologies (INT10)
Co-located with the 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)
October 5-9, 2017, Snowbird, UT, USA

Workshop website: http://www.di.unito.it/~rossana/INT10/index.html

IMPORTANT DATES:
Submission deadline: July 5, 2017
Notification of acceptance: August 1, 2017
Camera ready: August 21, 2017
INT10 workshop: October 5-6, 2017

The Intelligent Narrative Technologies (INT) workshop represents the tenth iteration of a series of gatherings dedicated to advancing research in artificial intelligence for the computational understanding and expression of narrative. Our goal is to contribute to this forward momentum by congregating a multidisciplinary group of researchers and practitioners to share their latest work at the intersection of narrative and technology.

Previous editions of INT have been celebrated in conjunction with premium conferences on AI and entertainment, games and arts, such as ICIDS, ELO, FDG and AIIDE (INT9, http://icids2016.ict.usc.edu/about-int9/). INT10 will be celebrated as a workshop of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

INT brings together computer scientists, psychologists, narrative theorists, media theorists, artists, writers, and members of the interactive entertainment industry. From this broad expertise, the workshop focuses on computational systems to represent, reason about, create, adapt, and perform interactive and non-interactive narrative experiences. This also includes fundamental research in relevant fields such as natural language processing, believable virtual characters, commonsense reasoning, computer vision, computational media, and human storytelling.

TOPICS OF INTERESTS

  • Artificial intelligence for story generation and storytelling
  • Computational understanding, analysis, and summarization of narratives, including natural language processing and computer vision
  • Applications of intelligent narrative technologies, including education and healthcare
  • Drama management for interactive narratives and drama
  • Narrative discourse generation
  • Virtual cinematography for narratives
  • Virtual characters that converse, narrate, perform, and behave believably
  • Computable narrative models inspired by cognitive science, narratology, drama studies, and related disciplines
  • Narrative presence and engagement in virtual environments
  • Narrative-related affect and emotion
  • Narrative knowledge acquisition
  • Computational creativity in narrative systems
  • Authoring tools for intelligent narrative technologies, including collaborative authoring
  • Evaluation methods for intelligent narrative technologies
  • User studies and deployed intelligent narrative systems
  • Human-computer interaction with narrative technologies
  • Models and measures of engagement in interactive narrative
  • Interaction-oriented narrative annotation and narrative corpora

Read more on Call: 10th Workshop on Intelligent Narrative Technologies (INT10, with AIIDE 2017)…

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Call: 2017 Workshop on Hybrid Human-Machine Computing (HHMC 2017)

Call for (Extended) Abstracts

2017 Workshop on Hybrid Human-Machine Computing (HHMC 2017):
From Human Computation to Social Computing and Beyond
20-21 September, 2017
University of Surrey, Guildford, UK
Website: http://hhmc2017.commando-humans.net/

IMPORTANT DATES

Abstract Deadline: 31 May 2017 (extended from 21 May 2017)
Author Notification: 23 June 2017
Early Registration: 17 July 2017 (presenters) / 4 September 2017 (non-presenters)

INTRODUCTION

The 2017 Workshop on Hybrid Human-Machine Computing (HHMC 2017) is 2-day workshop, to be held at the University of Surrey, Guildford, UK, on 20 and 21 September, 2017. It is a workshop co-funded by University of Surrey’s Institute for Advanced Studies (IAS), a number of other organizations and related research projects.

When we talk about “computing” we often mean computers do something (for humans), but due to the more and more blurred boundary between humans and computers, this old paradigm of “computing” has changed drastically, e.g., in human computation humans do all or part of the computing (for machines), in computer-supported cooperative work (CSCW) humans are working together with assistance from computers to conduct cooperative work, in social computing and computer-mediated communication people’s social behaviours are intermingled with computer systems so computing happens with humans and computers at the same time while humans are using computers to live their lives, and for cyborgs we are talking about human-robot hybrids or robot-human hybrids where the boundary between humans and machines becomes even more blurred. To some extent we see more and more a hybrid human-machine computing (HHMC) world where both humans and machines are working with and for each other.

The main goals of the workshop include 1) to bring researchers working in different disciplines but with common research interests on HHMC together for exchanging research ideas, and 2) to promote interdisciplinary collaborations and experience sharing between different subjects.

The workshop will also be used as an event to discuss medium- and long-term activities in the UK and internationally on HHMC related research, such as the possibility to set up a UK- and/or a European-wide research network funded by UK and/or EU funders. If successful, the workshop may be continued in future years as a pan-Europe or an international event.

At the workshop participants will be able to present their research work and ideas as oral presentations and posters. To encourage participations, the workshop will call for extended abstracts (up to 800 words) rather than full papers, and there will be a light-weighted peer review process conducted by the workshop’s technical program committee to ensure quality of presented work while encouraging less mature work to be discussed among participants. Different types of work can be presented: original research, position papers, surveys, work in progress, research projects and networks, etc. Work already published elsewhere is also encouraged to be presented as posters and/or short (elevator pitch type) talks.

The workshop will also include several invited keynote talks given by renowned UK and international researchers working on different topics of HHMC. There will also be a panel discussion focusing on how to develop the HHMC research community further after the workshop ends.

TOPICS OF INTEREST

We welcome submissions addressing research problems in the following (but not limited to these) topics related to Hybrid Human-Machine Computing (HHMC):

  • Human computation (crowdsourcing, games with a purpose, human interactive proofs, CAPTCHA, mobile sensing, etc.)
  • Social computing
  • Social media analytics
  • Computational social science
  • Social simulation
  • Computer-mediated communication
  • Human-in-the-loop computing (modelling, simulation, optimization, machine learning, data mining, sensing, etc.)
  • Human-agent collectives
  • Humans as (part of digital / physical) sensors
  • Computer-assisted arts
  • Human-assisted computer arts
  • Computer-supported cooperative work (CSCW)
  • Collective intelligence
  • Social search (e.g., collaborative filtering)
  • Cognitive computing, cognitive psychology and cognitive science in general
  • Computational behavioral science
  • Human-centric computing / Human-oriented computing
  • Interactive information visualization / Visual analytics
  • Interactive multimedia systems / quality of user experience / joint subjective-objective quality assessment
  • Human-like computing
  • Citizen science
  • Brain-computer interface
  • Human-robot hybrids / Robot-human hybrids / Cybernetic organisms / Cyborgs
  • Humanoid / humanoid robots / androids
  • Biological robots / biots
  • Social robots
  • Related theoretical computer science topics such as Turing tests
  • Related philosophical aspects such as definition of intelligence and essential differences between humans and machines
  • Ethical issues about HHMC
  • Legal aspects of HHMC
  • Business opportunities around HHMC
  • Industrial innovations around HHMC
  • Applications of HHMC in different fields such as physical sciences, engineering, medical sciences, social sciences, humanities

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Call: 11th International Workshop on Multi-Agent Systems and Simulation (MAS&S 2017)

CALL FOR PAPERS

11th International Workshop on Multi-Agent Systems and Simulation (MAS&S 2017)
Prague, Czech Republic, 3 – 6 September, 2017
WWW: https://www.fedcsis.org/2017/mass and https://fedcsis.org/
E-mail: mass2017@fedcsis.org

Position paper submission: May 31, 2017

We would like to cordially invite you to consider contributing a position paper to MAS&S 2017 – held as a part of the Federated Conference on Computer Science and Information Systems (FedCSIS 2017).

Multi-Agent Systems (MASs) provide powerful models for representing both real-world systems and applications with an appropriate degree of complexity and dynamics. Several research and industrial experiences have already shown that the use of MASs offers advantages in a wide range of application domains (e.g. financial, economic, social, logistic, chemical, engineering, Internet of Things). When MASs represent software applications to be effectively delivered, they need to be validated and evaluated before their deployment and execution, thus methodologies that support validation and evaluation through simulation of the MAS under development are highly required. MASs are designed for representing systems at different levels of complexity through the use of autonomous, goal-driven and interacting entities organized into societies which exhibit emergent properties The agent-based model of a system can then be executed to simulate the behavior of the complete system so that knowledge of the behaviors of the entities (micro-level) produce an understanding of the overall outcome at the system-level (macro-level). In both cases (MASs as software applications and MASs as models for the analysis of complex systems), simulation plays a crucial role that needs to be further investigated.

TOPICS

MAS&S’17 aims at providing a forum for discussing recent advances in Engineering Complex Systems by exploiting Agent-Based Modeling and Simulation. In particular, the areas of interest are the following (although this list should not be considered as exclusive):

  • Agent-based simulation techniques and methodologies
  • Discrete-event simulation of Multi-Agent Systems
  • Simulation as validation tool for the development process of MAS
  • Agent-oriented methodologies incorporating simulation tools
  • MAS simulation driven by formal models
  • MAS simulation toolkits and frameworks
  • Testing vs. simulation of MAS
  • Industrial case studies based on MAS and simulation/testing
  • Agent-based Modeling and Simulation (ABMS)
  • Agent-based Ambient Systems
  • Agent Computational Economics (ACE)
  • Agent Computational Finance (ACF)
  • Agent-based simulation for energy systems
  • Agent-based simulation of networked systems
  • Scalability in agent-based simulation
  • Agent-based modeling of intelligent social phenomena

PAPER SUBMISSION AND PUBLICATION Read more on Call: 11th International Workshop on Multi-Agent Systems and Simulation (MAS&S 2017)…

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Call: Technology, Consciousness and Experience – 20th BPS CEP Annual Conference

CALL FOR PAPERS

British Psychological Society (BPS)
Consciousness & Experiential Psychology (CEP) Section
20th Annual Conference: Technology, Consciousness and Experience
7-9th September 2017
Royal Holloway, University of London, Egham, Surrey TW20 0EX, UK
https://www.kc-jones.co.uk/cep2017

First submission deadline: 2 July 2017

Technology pervades modern life. Most of us are dependent on ICT and relate to others through it. Digital life appears to be changing experience. This conference explores the impact of the digital world on consciousness and experience. Themes include but are not limited to: the impact of immersion in digital technologies on ways of being, questions around advancing AI and robotics, how people navigate the digital world, use of digital media in applied psychology, education, clinical and health settings, and the role of digital technologies in helping further understanding of human behaviour. We welcome psychologists, philosophers, neuroscientists and others interested in this area. Further details are available on the CEP website (www.bps.org.uk/cep) under the Events tab, at www.kc-jones.co.uk/cep2017 and on the BPS events list.

Submissions:

We invite submissions on any topic related to the conference theme including oral papers, symposia, workshops, case studies, short (haiku deck) presentations and poster submissions and are open to other forms of presentation (e.g. debate). See Submission guidelines downloadable from www.bps.org.uk/cep under Events. Submissions (maximum 300 word abstract) via Questback submission system at https://response.questback.com/britishpsychologicalsociety/cepsubmission2017. Papers will normally be allocated 25-45 minutes for presentation and discussion. Symposia and workshops will normally be allocated an hour and a half. Presenters will need to register for the conference. Read more on Call: Technology, Consciousness and Experience – 20th BPS CEP Annual Conference…

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Call: The International Conference on Futures of Media

Call for Papers

The International Conference on Futures of Media
“Futurisms – Media, Arts & Sciences”
10-11 October 2017
Colombo, Sri Lanka
www.futuremediaconference.com

Hosting Partner – Xi’an Jiaotong Liverpool University, China

Abstract submission deadline:  10th July 2017

Possible areas of enquiry are:

  • What is the relationship between art and science, and especially media theory? What are their possible areas of con-/divergence in the digital world?
  • Is the so-called “third culture” – the fusion of art and science – an ideal or reality? How poetic is science today – which kinds of work does it produce and in what way do artists reflect their own production processes? How scientific is art today?
  • How does contemporary art reveal re-conceptualizations of the self and the world that break with traditional media perspectives? Which contemporary forms of self-expression has art generated, and how are these mirrored in self art (as for instance in ‘selfies’)?
  • How do the present digital conditions affect the work of art, and how are our modes of perception affected? Can – as Walter Benjamin once hoped – our media research on how art envisions and embodies the future today contribute to politics and activism?
  • How do contemporary artists shape the relationship between reality and virtuality, fact and fiction? Which blurred boundaries and new trends can be observed? Can hacking be observed as art? Which new genres or programs can be identified?

View more at http://futuremediaconference.com/call-for-papers/ Read more on Call: The International Conference on Futures of Media…

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Call: ‘Gamification’ at 51st Hawaii International Conference on System Sciences (HICSS)

Call for Papers

GAMIFICATION
Part of the “Decision Analytics, Mobile Services, and Service Science” Track
51st annual Hawaii International Conference on System Sciences
January 3-6, 2018 | Hilton Waikoloa Village, Big Island
http://gamification-research.org/2017/03/hicss2018/

IMPORTANT DATES
June 15:  Submissions deadline
August 17:  Notification sent to authors
September 4:  Revision deadline
September 10:  Final acceptance notifications sent to authors
September 22:  Deadline for authors to submit the final manuscript (camera ready)
October 1:  Registration deadline
January 3-6, 2018:  Conference
February 15, 2018 (date subject to change) (Optional): Submission deadline for extended versions of selected papers for Gamification special issue in the Journal of Business Research

During the last decade, games have become an established vein of entertainment, consumer culture, and essentially, a common part of people’s daily lives (36). In the United States alone 59% of the population plays computer games while revenues of the computer games industry exceed US $15 billion (4). However, in addition to the increased penetration of games, the ways in which people play and employ games have also become more varied. There are more different kinds of games available for a multitude of different platforms, mediated through different technologies that cater for differing gaming needs (15,20,24,41) for widening audiences (8,9,10,26,36,40) and which use a wide variety of business models (1,2,13,14,25,27,28,29).

As a result, our reality and lives are increasingly game-like, not only because video games have become a pervasive part of our lives, but perhaps most prominently also because activities, systems and services that are not traditionally perceived as game-like are increasingly gamified. Gamification refers to designing products, services and organizational practices in order to afford similar experiences to games, and consequently, to attempt to create value and affect people’s behavior (3,16,21,30,39). In recent years, the popularity of gamification has skyrocketed and is manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research (See e.g. 17,18,33).

However, beyond intentional gamification, gamification also refers to the general ludic transformation of our reality, culture and everyday lives (35,39). For example, recently we have witnessed the popular emergence of augmented reality games (32) and virtual reality technologies that enable a more seamless integration of games into our physical reality. Moreover, recent emerging phenomenon such as eSports (19,38) and streaming (37) have also penetrated the cultural membrane allowing games to seep into domains hitherto dominated by traditional media.

We encourage a wide range of submissions: empirical and conceptual research papers, case studies, and reviews in addition to practitioner reports related to gamification, games, information systems, commerce and users/players as well as the area between them.

Accepted papers will be included in the Conference Proceedings published by the IEEE Computer Society and maintained in the IEEE Digital Library. HICSS publications account for the top 2% downloads of all IEEE conferences, and have been consistently ranked as the most cited papers in top journal publications. Extended versions of selected papers will be invited to be submitted to a Gamification special issue in the Journal of Business Research (https://www.journals.elsevier.com/journal-of-business-research/). The tentative deadline is February 15, 2018.

Relevant topics include (not limited to):

  • Impact of games and gamification
    • Individual impact
      • Behaviour
      • Psychological states
      • Well-being
    • Organizational impacts
    • Business benefits
    • Societal impacts
  • Areas of ludification of culture
    • eSports
    • Streaming
  • Conceptual improvements
    • Definitions
    • Frameworks
    • Affordances / mechanics
  • Game business
    • Free-to-play
    • Virtual goods
    • Player retention
    • Game design as marketing
  • Motivations and players
    • Player typologies
    • Motivations / gratifications
    • Demographic differences
    • Adoption and continued use
  • Technology and design
    • Virtual Reality (VR)
    • Augmented reality (AR)
    • Mixed reality (MR)
    • Mobile and web applications
    • Gamification in enterprise
    • Health applications
    • Education technology (serious games, game-based learning)
    • (Action) Design research

Read more on Call: ‘Gamification’ at 51st Hawaii International Conference on System Sciences (HICSS)…

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Call: Design for Affective Intelligence (DfAI) Workshop at ACII 2017

Call for Papers

Design for Affective Intelligence (DfAI) Workshop
co-located with ACII2017 (International Conference on Affective Computing and Intelligent Interaction)
San Antonio, Texas
October 23-26, 2017
Workshop date: October 23 or 26, 2017 (TBA)

http://dfaiworkshop.wordpress.com/

Submission Deadline: June 15, 2017

Intelligent and Affective systems are set to transform the way we live and experience the world. While many intelligent systems already benefits us through scripted automation and transactions, the need for assistive, unscripted, autonomous systems capable of dealing with growing and aging populations is on the increase. The active role that AI systems are asked to play in people’s life poses many challenges – challenges that increase further when intelligent systems include affective components. The design and development of affective and intelligent systems face massive dilemmas related to the fundamentals of human and social behavior. In addition to many unaddressed (social, behavioral, decisional and moral) questions, many tensions exist among the disciplines that shape how these systems will become part of everyday life. The Design for Affective Intelligence (DfAI) workshop – co-located with ACII2017 (International Conference on Affective Computing and Intelligent Interaction) in San Antonio, Texas on October 23-26, 2017 – focuses on producing, discussing and building on relevant scholarly work to develop a richer understanding of human-centric approaches, tools and guidelines that should ground the design of intelligent and affective systems. Through DfAI participants will advance the field through scholarly articles and generate deep multidisciplinary insights that will be published digitally after ACII2017. DfAI is open to diverse verticals and applications domains and insights related to smart spaces are particularly encouraged.

KEY THEMES TO CONSIDER

  • Usages, verticals and applications that affective and intelligent systems should (and shouldn’t) focus on
  • Level of autonomy and agency that affective and intelligent system should (and shouldn’t) have
  • Interaction and interface design approaches, best known methods, guidelines, etc. for affective and intelligent systems
  • Level of transparency that affective and intelligent systems provide to end users
  • Human-centric ways to develop technologically advanced affective & intelligent systems with sustainable business models
  • Methods to design affective and intelligent systems that are unobtrusive, effective, accurate, respectful, intuitive and transparent, hence more likely to be embraced (vs rejected) by end users
  • Social and behavioral contracts that should underpin human-machine interaction within affective and intelligent systems
  • Ethical considerations that should drive the developer community when making technical and design decisions
  • Attributes of affective and intelligent system that enable a personal attachment

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Call: Workshop on Conversational Interruptions in Human-Agent Interactions (CIHAI) at IVA 2017

Call for Papers

Workshop on Conversational Interruptions in Human-Agent Interactions (CIHAI)

Intelligent Virtual Agents conference 2017 (IVA2017)
27 August
Stockholm, Sweden
http://workshopcihai2017.doc.ic.ac.uk

This workshop is a part of the International Conference on Intelligent Virtual agents (http://iva2017.org/). The workshop will take place on the day before the main conference (27th of August 2017).

IMPORTANT DATES

02 June 2017: Full paper submission deadline
17 July 2017: Authors notification
28 July 2017: Camera-ready deadline
28 July 2017: Demo 1-page description submission deadline
Same as IVA: Early registration deadline
Same as IVA: Registration deadline
27 August 2017: Full day workshop

OVERVIEW

This workshop will be held at IVA 2017 in Stockholm on August, 27th. The aim is to bring together researchers from a variety of fields interested in the study of conversational interruptions in multimodal human-human, human-agent (both virtual and robotic) or agent-agent interactions. Our aim is to address current challenges in this area (as well as identifying new ones) and to set a research agenda to make IVAs capable of believably react and adapt to unexpected situations such as conversational interruptions.

TOPICS OF INTERESTS INCLUDE (BUT ARE NOT LIMITED TO)

  • Challenges and approaches for real-time agent’s interruption handling;
  • Expression and synthesis of agent’s multimodal reactions to interruptions;
  • Agent management of user’s interruptions;
  • Methods and techniques for modeling agents that interrupt users;
  • Evaluation techniques in dyadic/group interactions and impact on user’s perception.

Read more on Call: Workshop on Conversational Interruptions in Human-Agent Interactions (CIHAI) at IVA 2017…

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Call: CARobots: Automated Driving Systems as Robots on Four Wheels – IEEE RO-MAN 2017 workshop

We are pleased to announce the following workshop offered in conjunction with the 26th IEEE International Symposium on Robot & Human Interactive Communication (RO-MAN 2017):

WORKSHOP
CARobots: Automated Driving Systems as Robots on Four Wheels
Lisbon, Portugal; August 28th, 2017
colocated with RO-MAN 2017 (http://www.ro-man2017.org)

Workshop website: http://www.andreasriener.com/RO-MAN17CARobots/

Submission deadline: June 25th, 2017

OBJECTIVE: AUTOMATED DRIVING SYSTEMS (ADSs) AS SPECIFIC ROBOTS

We argue that automated driving systems (ADSs) are robots on four wheels and the design of such vehicles is similar as the design of traditional robots. Questions, such as “How to design ADSs that evokes trust in its drivers?”, “How to avoid overtrust?”, “How should ethics be programmed in an ADS?”, etc., are closely related to similar questions asked in the domain of industrial robots or robots for human assistance. Then again, solutions of how to hand-over the control from an ADS to the driver and vice versa is interesting from human-robot interaction perspective. In this workshop we bring together researchers, designers and practitioners in the field of ADS design and human-robot interaction. The aim of the workshop is to bridge the two communities by positioning paper presentations and group discussions. As special output we strive for a special issue in a dedicated journal (e.g., Journal of Human-Robot Interaction).

WORKSHOP THEMES

Potential topics to be discussed at the workshop include, but are not limited to the following OBJECTIVES:

  • Which characteristics do automated driving systems (ADSs) and other robots share?
  • How do autonomy levels of ADSs and those in other robots differ?
  • What can we learn from the state-of-the-art in HRI for the design of ADSs?
  • What ethical considerations can we adapt from traditional HRI to facilitate the design of ADSs and vice versa?
  • How does interaction between humans and robots and between humans and ADSs differ?
  • What can the current HRI community learn from researchers and practitioners in the field of ADSs UI design?
  • What can both communities learn from each other in terms of interaction studies, both in the lab and in the field?
  • What methods and theories are applied in HRI and what methods and theories build the common ground for ADS interaction design? What do they have in common? How do they differ?
  • Different cultural regions have different moral standards. How can we make sure that robots/vehicles with different normative systems can interact with users in a “unified friendly way”?
  • Considering multi-robot settings (home robots, tele-operation, ADSs, etc.): What conflict resolution strategies, i.e., when reaching a deadlock, are applied? Communalities between robots and ADSs?
  • Who should be the one to make ethical decisions, in particular in situations with potentially fatal consequences? Humans (strong intuition, unreliable, consistent with Asimov’s first rule) or robots (precise, robust, inconsistent with Asimov’s first rule)?

Read more on Call: CARobots: Automated Driving Systems as Robots on Four Wheels – IEEE RO-MAN 2017 workshop…

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Call: Computational Intelligence and Games – Special session at CEEC 2017

Call for Papers

9th Computer Science and Electronic Engineering Conference
Special Session on Computational Intelligence and Games
27-29 September 2017, University Of Essex, UK
http://ceec.uk/ceec17/special-sessions/cig/

Paper Submission deadline:  23rd June 2017

Games are an ideal domain to study Computational Intelligence (CI) methods because they provide affordable, competitive, dynamic, reproducible environments suitable for testing new search algorithms, pattern-based evaluation methods, or learning concepts. They are also interesting to observe, fun to play, and very attractive to students. Additionally, there is great potential for CI methods to improve the design and development of both computer games and non-digital games such as board games. This special session aims at gathering not only leading researchers, but also young researchers as well as practitioners in this field who research applications of Computational Intelligence methods to computer games.

Researchers are hereby invited to submit a full paper (5-6 pages) detailing their research, or a short paper (max 4 pages) describing their work-in-progress. All submitted papers will be subject to peer reviewing by at least two reviewers for technical merit, significance and relevance to the topics. Further information is available from the CEEC 2017 website at http://www.ceec.uk. Submission implies the willingness of at least one author per paper to register, attend the conference and present the paper. Proceedings will be published on IEEE Xplore. Authors of selected articles will be invited to submit an extended version to a Special Issue of the Computers journal (http://www.mdpi.com/journal/computers/special_issues/ceec_2017).

This special session welcomes submissions on (but not limited to) the following topics:

  • Learning in Games
  • Neural-based Approaches for Games
  • CI for Player Affective Modeling
  • CI-based Digital Design Assistants
  • CI/AI-based Game Design
  • Comparative Studies
  • Non-deterministic Games
  • Console and Video Games
  • Procedural Content Generation
  • Player Satisfaction and Experience in Games
  • Imperfect Information Games
  • Game-based Benchmarking
  • General Game Playing
  • General Video Game Playing
  • Augmented Reality Games
  • Optimizing Gameplay
  • Evolutionary Games
  • Strategy Games
  • Co-evolution in Games
  • Fuzzy-based Approaches for Games
  • Intelligent Interactive Narrative
  • CI for Non-Player Characters in Games
  • Player/Opponent Modeling in Games
  • Multi-agent and Multi-strategy Learning
  • Applications of Game Theory
  • Character Development
  • Evasion (Predator/Pray) Games
  • Realistic Games for Simulation and Training
  • Automatic Creation of Modules or Game Levels
  • Board Games and Card Games
  • Serious Games
  • Games for Mobile Platforms

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