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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: Humans, the Enhanced, and Machines in Law – Science in Public 2017 sessions

 

Call for Papers

Humans, the Enhanced, and Machines in Law
Part of Science in Public 2017
University of Sheffield
July 10-12

Extended deadline: April 25

Science and technology are essential ingredients of our humanity. The emergence of fruitful and diverse scholarly perspectives on the history, practice, communication, governance and impacts of scientific knowledge reflects this fact. Yet rapid scientific and technological change has also unsettled the idea of what it means to be human; for example, through new frontiers in physical and cognitive enhancement, shift to knowledge economies, and potential threats to employment from mass automation. These changes take place in a context of broader challenges to expertise and evidence, dramatically illustrated by the EU referendum and the election of Donald Trump. Taking these matters seriously calls for a renewed focus on compassion, benevolence and civilization. This year at Science in Public, we ask:

Read more on Call: Humans, the Enhanced, and Machines in Law – Science in Public 2017 sessions…

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Call: 26th IEEE International Symposium on Human and Robot Interactive Communication (RO-MAN 2017)

Call for Papers, Special Sessions, and Workshops/Tutorials

RO-MAN 2017
26th IEEE International Symposium on Robot and Human Interactive Communication
Pestana Palace Hotel, Lisbon, Portugal
August 28 – September 1, 2017
http://www.ro-man2017.org

The Call for Papers in PDF format can be downloaded here.

Important Dates/Deadlines:

  • Proposals for Special Sessions: Feb 6, 2017;
  • Proposals for Workshops & Tutorials: March 19, 2017;
  • Special Session Papers Submission: March 26, 2017;
  • Regular Paper Submission: March 26, 2017;
  • Video session contribution deadline: May 2, 2017;
  • Notification of Regular Paper Acceptance: May 26, 2017;
  • Final Paper Submission: June 6, 2017.

Conference theme: Human-Robot Collaboration and Human Assistance for an Improved Quality of Life

The 26th IEEE International Symposium on Robot and Human Interactive Communication, RO-MAN 2017, will be held in Lisbon, Portugal, from August 28 to September 1, 2017. This symposium is a leading forum where state-of-the-art innovative results, the latest developments as well as future perspectives relating to robot and human interactive communication are presented and discussed.

The conference covers a wide range of topics related to Robot and Human Interactive Communication, involving theories, methodologies, technologies, empirical and experimental studies. Papers related to the study of the robotic technology, psychology, cognitive science, artificial intelligence, human factors, interaction-based robot design and other topics related to human-robot interaction are welcome. Read more on Call: 26th IEEE International Symposium on Human and Robot Interactive Communication (RO-MAN 2017)…

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Call: Designing Interactive Systems (DIS) 2017 Workshop – People, Personal Data and the Built Environment

Call for Participation

Designing Interactive Systems (DIS) 2017 Workshop – People, Personal Data and the Built Environment
Edinburgh, Scotland
Saturday 10th June
http://dis2017peopledataandbuildings.blogspot.co.uk

Submission deadline: 27th April

Organisers:
Holger Schnädelbach (University of Nottingham)
David Kirk (Northumbria University)
Nick Dalton (Northumbria University)
Nils Jäger (University of Nottingham)
Elizabeth Churchill (Google)
Sara Nabil (Newcastle University)

Read more on Call: Designing Interactive Systems (DIS) 2017 Workshop – People, Personal Data and the Built Environment…

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Call: Plug into Cultural Heritage (at INTETAIN 2017)

Call for Papers

Plug into Cultural Heritage Workshop

Part of the INTETAIN 2017 conference
June 20-22, 2017, Portugal
http://www.intetain.org/2017/show/home

Paper deadline extended to May 1

CULTURAL HERITAGE

What is cultural heritage? How can society become more actively involved in cultural heritage activities, not only as an observer but also as a contributor to the definition of heritage? Cultural heritage is considered an important precondition for genuine sustainability. However, existing applications for heritage dissemination do not really create heritage communities. Adequate ICT tools are necessary to support citizens in their everyday activities in shaping cultural heritage and to be shaped by it. Social platforms offer potential to build such networks, but can be further exploited for heritage promotion. Technology could help better in providing a seamless integration of cultural heritage in people’s everyday life.

CONTRIBUTIONS

This workshop aims to bridge this gap by exploring necessary tools and challenges to allow citizens to share and obtain local heritage knowledge.  We invite contributions relevant to cultural heritage (tangible, intangible and natural) such as literature studies, user studies, design concepts, and position papers. Topics include but are not limited to:

  • Technology design and evaluations incl. augmented and virtual reality, collaborative games, locative multimedia, and mobile HCI in general
  • Opportunities and challenges for community involvement incl. special interest groups such as the elderly and migrant communities
  • The role of current social media in cultural heritage awareness

Read more on Call: Plug into Cultural Heritage (at INTETAIN 2017)…

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Call: 5th Visual Science of Art Conference (VSAC)

Call for Papers for the 5th Visual Science of Art Conference (VSAC)
Berlin, Germany (Berlin School of Mind and Brain, Humboldt-Universität zu Berlin)
25-27 August 2017
https://www.vsac2017.org/

Extended deadline for abstract submission: Saturday, 29 April 2017

The Visual Science of Art Conference (VSAC) focuses on connecting the communities of visual scientists and artists in order to deepen our understanding of aesthetic phenomena. The VSAC is an ideal venue to debate and collaborate on all topics associated with the perception and evaluation of artworks. Organized as a satellite conference to the ECVP (European Conference on Visual Perception, http://www.ecvp.org/2017/), the VSAC invites all people that connect visual perception with the arts (e.g., empirical, experimental, philosophical, phenomenological, computational approaches). This year we would also like to invite philosophical proposals (also X-phi) that focus on empirical approaches to the visual arts.

Presentation types:

  • Oral Presentations: 15-20 minutes plus Q&A (20 min slots)
  • Posters (2 extended poster sessions, A0 portrait format)

Authors will be informed about the abstract selection in May 2017.

A SELECTION OF ABSTRACTS WILL BE PUBLISHED LATER ON IN THE RENOWNED JOURNAL ART & PERCEPTION (http://www.brill.com/publications/journals/art-perception). Read more on Call: 5th Visual Science of Art Conference (VSAC)…

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Call: Non-Player Characters and Social Believability – FDG 2017 workshop

[See also a Call for Papers for AutoPlay. Gaming in the Age of Automation, a special issue of the Journal of Gaming and Virtual Worlds. –Matthew]

Call for Papers to the 2017 workshop on Non-Player Characters and Social Believability @ FDG

Cape Cod, Massachusetts, USA
August 14-17 2017 (1 day, exact date TBD)
http://www.npc-workshop.org/

Submission deadline: May 10

The 2017 workshop on Non-Player Characters and Social Believability intends to be a point of interaction for researchers and game developers interested in modeling, discussing, developing systems for NPC social behavior and social affordances. This can include behaviour based on social and behavioural science theories and models, systems for social believability frameworks, approaches, methodologies, theories, interpretations, social affordances when interacting with NPCs, and more. We invite participants from a multitude of disciplines in order to create a broad spectrum of approaches to the area.

In the context of this workshop, NPCs in games are not limited to opponents but can play any role. The development of multiplayer games has increased the demands put on the NPCs as believable characters, especially if they are to cooperate with human players. From the beginning of digital games, Artificial Intelligence (AI) has been part of the main idea of games containing acting entities, which is to provide the player with “worthy” opponents (NPCs). The development of multiplayer games has increased the demands put on the NPCs as believable characters, especially if they are to cooperate with human players. However, the social aspect of intelligent behavior has been neglected compared to the development and use AI for other domains (e.g. route planning). In particular, the interplay between intelligent behavior that is task-related, the emotions that may be attached to the events in the game world, and the social positioning and interaction of deliberating entities is underdeveloped. This workshop aims to address this by putting forward demonstrations of work in the integration of these three aspects of intelligent behavior, as well as models and theories that can be used for the emotional and social aspects, and for the integration between the three aspects. The day will be dedicated to demonstration and discussion, with ample time for collaboration and comparison of theory, method, practice, and results.

The workshop is co-located and organised with the 2017 Foundations of Digital Games (FDG) conference in Cape Cod, MA, USA. The exact workshop date is TBD, but will take place sometime during the conference (August 14-17 2017).

For more information about the workshop, please see the our web site:
http://www.npc-workshop.org/

Topics of interest include the following as related to NPCs: Read more on Call: Non-Player Characters and Social Believability – FDG 2017 workshop…

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Call: ACI2017: Fourth International Conference on Animal-Computer Interaction

ACI2017: Fourth International Conference on Animal-Computer Interaction
21-23 November 2017, Milton Keynes, United Kingdom
www.aci2017.org
#aci2017conf

Submission deadline for papers and workshop proposals: 30th June 2017

ACI is the main international conference on Animal-Computer Interaction, a rapidly growing field that focuses on the interaction between animals and computing-enabled technology.

Animals have been exposed to, and have interacted with, technology for the best part of a century; for example, in conservation studies, behavioural experiments, comparative cognition studies, precision farming and various support roles. But how does technology affect animals in their individual and social lives? How does it enable or disable their natural or learned behaviours? How does it influence their experience? And how does is impact upon their welfare?

At the crossroad between interaction design, on the one hand, and animal behavioural and welfare science, on the other, researchers have begun to address these questions, with a focus on the usability and experience of technology from the perspective of animal users, and on the design processes that inform animal-computer interactions.

As a result, an increasing body of work is shaping the emerging discipline of Animal-Computer Interaction (ACI), with a focus on:

  • Studying and theorizing the interaction between animals and technology in naturalistic settings, with regards to specific animal activities or interspecies relations
  • Developing user-centered technology that can: improve animals’ welfare by enabling the fulfillment of their needs; support animals in tasks humans might ask of them; foster interspecies relationships
  • Informing interdisciplinary user-centered approaches that can enable animals to participate in the design process as legitimate stakeholders and contributors.

As a field of research and practice, ACI extends the study and design of interactions with computing systems to animals beyond humans, whilst still including humans themselves as members of the kingdom animalia. By taking a multispecies perspective, ACI acknowledges the evolutionary continuities existing between species, thus pushing the boundaries of interaction design in terms of participating agents, methods and applications.

Such a perspective has a range of potential benefits that range from improving animal wellbeing and human-animal relations, to the strengthening of disciplines such as human-computer interaction. For example, the development of multispecies research practices and design frameworks could enable designers to better account for the cognitive and ergonomic diversity of their prospective users. ACI could also broaden participation in interaction design, providing inclusive technology to support multispecies communities, and lead to the development of more sustainable forms of technologically supported living. In the longer term, by bringing more-than-human voices to the design table, ACI could help us revisit anthropocentric biases in human activity and interspecies interaction, and contribute to the exploration of alternative models that can better support biodiversity and foster environmental restoration.

Call for Contributions

This year, the conference theme is improving relations. While we invite any ACI-related contributions from any relevant disciplines, we particularly welcome contributions that focus on the improvement of human-animal relations or relations between other animals.

This may concern, for example, theories, methods or applications that have the potential to better support interspecies communication; to improve humans’ understanding of other animals, their characteristics and needs; to enable humans to take better care of other animals; to reduce interspecies conflicts and the impact of human activity on animals; to better supports animals in activities they do for humans; to help humans take better care of animals; to foster the development of ecologically and ethically more sustainable forms of interspecies interaction and cohabitation.

We specifically invite the submission of:

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Call: SimulationWeek, curated by Simulation Australasia

Call for Participation – Upload your Innovative Work

SimulationWeek

http://www.scoop.it/t/simulation-week

SimulationWeek is from Monday 1 May to Sunday 7 May 2017. SimulationWeek is an opportunity to promote the many forms of simulation in our organisations and communities to celebrate its accomplishments and future vision.

Read more on Call: SimulationWeek, curated by Simulation Australasia…

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Call: GROUP 2018 – ACM International Conference on Supporting Group Work

Call for Submissions

GROUP 2018
ACM International Conference on Supporting Group Work
January 7-10, 2018, Sanibel Island, Florida, USA
http://group.acm.org

First submission deadline (Papers and Notes): June 23, 2017

For over 25 years, the ACM International Conference on Supporting Group Work (GROUP) has been a premier venue for research on Computer Supported Cooperative Work, Human Computer Interaction, Computer Supported Collaborative Learning and Socio-Technical Studies. The conference integrates work in social science, computer science, engineering, design, values, and other diverse topics related to group work, broadly conceptualized. Group 2018 continues the tradition of being truly international and interdisciplinary in both organizational structure as well as participants.

Key goals for the program are to encourage and facilitate researchers within CSCW and HCI to interact across disciplinary boundaries. We encourage high-level research contributions from interdisciplinary groups to present work that might be difficult to place within one simple category. We are open to diverse and innovative research methods, and to contributions across broad areas such as systems, society, participation, critique, collaboration, and human interaction. GROUP 2018 in particular would like to encourage systems designers, builders, and researchers from industry, academia, government and other interested groups to participate. Participation at GROUP takes many different forms. In 2018, we will continue two new submissions categories that were introduced in 2016. First, GROUP 2018 will again offer the opportunity to authors of newly published papers from the Journal of CSCW (http://link.springer.com/journal/10606) to present their papers in the conference. Second, the submission category “Design Fictions” will be maintained.

Submissions to the conference are welcome in the form of:

RESEARCH PAPERS (both short and long). This venue gives the occasion to present and interact with the audience. Accepted papers will be published in the Conference Proceedings and ACM Digital Library. Please use the ACM SIGCHI format for submissions. We invite archival submissions in the form of either full Papers or shorter contributions (Notes). A Note is a brief report of a more limited, but definitive, outcome or theoretical development. There is no page limit for Papers or Notes, although clear rationale should be given for Papers that exceed 10 pages or for Notes that exceed 4 pages. Research Paper submissions must be completed online at https://new.precisionconference.com/group.

WORKING PAPERS (WP) are contributions in which the authors are working towards an archival journal submission and would like to discuss their work with their colleagues at GROUP . Our goal is to broaden the conversations at GROUP, with a format that may appeal to colleagues whose primary publications are in journals, rather than conference papers. WPs will not be published in the conference proceedings, but will be distributed in a paper conference supplement at the GROUP conference for the attendees only. Therefore, you are free to seek formal publication of a draft journal submission that appears in a WP. The WP review process will be *lightweight*, without any revisions asked to the authors, to expand the GROUP community and discussions. Please send submissions directly to co-chairs at wp@group2018.org.

DESIGN FICTIONS – FICTIVE FUTURES. Exploring Future Research Agendas. We seek submissions that imagine possible futures for research on the relationships between computers and people. Submissions will include two portions: a fictional document related to the conduct of research and an author statement about the document. The fiction document could be an extended abstract, a call for papers, an excerpt from API documentation, a book review, a study protocol for IRB review, or any other relevant type. The author statement should connect that document to current events, cite ongoing research in the field, or otherwise extrapolate how the envisioned future might arise from our given present. This statement will be especially important for abstracts (which are too short to explain their rationale), API documentations (which typically do not provide a historical rationale), and other documents that on their own may be exceptionally short and/or vague. Because Design Fictions are archival contributions, we recommend a minimum length of 3 pages, and as many as 10 pages. Please use the ACM SIGCHI Format for submissions. The reviewing process will be the same as the general track, and Design Fiction papers or notes will be included in the proceedings. Design Fiction submissions must be completed online at https://new.precisionconference.com/group.

POSTERS AND DEMOS. Posters and demos are an opportunity to present late-breaking and preliminary results, smaller results not suitable for a Paper or Note submission, innovative ideas not yet validated through user studies, student research in early phases, and other research best presented in this open format. Posters and demos will be displayed at a special session in the conference when poster and demo authors will be available to discuss their work. Poster submissions should include an extended abstract no longer than 4 pages, including all figures and references, in ACM SIGCHI Format (available here). In addition, submissions should also include a separate Tabloid (A3 or 11 x 17 inches) sized draft of the poster for review purposes. Both the extended abstract and the poster draft should include author names (these are not anonymous submissions). Please send submissions directly to co-chairs at posters@group2018.org.

WORKSHOPS. Workshops provide an informal and focused environment for the information exchange and discussion ofGroup related topics. We offer half or full day workshop venues. Proposals should include an abstract (max 150 words), a title, description of workshop theme, aim, goals, activities and potential outcomes. It should also specify audio/visual equipment needed, maximum number of participants, the duration of the workshop (half or full day) and the names and backgrounds of the organizer(s). Please submit a maximum of four pages, using the ACM SIGCHI format for submissions. We encourage topics suitable for developing new ideas and deep discussions. Please send submissions directly to co-chairs at workshops@group2018.org.

DOCTORAL COLLOQUIUM. The Doctoral Colloquium provides a forum for sharing ongoing Ph.D. projects of participants with other advanced Ph.D. students and distinguished faculty for mentoring and feedback. Space is limited, so an application of up to four pages is required, in the ACM standard format. Please contact the workshop co-chairs at dc@group2018.org. Accepted research papers, notes, Design Fictions, posters, and doctoral colloquium extended abstracts are published in the ACM Press Conference Proceedings and in the ACM digital Library. Accepted Workshop proposals will be published in a paper-based supplement.

CONFERENCE TOPICS Read more on Call: GROUP 2018 – ACM International Conference on Supporting Group Work…

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Call: Computer Graphics & Visual Computing 2017 (CGVC 2017)

COMPUTER GRAPHICS & VISUAL COMPUTING 2017 (CGVC 2017)
The 35th Annual Conference organised by the UK chapter of the Eurographics Association
14-15 September 2017
Manchester Metropolitan University, UK
http://www.eguk.org.uk/CGVC2017

Submission Deadline: 16 June 2017

The annual EGUK conference is a meeting place for all those in the UK working in computer graphics and visual computing. It attracts researchers from across the country and from further afield.

The 2017 conference Computer Graphics & Visual Computing will be an overnight meeting (lunchtime to lunchtime). The conference wants to focus on increasing the dialogue between academic research groups, researchers in academic and in industrial developments. In order to facilitate such dialogue, we are seeking contributions mainly in the form of extended abstract and industrial demonstrations. However, we also welcome submissions of full papers.

FULL PAPERS – a paper of 4 to 8 pages describing completed research. Papers will be refereed by members of the EGUK programme committee. Authors of accepted papers will be expected to give a 20 minute presentation at the conference. Accepted papers will appear in the Eurographics digital library and will count as full paper publications.

EXTENDED ABSTRACT – an abstract of up to 1000 words, plus figures and references. An extended abstract can describe work in progress, interim results, industrial work, or research presented more fully elsewhere. Extended abstracts will also be refereed by a panel drawn from the EGUK programme committee. All accepted extended abstracts will be presented as posters in a poster session and authors of selected submissions will also be expected to give a 15 minute presentation at the conference.

INDUSTRIAL PROJECT ABSTRACTS – a technical abstract of 1 to 4 pages, demonstrating implementations and/or product development. Technical abstracts will be presented at the conference site as large format posters during a poster session.

Accepted abstracts will appear in the Eurographics digital library. An extended abstract and industrial project abstract will not be considered as a full paper publication, instead being similar to a SIGGRAPH one-page sketch or to a conference poster without an associated paper. As such, presenting an extended abstract at this conference has no effect on your ability to publish a fuller version of the same work in another venue. See full instruction at the conference website.

TOPICS include but are not limited to:

  • Computer animation and image-based animation
  • Computer-based arts and entertainment
  • Vision-based techniques and image processing
  • Acquisition and reconstruction techniques
  • Graphics architectures and acceleration hardware
  • Medical imaging
  • Multimedia visualisation
  • Computer Games
  • Rendering techniques
  • Scientific visualization and big data
  • Information visualization and visual analytics
  • Augmented reality and collaborative environments
  • Mobile Apps and Interactive Devices
  • Human computer interaction, robotics, and haptics
  • Modelling methods

Read more on Call: Computer Graphics & Visual Computing 2017 (CGVC 2017)…

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