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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: “Workshop on emotions and emergent states in groups” at Affective Computing and Intelligent Interfaces 2019

Call for Papers

Workshop on emotions and emergent states in groups
@ 8th International Conference on Affective Computing & Intelligent Interaction (ACII 2019)
Cambridge, UK
September 3, 2019

Submission deadline (extended): June 24, 2019


The study of affect in groups, although a major goal of affective computing, has received relatively less attention compared to modeling individual affect. This is primarily because studying affect in an interactive, multiparty setting is more complex, and often, not very well defined outside specific applications. As group members explicitly and implicitly interact to coordinate their actions and achieve objectives, so-called emergent states also evolve over time. These include pivotal group phenomena such as trust, conflict, and cohesion. This workshop will provide a unique occasion to gather researchers and practitioners working on approaches for sensing, analyzing, and modeling group emotion and emergent states from a multidisciplinary perspective, including psychological, ethnological, sociological, pedagogical, and computational viewpoints.

Possible topics include:

  • Theoretical approaches to affective dynamics and resulting emergent states in groups
  • Research design: from controlled lab settings to groups in the wild
  • Data collection, annotation, and sharing
  • Approaches for analyzing and modeling groups taking into account emergent states and/or emotions
  • Integration of artificial agents (robots, virtual characters) in the group life by leveraging its affective loop: interaction paradigms, strategies, modalities, adaptation
  • Collaborative affective interfaces (e.g., for inclusion, for education, for games and entertainment)

Paper submissions: Read more on Call: “Workshop on emotions and emergent states in groups” at Affective Computing and Intelligent Interfaces 2019…

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Call: BCI for (Media) Art and Games: Aalborg Workshop with ArtsIT 2019

Call for Papers

BCI for (Media) Art and Games: Aalborg Workshop
Workshop in conjunction with ArtsIT 2019 – 8th EAI International Conference: ArtsIT, Interactivity & Game Creation
November 6-8, 2019
Aalborg, Denmark:
BCI for Art and Games:

Submission Deadline: 10 August 2019


Brain-computer interfaces (BCI) have been used for entertainment, gaming, and artistic expression. These application areas for BCI have been explored in the previous decades. Although commercial applications hardly exist, the general public has been able to get acquainted with BCI and use BCI in artistic installations in urban public spaces, in museums, or during public scientific events. There are also BCI games. Such games can serve different purposes: entertainment (just fun), treatment of mental disorders, or rehabilitation. Affordable BCI devices and BCI software platforms have made it possible for artists and game designers to develop ideas and design installations and applications that do not require them to invest extensive and frustrating time in getting a BCI to work or tuning it to their application. Whether it is about games or artistic BCI installations, multiple users are often involved, and there is direct two-sided interaction between the user(s) and the BCI controlled environment. Moreover, in contrast to clinical BCI research, efficiency and robustness are not the most important issues.

The aim of this workshop is to review current (research) activities in BCIs for games, entertainment, and artistic expression and to identify research areas that are of interest for both BCI and HCI researchers as well as for game designers and media artists using BCI for their interactive installations. Hence, in addition to BCI researchers, game designers, artists, and performers are asked to contribute to this workshop with papers, presentations, and demonstrations.

Topics of the submissions may include, but are not limited to:

  • Design, implementation, and evaluation of BCI games and artistic BCIs;
  • Affective BCI in game, art and entertainment environments
  • BCI, Augmented and Virtual Reality, serious games;
  • The impact of BCI Hackathons on research and applications;
  • Multi-brain and multimodal interaction in game and artistic environments;
  • BCI environments for self-reflection, empathizing, and therapy;
  • BCI control of instruments and tools for games and artistic expression; and
  • Agency in BCI games and interactive art installations

Read more on Call: BCI for (Media) Art and Games: Aalborg Workshop with ArtsIT 2019…

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Call: FMIS 2019: 8th Formal Methods for Interactive Systems workshop


FMIS 2019: 8th Formal Methods for Interactive Systems workshop
Co-located with FM 2019
Porto, Portugal
October 7, 2019

Paper submission deadline (extended): July 1, 2019

Reducing the risk of human error in the use of interactive systems is increasingly recognised as a key objective in contexts where safety, security, financial or similar considerations are important. These risks are of particular concern where users are presented with novel interactive experiences through the use of ubiquitous mobile devices in complex smart environments. Formal methods are required to analyse these interactive situations. In such complex systems analysis and justification that risk is reduced may depend on both qualitative and quantitative models of the system.

The aim of FMIS 2019 (The 8th International Workshop on Formal Methods for Interactive Systems) is to bring together researchers from a range of disciplines within computer science (including HCI) and other behavioural disciplines, from both academia and industry, who are interested in both formal methods and interactive system design. An aim of the workshop is to grow and sustain a network of researchers interested in the development and application of formal methods and related verification and analysis tools to HCI and usability aspects of ubiquitous systems.


The focus of the workshop is, though not restricted to, general design and verification methodologies, which take account of models or accounts of human behavior.

Submitted papers should address issues of how formal methods can be applied to interactive system design. We also welcome papers with a focus on theory provided a link to interactive systems is made explicit. Application areas considered include but are not limited to: pervasive and ubiquitous systems, cyber-physical systems, augmented reality, scalability and resilience, mobile devices, embedded systems, safety-critical systems, high-reliability systems, shared control systems, digital libraries, eGovernment, human-robot interaction.

SUBMISSIONS Read more on Call: FMIS 2019: 8th Formal Methods for Interactive Systems workshop…

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Call: North American Simulation And Gaming Association (NASAGA) 2019 Conference

Request for Presentation Proposals

Playful methods. Serious results.
Chicago, Illinois
November 6-9

Submission deadline: June 30, 2019

NASAGA has been around since 1962 and each year, the annual conference offers a grand time of learning, gaming, and networking. Whether it is the seriousness of serious play, or the epiphanies of short jolts, or the excitement of complex simulations, NASAGA has always been about applying games and simulations in business, schools, and non-profits. It’s all about application!

This year’s theme is: PLAY TO PERFORM: Using Games, Simulations, and other Activities to Improve Performance.

With three planned pre-conference sessions held on November 6, three thematic tracks for attendee learning, and three certification opportunities, this year’s conference promises to be among the best of the best!

Our Conference begins with three pre-conference sessions. Each spearheads a certification program. Participants can just attend a pre-con or continue taking five additionally aligned break-out sessions and completing a post-program applied evaluation to earn a certificate of achievement.

  • GAMIFICATION: Turning the Everyday into Play
  • APPLIED IMPROV FACILITATION BOOTCAMP (Facilitated by our Friends from the Applied Improv Network)

The conference itself will have three thematic tracks, organizing each of the break-out sessions (33 planned sessions altogether). Track One focuses on DESIGNing games and activities. Track Two on DELIVERing games and activities and Track Three on EVALUATing how well they worked at driving performance.

We will also have three keynotes from world-renowned speakers.

  • Brandon Carson, Global Learning Executive for Delta Air Lines and Author of Learning in the Age of Immediacy
  • Thiagi (Sivasailam Thiagarajan), CEO and Resident Mad Scientist of The Thiagi Group, and
  • Will Thalheimer, President of Work Learning Research, Inc.

Along with NASAGA staples, such as our famous Game Nights, our rocking banquet and auction, 99-Second Talks, and more, NASAGA 2019 is the place to be. Read more on Call: North American Simulation And Gaming Association (NASAGA) 2019 Conference…

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Call: 4th Annual International GamiFIN Conference 2020

Call for Papers

4th Annual International GamiFIN Conference 2020
April 1-3, 2020
Levi, Lapland, Finland
Conference website:
Full CFP:


  • October 20, 2019: Submissions deadline for papers
  • December 20, 2019: Notifications of acceptance sent to authors of papers
  • January 15, 2020: Submissions deadline for posters and doctoral consortium
  • January 31, 2020: Acceptance for posters and doctoral consortium entries
  • February 28, 2020: Registration deadline for authors
  • March 8, 2020: Deadline for camera-ready
  • April 1-3, 2020: Conference


Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation of reality under several domains and related (but not limited) to 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, social media and gamification, gamification in journalism & media
  • COMMERCE: e.g. Business models, free-to-play, gambling, gamification in marketing/advergaming
  • WORK: e.g. Organizational gamification, gameful work, gamification in leadership
  • TECHNOLOGY: e.g. Virtual reality, augmented reality, Internet of things, wearables, AI, machine learning
  • TOYS & PLAY: e.g. Toy play, toy design/creation, toys in education, internet of toys, toyfication
  • HEALTH: e.g. Quantified self, games & gamification for health
  • CULTURE: e.g. Ludification, history of games and gamification, gamification in society
  • THEORIES/CONCEPTS/METHODS: Contributions to science around gamification
  • CRITICAL APPROACH TO GAMIFICATION: e.g. detrimental effects of gamification, metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society

Read more on Call: 4th Annual International GamiFIN Conference 2020…

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Call: Participation in study about adult media and sexual health for VR users

Call for Participation

Study about adult media and sexual health for VR users


I am a graduate student at Michigan State University conducting research on attitudes about adult media (pornography) and sexual health for virtual reality users. If you are 18 years old, have consumed adult media through a virtual reality format – in the past six months, and feel comfortable answering questions about adult media use, would you please consider completing our study?

Read more on Call: Participation in study about adult media and sexual health for VR users…

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Call: Designing Serious Location-based Augmented Reality Games – ICEC-JCSG 2019 Workshop

Call for Papers

Workshop on Designing Serious Location-based Augmented Reality Games
Held as part of the IFIP International Conference on Entertainment Computing & Joint Conference on Serious Games (ICEC-JCSG 2019,
Arequipa, Perú
November 11-15th 2019

Paper submission deadline: July 1, 2019


In recent years, the popularity of location-based Augmented Reality (AR) games has increased significantly. For example, 2013 Ingress generated a hype that was surpassed by 2016 Pokémon GO with an even larger player base. From a didactical perspective, location-based AR games, which encompass Ingress and Pokémon GO, have a number of characteristics that make their use as learning tools very appealing: location-based AR games guide learners to real objects on location and supplement these objects with information to be learned. One of the principles supported is the contiguity principle: learning effects are reinforced by the temporal and/or spatial combination of object and information. Further principles of multimedia learning, such as signaling (i.e. the insertion of additional clues) can also be implemented with the help of location-based AR games. Location-based AR games are also suitable as social interaction triggers for collaborative learning settings, such as the joint development of learning content in groups or for making decisions and achieving goals as a team.

In this workshop we intend to focus on the benefits of location-based AR games for purposes beyond entertainment, especially for learning. We would like to foster a discourse about the specific contexts in which location-based AR games are most valuable learning tools, based on the debate of mobile and con-text-based learning. Further, we would like to outline design guidelines that en-sure a balance between serious purpose and fun when developing and using serious location-based AR games. Fun is to be seen as an essential part of achieving high user engagement. At the same time, however, it must also be ensured that the serious purpose can be adequately achieved. These two poles of fun and serious purpose create a dynamic field in which the design of serious location-based AR games has to take place. Further, inclusive design plays a key role in enabling users with disabilities to enjoy augmented game experiences.

Topics of interest include, but are not limited to:

  • Design frameworks for AR games
  • Lessons learnt from creative AR applications
  • Reuse of entertainment AR games in serious application contexts
  • Characterization of serious application contexts of AR games
  • Design of accessible AR applications
  • Guidelines for the design of didactic scenarios using AR games
  • Assessment of didactic scenarios using AR games and integration into ex-isting learning curricula and learning infrastructure
  • Case studies of serious AR games
  • Content provision for AR games
  • Analyses of AR game mechanics and their transfer to serious AR games
  • Technical infrastructure for AR games
  • Multiplayer scenarios and their game mechanics
  • Gamification of location-based Augmented Reality Games
  • Learning patterns in AR-driven social contexts
  • Ethical issues of AR games

All submitted papers will undergo a thorough peer-review process by the workshop program committee. Accepted papers will be published as part of the official ICEC-JCSG 2019 conference proceedings by Springer in their LNCS series. At least one author of accepted submissions has to register and present at the ICEC-JCSG 2019 workshop.

2 SUBMISSION INFORMATION Read more on Call: Designing Serious Location-based Augmented Reality Games – ICEC-JCSG 2019 Workshop…

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Call: SIGGRAPH Asia 2019 Emerging Technologies (E-Tech) Demonstrations

Call for Emerging Technologies (E-Tech) Demonstrations
SIGGRPAH Asia 2019

17-20 November

Deadline: 17 June 2019

Experience the Future!

Interactive technology is one of the most important and exciting parts of the SIGGRAPH and SIGGRAPH Asia conferences, and the Emerging Technologies program plays a vital role in driving the development of research communities to pursue technological innovations and to make a great impact on the public. The Emerging Technologies program presents demonstrations of research from a wide range of fields, including displays, virtual and augmented reality, input devices, and robotics.

Read more on Call: SIGGRAPH Asia 2019 Emerging Technologies (E-Tech) Demonstrations…

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Call: VJ 2019: 11th Conference on Videogame Sciences and Arts

Call for Papers

VJ 2019: 11th Conference on Videogame Sciences and Arts
27-29 November 2019
Aveiro, Portugal

Submission deadline: July 31, 2019


Ten years, and ten years more.

The 11th Conference on Videogame Sciences and Arts will be held on November 27-29, organised by the Departament of Communication and Art of the University of Aveiro, and the Society of Video Games Sciences (SPCV). The annual conferences of the SPCV promote the scientific gathering of researchers in Portugal. These conferences are attended by researchers and professionals in the expanded field of videogames – Multimedia, Communication, Technology, Education, Psychology and Arts – to disseminate work and exchange experiences between the academic community and with the industry.

In 2009 the conference was held at University of Aveiro. 2019 will mark the coming back after 10 years. We intend then to show a thorough roadmap of the evolution of the national and international game research during these 10 years, as also ideas and speculations for the next 10 years.

Also, this time we plan going full international, using as working language English, for the CFP, the website, as the Proceedings. Therefore, if you’ve never participated in one Videojogos, this may be the best time to do it. We are calling for papers on games research from all over the world.


We welcome research proposals, long and short papers, and demos. All presenting new scientific results, innovative technologies, best practices, or improvements to existing techniques and approaches in the multidisciplinary research field of Games Research.

Suggested research topics for contributions include, but are not limited to:

Tabletop Games
Hybrid Games
Serious Games

SUBMISSIONS Read more on Call: VJ 2019: 11th Conference on Videogame Sciences and Arts…

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Call: 3rd International Workshop on the Applications of Knowledge Representation and Semantic Technologies in Robotics (AnSWeR19)

Call for Papers

3rd International Workshop on the Applications of Knowledge Representation and Semantic Technologies in Robotics (AnSWeR19)
Co-located with the IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS2019)
Dates: November 4/8 (tbd), 2019
Venue: The Venetian Macao, Macau, China (co-located with IROS2019)
Hashtag: #answer2019
Twitter: @answerworkshop

Deadline for submission: June 30th, 2019
Submissions page:


Ilaria Tiddi – Vrije Universiteit Amsterdam, NL
Amelie Gyrard – Wright State University, US
Masoumeh (Iran) Mansouri – Örebro University, Sweden
Emanuele Bastianelli – Heriot-Watt University, UK


Autonomous mobile agents and robotics, in general, are experiencing a growing interest due to a number of factors, e.g. the advancements in Artificial Intelligence, Natural Language Processing, and Computer Vision; the amount of new efficient techniques for basic robotic tasks (perception, manipulation, navigation etc.); and the increasing number of cost-accessible robotic platforms in the market. As a consequence, robots will be required to achieve more and more complex tasks, hence exposing the ability to deal with different sources of knowledge about the world in order to improve their behaviours.

While the problem of enabling robots to use available sources of heterogeneous knowledge has attracted attention relatively recently in the robotics community (e.g. the RoboEarth or RoboBrain projects), the Knowledge Representation and Semantic Web communities have been studying techniques to model, integrate and exploit heterogeneous sources knowledge for a long time. We argue that such techniques should also have a role to play in the context of robotic applications, as they could be beneficial for robots to achieve their tasks. The goal It is therefore important to understand how these communities are interfacing, and how they can benefit from each other.

The goal of the AnSWeR workshop is to address these issues by studying the involvement and applications of Knowledge Representation formalisms and semantic technologies in robotic applications, by giving the researchers and practitioners the opportunity to compare and debate on common problems. The AnSWeR workshop will, therefore, allow addressing and debating on problems that have been tackled so far by two communities that worked on overlapping topics.


  • Usability of available Semantic Web resources in Robotics
  • Semantic methods to support the development of robotic systems
  • Knowledge Representation and Reasoning techniques for Robotics
  • Knowledge-based systems for robots
  • Semantic solutions to enable spatiotemporal planning and reasoning
  • Ontologies and standardization of terminology for robotics applications
  • Semantic Mapping
  • Knowledge acquisition in robotic applications
  • Integration of local robotic knowledge with data from the Web
  • Planning and navigation using knowledge graphs
  • Robotics within the Web of Things/Internet of Cloud Robotic Things
  • Knowledge and perception
  • Semantic technologies to support Cloud Robotics systems
  • Semantic approaches for entity linking, grounding, and anchoring
  • Concrete use cases of working robotic systems exploiting semantic technologies
  • Future trends at the intersection of Robotics and Knowledge Representation
  • Knowledge Graphs, Linked Data and semantic technologies for robots
  • Impact and relation of knowledge-based technologies in social robotics and robot ethics
  • A.I.R. data for robotics systems
  • Knowledge-based embodied conversational agents (e.g., chatbots)

Additionally, we offer the possibility to submit a paper to the “Knowledge Extraction from robotic ontologies” challenge track. See website for details.

SUBMISSIONS Read more on Call: 3rd International Workshop on the Applications of Knowledge Representation and Semantic Technologies in Robotics (AnSWeR19)…

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