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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: 25th ACM Symposium on Virtual Reality Software and Technology (VRST 2019)

Call for Papers, Abstracts, Demos, and Posters

VRST 2019: 25th Annual ACM Symposium on Virtual Reality Software and Technology
Sydney, Australia
12 November to 15 November 2019

Submission deadlines:
Papers and abstracts: 19 July 2019
Posters and Demos: 15 August 2019

Dear Colleagues

Western Sydney University invites you to submit papers, abstracts, demos, and posters for the 25th Annual ACM Symposium on Virtual Reality Software and Technology (VRST 2019).

VRST 2019 is the premier international symposium for the presentation of new research results, systems, and techniques among researchers and developers concerned with Augmented, Virtual and Mixed Reality software and technology.

For the 25th silver anniversary of the conference, this year VRST 2019 will be hosted by Western Sydney University in Sydney, Australia, from 12 November to 15 November 2019. VRST 2019 is sponsored by the Association for Computing Machinery (ACM), SIGCHI, and SIGGRAPH.

Topics of interest include, but are not limited to:

  • Virtual Reality / Augmented Reality / Mixed Reality (XR) technology and devices
  • Advanced display technologies and immersive projection technologies
  • Low-latency and high-performance XR
  • Multi-user and distributed XR
  • XR software infrastructures
  • XR authoring systems
  • Human interaction and collaborative techniques for XR
  • Input devices for XR
  • Tracking and sensing
  • Multisensory and multimodal systems for XR
  • Brain-computer interfaces
  • Haptics, smell and taste
  • Audio and music processing, and/or sound synthesis for XR
  • Computer vision and computer graphics techniques for XR
  • Immersive simulations in XR and Immersive analytics
  • Modelling and simulation
  • Real-time physics-based modelling
  • Real-time and physically based rendering
  • Avatars and virtual humans in XR
  • Tele-operation and telepresence
  • Performance testing & evaluation
  • Locomotion and navigation in virtual environments
  • Perception, presence, virtual embodiment, and cognition
  • Teleoperation and telepresence
  • Computer animation for XR
  • XR applications e.g. training systems, medical systems
  • XR for fabrication
  • Innovative HCI approaches in XR
  • Multi-disciplinary research projects involving innovative use of XR


All accepted papers will be published in the ACM digital library in the VRST collection.  Read more on Call: 25th ACM Symposium on Virtual Reality Software and Technology (VRST 2019)…

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Call: 2nd ACM PETRA Workshop on Social Robots: A Workshop on the Past, the Present and the Future of Digital Companions

Call for Papers

The Second ACM PETRA Workshop on Social Robots: A Workshop on the Past, the Present and the Future of Digital Companions
At PErvasive Technologies Related to Assistive Environments (PETRA) 2019
Rhodes, Greece
June 5-7, 2019

Read more on Call: 2nd ACM PETRA Workshop on Social Robots: A Workshop on the Past, the Present and the Future of Digital Companions…

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Call: “Unifying Human Computer Interaction and Artificial Intelligence” issue of Human-Computer Interaction

Call for Papers:

Special Issue of Human-Computer Interaction:
“Unifying Human Computer Interaction and Artificial Intelligence”

Special Issue Editors:
Munmun De Choudhury, Min Kyung Lee, David A. Shamma, and Haiyi Zhu

March 20, 2019: Proposals Due (1,000 words)
June 15, 2019: Full Papers Due


Over the past decade, artificial intelligence (AI) has increasingly been deployed across many domains such as transportation, retail, criminal justice, finance and health. But these very domains that AI is aiming to revolutionize may also be where human implications are the most momentous. The potential negative effects of AI on society, whether amplifying human biases or the perils of automation, cannot be ignored and as a result such topics are increasingly discussed in scholarly and popular press contexts. As the New York Times notes: “[…] if we want [AI] to play a positive role in tomorrow’s world, it must be guided by human concerns.”

However, simply introducing human guidance or human sensitivity into AI is not going to be enough to realize AI’s full potential or to prevent its unintended consequences. AI is increasingly being incorporated into technology design, including technologies of deep interest to researchers and practitioners in human computer interaction (HCI). While most AI-based approaches offer promising methods for tackling real-world problems, many of the technologies they enable have been developed in isolation, without appropriate involvement of the human stakeholders who use these systems and who are the most affected by them. Human involvement in AI system design, development, and evaluation is critical to ensure that AI-based systems are practical, with their outputs being meaningful and relatable to those who use them. Moreover, human activities and behaviors are deeply contextual, complex, nuanced, and laden with subjectivity; aspects which may cause current AI-based approaches to fail as they cannot adequately be addressed by simply adding more data. As a result, to ensure the success of future AI approaches, we must incorporate new complementary human-centered insights. These include stakeholders’ demands, beliefs, values, expectations, and preferences-attributes that constitute a focal point of HCI research-and which need to be a part of the development of these AI-based technologies.

The same issues also give rise to important new methodological questions. For instance, how can existing HCI methodology incorporate AI methods and data to develop intelligent systems to improve the human condition? What are the best ways to bridge the gap between machines and humans while designing technologies? How can AI enhance the human experience in interactive technologies; and further could it help define new styles of interaction? How will conventional evaluation techniques in HCI need to be modified in contexts where AI is a core technology component? What existing research methods might be most compatible with AI approaches? And, what will be involved in training the next generation of HCI researchers who want to work at the intersection with AI? Of course the concepts of “design”, “interaction”, and “evaluation” continue to be interpreted by different HCI researchers and practitioners in many related but non-identical ways. Nonetheless, how the potential synergy between AI and HCI will influence these interpretations remains an open but pertinent question.

Naturally, conversations about the relationship between HCI and AI are not new. Shneiderman and Maes (1997) discussed if AI should be a primary metaphor in the human interface to computers. Similarly, Grudin (2009) described alternating cycles in which one approach flourished, while the other suffered a “winter”, characterized by a period of reduced funding, and academic and popular interest. And more than a decade ago, Winograd (2006) argued about the strengths and limitations, as well as the relevance of rationalistic and design approaches offered by AI and HCI respectively, when applied to “messy” human problems. While the landscape of both AI and HCI research has significantly evolved since these early conversations, and researchers have begun to be more vocal about the need for a stronger “marriage” between HCI and AI, nevertheless the competing philosophies and research styles of the two fields, the current context, both academic and societal, demands renewed attention to unifying HCI and AI.

This special issue aims to be a step forward in this regard. We hope to revive and extend prior attempts to bridge HCI and AI, given the burgeoning promise and traction AI has invited recently in tackling challenging human problems. In doing so, we seek to engage both HCI and AI researchers contributing theoretical, empirical, systems, or design papers that aim to unify these two perspectives. We want to bring together research that spans this wide set of issues to help integrate the different parts of this emerging space. By doing so, we aim to begin a constructive dialog to bridge the gap via original research.


Submissions should address key questions in unifying AI and HCI. The following questions are intended to be inspiring, not limiting:

  • How can we bridge the fundamental mismatch between human-styles of interpretation, reasoning, and feedback and the machine’s statistical optimization for data with high-dimensionality?
  • How can we incorporate human insights—including stakeholders’ demands, beliefs, values, expectations, and preferences—into the development of AI technologies?
  • How can we predict the societal consequences of AI system deployment?
  • How can we systematically evaluate the social, psychological, and economic impacts of AI technologies?
  • How can we train our next-generation developers and designers to create AI system in a human-centered manner?
  • How does AI change how we design and prototype new HCI systems and applications?
  • How should AI interactions be designed to help end users understand AI and make better decisions?
  • What HCI methods can we use to address AI’s limitations?
  • What design methods and prototyping tools can help us create novel AI applications and services?
  • How might existing human-centric methods help increase algorithmic transparency and explainability?
  • Where can AI help HCI in testing, evaluation, and User Experience?

Read more on Call: “Unifying Human Computer Interaction and Artificial Intelligence” issue of Human-Computer Interaction…

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Call: First IEEE International conference on Humanized Computing and Communication (HCC 2019)

First IEEE International conference on
Humanized Computing and Communication (HCC 2019)
September 25-27, 2019
Laguna Hills, California

Submission deadline: July 1, 2019

Artificial Intelligence (AI) is concerned with computing technologies that allow machines to move, see, hear, talk, think, learn, behave, and connect like humans. Humanized Computing and Communication (HCC) address the ability of a computer to mimic a human in perception, conversation, behavior, and networking. The huge potential of HCC represents an exciting future for individuals and businesses. In addition, business-business, business-human, and human-human may be interconnected in a revolutionary way to stimulate tremendous amount of interesting activities.

The First IEEE International Conference on Humanized Computing and Communication (HCC 2019) is an international forum for academia and industries to exchange visions and ideas in the state of the art and practice of HCC, as well as to identify the emerging topics and define the future of HCC.

TOPICS OF INTEREST include, but are not limited to:

  • Cognitive AI including machine vision and natural language processing
  • Conversational AI
  • Visual AI
  • Expressions and emotions
  • Models of human communication and interactions
  • Models of human and social behaviors
  • Communicating agents
  • Social agents
  • Interactions between visual, conversational, behavioral, and social AI
  • Artificial consciousness
  • Robotic intelligence
  • Human-robot and multi-robot communication

The conference proceedings will be published by the IEEE Xplore® and/or IEEE Computer Society Press digital library. Distinguished quality papers presented at the conference will be selected for the best paper/poster awards and for publication in internationally renowned journals (SCI, EI, and/or Scoups indexed). Read more on Call: First IEEE International conference on Humanized Computing and Communication (HCC 2019)…

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Call: Adaptive and Personalized Privacy and Security (APPS 2019) – ACM UMAP Workshop


ACM UMAP Workshop – Adaptive and Personalized Privacy and Security (APPS 2019)
The 1st International Workshop on Adaptive and Personalized Privacy and Security
in conjunction with the 27th ACM Conference on User Modeling, Adaptation and Personalization (ACM UMAP 2019)
Larnaca, Cyprus
June 09-12, 2019

Workshop Website:
Paper Submissions:


Papers submission deadline: March 13, 2019 (23:59 AoE time)
Notification: March 26, 2019
Camera-ready papers: April 03, 2019


Millions of users across different continents and countries are daily engaged with privacy and security tasks which are indispensable in modern information systems and services. Such tasks are commonly related to user authentication, human interaction proofs (e.g., captcha), privacy and security pop-up dialogs, setting privacy and security features within online user profiles, etc. Recent privacy and security incidents of famous online services have once more underpinned the necessity towards further investigating and improving current approaches and practices related to the design of efficient and effective privacy and security. In order to achieve this objective, one possible direction is related to providing adaptive and personalized characteristics to privacy- and security-related user tasks, given the diversity of the user characteristics (like cultural, cognitive, age, habits), the technology (like standalone, mobile, mixed-virtual-augmented reality, wearables) and interaction contexts of use (like being on the move, social settings, spatial limitations). Hence, adaptive and personalized privacy and security implies the ability of an interactive system or service to support its end-users, who are engaged in privacy- and/or security-related tasks, based on user models which describe in a holistic way what constitutes the user’s physical, technological and interaction context in which computation takes place.

APPS 2019 aims to bring together researchers and practitioners working on diverse topics related to understanding and improving the usability of privacy and security software and systems, by applying user modeling, adaptation and personalization principles. The workshop will address the following objectives:

  • increase our understanding and knowledge on supporting usable privacy and security interaction design through novel user modeling mechanisms and adaptive user interfaces;
  • discuss methods and techniques for understanding user attitudes and perceptions towards privacy and security issues in various application areas;
  • identify human-centered models for the design, development and evaluation of adaptive and personalized privacy and security systems;
  • discuss methods for evaluating the impact and added value of adaptation and personalization in privacy and security systems.


Topics of interest include, but are not limited to:

  • Adaptation and personalization approaches in usable privacy and security
  • Effects of human factors (e.g., cognition, personality, etc.) in privacy and security systems
  • Novel user interaction concepts and user interfaces for achieving usable security
  • Cultural diversity in usable privacy and security
  • Context-aware privacy and security
  • Adaptive usable security in various domains such as healthcare, IoT, automotive
  • Trust perceived in patient-centric healthcare systems
  • Perceived security and usability in patient-centric healthcare systems
  • Adaptive user authentication policies
  • Novel approaches to the design and evaluation of usable security systems
  • Lessons learned from the deployment and use of usable privacy and security features
  • Ethical considerations in adaptive and personalized privacy and security

Read more on Call: Adaptive and Personalized Privacy and Security (APPS 2019) – ACM UMAP Workshop…

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Call: CHI PLAY 2019, 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play


6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Barcelona, Spain
October 22-25, 2019 | @acmchiplay | #chiplay19

Submission deadlines:

  • April 9, 2019:  Full papers (4-10 pages)
  • May 2, 2019:  Workshop and Course Proposals
  • July 5, 2019:  Rapid Communications Papers, Doctoral Consortium, Student Game Competition, Interactivity, Works-in-Progress, and Workshop Position Papers

CHI PLAY is the international and interdisciplinary conference, sponsored by ACM SIGCHI, for researchers and professionals across all areas of play, games, and human-computer interaction (HCI). We call this area ‘player-computer interaction’. The goal of the CHI PLAY conference is to highlight and foster discussion on high-quality research in games and HCI as a foundation for the future of digital play. To this end, the conference blends academic research papers, interactive play demos, and industry insights. Full paper acceptance rate is typically below 30%.


As a SIGCHI-sponsored conference, CHI PLAY welcomes contributions that further an understanding of the player experience, as well as contributions on novel designs or implementations of player-computer interactions, including, but not limited to, the following:

  • Playful interactions and new game mechanics
  • Innovative implementation techniques that affect player experiences
  • Studies of applied games and player experiences (e.g., games and play for health, wellbeing, and learning)
  • Accessible and inclusive design and play experience
  • Advances in game user research and game evaluation methods
  • Psychology of players and typologies of games and players
  • Gamification, persuasive games, and motivational design
  • Virtual and augmented reality in games and play
  • Novel controls, input or display technologies for games and play
  • Tools for game creation
  • Innovations to advance the work of game designers and developers
  • Game analytics and novel visualizations of player experiences
  • Developer experiences and studies of developers
  • Industry case studies

Although CHI PLAY welcomes contributions on the effects of various technologies, software, or algorithms on player experience, technical contributions without clear indications of the impact on players or developers are not within the scope of CHI PLAY. The conference invites submissions including full papers, workshop and course proposals, interactive demos, work-in-progress papers, and Rapid Communications papers. Additionally, students are invited to submit to the student game competition and the doctoral consortium. Read more on Call: CHI PLAY 2019, 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play…

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Call: “Designing Interactive Olfactory Experience in Real Context and Applications”- TEI 2019 Studio

Call for Participation

“Designing Interactive Olfactory Experience in Real Context and Applications”
TEI 2019 Studio
Arizona State University, USA
Sunday March 17th, 2019

Deadline for one page abstracts: March 5th 2019

Read more on Call: “Designing Interactive Olfactory Experience in Real Context and Applications”- TEI 2019 Studio…

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Call: 4th Games and Natural Language Processing Workshop (GAMNLP-19) at FDG 19

Call for Papers

4th Games and Natural Language Processing Workshop (GAMNLP-19)
To be held at the 14th Foundations of Digital Games Conference (FDG-19)
August 26 or 27, 2019
San Luis Obispo, California, USA

Submission deadline: April 5, 2019

The field of Natural Language Processing (NLP) ranges from theoretical studies (e.g., parsing algorithms, computational models of dialogue) to practical applications (e.g., information retrieval, conversational agents, machine translation). This workshop investigates computational and theoretical aspects of natural language research that would be beneficial for designing and building novel game experiences, or for processing texts to conduct formal game studies. NLP would benefit from games in obtaining language resources (e.g., construction of a thesaurus or a parser through a crowdsourcing game), or in learning the linguistic characteristics of game users as compared to those of other domains.

The workshop explores the overlap between the two fields and promotes interaction and collaboration among researchers and practitioners. Despite advances in both games and language research, language as a gameplay mechanism remains a largely unexplored area, often because of the lack of accessible and domain-specific NLP technologies. Language technologies must strike a balance between predictability, creativity, and authorial burden. This often results in a trade-off between using machine learning or neural network based NLP approaches, which cover a wide range of language processing but with limited explanability, and hand-crafted or structured language models, which guarantee finer language control but could limit the scope of the interactions or functionality of a system. This workshop invites both theoretical and applied contributions and we invite authors to reflect on these trade-offs.

Some examples of work that would be appropriate for GAMNLP include:

  • Game design, usability, and mechanics based on natural language interfaces
  • Novel uses of natural language processing or generation as a game mechanic
  • Player immersion in language-enabled mixed reality or physically embodied games
  • Narrative plot or text generation of text-based interactive narrative systems
  • Narrative or story-arc comprehension
  • Discourse planning and dialogue management in games
  • Natural language understanding and generation of character dialogue
  • Analysis of large-scale game-related corpora (e.g., game reviews, gameplay logs)
  • Real-time sentiment analysis of player discourse or chat
  • Summarization of gameplay or real-time commentary for games
  • Serious games for learning languages
  • Gamification of natural language processing tasks Lessons from historical applications of natural language processing in games, including post-mortems
  • Ethical and privacy concerns of ownership of text and audio chat in massively multiplayer online games
  • Natural language in games as an alternative method of input for people with disabilities

Read more on Call: 4th Games and Natural Language Processing Workshop (GAMNLP-19) at FDG 19…

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Call: “Culture Games” issue of ACM Journal on Computing and Cultural Heritage


Special Issue on “Culture Games”
ACM Journal on Computing and Cultural Heritage

Deadline: 15th December 2019

Industries, stakeholders, and the general public approach culture (both tangible and intangible) for a variety of purposes, and digital games can channel each of these purposes in different ways. In the context of a cultural experience, people may want to learn (with serious games) but also to have fun (with simple entertainment games), spend some spare time (with casual games), socialize (with social or multiplayer games), or create (with collaborative creation games). Similarly, cultural institutions wish not only to teach, but also to attract more visitors (promotional games or advergames). In the last decade, there have been substantial developments in the gaming technologies applied to cultural heritage purposes. Technologies like crowdsourcing and human computation have become more sophisticated. New game-oriented (but not only) media such as mixed-reality, virtual reality and natural interaction (e.g. motion-based gameplay) have become more prevalent.

Our goal in this special issue is twofold: a) to broaden the scope and explore gaming in cultural heritage across multiple genres used in real-life and b) to include the latest developed gaming technologies in the field of culture. Read more on Call: “Culture Games” issue of ACM Journal on Computing and Cultural Heritage…

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Call: 8th International Conference on Mobile and Ubiquitous Multimedia (MUM 2019)

Call for Papers

8th International Conference on Mobile and Ubiquitous Multimedia (MUM 2019)
Pisa, Italy
26-29 November, 2019

Organized by the Human Interfaces in Information Systems (HIIS) laboratory of the Italian National Research Council (CNR) in Pisa, Italy, in cooperation with ACM SIGCHI.

Submission deadline: August 27, 2019

MUM 2019, the 18th International Conference on Mobile and Ubiquitous Multimedia, will be held on 26-29 November 2019 at the CNR Area of Research in Pisa, Italy.


The International Conference on Mobile and Ubiquitous Multimedia (MUM) is a leading annual international conference which provides a forum for presenting the latest research results on mobile and ubiquitous multimedia. The conference brings together experts from both academia and industry for a fruitful exchange of ideas and discussion on future challenges, in a comfortable and effective single-track conference format. This year’s conference continues the tradition of innovation and excellence established by previous MUM conferences. In addition to the peer-reviewed accepted papers, the conference program will include keynote presentations, posters, demos and a video track. The conference will also have a co-located doctoral school. The technical program will be complemented by social events to facilitate informal discussions and networking among the conference attendees and invited guests.


Conference topics include, but are not limited to the following:

  • Augmented and Mixed Reality systems and applications
  • Architectures, systems, algorithms and other constructions tackling relevant technical challenges
  • Case studies, field trials, or user experience evaluations of new applications and services
  • Conceptualizations and theorizations of the field
  • Context-aware and location-based mobile and ubiquitous services
  • Metrics and measures for evaluating and testing mobile and ubiquitous systems
  • Middleware and distributed computing support for mobile and ubiquitous multimedia
  • Novel applications for mobile and ubiquitous gaming, entertainment, networking, advertising, etc.
  • Social and privacy implications of mobile and ubiquitous multimedia systems
  • Tools and development environments for building mobile and ubiquitous multimedia systems
  • User interfaces, interaction design and interaction techniques for mobile and ubiquitous systems

Read more on Call: 8th International Conference on Mobile and Ubiquitous Multimedia (MUM 2019)…

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