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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: SMARTCOMP 2022: 8th IEEE International Conference on Smart Computing

Call for Papers

SMARTCOMP 2022
8th IEEE International Conference on Smart Computing
20-24 June 2022
Helsinki, Finland
https://smartcomp.aalto.fi/

Deadlines:
Paper registration: February 17, 2022
Paper submission: February 24, 2022

SMARTCOMP 2022, the 8th edition of the premier conference on smart computing, will be held in Helsinki, Finland. Smart computing is a multidisciplinary domain based on the synergistic influence of advances in sensor-based technologies, Internet of Things, cyber-physical systems, edge computing, big data analytics, machine learning, cognitive computing, and artificial intelligence.

Applications of smart computing can be found in different societal domains including, but not limited to, transportation, energy, environmental protection, smart and connected communities, healthcare, banking, industrial systems, entertainment, and social media. Algorithmic and system advancements of cloud computing, mobile/pervasive computing, cyber-physical systems, sensor networking and social computing are taking smart computing to a new dimension and improving our ways of living.… read more. “Call: SMARTCOMP 2022: 8th IEEE International Conference on Smart Computing”

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Call: XR Research Awards 2021

Call for Applications

XR Research Awards 2021
https://xrra.net/

Submission deadline: December 10, 2021

We offer €40,000 in equipment and support for researchers or content creators to study the impact of virtual reality on behaviour. Sign up now for a chance to win!

ABOUT THE XR RESEARCH AWARDS

Whilst numerous studies have demonstrated the benefits of virtual reality for training,  understanding behaviour, and mental health, more research is needed to into XR and to ensure the rapid yet safe adoption of immersive technologies.

Key issues to address are:

  • Demonstrating that VR simulations create responses that match real life responses.
  • Demonstrating that VR can alter behaviour.

XR RESEARCH AWARD AIMS

Whilst most research has relied on questionnaires administered before, during or after an experience, this method is subjective, prone to recall bias and may break the sense of immersion.

The XR Research Awards aims to support projects that promote objective evaluation of behavioural responses to build the strong evidence base for VR that is vital for wider adoption.… read more. “Call: XR Research Awards 2021”

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Call: Late Breaking Reports, videos and demos for HRI 2022, International Conference on Human-Robot Interaction

Call for Late Breaking Reports, videos and demonstrations

17th Annual ACM/IEEE International Conference on Human-Robot Interaction (HRI 2022)
March 7-10, 2022
Sapporo, Japan and online
https://humanrobotinteraction.org/2022

IMPORTANT DATES
December 3, 2021 (23:59 Anywhere on Earth): Submission Deadline for LBRs/Videos
January 07, 2022: Notification of acceptance
January 18, 2022: Final camera-ready deadline

LATE-BREAKING REPORTS
The Late-Breaking Reports (LBR) venue at HRI provides authors with the opportunity to present early-stage results and new ideas over exciting cutting-edge and experimental research. LBRs are an excellent opportunity for researchers new to the field to participate in the conference.

All LBR submissions will undergo blind light-touch peer-review and will be published in the companion proceedings of the conference. These proceedings will appear in both the ACM Digital Library and IEEE Xplore. LBRs will be presented during the main conference. LBRs should be 2-4 pages long (excluding references).… read more. “Call: Late Breaking Reports, videos and demos for HRI 2022, International Conference on Human-Robot Interaction”

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Call: CHI PLAY 2022 – 9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play

CALL FOR PAPERS AND PARTICIPATION

CHI PLAY 2022
9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Bremen, Germany and anywhere on earth
November 2 – 5, 2022
https://chiplay.acm.org/2022/
@acmchiplay
#chiplay2022

Submission deadline for full papers: February 23, 2022

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.

SUBMISSIONS

As an ACM 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, and contributions to theory.… read more. “Call: CHI PLAY 2022 – 9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play”

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Call: “Business Ethics in the Virtual Work Environment: Challenges to Educators and Practitioners” issue of AJBE

Call for Papers

Asian Journal of Business Ethics
Special Issue: Business Ethics in the Virtual Work Environment: Challenges to Educators and Practitioners
https://www.springer.com/journal/13520/updates/19277588

Submission deadline for manuscripts: January 31, 2022

NEED OF STUDY

The recent COVID-19 pandemic has forced business organizations to operate more fully in the virtual world. This necessitates, amongst other things, a thorough re-look into business ethics and in particular business ethics education. With the majority of the workforce (in some cases all) operating virtually now and possibly continually into the future, a paradigm shift seems imminent as far as business ethics and values in practice are concerned. A virtual work environment calls for practices heavily embedded in the values of empathy, equity, empowerment and enablement by leaders. This helps stimulate a spirit of business innovation, knowledge creation, proactive, risk taking behavior and trust among employees in such environments.… read more. “Call: “Business Ethics in the Virtual Work Environment: Challenges to Educators and Practitioners” issue of AJBE”

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Call: The Future of Filmmaking: AI for Volumetric Capture and Reconstruction (Online; free)

Call for Participation

The Future of Filmmaking: AI for Volumetric Capture and Reconstruction
Presented by Silicon Valley ACM SIGGRAPH
Monday, December 6, 2021
7:00 PM to 9:00 PM PST
Online – Join Zoom Meeting:
https://us02web.zoom.us/j/87278482517?pwd=MlYzbHBGVEtpZjlQREtmZFVQYzUvdz09

TALK DESCRIPTION:
One picture is worth a thousand words, so what have been told with videos? What about 100 simultaneous videos to reconstruct every frame of life in a 10.000 sq. ft dome? Is it enough to reconstruct and digitize us realistically? Similar to other industries, the entertainment industry is also being reshaped by AI, especially towards AR/VR consumption. Before the democratization of AI and data, such immersive experiences were lacking an essential element: photorealism. As the amount of data increased, our models got deeper, and the reality became decipherable.

This talk will introduce recent deep learning advancements in 3D vision, reconstruction, and shape understanding techniques with a focus on generative models to digitize performances and scenes.… read more. “Call: The Future of Filmmaking: AI for Volumetric Capture and Reconstruction (Online; free)”

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Call: Persuasive 2022: The 17th International Conference on Persuasive Technology

CALL FOR PAPERS

Persuasive 2022: The 17th International Conference on Persuasive Technology 2022
Including Special Session on Socially Interactive Agents
Hamad Bin Khalifa University [and online; see COVID-19 NOTE below]
Doha, Qatar
29-31 March 2022
https://persuasivetech.org/

Abstract Submission deadline: 25 November 2021
Paper Submission deadline: 30 November 2021 [Strict]

Please register your abstract and submit your paper here: https://easychair.org/conferences/?conf=persuasive2022

COVID-19 NOTE: PT2022 is currently planned to be held as a hybrid conference. We will monitor the COVID-19 situation carefully. If traveling is not possible, it will change to a virtual conference. The proceedings will be published by Springer LNCS regardless.

In a world in which technology is increasingly present in people’s lives, and changing human behavior and attitudes is often the key to solving many societal and personal problems, studying how technology might be used to influence humans (in their behavior, attitudes and information processing), is paramount.… read more. “Call: Persuasive 2022: The 17th International Conference on Persuasive Technology”

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Call: 18th International Conference on Intelligent Environments (IE2022)

Call for Papers

18th International Conference on Intelligent Environments (IE2022)
20-23 June 2022
Biarritz, France
http://ie2022.iutbayonne.univ-pau.fr/

More detailed information is available on the conference website. You can also download the pdf version of this CFP and share it with your contacts and colleagues.

IMPORTANT DATES:

  • Conference paper submission:  1 December 2021
  • Communication of results:  15 February 2022
  • Camera ready:  28 March 2022

The 18th International Conference on Intelligent Environments (IE2022) will be held in 2022 in Biarritz, France, from June 20th to June 23rd. The IE Conference is recognized as a major annual venue in the area. It has been hosted all around the world and offers a truly international forum that encourages rich exchanges. Intelligent environments refer to physical spaces in which information and communication technologies are woven with sensing/acting technologies in order to create interacting spaces enhancing occupants’ experience.… read more. “Call: 18th International Conference on Intelligent Environments (IE2022)”

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Call: European Commission study of eXtended Reality (XR) in Europe

Call for Participation

European Commission study of eXtended Reality (XR) in Europe

Survey link:
https://survey.alchemer.com/s3/6596008/9cda4cc6472e

Deadline: 14 December 2021

Dear expert of the European extended reality industry,

Private research institute Visionary Analytics is conducting a survey for a study about the eXtended Reality (XR) in Europe commissioned by the European Commission (more information about the study is available here). The study aims to assess the European XR research situation and market potential as well as to identify good practices and practical proposals for engaging vulnerable groups of users in XR. By participating in this survey, you will provide us with useful insights into these issues. The survey specifically targets company representatives and researchers/ academics working in the European XR industry, but is also open to other stakeholders actively working in the area.

You can start the survey by clicking HERE.read more. “Call: European Commission study of eXtended Reality (XR) in Europe”

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Call: “Philosophical Perspectives on Technologically Mediated Experience” issue of Azimuth

CALL FOR PAPERS

Azimuth. Philosophical Coordinates in Modern and Contemporary Age Issue 2 (2022)
Immersivity. Philosophical Perspectives on Technologically Mediated Experience // Immersività Prospettiva filosofiche sulla mediazione tecnologica dell’esperienza
http://www.azimuthjournal.com/wp-content/uploads/2021/11/CfP-Azimuth-2-2022.pdf

Editors:
Jacopo Bodini (Université de Lyon 3 Jean Moulin, Post-doc Research Fellow)
Alessandro De Cesaris (Università di Torino, Post-doc Research Fellow)

Submission deadline: April 30th, 2022

The notion of “immersivity” is a pivotal element in the description of technologically mediated experience, designating an inherent quality of objects, spaces and experiences able to produce an impression of immersion. The term has become very widespread in the context of the analysis of VR technologies and of digital images in general, but it has become a keyword for the analysis of human experience as a whole. As Andrea Pinotti points out, «in some way or another, we find ourselves always immersed in a situation: in learning, in the fruition of a medium or a technology, in a power practice, in the experience of reading or of theatre, of visual arts or of videogames» (Pinotti 2018, our translation).… read more. “Call: “Philosophical Perspectives on Technologically Mediated Experience” issue of Azimuth”

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