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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: 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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Call: Workshop on Envisioning Next Generation Personalized Game Experiences at FDG 2019

Call for Papers

Workshop on Envisioning Next Generation Personalized Game Experiences

Co-located with the 2019 Foundations of Digital Games Conference
August 26-30, San Luis Obispo, California, USA

August 26, 2019

Important Dates:
Deadline for Papers and Demos/Prototypes: March 21, 2019
Notification of Acceptance: May 1, 2019
Camera Ready Papers: June 1, 2019

Our expectations of user experience with digital applications is shifting. The ‘one-size-fits-all’ model is gradually giving way to personalized experiences that can better accommodate users’ individual differences. Personalized search, recommendations systems, and social media feeds, for instance, are becoming the norm of our digital life. In computer games, increasing number of studies are beginning to show that personalization may lead to longer engagement, better outcomes, in terms of learning, health benefits, etc. However, how to personalize a game experience is not an easy question. It involves an interplay between different disciplines and expertise, such as experience design, psychology, and artificial intelligence, to understand individual differences and to adapt game experiences.

This workshop will focus on the intersection between algorithms, design, and behavior science. It draws participants from the interdisciplinary community inviting expertise from experience and game design, user experience, AI, machine learning, psychology, and other related areas. The goal is to discuss work from various perspectives and envision the future of personalized game experiences.

We would like to engage participates in a discussion of what next generation personalized game experience should look like. Therefore, we invite contributions of different types:

  • PAPERS: position papers, work in progress papers, and fully developed work. Papers should all be written in paper format and should be up to 10 pages in lengths.
  • DEMOS or PROTOTYPES. Demos and prototypes should be written in a short paper format (5-6 pages in length).

Both short and full papers need to be anonymized and submitted to Easy Chair using the ACM Master Template to a position paper, paper or Demos/prototype track. Accepted papers will be included in the proceedings under the workshop title. Read more on Call: Workshop on Envisioning Next Generation Personalized Game Experiences at FDG 2019…

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Call: CHI 2019 Workshop on Speech Interface Interactions

Call for Papers

Workshop on Speech Interface Interactions
At CHI 2019
, May 4-9, Glagow, UK

2 page position papers due February 12, 2019

Speech as an interaction modality has grown through the integration of Intelligent Personal Assistants (IPAs) like Google Assistant and Siri into mobile and home-based devices. This collaborative workshop focuses on theories and methods we can use to understand user behaviours with speech interfaces.

Read more on Call: CHI 2019 Workshop on Speech Interface Interactions…

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Call: Design Culture and Somaesthetics – Conference in dialogue between post-disciplinary fields

Design Culture and Somaesthetics
Conference in dialogue between post-disciplinary fields

Conference Date: 06-08. 05. 2019
Conference Venue: Moholy-Nagy University of Art&Design, Budapest
Conference Hosted by: Design Culture Studies Doctoral Program at the Doctoral School of Moholy-Nagy University of Art&Design, Budapest & Hungarian Forum of Somaesthetics


Submission deadline: February 15, 2019

Confirmed keynote speakers:

  • Richard Shusterman, Professor of Philosophy and English, Dorothy F. Schmidt Eminent Scholar in the Humanities, and Director for Body, Mind and Culture at Florida Atlantic University. Initiatior of somaesthetic research.
  • Guy Julier, Professor of Design Leadership at Aalto University, Helsinki. Former Principal Research Fellow in Contemporary Design and Professor of Design Culture at the University of Brighton/Victoria & Albert Museum. Author of founding books on design culture studies, editorial board member of the Journal of Visual Culture and Design and Culture.
  • Patrick Devlieger, Associate Professor in the Faculty of Social Sciences at KU Leuven, anthropologist, leading international researcher of disability studies.


In the recent past, interdisciplinary and multidisciplinary research has provided remarkable progress and development within the humanities and social sciences. The early phase of this development witnessed preliminary dialogues between separate disciplines and their representatives who have gathered to discuss common interests. The initial goal was to understand each other, to recognize common topics of research. This phase induced productive dialogues but did not lead to long lasting, organized post-disciplinary projects, let alone integrative conceptual frameworks.

The latter only started in a second phase, when emerging post-disciplinary fields began to make suggestions for research platforms that were more defined and methodologically better founded. Somaesthetics, initiated by Richard Shusterman, and design culture studies, initiated by Guy Julier among others, are two among these most promising new post-disciplines.

Design discourses, practices and products that are constituted in the synergy of all our senses are the protagonists of design culture studies that takes design culture as a flow of cultural products produced by social practices and reflected in cultural discourses. To Julier’s mind, design culture as an object of study includes both the material and immaterial aspects of everyday life. At the same time, somaesthetics explores and reconceptualizes the focal point and ultimate reference of human environments, products, practices and discourses, namely, the embodied experience. Whereas somaesthetics reflects the pragmatist understanding of philosophy as a means of improving experience through a reflective art of living, it defines itself as a tool for designing good life. According to Shusterman, somaesthetics is the critical, meliorative study of the experience and the use of one’s body as a locus of sensory-aesthetic appreciation and creative self-fashioning devoted to the knowledge, discourses and disciplines that structure such somatic care or can improve it.

Both design culture studies and somaesthetics are interested in body-mind interactions and both include theory, methodology and practice alike within their action radius.

The purpose of this conference is to take a step backward and address design theorists, philosophers, anthropologists, aestheticians, social scientists, healthcare professionals, technology experts, artists, designers and educators to discuss the parallel and complementary possibilities of these post-disciplinary approaches in the spirit of initial dialogue and pragmatic goodwill in order to create platforms of fulfilling and fruitful future collaborations.

Topics of interest include, but are not limited to, the following:

  • Somaesthetic aspects of user experience
  • Virtual reality, immersive technologies
  • Posthumanism, Artificial intelligence and embodiedness
  • Human-computer interaction
  • Ambient experience design
  • Atmospheres in human environments
  • Social body and experience society
  • Everyday aesthetics
  • Object biography, material memory and material engagement

Read more on Call: Design Culture and Somaesthetics – Conference in dialogue between post-disciplinary fields…

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Call: 5th Immersive Learning Research Network Conference – iLRN 2019

Call for Full Papers, Short Papers, Posters, and Demos

5th Immersive Learning Research Network Conference
iLRN 2019
June 23th – June 27th, 2019
London, UK

Full papers submission deadline: February 15th, 2019 (Extended)
Short papers submission deadline: February 15th, 2019 (Extended)
Posters and Demos submission deadline: February 15th, 2019 (Extended)

Join the growing network of immersive learning experts and practitioners from across the disciplines in exciting London for iLRN 2019! The 5th Annual International Conference of the Immersive Learning Research Network will be an innovative hands-on and scholarly meeting for an emerging global network of developers, educators, and research professionals collaborating to develop the scientific, technical, and applied potential of immersive learning. Workforce trainer, higher education, and K12 practitioners are also invited to participate in iLRN 2019.


ILRN’s annual conference provides an intensive face-to-face opportunity for the emerging immersive learning professional community to collaborate and create the future of immersive learning and planting seeds of innovation locally in the education, technology, and entertainment sectors. ILRN conferences offer knowledge exchange and collaborative opportunities in scientific presentation streams, poster sessions and panels complemented with hands-on demonstrations and immersive local conference experiences. The iLRN Conference is, itself, designed to be an immersive learning environment making great use of the physical location and stocking it with immersive learning experiences across the Augmented and Virtual Reality spectrum. We seek members of the iLRNetwork, itself, to propose Workshops and Special Tracks throughout covering emerging topics and trends relevant to the community. Read more on Call: 5th Immersive Learning Research Network Conference – iLRN 2019…

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Call: ICAD 2019 – 25th International Conference on Auditory Display

Call for Submission of Papers, Extended Abstracts, Workshops, and Tutorials

ICAD 2019 – 25th International Conference on Auditory Display
Northumbria University, Newcastle-upon-Tyne, UK
23-27 June, 2019

Theme/Special Focus of ICAD 2019 is “Digital Living: Sonification for Everyday Life”.

First submission deadline: 15th March 2019

Digital technology and artificial intelligence are becoming embedded in the objects all around us, from consumer products to the built environment. Everyday life happens where People, Technology, and Place intersect. Our activities and movements are increasingly sensed, digitized and tracked. Of course, the data generated by modern life is a hugely important resource not just for companies who use it for commercial purposes, but it can also be harnessed for the benefit of the individuals it concerns. Sonification research that has hit the news headlines in recent times has often been related to big science done at large publicly funded labs with little impact on the day-to-day lives of people. At ICAD 2019 we want to explore how auditory display technologies and techniques may be used to enhance our everyday lives. From giving people access to what’s going on inside their own bodies, to the human concerns of living in a modern networked and technological city, the range of opportunities for auditory display is wide.


The ICAD 2019 committee is seeking papers and extended abstracts that will contribute to knowledge of how sonification can support everyday life. For details on topics of interest, proposal format, submission instructions, and additional conference information please visit


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