Category: Calls
Calls for submissions to, and/or particpation in, conferences, journals, edited books, research projects and other endeavors related to presence
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Call: iLRN’s State of XR and Immersive Learning Expert Panel
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Read more: Call: iLRN’s State of XR and Immersive Learning Expert PanelCall for Nominations/Self-nominations iLRN’s State of XR and Immersive Learning Expert Panel https://immersivelrn.org/ilrns-state-of-xr-and-immersive-learning-expert-panel-call-for-nominations-self-nominations/ Deadline for expressions of interest: July 1, 2019 iLRN’s State of XR and Immersive Learning project (see https://immersivelrn.org/about-us/state-of-xr-and-immersive-learning/) combines a systematic review and synthesis of the scholarly evidence and knowledge base on extended reality (XR) and immersive learning with a Delphi-inspired environmental scanning and forecasting exercise in the vein of the well-known NMC (now EDUCAUSE) Horizon Report. Planned for release in early 2020, the inaugural State of XR and Immersive Learning Report is being produced by iLRN in collaboration with the IEEE ICICLE XR for Learning and…
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Call: Personal and Ubiquitous Computing issue on Everyday Automation Experiences
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Read more: Call: Personal and Ubiquitous Computing issue on Everyday Automation ExperiencesCall for Papers PERSONAL AND UBIQUITOUS COMPUTING Theme issue on Everyday Automation Experiences https://www.facebook.com/notes/personal-and-ubiquitous-computing/theme-issue-on-everyday-automation-experiences-cfp/10156023570570458/ Submission deadline: 31 October 2019 AIM AND SCOPE Automation is now part of our lives. Homeowners orchestrate their appliances in their smart homes, drivers negotiate control with their cars, public transport passengers use autonomous buses, shoppers use self-checkout, and factory workers see themselves in the role of monitoring rather than controlling. The emergent role of automation has an impact on the way how people can be supported in perceiving, monitoring and configuring technologies in a variety of situations. The design, creation, and evaluation of (semi-)automated everyday…
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Call: Futures Thinking Inaugural Conference
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Read more: Call: Futures Thinking Inaugural ConferenceCall for Papers: Futures Thinking Inaugural Conference 1-3 October 2019 University of Oxford, Wolfson College Abstract deadline (extended): 1 July 2019 Ubiquitous technologies have resulted in unprecedented access to media for many but have also altered the way humans engage with and consume content, specifically the way in which we read. For example, recommender systems automatically filter content, based on an intelligent machines’ expectations about our preferences; and digital platforms allow us to share, alter, manipulate, and understand content in myriad ways that were not possible with traditional forms of media. Although humans may now read more than ever before,…
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Call: Tangible, Embedded, and Embodied Interaction (TEI) 2020
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Read more: Call: Tangible, Embedded, and Embodied Interaction (TEI) 2020Call for Papers Fourteenth International ACM Conference on Tangible, Embedded, and Embodied Interaction February 9-12, 2020 Sydney, OZ https://tei.acm.org/ IMPORTANT DATES August 3, 2019, 17pm AEST Papers submission deadline October 19, 2019 Notification of acceptance February 9-12, 2020 TEI conference in Sydney, OZ RELATED DATES May 1, 2019 SIGCHI Student Travel Award December 15, 2019 ACM-W Scholarships for Attendance at Research Conferences GENERAL INFO TEI2020 is the 14th annual conference dedicated to presenting the latest results in tangible, embedded, and embodied interaction. The ACM-TEI conference has gained substantial visibility and activity over the past decade. It brings together researchers, practitioners,…
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Call: II. Zip-Scene Conference on Analogue and Digital Immersive Spaces
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Read more: Call: II. Zip-Scene Conference on Analogue and Digital Immersive SpacesCall for Papers II. Zip-Scene Conference on Analogue and Digital Immersive Spaces Topic: Interactive Narratives – the Future of Storytelling and Immersion in mixed reality mediums and performing arts 10-12 November, 2019 Moholy-Nagy University of Art and Design, Budapest, Hungary http://zip-scene.mome.hu/ #kaleidoscopicview Abstract and bio deadline (extended): July 1, 2019 New digital tools provide novel opportunities for interactive digital narratives (IDN) in mixed reality environments, performance art and analogue immersive spaces. But does this mean that we can tell existing stories in a better way in these environments? Or should we change our way of thinking about how we perceive…
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Call: CONVERSATIONS 2019 – 3rd International Workshop on Chatbot Research
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Read more: Call: CONVERSATIONS 2019 – 3rd International Workshop on Chatbot ResearchCall for Papers CONVERSATIONS 2019 3rd International Workshop on Chatbot Research November 19, 2019 University of Amsterdam, the Netherlands https://conversations2019.wordpress.com/ Paper submission deadline: August 25, 2019 Chatbot researchers are invited to CONVERSATIONS 2019, a full-day workshop on chatbot research. This is the third time we arrange this workshop where chatbot researchers meet to collaborate and share their experience and insights from their work. The workshop is free of charge, and a good place to actively participate in this rapidly advancing field. Participants are encouraged to submit papers presenting new empirical or theoretical work, as well as research on chatbot design,…
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Call: “Workshop on emotions and emergent states in groups” at Affective Computing and Intelligent Interfaces 2019
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Read more: Call: “Workshop on emotions and emergent states in groups” at Affective Computing and Intelligent Interfaces 2019Call 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 https://groupemotion.github.io/ Submission deadline (extended): June 24, 2019 Abstract 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…
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Call: BCI for (Media) Art and Games: Aalborg Workshop with ArtsIT 2019
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Read more: Call: BCI for (Media) Art and Games: Aalborg Workshop with ArtsIT 2019Call 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: http://artsit.org/ BCI for Art and Games: http://artsit.org/brainart/ Submission Deadline: 10 August 2019 SCOPE 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…
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Call: FMIS 2019: 8th Formal Methods for Interactive Systems workshop
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Read more: Call: FMIS 2019: 8th Formal Methods for Interactive Systems workshopCALL FOR PAPERS FMIS 2019: 8th Formal Methods for Interactive Systems workshop Co-located with FM 2019 Porto, Portugal October 7, 2019 http://sites.google.com/view/fmis2019 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…
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Call: North American Simulation And Gaming Association (NASAGA) 2019 Conference
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Read more: Call: North American Simulation And Gaming Association (NASAGA) 2019 ConferenceRequest for Presentation Proposals NASAGA 2019 NORTH AMERICAN SIMULATION AND GAMING ASSOCIATION Playful methods. Serious results. Theme: PLAY TO PERFORM Chicago, Illinois November 6-9 https://nasaga.org/2019/ 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…
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Call: 4th Annual International GamiFIN Conference 2020
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Read more: Call: 4th Annual International GamiFIN Conference 2020Call for Papers 4th Annual International GamiFIN Conference 2020 April 1-3, 2020 Levi, Lapland, Finland Conference website: http://gamifinconference.com/ Full CFP: http://gamifinconference.com/cfp2020/ IMPORTANT DATES 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 THEMES Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation…
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Call: Participation in study about adult media and sexual health for VR users
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Read more: Call: Participation in study about adult media and sexual health for VR usersCall for Participation Study about adult media and sexual health for VR users Hello! 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? If you agree to participate in the research, you will be asked to answer some survey questions and watch an adult media video. The entire…
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Recent Posts
- Call: SocialBRIDGES Symposium Series: Presence
- Why harassment in virtual reality feels real (even when it’s not)
- Call: The Philosophy of Generative AI: Perspectives from East and West – Special issue of Synthese
- UNLV faculty lead students on learning journeys via the university’s newest immersive learning tools
- Call: Lifelong Learning and Game Studies – Special issue of the Journal of Lifelong Learning