[game_edu] cfp

S. Gold goldfile at gmail.com
Tue Jan 15 09:57:53 EST 2008


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Deadline extended until 31/Jan. 2008-01-14
http://www.hindawi.com/journals/ijcgt/si/upe.html
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Ubiquitous and Pervasive Entertainment

http://www.hindawi.com/journals/ijcgt/si/upe.html

Today the computer game and interactive market is highly competitive, and
entertainment industry needs to find new forms of entertainment to stay
competitive. In the age of ambient intelligence - which deals with making
computers invisible available throughout the natural environment of the
consumer - the technical foundations for new forms of entertainment,
education, training, and art are laid. This form of entertainment can be
referred to as ubiquitous and pervasive entertainment. However, not solely
technology makes a new form of entertainment successful. Players and users
today are more knowledgeable. They demand more and expect interactive
digital media applications that have a much more diverse set of features
than in the past. Ubiquitous and pervasive entertainment provides these new
features with its natural and smart ways how consumers can interact with
game content. Another trend in today's game environment is the quest to be
more collaborative and social to give in such a way additional value to
services. As seen on the Internet, social media sites attract more and more
members to activate and broaden their social networks with games and
entertainment content. Also, Ubiquitous and Pervasive Entertainment benefits
from the viewpoints of social media's collaborative production and
distribution models which builds on user-generated content, peer
productions, and open interfaces with external software modules. From the
consumer viewpoint the question remains, are they also ready to join
collective action and transform into co-designers and active participants
before the end result is there to consume. This special issue deals with the
latest in Ubiquitous and Pervasive Entertainment.

This special issue on Ubiquitous and Pervasive Entertainment is a
multidisciplinary approach to view newly emerging entertainment technology.
It focuses on the latest scientific research and developments in the field
of Ubiquitous and Pervasive Entertainment. This special issue presents some
selected papers from the MindTrek Conference 2007, held between 2nd and 4th
October 2007 in Tampere, Finland. Authors submitted to different tracks of
the conference, and revised versions of their paper will be invited for the
special issue. The special issue is also open for outside contributions as
well as contributions from the conference.

The topics to be addressed in this special issue include, but not limited
to, the following:

Ubiquitous and ambient services, devices, and environments
Context awareness, sensing, and interfaces for ubiquitous computation
Ergonomics, human-computer interaction designs, and product prototypes
Software, hardware, and middleware framework demonstrations
Pervasive and ubiquitous games
Entertainment and experience technology
Technical description of artistic works related to ubiquitous computation
Authors should follow the International Journal of Computer Games Technology
manuscript format described at http://www.hindawi.com/journals/ijcgt/.
Prospective authors should submit an electronic copy of their complete
manuscript through the journal Manuscript Tracking System at
http://mts.hindawi.com/, according to the following timetable:

Manuscript Due January 1, 2008
First Round of Reviews April 1, 2008
Publication Date July 1, 2008

Guest Editors:
Artur Lugmayr, NAMU Lab,Tampere University of Technology, Finland

Katri Lietsala, Hypermedia Lab,Tampere University, Finland

Jan Kallenbach, Laboratory of Media Technology, Helsinki University of
Technology, Finland

Call for Papers
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Facial and Bodily Expressions for Control and Adaptation of Games (ECAG '08)
http://hmi.ewi.utwente.nl/conference/ECAG08

Workshop organized in conjunction with the 2008 IEEE International
Conference on Automatic Face and Gesture Recognition
(http://www.fg2008.nl/), September 16, Amsterdam


Facial and Bodily Expressions for Control and Adaptation of Games
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Many interactive systems observe the human body and face and use these as a
means for input. Examples are playing a boxing game using body movements,
mimicking the user's facial expressions in Second Life, controlling a robot
in a home environment, or adapting the teaching strategy based on the
detection of frustration in a tutoring application. In these examples,
observations of the face and body are used in different forms, depending on
whether the user has the initiative and consciously uses his or her
movements and expressions to control the interface or whether the
application takes the initiative to adapt itself to the affective state of
the user as it can be interpreted from the user's expressive behavior.
Hence, we look at:

Voluntary control
The user consciously produces facial expressions, head movements or body
gestures to control a game. This includes commands that allow navigation in
the game environment or that allow movements of avatars or changes in their
appearances (e.g. showing similar facial expressions on the avatar's face,
transforming body gestures to emotion-related or to emotion-guided
activities). Since the expressions and movements are made consciously, they
do not necessarily reflect the (affective) state of the gamer.

Involuntary control
The game environment detects, and gives an interpretation to the gamer's
spontaneous facial expression and body pose and uses it to adapt the game to
the supposed affective state of the gamer. This adaptation can affect the
appearance of the game environment, the interaction modalities, the
experience and engagement, the narrative and the strategy that is followed
by the game or the game actors.

We are soliciting papers that discuss research into this area, with a strong
focus on applications. We consider the domain of entertainment, (serious)
gaming and simulation. In addition to video-based observation, we also
consider other means of input, including multi-modal approaches. Technical
papers, as well as survey papers and empirical papers are eligible.

Authors are invited to submit papers (between six and fifteen pages), using
the formatting guidelines of the main conference. Papers will be refereed by
at least three reviewers. Accepted papers will appear in paper proceedings
with ISSN/ISBN. Send papers to anijholt at cs.utwente.nl.

Registration
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Registration is open for all FG2008 participants and for others.
Registration fee is €50. Details about registration will follow later.

Important Dates
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Submission Deadline: June 15, 2008
Acceptance: July 15, 2008
Final Paper Submissions: September 1, 2008
Registration: Not later than September 1, 2008
Workshop: 16 September, 2008

Programme Chairs and Organizers
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Anton Nijholt (HMI, University of Twente, the Netherlands)
Ronald Poppe (HMI, University of Twente, the Netherlands)

Program Committee
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Jeremy Bailenson (Stanford University, USA)
Nadia Berthouze (University College London, UK)
Antonio Camurri (Universty of Genova, Italy)
Yun Fu (University of Illinois at Urbana-Champaign, USA)
Hatice Gunes, University of Technology, Sydney, Australia
Mitsuru Ishizuka (University of Tokyo, Japan)
Nadia Magnenat-Thalmann (University of Geneva, Switzerland)
Christopher Peters, Université de Paris 8, France
Mannes Poel, University of Twente, the Netherlands
Gang Qian, Arizona State University, USA
Rainer Stiefelhagen (University of Karlsruhe, Germany)

--
Susan Gold
goldfile at gmail.com

“In a completely sane world, madness is the only freedom!” - J. G. Ballard

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