[game_edu] CfP: Facial and Bodily Expressions for Control andAdaptation of Games

A.Nijholt at ewi.utwente.nl A.Nijholt at ewi.utwente.nl
Thu Nov 4 18:39:20 EDT 2010


CALL FOR PAPERS



Facial and Bodily Expressions for Control and Adaptation of Games (ECAG'11)

Santa Barbara, California, March 24 or 25 (TBD), 2011

http://hmi.ewi.utwente.nl/ecag11



Workshop organized at the Ninth IEEE International Conference on Automatic Face and

Gesture Recognition (FG 2011)



Workshop Description

---------------------------

Expressivity in the human body and face can serve to control or adapt the

interaction with a system. Examples are Xbox Kinect that uses body movements to

control game characters, gesture interaction with a robot in a home environment, or

adapting teaching strategy in a tutoring application based on detected frustration

or boredom. In these examples, observations of the face and body are used in

different forms, depending on whether the user has the initiative to control the

interaction or whether the application takes the initiative to adapt itself to the

user. Hence, we look at:



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 game characters or changes in their

appearances (e.g. showing similar facial expressions on the character's face,

transforming body gestures to emotion-related or to emotion-guided activities).



Adaptation: The gamer's spontaneous facial expressions and body poses are

interpreted and used 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 focus on

applications. We consider the domain of entertainment, robot control, and (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, with the page limits and formatting guidelines of the main conference (see

www.fg2011.org). Papers will be refereed by three reviewers. Submissions will be

handled through the ECAG'11 conference management system at

https://cmt.research.microsoft.com/ECAG2011/.



All FG Workshop papers will be archived by IEEE Xplore. They will also be included

in the DVD conference proceedings.



Important Dates

--------------------

Deadline for submission: December 14, 2010

Notification of acceptance: January 12, 2011

Final versions due: January 19, 2011

Conference: March 21-23, 2011

Workshops: March 24 or 25 (TBD), 2011



Workshop Organizers

--------------------------

Anton Nijholt, University of Twente, the Netherlands

Ronald Poppe, University of Twente, the Netherlands



Program Committee

-------------------------

Vasilis Argyriou (Kingston University, UK)

Nadia Berthouze (University College London, UK)

David England (John Moores University, Liverpool, UK)

Rob Blaauboer (Logica, Amsterdam, the Netherlands)

Yun Fu (University at Buffalo (SUNY), USA)

Mitsuru Ishizuka (University of Tokyo, Japan)

Ben Kröse (University of Amsterdam, the Netherlands)

Christopher Peters (Coventry University, UK)

Mannes Poel (University of Twente, the Netherlands)

Gang Qian (Arizona State University, USA)

Md. Atiqur Rahman Ahad ((University of Dhaka, Bangladesh)

Dennis Reidsma (University of Twente, the Netherlands)

Ben Schouten (Technische Universiteit Eindhoven, the Netherlands)

Nicu Sebe (University of Trento, Italy)

Marten den Uyl (Vicarvision, Amsterdam, the Netherlands)

Stefanos Zafeiriou (Imperial College, London, UK)

Huang Zhiyong (I2R, Singapore)

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