Recently, I have been busy getting my dissertation out of the door. It is done now and in printing as the packshot on the right shows. More about the topic of my dissertation will be posted here later. In recent time, I have come across a few calls for papers, which I thought would be good to post here.
I will start with our own CHI workshop call, which is for those of you interested in sensor measurement, affective and cognitive aspects of human-computer interaction. The call for position papers goes like this:
The human brain and body are prolific signal generators. Recent technologies and computing techniques allow us to measure, process and interpret these signals. We can now infer such things as cognitive and emotional states, to create adaptive systems and gain an understanding of user experience. In this workshop, we aim to bring together researchers from fields such as HCI, interaction design, cognitive science, psychology, psychophysiology, game research, neural or bioengineering, and BCI.
The workshop will feature small group brainstorming sessions. Participants will discuss situations that arise when researchers attempt to understand requirements for sensors and devices that measure psychophysiological signals; brainstorm how the data may be processed; but perhaps most importantly evaluate the scenarios and applications that the technologies enable.
To participate, please submit position papers (3-4 pages in CHI extended abstract format) to agirou01 at cs.tufts.edu by 6 Jan, 2010. Papers may describe ongoing work, recent results, or opinions and approaches related to the workshop topic. Papers should include a short biography of the author(s) attending the workshop (100-150 words).
Papers will be peer-reviewed and the organizing committee will select 15-20 participants according to relevance, quality of reported results, diversity of research area and experience, and likelihood that they will stimulate and contribute to the discussion. If accepted, at least one author must register for the workshop and for one or more days of the conference.
Paper submission: January 6, 2010
Acceptance notification: February 1st, 2010
Final paper submission: March 1st, 2010
Brain Body and Bytes Workshop @ CHI 2010: 11 April 2010
Another CHI workshop on “Video Games as Research Instruments“. Highly interesting and I recommend to participate:
Call for Participation
Video games have a history of being used to study phenomena in HCI and other disciplines. They offer an excellent way to motivate participants in HCI studies, and by using online casual games researchers can potentially access hundreds of participants. The use of video games as research tools is becoming more widespread in areas such as addiction, user experience, immersion, strategy, decision making, etc. In this workshop we are interested in identifying the range and characteristics of the current use of video games as research instruments. Unlike the development of games for entertainment or serious games, the workshop will focus on the use of games to study more general phenomena (although this may itself have applications to video games).
The workshop will bring together a diverse selection of research that uses video games in order to develop a better understanding of the specific issues, challenges and opportunities that they provide, and to demonstrate how games can be used as an effective part of research. The workshop should motivate researchers to use video games, but also to learn from the experiences of other research areas.
We invite researchers in all disciplines that use video games as research instruments to submit a four page position paper in which you describe: the general problem your research addresses, how and why video games are used, an overview of results and a discussion of experiences and issues specific to using video games. Further information can be found in the workshop website.
Feel free to address any questions or informal enquiries about submissions to Eduardo H. Calvillo-Gámez ( e.calvillo-at-upslp.edu.mx)
The deadline to submit papers is January, 6th 2010.
In this workshop we are interested in addressing how video games are used as stimuli, to study concepts and phenomena in different areas of HCI and related disciplines. We hope to draw together the diverse experiences of researchers working with games.
The workshop will focus on research that uses games to contribute to an understanding of more general phenomena, such as user experience, human error, addiction, almost any topic that is not aimed exclusively (or at all) at the development of games for entertainment or education.
The objective of the workshop is to share expertise, experience and research methodologies on the effective use of video games as research instruments. During the workshop the participants will present research focusing on the use of the video games as instruments. The outcome of the workshop would be to identify the characteristics of video games being exploited across research areas, and an understanding of the requirements and possibilities of video games as instruments.
From an HCI perspective, the importance of understanding video games as part of the experimental setting is that they offer a rich interaction, which makes them work as effective research instruments. What is it about interacting with games that makes them such a valuable research tool? This is an HCI question we want to initially address within this workshop.
- Submissions start – 1 December 2009
- Submissions end – 6 January 2010
- Notification – 20 January 2010
- Workshop – 10 April 2010
February 7, 2010, Hong Kong, China
Eye gaze serves multiple functions in human-human communication. The speaker may use gaze to reference an object in the environment, or to indicate attention to the listener, and or to manage who has the floor, among other functions.
Researchers have long been interested in the role of eye gaze in human machine interaction. It has been used as a pointing mechanism in direct manipulation interfaces, for example, to assist users with “locked-in syndrome”. It has also been used to reflect information needs in web search and tailor information presentation. Based on joint attention indicated by eye gaze, it has been used as a facilitator in computer supported human-human communication. In conversational interfaces, eye gaze has been used to improve language understanding and intention recognition. It has also been incorporated in multimodal behavior of embodied conversational agents. Recent work on human robot interaction has further explored eye gaze in incremental language processing, visual scene processing, and conversation engagement and grounding. Given the recent advances in eye tracking technology and the availability of non-intrusive and high performance eye tracking devices, there has never been a better time to explore new opportunities to incorporate eye gaze in intelligent and natural human machine communication.
This workshop intends to bring researchers from academia and industry together to share recent advances and discuss research directions and opportunities for next generation of human machine interaction that incorporate eye gaze. We invite submissions of research papers and position papers that address the following areas (but not limited to):
- Empirical studies of eye gaze in human-human communication which have implications in human machine communication. Examples include new empirical findings of eye gaze in human language processing, in human vision processing, and in conversation management.
- Algorithms and systems that incorporate eye gaze for human computer interaction and human robot interaction. Examples include gaze-based feedback to information systems, gaze-based attention modeling, incorporating gaze for automated language processing, controlling gaze behavior for embodied conversation agents or robots to enable grounding, turn-taking, and engagement.
- Applications that demonstrate the value of incorporating eye gaze in practical systems to enable intelligent human machine communication.
There are three categories of paper submissions.
Long paper: a maximum of 8 pages in the two-column SIGCHI conference format.
Short paper: a maximum of 4 pages.
Position paper and project notes: a maximum of 2 pages.
All submissions should be prepared according to the standard SIGCHI publications format. Each submission will be reviewed by three members of the program committee.
The accepted papers will be distributed during the workshop. After the workshop, the final version of workshop papers will be published in Springer’s LNCS series.
Paper Submission: November 26, 2009
Notification of Acceptance: December 18, 2009
Final Version for Distribution at Workshop: January 8, 2010
Workshop: February 7, 2010
Camera-ready version for Springer book series: presumably March 2010
Elisabeth André, University of Augsburg, Germany
Joyce Chai, Michigan State University, USA
- Donna Byron (Northeastern University, USA)
- Justine Cassell (Northwestern University, USA)
- Cristina Conati (University of British Columbia, Canada)
- Neil Cooke (University of Birminghan, UK)
- Andrew Duchowski (Clemson University, USA)
- Fernanda Ferreira (University of Edinburgh, UK)
- Louis-Philippe Morency (University of Southern California, USA)
- Yukiko Nakano (Seikei University, Japan)
- Toyoaki Nishida (Kyoto University, Japan)
- Helmut Prendinger (NII, Japan)
- Kari-Jouko Raiha (University of Tampere, Finland)
- Candy Sidner (BAE Systems AIT, USA)
- Songhua Xu (Zhejiang University, China)
- Tohru Yagi (Tokyo Institute of Technology, Japan)
- Mike Yao (City University of Hong Kong, China)
and finally something more game-centric…
Copenhagen, Denmark, June 22-23, 2010
The Game Education Summit EUROPE (GES EUROPE) hosted by National Academy of Digital, Interactive Entertainment at The National Film School of Denmark is seeking paper proposals from the academic, creative and industrial communities for our inaugural European GES. Through this annual event we aim to disseminate the most recent, groundbreaking work on games as education as well as game research. The conference will also have a strong focus on curriculum development and design. The 2010 GES EUROPE mission is to bring academia and the industries that create video games together to share research and foster relationships that will benefit both groups.
Submissions will be accepted until January 31, 2010.
The focus of the 2010 GES Europe is on video games and creativity. With video games merging into more and more aspects of our lives, game education plays an important role in shaping how students view the world.
Types of submission
Panels or Presentations: Submissions are solicited of long papers, panels or presentations that address the following:
- Course Development
- Curriculum Design
- Teaching Methods
- Writing for Games
- Career Development
- How to Define a Game Designer
- Women and Video Games (and general diversification of game developers)
- Mentoring Programs
- IGDA Curriculum
- Serious Games
- Effective Development of Links with the Games Industry
- Industry Requirements and Needs
- Program Design & Methodologies
- Games as Art
- Sound Design for Games
- Game Development for Governmental Use
- Should Student Games be commercialized
- Ethics and Game Design
- Games and Professional Training
- Integration of Games Education into existing media education programs
Submissions are solicited for short papers that address research on the game industry or technical game-related fields.
Authors are encouraged to demonstrate work in progress and late-breaking research results that show the latest innovative ideas.
Visit the website to submit your proposal through the on-line form. Short papers should be 3-6-pages in length.
31 January 2010: Deadline for submission in all categories
1 March 2010: Notification of acceptance
31 May 2010: Deadline for providing names and affiliations for all panel members
10 June 2010: Deadline for Long Papers
The submission form can be found at www.geseurope.com
All submissions will be reviewed by members of the Games Education Summit Advisory Board. All accepted speakers and panel participants will be granted gratis admission to the conference and accepted papers will be posted on the Game Education Network after the conference.
If you have any questions please contact Suzanne Freyjadis at suzanne at gameducationnetwork.com
For past conference information, please visit www.gameeducationsummit.com