CHI-ANNOUNCEMENTS Archives

ACM SIGCHI General Interest Announcements (Mailing List)

CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG

Options: Use Forum View

Use Monospaced Font
Show Text Part by Default
Show All Mail Headers

Message: [<< First] [< Prev] [Next >] [Last >>]
Topic: [<< First] [< Prev] [Next >] [Last >>]
Author: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
Subject:
From:
yannakakis <[log in to unmask]>
Reply To:
yannakakis <[log in to unmask]>
Date:
Mon, 16 May 2011 10:57:35 +0200
Content-Type:
text/plain
Parts/Attachments:
text/plain (121 lines)
            (apologies for cross-postings)
  **** ACII 2011 Workshop: Emotion in Games (EmoGames) ****

 UNIVERSITY OF MEMPHIS, MEMPHIS, TN, US, OCTOBER 9, 2011

 http://www.image.ece.ntua.gr/events/acii-emotion-in-games/

 WORKSHOP HELD IN CONJUNCTION WITH ACII 2011 (http://www.acii2011.org)

 WORKSHOP DESCRIPTION

 Computer games are unique elicitors of emotion. Recognition of player
 emotion, dynamic construction of affective player models, and modelling
 emotions in non-playing characters, represent challenging areas of 
 research
 and practice at the crossroads of cognitive and affective science,
 psychology, artificial intelligence and human-computer interaction.
 Techniques from AI and HCI can be used to recognize player affective 
 states
 and to model emotion in non-playing characters. Multiple input 
 modalities
 provide novel means for measuring player satisfaction and engagement. 
 These
 data can then be used to adapt the gameplay to the player's state, to
 maximize player engagement and to close the affective game loop.

 This workshop will bring together researchers and practitioners in
 affective computing, user experience research, social psychology and
 cognition, machine learning, and AI and HCI, to explore topics player
 experience research, affect induction, sensing and modelling and
 affect-driven game adaptation, and modelling of emotion in non-playing
 characters. It will also provide new insights on how gaming can be used 
 as
 a research platform, to induce and capture affective interactions with
 single and multiple users, and to model affect- and behaviour-related
 concepts, helping to operationalize concepts such as flow and 
 engagement.

 The workshop will include a keynote, paper and poster presentations, 
 and
 panel discussions. To promote a fruitful exchange of ideas, paper 
 abstracts
 will be posted on the workshop web page prior to the workshop, enabling
 visitors to discuss, comment and post questions to the authors. Results 
 of
 panel discussions will also be available on the workshop webpage, to
 facilitate post-workshop interaction.

 Authors of selected papers will be invited to submit extended versions 
 of
 their work to a special issue of the IEEE Transactions on Affective
 Computing, "Emotion in Games", to be published in mid-2013 (with a
 submission deadline in summer 2012).

 SUBMISSION GUIDELINES

 Interested participants should submit papers of not more than 10 pages,
 formatted according to the Springer LNCS guidelines 
 (http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0). Papers
 must be submitted as PDF through the EasyChair conference system
 (https://www.easychair.org/account/signin.cgi?conf=acii20110).

 IMPORTANT DATES

 Paper Submission 	June 17
 Acceptance Notification July 4
 Camera-ready versions 	July 22
 Workshop 	        October 9

 WORKSHOP TOPICS

 Topics include:

 * Natural interaction in games
  	* controlling games with hand & body gestures, body stance, facial 
 expressions, gaze & physiology
  	* sonification in games
  	* speech recognition & prosody analysis of players
  	* mapping low-level cues to affective states
  	* mapping non-verbal cues to player satisfaction

 * Emotion in player experience
  	* affective player modelling
  	* artificial & computational intelligence for modelling player 
 experience
  	* adapting to player affect/player experience
  	* optimizing for/adapting to player satisfaction
  	* adaptive learning & player experience
  	* affect-driven procedural content generation

 * Emotion modelling in non-player characters
  	* emotion synthesis in affective non-player characters
  	* modelling effects of emotions on non-player character 
 decision-making
  	* affective influences on task & objectives planning for non-player 
 characters
  	* alternatives for expressing emotions in non-player characters

 * Higher-level concepts
  	* user engagement, attention & satisfaction
  	* maximising user engagement
  	* social context awareness & adaptation
  	* affective & behavioural states in gaming
  	* psychology of gaming
  	* ethics & morality in player and non-player characters

 * Game-based corpora (naturally evoked or induced emotion)

 ORGANIZING COMMITTEE

 Georgios N. Yannakakis (IT University of Copenhagen, Denmark)
 Ana Paiva (Instituto Superior T├ęcnico/INESC-ID, Portugal)
 Kostas Karpouzis (ICCS-NTUA, Greece)
 Eva Hudlicka (Psychometrix Associates, Inc., USA)

    ---------------------------------------------------------------
                To unsubscribe, send an empty email to
     mailto:[log in to unmask]
    For further details of CHI lists see http://listserv.acm.org
    ---------------------------------------------------------------

ATOM RSS1 RSS2