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:
Georgios Yannakakis <[log in to unmask]>
Reply To:
Georgios Yannakakis <[log in to unmask]>
Date:
Tue, 17 Apr 2012 08:10:28 +0200
Content-Type:
text/plain
Parts/Attachments:
text/plain (88 lines)
(apologies for cross-postings)

CALL FOR PAPERS
IEEE TRANSACTIONS ON AFFECTIVE COMPUTING
Special Issue on Emotion in Games

Computer games research has recently experienced the adoption of its own 
technological advancements (rich interactivity, 3D graphical 
visualization and role playing game-style incentive structures) by an 
increasing number of domains (e-commerce, news reading, web 2.0 
services, and human-computer interfaces). The capability of games 
delivering enhanced user immersion and engagement defines the driving 
force behind this adoption. Inevitably, games are unique elicitors of 
emotion and the study of user experience in those environments is of 
paramount importance for the understanding of gameplay internal mechanics.

Analysing, capturing and synthesizing player experience has been a 
challenging area within the crossroads of cognitive science, psychology, 
artificial intelligence and human-computer interaction. Additional 
gameplay input modalities such as 3D acceleration (e.g. Wii), image and 
speech (e.g. Kinect) enhance the importance of the study and the 
complexity of player experience. Sophisticated techniques from 
artificial and computational intelligence can be used to synthesize the 
affective state of player (and non-player) characters, based on multiple 
modalities of player-game interaction. Multiple modalities of input can 
also provide a novel means for game platforms to measure player 
satisfaction and engagement when playing, without necessarily having to 
resort to postplay and off-line questionnaires. Adaptation techniques 
such as complex (emotional and social) agent behaviours can also be used 
to maximize player’s experience, thereby, closing the affective game 
loop. In addition to this, procedural content generation techniques may 
be employed, based on the level of user engagement and interest, to 
dynamically produce new, adaptable and personalized content.

This special issue aims at bringing together contributions from 
specialists in affective computing, artificial intelligence, user 
experience research and multi-modal interfaces that will advance the 
state-of-the-art in player experience research; affect induction, 
sensing and modelling; and affect-driven game adaptation. Research areas 
relevant to the special issue include, but are not limited to, the 
following:

• modelling affect in the context of games
• artificial and computational intelligence for modelling player experience
• cognitive/affective models of player satisfaction/immersion/engagement
• analysis of player’s facial expressions, hand and body gestures, body 
stance, gaze and physiology
• speech recognition and prosody analysis of players
• mapping low-level cues to affect and emotion
• using games to record affective databases
• reproducing player affect in the game environment
• affective game characters
• adaptive learning and player experience
• affect-driven procedural content generation
• affect expression in games
• methods for emotion measurement in games

Submissions must not have been previously published, with the exception 
that substantial extensions of conference papers can be considered. The 
authors will be required to follow the Author’s Guide for manuscript 
submission to the IEEE Transactions on Affective Computing at: 
http://www.computer.org/portal/web/tac/author. Full manuscripts should 
be submitted electronically through IEEE’s Manuscript Central: 
https://mc.manuscriptcentral.com/taffc-cs. Be sure to select “Special 
Issue on Emotion in Games” as the Manuscript Type, rather than “Regular 
Paper.” This will ensure that your paper is directed to the special 
issue editors. IEEE Tools for Authors are available online at: 
http://www.ieee.org/organizations/pubs/transactions/information.htm. 
Inquiries can be directed to [log in to unmask]

*Schedule*
Submission deadline: August 1, 2012
Notification of acceptance: January 15, 2013
Final Manuscripts Due: March 1, 2013
Publication: July/September 2013

*Special issue editors*
Georgios N. Yannakakis, IT University of Copenhagen, Denmark
Katherine Isbister, NYU-Poly, USA
Ana Paiva, INESC-ID, Portugal
Kostas Karpouzis, National Technical University of Athens, Greece

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