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Fri, 25 May 2018 03:18:21 +0200
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17th IFIP INTERNATIONAL CONFERENCE ON ENTERTAINMENT COMPUTING (ICEC'18),
co-located with IFIP World Computer Congress (WCC'18)
 “ explore . create . reflect . develop ”
Bridging the gap between technology, HCI, business, design, and art in
entertainment

 Date: 18-20 September, 2018
 Venue: Poznan, Poland
 http://www.ifip-icec.org

HIGHLIGHTS:
Next deadline - 4th June 2018 for:
- Missed the short/long paper deadline? - what about an Emerging Topic
Submission?
- Tutorials, Emerging Topics, Posters, Demos, Interactive Sessions

Art Exhibition Entries are due on the 1st July 2018

- 4 GREAT WORKSHOPS:
 * Bio-Sensing Platforms for “Wellness Entertainment” System Design:
   Bio-Sensing, Interactive Media Art, and Wellness Entertainment
 * Designing Entertainment for the Aging Population (DEAP 2018)
 * Entertainment Computation - A Key for Improving Inclusion and Reducing
Gender Gap?
 * Workshop on Robot Competitions
More information: http://www.ifip-icec.org/workshops/

- KEYNOTE SPEAKER
 Keynote Speaker Prof. Ellen Yi-Luen Do from Univ. of Colorado Boulder, US
 “From Design Computing to Creating Unique Technologies for Everyone”
- breaking NEW ACTIVITIES@ICEC: art exhibition, ICEC award, new conference
areas
- NEW AREAS@ICEC media studies, human-computer-interaction, business &
information systems
- IFIP ICEC Entertainment Award

STAY IN TOUCH
- Facebook group: https://www.facebook.com/groups/EntertainmentComputing/
- Subscribe to our Mailinglist on www.ifip-icec.org
- Twitter: @IFIP_ICEC
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The IFIP International Conference on Entertainment Computation is the
longest lasting and prime scientific conference series in the area of
Entertainment Computing. It brings together practitioners, researchers,
artists, designers, and industry on the
design, creation, development, use, application and evaluation of digital
entertainment content and experience systems. The conference series is
cross-disciplinary, and stretches over the domains of computer science,
human-computer-interaction, content production, digital games, multimedia,
media studies, art, and design. The conference series aims at presenting
high quality scientific results spanning from theory to application,
use-cases,
experience, and demonstrations. 

We solicit papers, posters, and demonstrations, as well as we are looking
for tutorial and
workshop proposal. The conference theme for 2018 is “Explore . Create .
Reflect . Develop”.

All papers are published by Springer Lecture Notes in Computer Science.
Best full papers are recommended to publish in a special issue of the
Elsevier Entertainment Computing Journal.

IMPORTANT DATES:
· EXTENDED June 4, 2018: Posters, Demos, Tutorials, Interactive Sessions
(notification June 5, 2018)
· June 19, 2018: Camera Ready Papers Due (all tracks)
· July 1, 2018: Suggested Deadline for Workshop Papers
· July 1, 2018: Art Exhibitions Entries
· August 1, 2018: Doctoral Consortium Application

- Short (6pp) and long papers (12pp)
- Posters (4pp + the actual poster in A0 as pdf)
- Art, Demonstrations and Interactive Exhibits (4pp including description
of the experience)
- Industry track (1pp + modality /demonstration, justification of modality:
demo/presentation)
- Workshops and tutorials (4pp)
- Doctoral consortium (4pp)

SUBMISSION GUIDELINES AND CONTACT INFORMATION

All submission guidelines can be found on the conference website on
http://www.ifip-icec.org.

If you have any questions concerning the conference, please contact us
under [log in to unmask]

CONFERENCE ORGANISERS

The conference is organized by the IFIP-TC14
- Artur Lugmayr, Curtin Univ., AUSTRALIA - General Chair
- Kathrin Gerling, KU Leuven, BELGIUM - General Chair
- Esteban Clua, Fluminese Federal Univ., BRAZIL - Program Chair
- Licinio Roque, from Universidade de Coimbra, PORTUGAL - Program Chair
- Rainer Malaka, Univ. of Bremen, GERMANY - IFIP TC 14 Chair

TOPICS

We invite the submission of papers, posters, demos, tutorials and workshop
proposals on the design, development, and study of broad forms of digital
entertainment. Topics include but are not limited to:

Emerging Topics in Entertainment Computing
- Ubiquitous Computing and Interfaces in Entertainment
- Immersive and Virtual Multimedia Experiences
- Quality of Services (QoS), and Quality of Experience (QoE)
- AI, Big Data, and Deep Learning in Entertainment
- Content Production and Production Systems

Digital Games and Interactive Entertainment
- Game Design and Development
- Interactive Narratives & Digital Storytelling
- Entertainment Robots, Toys & Smart Gadgets

Design, Human-Computer Interaction, and Analysis of Entertainment Systems
- Experience Design & Analysis
- Telemetry & Semi-Automated Analysis
- Methodologies, Tools & Techniques for Entertainment
- Human Factors & Performance of Entertainment Applications & Technology

Interactive Art, Performance and Cultural Computing
- Digital Art & Installations
- Virtual/Augmented/Mixed Reality & Entertainment
- Ubiquitous/Pervasive Entertainment
- Sound, Music & Performance
- TransMedia and Entertainment
- Social Computing

Entertainment Devices, Platforms & Systems
- Digital Entertainment Hardware & Devices
- Ambient Entertainment
- Digital Broadcasting and Digital Cinema
- Interactive Television and Broadcasting

Theoretical Foundations and Ethical Issues
- Emotions and Affective Interaction
- Social / Cultural Impacts of Digital Entertainment
- Issues of Public Relations & Advertising Through Entertainment

Entertainment for Purpose & Persuasion
- Serious & Learning Games
- Games for Health & Well-Being
- Games For Change & Social Impact Games
- Exergaming
- Advergames and Digital Marketing

Computational Methodologies for Entertainment
- Artificial Intelligence & Machine Learning for Entertainment
- Procedural Content Generation
- Computer Graphics & Visual Effects
- Big Data in Entertainment
- Security & Privacy in Entertainment[K1]

Media Studies, Communication, Business, and Information Systems
- Information Technology in Media Industry
- IT and the Economics of Media Business
- Audience Measurement and Participation
- Interplay between technology, content, and consumer choice
- Adoption and diffusion of technology driven media products
- New communication models through emerging new technologies

  

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