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Date:
Wed, 21 Mar 2018 18:00:20 +0100
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Artur Lugmayr <[log in to unmask]>
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=========================================================================
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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:
- breaking NEW ACTIVITIES@ICEC: art exhibition, ICEC award, new conference
areas
- NEW AREAS@ICEC media studies, human-computer-interaction, business & 
information systems
- first DEADLINES approaching: 14th March 2018 - Workshops, 7th May 2018 -
Papers
- IFIP ICEC Entertainment Award

=========================================================================
STAY IN TOUCH
- Like us on Facebook to get news:
https://www.facebook.com/EntertainmentComputing/
- Join us on Facebook:
https://www.facebook.com/groups/EntertainmentComputing/
- Subscribe to our Mailinglist on http://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:

* March 30th, 2018: Workshops DEADLINE EXTENDED
* May 7, 2018: Long and Short Papers (notification June, 5 2018)
* May 20, 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


SUBMISSION CATEGORIES:

* 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

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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