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International Workshop on Networked Entertainment Systems (NES2022)
Bologna, Italy, July 10 - July 13, 2022
Co-Located with the 42nd IEEE Intl. Conf. on Distributed Computing
Systems (ICDCS 2022)
Technically co-sponsored by the IEEE and the IEEE Computer Society
https://www.math.unipd.it/~cpalazzi/NES2022/
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Entertainment technology has moved from a primarily local and passive
experience to interactive and immersive experiences based on
networked/distributed architectures. Ongoing advances in Information
and Communication Technologies (ICT) are providing tools for enabling
consumers to enjoy experiences such as Augmented/Virtual reality
(e.g., Facebook Metaverse), cloud-based games (e.g., Google Stadia),
online streaming platforms (e.g., Netflix), just to name a few
well-known examples. Networking, cloud/edge computing, distributed
computing systems, computer graphics, artificial intelligence, gaming,
multimedia design and human-computer interaction are among the
technical domains where entertainment technologies are bringing
together an extraordinarily varied set of researchers and
practitioners. This workshop provides an open forum for researchers,
engineers and academia to exchange the latest technical information
and research findings on next-generation networked/distributed
entertainment concepts, technologies, systems, services, and
applications.
Authors are solicited to submit complete unpublished papers in the
following, but not limited to, topic areas:
• Quality of Service and Quality of Experience
• Next Generation Wireless Technologies for Entertainment Services
• Architectures, Platforms and Protocols
• Technologies for Networked In-Home/Car/Flight/Train Entertainment
• Distributed architectures for Entertainment Applications
• Cloud/edge computing for Entertainment Applications
• 5G/6G technology for entertainment
• Augmented, Virtual and Mixed Reality for Entertainment Applications
• Artificial Intelligence algorithms for Entertainment Applications
• Interactive Television and Theaters
• Internet of Entertaining Things
• Massively Multiplayer Games
• Distributed Game Engines
• Crowdsourcing-based solutions for entertainment
• Social networking for entertainment
• Mobile and Wireless Entertainment
• Networked and pervasive Entertainment
• Wireless and Mobile Gaming
• Technology for wearable entertainment
• Testbed and Performance Evaluation
Paper Submissions
We encourage researchers from industry and academia to submit original
works. Submitted papers must represent original material that is not
currently under review in any other conference or journal, and has not
been previously published.
Please refer to the main site for submission guidelines
(http://www.ics.forth.gr/iscc2017/call-papers.html), but use the link
specific for this workshop (see
https://www.math.unipd.it/~cpalazzi/NES2022/) for the final
submission. All paper submissions should follow IEEE 8.5" x 11"
Two-Column Format. Each regular paper can have up to 6 pages; papers
with 4 pages or less will be considered as <B>short/WiP papers</B>.
Submission of papers should be regarded as a commitment such that, if
accepted, at least one author of the paper will register and present
it; otherwise it will be removed from the IEEE Digital Library after
the conference.
Submission Link
https://easychair.org/conferences/?conf=nes20220
Important Dates
• Paper submission due: February 15, 2022
• Acceptance notification: April 4, 2022
• Camera ready due: April 21, 2022
Organization
General Co-Chairs
• Claudio E. Palazzi (University of Padua, Italy,
[log in to unmask]<mailto:[log in to unmask]>)
• Anna Maria Vegni (Roma Tre University, Italy,
[log in to unmask]<mailto:[log in to unmask]>)
--
Please consider submitting a paper to ACM GoodIT 2022
(ACM International Conference on Information Technology for Social Good)
https://cyprusconferences.org/goodit2022/
Special Track on Networking and Applications for Mobile Objects in
Land, Water, and Sky
https://www.math.unipd.it/~cpalazzi/NAMO2022/
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