ACM SIGCHI General Interest Announcements (Mailing List)


Options: Use Forum View

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

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

Print Reply
Ginevra Castellano <[log in to unmask]>
Reply To:
Ginevra Castellano <[log in to unmask]>
Mon, 15 Aug 2011 12:42:03 +0100
text/plain (120 lines)
4th International Workshop on Affective Interaction in Natural
Environments (AFFINE) @ ICMI 2011, November 17 2011

Submission deadline approaching: *** 19 AUGUST ***

Computer gaming has been acknowledged as one of the computing
disciplines which proposes new interaction paradigms, utilizing
high-performance, yet lightweight and mobile devices and wireless
controllers to take into account the individual affective expressivity
of each player and the possibility to exploit social networking
infrastructure. As a result, new gaming experiences are now possible,
maximizing users’ skill level, while also maintaining their interest to
the challenges in the same, resulting in a state which psychologists
call flow: "a state of concentration or complete absorption with the
activity at hand and the situation". The result of this amalgamation of
gaming, affective and social computing has brought increased interest in
the field in terms of interdisciplinary research.

Natural interaction plays an important role in this process, allowing
players to control games with the same means they employ in everyday
human-human interaction: hand gestures, facial expressions and head
nods, body stance and speech. These means of interaction are now easy to
capture, thanks to low-cost visual, audio and physiological signal
sensors, while models from psychology, theory of mind and ergonomics can
be put to use to map features from those modalities to higher-level
concepts, such as desires, intentions and player satisfaction. Computer
gaming can also generate a new breed of multimodal data, where
researchers can map prominent affective expressions (e.g. facial signs
of frustration) to specific events in the game (large number of enemies
or obstacles close to the player) and infer additional user states such
as engagement and immersion. Individual and prototypical user models can
be built based on that information, producing affective and immersive
experiences which maintain the state of "flow". This workshop will cover
real-time and off-line computational techniques for the recognition and
interpretation of multimodal verbal and non-verbal activity and
behaviour, modelling and evolution of player and interaction contexts,
and synthesis of believable behaviour and task objectives for non-player
characters in games and human-robot interaction.

The workshop also welcomes studies that provide insight into the use of
gaming to capture multimodal, affective databases, low-cost sensors to
capture user expressivity beyond the visual and speech modalities and
concepts from collective intelligence and group modelling to support
multi-party interaction.

- Multimodal affect and behaviour recognition, including:
   - Facial expressions
   - Body language
   - Speech
   - Physiological
   - Other modalities
- Affect and behaviour generation in non-player characters, including:
   - Gaze/engagement
   - Gestures/Body stance
   - Facial expressions
   - Speech
   - Other modalities
- Higher-level concepts in gaming
   - NPC Tasks, objectives and adaptation
   - User engagement, attention and satisfaction
   - Maximising user engagement
   - Affective and behavioural states in gaming
   - Social context awareness and adaptation
- Modality replacement for gaming across devices
   - Mapping hand to touch gestures
   - Extracting expressivity and affect on mobile devices
   - Low-cost recognition of user actions
- Cognitive and affective "mentalising"
- Natural Human-Robot Interaction (HRI) / Human-Computer Interaction (HCI)
- Game-based corpora (naturally evoked or induced emotion)
- Applications to interactive games, robots and virtual agents

Paper submission:                            August 19, 2011
Notification of acceptance:                  September 19, 2011
Final paper (camera-ready) submission:       October 10, 2011

Kostas Karpouzis (ICCS-NTUA, Greece) – kkarpou (at)
Ginevra Castellano (Queen Mary University of London, United Kingdom) -
ginevra (at)
Christopher Peters (Coventry University, United Kingdom) -
Christopher.Peters (at)
Louis-Philippe Morency (University of Southern California, USA) -
morency (at)
Laurel Riek (University of Cambridge, United Kingdom) - Laurel.Riek (at)
Georgios Yannakakis (IT University, Denmark) - yannakakis (at)

Dr. Ginevra Castellano
Postdoctoral Research Assistant
Department of Computer Science
School of Electronic Engineering and Computer Science
Queen Mary University of London
Mile End Road
London E1 4NS

Telephone: +44 (0)20 7882 3234
Email: [log in to unmask]

                To unsubscribe, send an empty email to
     mailto:[log in to unmask]
    For further details of CHI lists see