Some interesting calls for papers and my dissertation

by Lennart Nacke

Ph.D. thesis book Recently, I have been busy get­ting my dis­ser­ta­tion out of the door. It is done now and in print­ing as the pack­shot on the right shows. More about the topic of my dis­ser­ta­tion will be posted here later. In recent time, I have come across a few calls for papers, which I thought would be good to post here.

I will start with our own CHI work­shop call, which is for those of you inter­ested in sen­sor mea­sure­ment, affec­tive and cog­ni­tive aspects of human-computer inter­ac­tion. The call for posi­tion papers goes like this:

Brain, Body and Bytes: Psychophysiological User Interaction

The human brain and body are pro­lific sig­nal gen­er­a­tors. Recent tech­nolo­gies and com­put­ing tech­niques allow us to mea­sure, process and inter­pret these sig­nals. We can now infer such things as cog­ni­tive and emo­tional states, to cre­ate adap­tive sys­tems and gain an under­stand­ing of user expe­ri­ence. In this work­shop, we aim to bring together researchers from fields such as HCI, inter­ac­tion design, cog­ni­tive sci­ence, psy­chol­ogy, psy­chophys­i­ol­ogy, game research, neural or bio­engi­neer­ing, and BCI.

The work­shop will fea­ture small group brain­storm­ing ses­sions. Participants will dis­cuss sit­u­a­tions that arise when researchers attempt to under­stand require­ments for sen­sors and devices that mea­sure psy­chophys­i­o­log­i­cal sig­nals; brain­storm how the data may be processed; but per­haps most impor­tantly eval­u­ate the sce­nar­ios and appli­ca­tions that the tech­nolo­gies enable.

For more details, see our Workshop Abstract. Please fol­low us on Twitter.

Submissions

To par­tic­i­pate, please sub­mit posi­tion papers (3–4 pages in CHI extended abstract for­mat) to agirou01 at cs.tufts.edu by 6 Jan, 2010. Papers may describe ongo­ing work, recent results, or opin­ions and approaches related to the work­shop topic. Papers should include a short biog­ra­phy of the author(s) attend­ing the work­shop (100–150 words).

Papers will be peer-reviewed and the orga­niz­ing com­mit­tee will select 15–20 par­tic­i­pants accord­ing to rel­e­vance, qual­ity of reported results, diver­sity of research area and expe­ri­ence, and like­li­hood that they will stim­u­late and con­tribute to the dis­cus­sion. If accepted, at least one author must reg­is­ter for the work­shop and for one or more days of the conference.

Important dates

Paper sub­mis­sion: January 6, 2010
Acceptance noti­fi­ca­tion: February 1st, 2010
Final paper sub­mis­sion: March 1st, 2010
Brain Body and Bytes Workshop @ CHI 2010: 11 April 2010

Another CHI work­shop on “Video Games as Research Instruments”. Highly inter­est­ing and I rec­om­mend to participate:

Call for Participation

Video games have a his­tory of being used to study phe­nom­ena in HCI and other dis­ci­plines. They offer an excel­lent way to moti­vate par­tic­i­pants in HCI stud­ies, and by using online casual games researchers can poten­tially access hun­dreds of par­tic­i­pants. The use of video games as research tools is becom­ing more wide­spread in areas such as addic­tion, user expe­ri­ence, immer­sion, strat­egy, deci­sion mak­ing, etc. In this work­shop we are inter­ested in iden­ti­fy­ing the range and char­ac­ter­is­tics of the cur­rent use of video games as research instru­ments. Unlike the devel­op­ment of games for enter­tain­ment or seri­ous games, the work­shop will focus on the use of games to study more gen­eral phe­nom­ena (although this may itself have appli­ca­tions to video games).

The work­shop will bring together a diverse selec­tion of research that uses video games in order to develop a bet­ter under­stand­ing of the spe­cific issues, chal­lenges and oppor­tu­ni­ties that they pro­vide, and to demon­strate how games can be used as an effec­tive part of research. The work­shop should moti­vate researchers to use video games, but also to learn from the expe­ri­ences of other research areas.

We invite researchers in all dis­ci­plines that use video games as research instru­ments to sub­mit a four page posi­tion paper in which you describe: the gen­eral prob­lem your research addresses, how and why video games are used, an overview of results and a dis­cus­sion of expe­ri­ences and issues spe­cific to using video games. Further infor­ma­tion can be found in the work­shop web­site.

Feel free to address any ques­tions or infor­mal enquiries about sub­mis­sions to Eduardo H. Calvillo-Gámez ( e.calvillo-at-upslp.edu.mx)

The dead­line to sub­mit papers is January, 6th 2010.

Workshop Overview

In this work­shop we are inter­ested in address­ing how video games are used as stim­uli, to study con­cepts and phe­nom­ena in dif­fer­ent areas of HCI and related dis­ci­plines. We hope to draw together the diverse expe­ri­ences of researchers work­ing with games.

The work­shop will focus on research that uses games to con­tribute to an under­stand­ing of more gen­eral phe­nom­ena, such as user expe­ri­ence, human error, addic­tion, almost any topic that is not aimed exclu­sively (or at all) at the devel­op­ment of games for enter­tain­ment or education.

The objec­tive of the work­shop is to share exper­tise, expe­ri­ence and research method­olo­gies on the effec­tive use of video games as research instru­ments. During the work­shop the par­tic­i­pants will present research focus­ing on the use of the video games as instru­ments. The out­come of the work­shop would be to iden­tify the char­ac­ter­is­tics of video games being exploited across research areas, and an under­stand­ing of the require­ments and pos­si­bil­i­ties of video games as instruments.

From an HCI per­spec­tive, the impor­tance of under­stand­ing video games as part of the exper­i­men­tal set­ting is that they offer a rich inter­ac­tion, which makes them work as effec­tive research instru­ments. What is it about inter­act­ing with games that makes them such a valu­able research tool? This is an HCI ques­tion we want to ini­tially address within this workshop.

Important Dates

  • Submissions start — 1 December 2009
  • Submissions end – 6 January 2010
  • Notification – 20 January 2010
  • Workshop – 10 April 2010

Another inter­est­ing work­shop on eye track­ing at IUI:

International Workshop on Eye Gaze in Intelligent Human Machine Interaction

February 7, 2010, Hong Kong, China

Workshop web­site

Eye gaze serves mul­ti­ple func­tions in human-human com­mu­ni­ca­tion. The speaker may use gaze to ref­er­ence an object in the envi­ron­ment, or to indi­cate atten­tion to the lis­tener, and or to man­age who has the floor, among other functions.

Researchers have long been inter­ested in the role of eye gaze in human machine inter­ac­tion. It has been used as a point­ing mech­a­nism in direct manip­u­la­tion inter­faces, for exam­ple, to assist users with “locked-in syn­drome”. It has also been used to reflect infor­ma­tion needs in web search and tai­lor infor­ma­tion pre­sen­ta­tion. Based on joint atten­tion indi­cated by eye gaze, it has been used as a facil­i­ta­tor in com­puter sup­ported human-human com­mu­ni­ca­tion. In con­ver­sa­tional inter­faces, eye gaze has been used to improve lan­guage under­stand­ing and inten­tion recog­ni­tion. It has also been incor­po­rated in mul­ti­modal behav­ior of embod­ied con­ver­sa­tional agents. Recent work on human robot inter­ac­tion has fur­ther explored eye gaze in incre­men­tal lan­guage pro­cess­ing, visual scene pro­cess­ing, and con­ver­sa­tion engage­ment and ground­ing. Given the recent advances in eye track­ing tech­nol­ogy and the avail­abil­ity of non-intrusive and high per­for­mance eye track­ing devices, there has never been a bet­ter time to explore new oppor­tu­ni­ties to incor­po­rate eye gaze in intel­li­gent and nat­ural human machine communication.

This work­shop intends to bring researchers from acad­e­mia and indus­try together to share recent advances and dis­cuss research direc­tions and oppor­tu­ni­ties for next gen­er­a­tion of human machine inter­ac­tion that incor­po­rate eye gaze. We invite sub­mis­sions of research papers and posi­tion papers that address the fol­low­ing areas (but not lim­ited to):

  • Empirical stud­ies of eye gaze in human-human com­mu­ni­ca­tion which have impli­ca­tions in human machine com­mu­ni­ca­tion. Examples include new empir­i­cal find­ings of eye gaze in human lan­guage pro­cess­ing, in human vision pro­cess­ing, and in con­ver­sa­tion management.
  • Algorithms and sys­tems that incor­po­rate eye gaze for human com­puter inter­ac­tion and human robot inter­ac­tion. Examples include gaze-based feed­back to infor­ma­tion sys­tems, gaze-based atten­tion mod­el­ing, incor­po­rat­ing gaze for auto­mated lan­guage pro­cess­ing, con­trol­ling gaze behav­ior for embod­ied con­ver­sa­tion agents or robots to enable ground­ing, turn-taking, and engagement.
  • Applications that demon­strate the value of incor­po­rat­ing eye gaze in prac­ti­cal sys­tems to enable intel­li­gent human machine communication.

Submission Guidelines
There are three cat­e­gories of paper sub­mis­sions.
Long paper: a max­i­mum of 8 pages in the two-column SIGCHI con­fer­ence for­mat.
Short paper: a max­i­mum of 4 pages.
Position paper and project notes: a max­i­mum of 2 pages.

All sub­mis­sions should be pre­pared accord­ing to the stan­dard SIGCHI pub­li­ca­tions for­mat. Each sub­mis­sion will be reviewed by three mem­bers of the pro­gram committee.

The accepted papers will be dis­trib­uted dur­ing the work­shop. After the work­shop, the final ver­sion of work­shop papers will be pub­lished in Springer’s LNCS series.

Important Dates
Paper Submission: November 26, 2009
Notification of Acceptance: December 18, 2009
Final Version for Distribution at Workshop: January 8, 2010
Workshop: February 7, 2010
Camera-ready ver­sion for Springer book series: pre­sum­ably March 2010

Workshop Organizers
Elisabeth André, University of Augsburg, Germany
Joyce Chai, Michigan State University, USA

Program Committee

  • Donna Byron (Northeastern University, USA)
  • Justine Cassell (Northwestern University, USA)
  • Cristina Conati (University of British Columbia, Canada)
  • Neil Cooke (University of Birminghan, UK)
  • Andrew Duchowski (Clemson University, USA)
  • Fernanda Ferreira (University of Edinburgh, UK)
  • Louis-Philippe Morency (University of Southern California, USA)
  • Yukiko Nakano (Seikei University, Japan)
  • Toyoaki Nishida (Kyoto University, Japan)
  • Helmut Prendinger (NII, Japan)
  • Kari-Jouko Raiha (University of Tampere, Finland)
  • Candy Sidner (BAE Systems AITUSA)
  • Songhua Xu (Zhejiang University, China)
  • Tohru Yagi (Tokyo Institute of Technology, Japan)
  • Mike Yao (City University of Hong Kong, China)

and finally some­thing more game-centric...

The Inaugural Game Education Summit Europe 2010

Copenhagen, Denmark, June 22–23, 2010

The Game Education Summit EUROPE (GES EUROPE) hosted by National Academy of Digital, Interactive Entertainment at The National Film School of Denmark is seek­ing paper pro­pos­als from the aca­d­e­mic, cre­ative and indus­trial com­mu­ni­ties for our inau­gural European GES. Through this annual event we aim to dis­sem­i­nate the most recent, ground­break­ing work on games as edu­ca­tion as well as game research. The con­fer­ence will also have a strong focus on cur­ricu­lum devel­op­ment and design. The 2010 GES EUROPE mis­sion is to bring acad­e­mia and the indus­tries that cre­ate video games together to share research and fos­ter rela­tion­ships that will ben­e­fit both groups.

Submissions will be accepted until January 31, 2010.

The focus of the 2010 GES Europe is on video games and cre­ativ­ity. With video games merg­ing into more and more aspects of our lives, game edu­ca­tion plays an impor­tant role in shap­ing how stu­dents view the world.

Types of submission

Panels or Presentations: Submissions are solicited of long papers, pan­els or pre­sen­ta­tions that address the following:

  • Course Development
  • Curriculum Design
  • Teaching Methods
  • Writing for Games
  • Career Development
  • How to Define a Game Designer
  • Women and Video Games (and gen­eral diver­si­fi­ca­tion of game developers)
  • Mentoring Programs
  • IGDA Curriculum
  • Serious Games
  • Effective Development of Links with the Games Industry
  • Industry Requirements and Needs
  • Program Design & Methodologies
  • Accreditation
  • Games as Art
  • Sound Design for Games
  • Game Development for Governmental Use
  • Should Student Games be commercialized
  • Ethics and Game Design
  • Games and Professional Training
  • Integration of Games Education into exist­ing media edu­ca­tion programs

See more detailed instruc­tion for paper sub­mis­sions here.
Short Papers:

Submissions are solicited for short papers that address research on the game indus­try or tech­ni­cal game-related fields.

Authors are encour­aged to demon­strate work in progress and late-breaking research results that show the lat­est inno­v­a­tive ideas.

Visit the web­site to sub­mit your pro­posal through the on-line form. Short papers should be 3–6-pages in length.

Important dates

31 January 2010: Deadline for sub­mis­sion in all cat­e­gories
1 March 2010: Notification of accep­tance
31 May 2010: Deadline for pro­vid­ing names and affil­i­a­tions for all panel mem­bers
10 June 2010: Deadline for Long Papers

Submissions pro­ce­dure

The sub­mis­sion form can be found at www.geseurope.com

All sub­mis­sions will be reviewed by mem­bers of the Games Education Summit Advisory Board. All accepted speak­ers and panel par­tic­i­pants will be granted gratis admis­sion to the con­fer­ence and accepted papers will be posted on the Game Education Network after the conference.

If you have any ques­tions please con­tact Suzanne Freyjadis at suzanne at gameducationnetwork.com

For past con­fer­ence infor­ma­tion, please visit www.gameeducationsummit.com

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