posted by user: kkarpou || 3887 views || tracked by 6 users: [display]

AFFINE 2011 : 4th International Workshop on Affective Interaction in Natural Environments @ ICMI 2011

FacebookTwitterLinkedInGoogle

Link: http://www.image.ntua.gr/affine2011/
 
When Nov 17, 2011 - Nov 17, 2011
Where Alicante, Spain
Submission Deadline Aug 19, 2011
Notification Due Sep 19, 2011
Final Version Due Oct 10, 2011
Categories    affective computing   interaction   games
 

Call For Papers

SCOPE
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.

WORKSHOP TOPICS
- 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

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

WORKSHOP ORGANISERS
Kostas Karpouzis (ICCS-NTUA, Greece) – kkarpou (at) cs.ntua.gr
Ginevra Castellano (Queen Mary University of London, United Kingdom) -
ginevra (at) eecs.qmul.ac.uk
Christopher Peters (Coventry University, United Kingdom) -
Christopher.Peters (at) coventry.ac.uk
Louis-Philippe Morency (University of Southern California, USA) -
morency (at) ict.usc.edu
Laurel Riek (University of Cambridge, United Kingdom) - Laurel.Riek (at)
cl.cam.ac.uk
Georgios Yannakakis (IT University, Denmark) - yannakakis (at) itu.dk

Related Resources

NLPAI--EI 2025   2025 6th International Conference on Natural Language Processing and Artificial Intelligence (NLPAI 2025)
IJCGA 2024   International Journal of Computer Graphics & Animation
IEEE CACML 2025   2025 4th Asia Conference on Algorithms, Computing and Machine Learning (CACML 2025)
ACHI 2025   The Eighteenth International Conference on Advances in Computer-Human Interactions
SPIE-Ei/Scopus-DMNLP 2025   2025 2nd International Conference on Data Mining and Natural Language Processing (DMNLP 2025)-EI Compendex&Scopus
EAA 2025   ICAART’25 Special Session on Emotion and Affective Agents
OP 2025   Philosophical Approaches to Games and Gamification: Ethical, Aesthetic, Technological and Political Perspectives (second call)
IEEE-Ei/Scopus-ITCC 2025   2025 5th International Conference on Information Technology and Cloud Computing (ITCC 2025)-EI Compendex
CLNLP 2025   2025 2nd International Conference on Computational Linguistics and Natural Language Processing
CLNLP 2025   2025 2nd International Conference on Computational Linguistics and Natural Language Processing