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2nd CfP 1st International Workshop on Intelligent Digital Games for Empowerment and Inclusion
1st International Workshop on
Intelligent Digital Games for Empowerment and Inclusion
IDGEI 2013 Satellite of Foundations of Digital Games 2013
Full Day Workshop 14-17 May 2013 (t.b.d.), Chania, Crete, Greece
"Uniting Game Developers, Domain Experts, and Technology Providers"
Download the Call for Papers:
Digital Games for Empowerment and Inclusion possess the potential to change our society in a most positive way by preparing selected groups in a playful and fun way for their everyday life's social and special situations. Exemplary domains span as far as from children with Autism Spectrum Condition to young adults preparing for their first job interviews or migrants familiarizing with their new environment. The current generation of such games thereby increasingly demands for computational intelligence algorithms to help analyze players' behavior and monitor their motivation and interest to adapt game progress. The development of such games usually thus requires expertise from the general gaming domain, but in particular also from a game's target domain, besides technological savoir-faire to provide intelligent analysis and reaction solutions. IDGEI 2013 aims at bridging across these communities and disciplines by inviting respective researchers and experts to discuss their latest perspectives and findings in the field of Intelligent Digital Games for Empowerment and Inclusion.
Suggested workshop topics include, but are by no means limited to:
+ Machine Intelligence in Serious Games
+ Mobile and Real-World Serious Gaming
+ Emotion & Affect in Serious Games
+ Player Behavior and Attention Modeling
+ Player-Adaptation and Motivation
+ Security & Privacy Preservation
+ Novel Serious Games
+ User Studies & Tests of Serious Games
The workshop aims (i) to bring forth existing efforts and major accomplishments in the design of intelligent serious games, (ii) to provide a forum for exchange in experience with intelligent serious games in practice including space for technical demos, (iii) while encouraging the design of novel applications in context as diverse as health-oriented gaming, general learning and driving environments, or emergency preparation, and (iv) to focus on current trends and future directions in the field.
Submission 1 March 2013
Notification 15 March 2013
Camera-Ready 18 March 2013
Workshop May 2013
Björn Schuller, Technische Universität München, Germany
Lucas Paletta, Joanneum Research, Austria
Nicolas Sabouret, University Paris Sud / CNRS-LIMSI, France
Elisabeth André University of Augsburg, Germany
Antonio Camurri University of Genova, Italy
Marc Cavazza Teesside University, UK
Clara Centeno JRC-IPTS, Spain
Ian Dunwell, Serious Games Institute, UK
Sara de Freitas Serious Games Institute, UK
Arjan Egges Universiteit Utrecht, Netherlands
Patrick Gebhard DFKI, Germany
Haifeng Li HIT, China
Shai Newman Compedia, Israel
Anton Nijholt University of Twente, Netherlands
Catherine Pelachaud CNRS, France
Kaska Porayska-Pomsta University of London, UK
Peter Robinson University of Cambridge, UK
James Stewart IPTS-JRC, Spain
The paper submissions and reviews will be handled via easychair. Each paper will undergo rigorous blind peer review by at least three reviewers.
Full papers must not exceed 8 pages in length. Short papers must not exceed 4 pages in length. All submissions must be in PDF format, and comply with the ACM proceedings format using one of the official templates.
Submissions should be anonymized for double-blind review.
Papers should be submitted via easychair. A best contribution award is thought of.
PD Dr.-Ing. habil. DI
Björn W. Schuller
Centre Interfacultaire en Sciences Affectives (CISA)
Université de Genève
7 rue des Battoirs - CH -1205 Genève
Head Machine Intelligence & Signal Processing Group
Institute for Human-Machine Communication
Technische Universität München
80290 Munich / Germany
School of Computer Science and Technology
Harbin Institute of Technology
Harbin / P.R. China