[Graphics-net] Preliminary CfP: Facial and Bodily Expressions forControl and Adaptation of Games (ECAG '08)

A.Nijholt at ewi.utwente.nl A.Nijholt at ewi.utwente.nl
Mon Jan 14 02:45:52 EET 2008


Call for Papers

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Facial and Bodily Expressions for Control and Adaptation of Games (ECAG '08)

http://hmi.ewi.utwente.nl/conference/ECAG08 

 

Workshop organized in conjunction with the 2008 IEEE International Conference on Automatic Face and Gesture Recognition (http://www.fg2008.nl/), September 16, Amsterdam

 

 

Facial and Bodily Expressions for Control and Adaptation of Games

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Many interactive systems observe the human body and face and use these as a means for input. Examples are playing a boxing game using body movements, mimicking the user's facial expressions in Second Life, controlling a robot in a home environment, or adapting the teaching strategy based on the detection of frustration in a tutoring application. In these examples, observations of the face and body are used in different forms, depending on whether the user has the initiative and consciously uses his or her movements and expressions to control the interface or whether the application takes the initiative to adapt itself to the affective state of the user as it can be interpreted from the user's expressive behavior. Hence, we look at: 

 

Voluntary control

The user consciously produces facial expressions, head movements or body gestures to control a game. This includes commands that allow navigation in the game environment or that allow movements of avatars or changes in their appearances (e.g. showing similar facial expressions on the avatar's face, transforming body gestures to emotion-related or to emotion-guided activities). Since the expressions and movements are made consciously, they do not necessarily reflect the (affective) state of the gamer.

 

Involuntary control

The game environment detects, and gives an interpretation to the gamer's spontaneous facial expression and body pose and uses it to adapt the game to the supposed affective state of the gamer. This adaptation can affect the appearance of the game environment, the interaction modalities, the experience and engagement, the narrative and the strategy that is followed by the game or the game actors.

 

We are soliciting papers that discuss research into this area, with a strong focus on applications. We consider the domain of entertainment, (serious) gaming and simulation. In addition to video-based observation, we also consider other means of input, including multi-modal approaches. Technical papers, as well as survey papers and empirical papers are eligible.

 

Authors are invited to submit papers (between six and fifteen pages), using the formatting guidelines of the main conference. Papers will be refereed by at least three reviewers. Accepted papers will appear in paper proceedings with ISSN/ISBN. Send papers to anijholt at cs.utwente.nl.

 

Registration

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Registration is open for all FG2008 participants and for others. Registration fee is €50. Details about registration will follow later.

 

Important Dates

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Submission Deadline: June 15, 2008

Acceptance: July 15, 2008

Final Paper Submissions: September 1, 2008

Registration: Not later than September 1, 2008

Workshop: 16 September, 2008

 

Programme Chairs and Organizers

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Anton Nijholt (HMI, University of Twente, the Netherlands)

Ronald Poppe (HMI, University of Twente, the Netherlands)

 

Program Committee

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Jeremy Bailenson (Stanford University, USA)

Nadia Berthouze (University College London, UK)

Antonio Camurri (Universty of Genova, Italy)

Yun Fu (University of Illinois at Urbana-Champaign, USA)

Hatice Gunes, University of Technology, Sydney, Australia

Mitsuru Ishizuka (University of Tokyo, Japan)

Nadia Magnenat-Thalmann (University of Geneva, Switzerland)

Christopher Peters, Université de Paris 8, France

Mannes Poel, University of Twente, the Netherlands

Gang Qian, Arizona State University, USA

Rainer Stiefelhagen (University of Karlsruhe, Germany)

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