12 October, 2007

[CFP] VAST Workshop on Virtual Museums

VAST 2007 Workshop: Virtual Museums - Cultural Heritage, Education,
Entertainment

Workshop supported by INTUITION and EPOCH Networks of Excellence.

Workshop description:

Virtual Reality, Mixed Reality and Games Technologies have reached
the level of maturity and quality that makes possible their use in
a diversity of real life applications. Cultural heritage, education,
and entertainment are notable examples of application domains that
can largely benefit from the use of these technologies, especially
when the synergy between these domains is properly exploited. Virtual
museums offer convenient access to cultural heritage resources - both
existing and reconstructed - at the same time enabling creation of
highly educational and entertaining interactive experiences.

The workshop will focus on tools, techniques and case studies related
to presentation of cultural heritage and fine art with the use of
VR, MR and Game technologies. The addressed topics can range from
scanning and modelling techniques for cultural and educational objects,
through content management and scenario creation to interactive
presentation
of the virtual exhibitions either in local installations or remotely over
the Internet.

General Chairs:

Mirabelle D'Cruz, University of Nottingham, UK
Krzysztof Walczak, Poznan University of Economics, PL

Program Chairs:

Sue Cobb, University of Nottingham, UK
Martin White, University of Sussex, UK
Wojciech Wiza, Poznan University of Economics, PL

Program Committee:

Maria Economou, University of the Aegean, GR
Arjan Egges, Center of Advanced Gaming and Simulation, NL
Vitomir Jevremovic, Center for Digital Archaeology, RS
Katerina Mania, University of Sussex, UK
Daniel Pletinckx, Visual Dimension bvba, BE
Maria Roussou, Makebelieve, GR
Robert Sitnik, Warsaw University of Technology, PL
(approval pending for additional members)

Submission Guidelines:

All contributions must be original, unpublished work. Papers should
not exceed 8 pages (4 pages minimum). Contributions must be written
and presented in English. Authors should follow paper preparation
guidelines
available at the VAST website (www.vast2007.org). Accepted papers will be
published in the VAST 2007 proceedings (project/short papers volume).

Papers should be submitted electronically to: wiza@kti.ae.poznan.pl

Important Dates:

Paper submission: October 22nd
Notification of acceptance: October 26th
Event: November 29th


--
Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
Ingenierium 4, rue de l'Ermitage 53000 Laval.
shirai@mail.com | http://akihiko.shirai.as/

Tel(Lab) (+33) 02 43 67 05 76 Tel(Japan) +81-(0)42-760-0477
Mobile (+33) 06 14 56 60 22 Skype: akihiko_shirai

11 October, 2007

MicrosoftからJobオファー

Microsoftからいまさらオファーがきた。MS駐在の外部エージェントだけど。
私自身は就職決まってしまったのと、「ほかにもお知り合い居ますか?」とのこ
となので紹介します。
興味のある人は連絡ください。
---

Hello Akihiko!

My name is Heidi Brown and I am a recruiter working on the International
Recruiting Team at Microsoft here in Redmond, WA, USA. We are currently
looking for a number of highly qualified software design, software
design in test and program manager professionals in Central and Eastern
Europe who might be interested in full time positions here at Microsoft,
Redmond, specifically Windows Core and DynamiX.

Our team has identified you in our database as an applicant we would
like talk with further because of the skills outlined in your CV/resume.

If you are interested, please send us an updated CV/resume as we would
like to take a closer look and possibly set up an interview over the phone!

Furthermore, if you know of any other developers who you feel would be
good candidates for Microsoft (please see information below), feel free
to send them this email or you may send me their information and I will
be happy to contact them! We are planning to be in Europe within the
next few months and we are hiring for many openings we currently have
both in Windows and other groups, including positions in European
development centers. We welcome your referrals!

Please note, I am a contractor working at Microsoft in Redmond within
and exclusively for the International Recruiting Team and I am not a
representative of any staffing agency, etc. :) The jobs I recruit for
are Full Time positions working directly for Microsoft Corp.

Thank you and I hope to hear from you very soon!

Heidi Brown

Technical Recruiter
International Core Tech Recruiting Team
Kelly Services at Microsoft Corporation

(コンタクト)

Kelly Services is a strategic staffing and recruiting partner of the
Microsoft Corporation, with full corroboration of the company.. All
communications to Kelly Services staff should be via their Microsoft
email addresses.

Microsoft is interviewing interested and qualified candidates from all
over the world for software development positions here in the US as well
as other international development centers.

Who is a qualified candidate?

? Someone that has very strong abilities to write code in C/C++

? Someone that is very driven and passionate about technology, desiring
to make software products that will be utilized all over the world

? Someone who holds a 4 year BS/BA degree or a higher graduate degree,
or who will receive one within a year.

WHATEVER YOU DO, DO IT AT MICROSOFT !!!!!

The reason so many people from various disciplines come to Microsoft is
because we provide the most exciting challenges in the industry. Since
our inception in 1975, Microsoft's mission has been to create software
for the personal computer that empowers and enriches people in the
workplace, at school and at home. Microsoft's early vision of a computer
on every desk and in every home is coupled today with a strong
commitment to Internet -related technologies that expand the power and
reach of the PC and its users. You can help shape the industry in nearly
countless ways, all while gaining invaluable experience. Our casual
environment lends itself to freer thinking and therefore, creative
problem-solving. However, the coolest part of all is the diversity of
jobs. You're guaranteed not to be bored.

We invite you to join us as we move toward our next generation of our
products. You could create a world of change in one of these pivotal,
Redmond , Washington USA area positions in the Microsoft product groups.
Here is a list of the core positions we will be looking to fill.

DEVELOPMENT FULL-TIME POSITIONS

Software Design Engineer (SDE)

Writes product code and solves complex problems. Proficient in C/C++.

"You come in every morning and check up on what you've built the night
before, see if you've broken anything, or if you've got any bugs to take
care of. Right now I'm working on three different design features, so
I've got maybe three status meetings a week to check in with
everybody--the testers, the developers, the Program Managers, and
together we figure out what we need to do. The core of my job is
designing new features and figuring out how to get them to work. I loved
that you could pursue an idea seriously in college and have other people
around to talk to about it. I wanted to stay in a place like that. And
Microsoft turned out to be that place."

Qualifications: A 4 year BA/BS or a graduate degree in computer science
or related technical discipline. Strong coding skills, proficiency in
C/C++, vision, and a passion for technical excellence.

Software Design Engineer in Test (SDET)

Creates tools to test and improve products. Proficient in C/C++.

So what exactly is it?

A Software Design Engineer in Test is a developer who designs, develops,
and maintains automation systems-often expandable suites containing
multiple automation programs-to be used by the development and test
teams. They are responsible for utilizing innovative test technologies
to develop a product's testing strategy, and for facilitating the
creation and execution of automated test suites across a diverse set of
technologies. They look at source code for potential problems using
Microsoft internal tools. They also reproduce, debug, and isolate
problems, and verify fixes.

Qualifications: A 4 year BA/BS or graduate degree in computer science,
electrical engineering or related technical discipline. Strong coding
skills, proficiency in C/C++, Visual Basic experience, and a relentless
attention to detail.

There are multiple positions open, so please share the information with
someone as good as you are.

We do require functional level English language skills

09 October, 2007

[CFP] Symposium on Virtual and Augmented Reality SVR 2008

Call for Papers

X Symposium on Virtual and Augmented Reality SVR 2008
João Pessoa, PB, Brazil, May 13th to 16th, 2008
http://www.di.ufpb.br/svr2008

=====================================================
Full paper submission deadline: November 11th, 2007
=====================================================

The X SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY, SVR 2008, sponsored by
the Brazilian Society of Computing (SBC), is an international scientific
forum for the exchange of experience and knowledge among researchers,
professionals, practitioners, students and developers concerned with
research and development of virtual environments, virtual, augmented and
mixed reality systems.

After the first nine events, which took place in São Carlos (1997),
Marília (1999), Gramado (2000), Florianópolis (2001), Fortaleza (2002),
Ribeirão Preto (2003), São Paulo (2004), Belem (2006) and Petrópolis
(2007), the 10th SVR will be held in the João Pessoa, the 2nd greenest
city in the world.

The planned activities for SVR include a pre-symposium with minicourses,
keynote speakers, technical minicourses, technical sessions, and thesis,
dissertations and undergraduate work workshops.

Stimulating, original and innovative research papers as well as case
studies and applications in the general field of virtual and augmented
reality should be submitted.

Topics include, but are not limited to:

* Artificial life;
* Augmented and mixed reality;
* Collaborative virtual environments;
* Hardware graphics acceleration;
* Image based modeling and rendering;
* Innovative 3D input and output devices;
* Innovative 3D interaction techniques;
* Interactive modeling, rendering, and animation;
* Internet-based 3D applications;
* Multimodal Interaction;
* Multi-resolution modeling and rendering;
* Networked virtual environments;
* Real-time simulation, animation and visualization;
* Real-time graphics techniques;
* Social, economical and technical impacts of virtual reality;
* Tele-collaboration and teleoperation;
* Video-based interaction;
* Virtual humans and avatars;
* Virtual and augmented reality applications in any area;
* Virtual and augmented reality for scientific visualization;
* Virtual and augmented reality system development;
* VRML, X3D and related web-based technologies.

After a rigorous double-blind peer review process, the selected papers
will be published in the conference proceedings and presented in the
technical sections of the symposium. The acceptance rate is about 33% of
the submitted papers.

Papers must be submitted electronically using the IEEE CS Press 2-column
8.5 x 11-inch Proceedings format
(ftp://pubftp.computer.org/press/outgoing/proceedings/8.5x11%20-%20Formatting%20files/)

and should be written in English (preferentially) or Portuguese.

Full papers must have a minimum of 6 and a maximum of 10 pages. Short
papers must have a minimum of 2 and a maximum of 3 pages. The submission
site is: https://submissoes.sbc.org.br/svr2008

Important Dates:

Full papers:
Submission November 11th, 2007
Notification of acceptance January 31st, 2008
Camera ready February 20th, 2008

Short papers:
Submission February 15th, 2008
Notification of acceptance March 7th, 2008
Camera ready March 20th, 2008

Theses and Dissertations Workshop / Undergraduate Workshop:
Submission March 20th, 2008
Notification of acceptance March 31st, 2008
Camera ready April 7th, 2008

Minicourses:
Submission February 15th, 2008
Notification of acceptance March 7th, 2008
Camera ready March 20th, 2008

For more information, please contact:

Program Chairs:
Alberto Raposo - PUC-Rio abraposo at tecgraf.puc-rio.br (*)
Judith Kelner - UFPE jk at gprt.ufpe.br

Organization Chairs:
Liliane S. Machado - UFPB liliane at di.ufpb.br
Romero Tori - Senac-SP and USP tori at acm.org

Workshop of Undergraduate Works:
Alexandre Cardoso - UFU alexandre at ufu.br

Workshop of Thesis and Dissertations:
Edgard Lamounier - UFU lamounier at ufu.br

Mini-courses:
Verônica Teichrieb - UFPE vt at gprt.ufpe.br
Fátima Nunes - UNIVEM fatima at univem.edu.br

Pre-Symposium:
Robson Siscoutto - UNIC robson .at unic.br
Rosa Costa - UERJ rcosta at ime.uerj.br

(*) please note that xxx at yyy means xxx@yyy

[CFP]ACM Solid and Physical Modeling Symposium 2008

---------------------------------------------------
CALL FOR PAPERS

ACM Solid and Physical Modeling Symposium 2008

http://www.cs.sunysb.edu/spm08
spm08@cs.sunysb.edu

Stony Brook University, Stony Brook, New York, USA
June 2-4, 2008
---------------------------------------------------

ACM Solid and Physical Modeling Symposium 2008 (SPM'08) will be held
on June 2-4, 2008, in Stony Brook University, Stony Brook, New York,
USA.

This highly successful conference series have been a primary venue for
disseminating research results and exchanging new ideas in geometric
and solid modeling, physical modeling, geometric design, analysis,
simulation and processing, shape computing and visualization, and
various applications. SPM'08 will be immediately followed by the
International Conference on Shape Modeling and Applications 2008
(SMI'08), to be held in Stony Brook University, Stony Brook, New York,
USA, on June 4-6, 2008. Both SPM'08 and SMI'08 events will be
co-located in Stony Brook University, and are parts of the 2008 Stony
Brook Modeling Week that features International Joint Convention on
Shapes and Solids (ICSS'08).

Selected papers of outstanding quality accepted at SPM08 will be
published in: IEEE Transactions on Visualization and Computer
Graphics, IEEE Transactions on Automation Science and Engineering,
Computer Aided Design, and Computer Aided Geometric Design. SPM08 Best
Paper Award is sponsored by Siemens UGS.

IMPORTANT DATES

November 27, 2007: Abstracts due
December 4, 2007: Full papers due
January 31, 2008: Acceptance decisions
March 1, 2008: Camera-ready papers due
June 2-4, 2008: SPM'08


The paper submission site is now OPEN:
https://precisionconference.com/~spm

Program Chairs:
Dinesh Manocha (UNC, USA)
Bruno Levy (INRIA, France)
Hiromasa Suzuki (University of Tokyo, Japan)

Conference Chairs:
Hong Qin (Stony Brook University, USA)
William Regli (Drexel University, USA)


For more information about SPM08, please visit
http://www.cs.sunysb.edu/spm08

Please direct any inquiries to spm08@cs.sunysb.edu, or qin@cs.sunysb.edu
-----------------------------------------------------------------------
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related topics, please contact the respective conference co-chairs.

31 August, 2007

[CfP] Call For Papers 2007 Q3-4

■まずはiDATというアートより学会。
「クリエイティブ韓国&インタラクティブ東京inシンガポール」という国籍不詳
のイベント(…いちおう公式です)も含まれています。

4ページの書き物、ビデオ(のYoutubeなどへのリンク)を10月まで、という投稿形
式になっています。

ちなみにチェアをやるAdrianは来期から慶応の新学科「メディアデザイン研究
科」に就任したって知ってました?
http://www.kmd.keio.ac.jp/profile.html
この学科、すごい顔ぶれです。

----
Call for Submissions iDAT

Interactive Design Art and Technology (iDAT)
Web: www.idat07.org

An event of Ars Electronica, Creative Korea, and Interactive Tokyo in
Singapore
Singapore Science Centre

Exhibition dates: from November 10st to December 31st 2007 (Open call
submissions must be shown for at least one week, during the first week
of December)

The iDAT exhibition is a unique combination of major interactive media
events Ars Electronica from Austria and Interactive Tokyo from Japan.
It is calling for interactive media works that merge design, art, and
technology, moves beyond technology traditions, and transforms social
assumptions. We are seeking interactive works in the form of
installations which will be part of the exhibition at the Singapore
Science Centre. The works should have a focus on interactive media
systems that have an innovative technological concepts blended with
excellence in art and/or design. We are also encouraging works which
have harmonious parts of content and interactive technology, with a
focus on human usability, and expanding the scope of media for use in
human society.

Aims of iDAT
*Demonstrations for emerging interactive techniques for the public
*Promotion and propagation of interactive techniques
*Sharing of knowledge of virtual reality, entertainment and interactive
techniques
*Promotion of collaboration between experts, edge researchers and industry
*Out reach of interactive techniques

The type of works which we are seeking may include:
*Innovative interfaces
*Music and audio
*Novel displays
*Haptics
*Sensors
*Robotics
*Entertainment and Gaming
*Collaborative environments
*Health and medicine / biotechnology
*Virtual and mixed reality
*Ubiquitous computing
*Wearables, hand-helds
*Real-time graphics and animation
*Mobile technologies

It is a prerequisite that the projects have already been realized to the
extent that they may be judged on the basis of documentation and must be
ready for installation by December 1st 2007.

The work entered must have been created, realized or significantly
updated within the last two years. Participants may be individuals,
groups, schools, institutions, companies etc. Exclusively commercially
oriented activities in the sense of product advertisement or
commercially available products are excluded.

Submission Details
Each work is to be explained in a combination of
(1) No more than 4 page demo/exhibition description (essential)
(2) A video of the work (essential). *send the link to the video on a
web site in your proposal, YouTube, Google Video, etc. and not send the
video by email*
(3) Other supporting media or documents (optional)
Deadline : October 15th 2007
Notification : November 1st 2007
Submit to : iDAT@mixedrealitylab.org

Since a presentation of an outstanding interactive work naturally also
depends on the technical requirements for on-site realization, it is
essential to include information that is as specific as possible about
technical hardware and software and spatial requirements. All entries
will be judged by a jury of experts. In addition to the works entered
by participants, each jury may also nominate other works.

Selected works will be offered support for the travel and exhibition
costs. This support may not cover the entire cost of travel and
exhibition costs, depending on the nature and expense of the work.

If you have any questions, please contact: contact@mixedrealitylab.org
In cooperation with ACM Chapter Singapore
Creative Korea, Ministry of Culture and Tourism, Korea
Interactive Tokyo Organization Committee
Mixed Reality Lab Singapore
Ars Electronica

------

■"Exertion Interfaces",Florence, Italyと"Evaluating User Experiences in
Games"ワークショップ、というCHIらしいCFPを2件まとめて紹介します。ゲーム
評価はやはりイタリアは"熱いトピック"なのでしょうか、興味深いです。


Call for papers: "Exertion Interfaces" workshop at CHI 2008, Florence, Italy


Exertion Interfaces are interfaces that deliberately require intense
physical effort. They can be expected to be physically exhausting when
used for an extended period of time, and are therefore working in the
opposite direction of most conventional interfaces that aim for ease of
use and efficient operation. However, recent research has shown that
physical, exhausting interfaces can be beneficial for fighting personal
weight problems, encouraging social interaction between participants and
allowing for new gaming experiences.

This one-day CHI'08 workshop builds on the successful CHI'07 workshop,
which was the first forum to share information among researchers
interested in the area of Exertion Interfaces. Similar to last year, we
will influence and be influenced by emerging trends in this fast-paced
area, but this year, the focus will be on a multidisciplinary approach
to Exertion Interfaces through learning from related domains such as
sport, medical science, gaming, coaching, social science, and education.
This will allow us to broaden and deepen the areas of inquiry identified
last year: theory, evaluation, tactics, training, skills, body
expression, audiences, teams and new dimensions we identify through our
Wiki until then.

One desired long-term outcome of the workshop is a co-edited book
illuminating the domain from a diverse set of perspectives as well as
the organization of a symposium for next year, providing a dedicated
forum for researchers of Exertion Interfaces.

How to participate:

Send a position paper of 3 pages max. to
workshopCHI@exertioninterfaces.com describing your research interest and
your relevant work in this area. It must be prepared in the Conference
Extended Abstracts Format. Selection criteria will include participants'
backgrounds and interests and quality of the work described in the
position papers.

Note: At least one author of accepted papers needs to register for the
workshop and for one day of the conference itself.

Important Dates:

3 Oct 2007, 5:00 PM (1700) PDT: Position papers due
28 Nov 2007: Notification of acceptance.
More information:

http://exertioninterfaces.com/workshopCHI
workshopCHI@exertioninterfaces.com

Florian 'Floyd' Mueller
Stefan Agamanolis

PS: There is also an open studio at Distance Lab with a section on
Exertion Interfaces and Sports over a Distance by the organizers. If you
are in the UK on Sept 12 2007, check it out or watch the webcast:

http://distancelab.org/openstudio002

Call for Papers: "Evaluating User Experiences in Games" workshop at CHI 2008

The workshop "Evaluating User Experiences in Games" invites position
papers on evaluation methods for user experience in games. Submissions
are invited addressing one or more of the following questions:

What kind of evaluation concepts and methods are used in the industry,
and what are their limitations?

Do today's game evaluation concepts and methods address industry needs?

What factors of game experience are measured and have to be measured ?

How can we evaluate new forms and developments of interaction techniques
in gaming – for example emotion or eye-movement as input for games,
ambient displays or virtual environments as output?

Is there a common framework of methods that are appropriate to evaluate
the user experience in games?

How to participate:

Submissions are expected in the form of 4 page position papers (ACM
format), describing the area of research, specific work (empirical or
theoretical) on the workshop topic and the innovative character of the
research at hand. The position paper can be either a case study,
experience report, experiment, methodological concept or a theoretical
framework. Position papers will be peer-reviewed. At least one author of
accepted papers needs to register for the workshop during CHI 2008 (for
details on the registration see www.chi2008.org).

General inquiries about the workshop and submissions can be sent to:
Regina.Bernhaupt@sbg.ac.at.

Important Dates:

3 Oct 2007, 5:00 PM (1700) PDT: Position papers due
28 Nov 2007: Notification of acceptance.
More information:

http://workshops.icts.sbg.ac.at/chi2008
Regina Bernhaupt
Wijnand IJsselsteijn
Florian 'Floyd' Mueller
Manfred Tscheligi
Dennis Wixon

These workshops will be on different days, so you can attend both!

-------
■「映画におけるヒューマン・ロボットインタラクション」という珍しいテー
マ。"HINOKIO"なんかど真ん中なのかも。10月締め切り。

Call For Video Submissions

======================================
Human Robot Interaction Caught On Film

======================================

The Human Robot Interaction 2008 conference will host a video session, in
which movies of interesting, important, illustrative, or humorous HRI
research moments will be shown. We invite videos related to all aspects of
human-robot interaction. Robots and humans do not always behave as expected
and the results can be entertaining and even enlightening - therefore
instances of failures will also be considered. We invite all researchers in
the HRI area to share their best videos that may have been taken
accidentally or intentionally.

A panel of your peers will review video submissions, but will not follow a
strict peer review procedure. Besides the importance of the lessons learned
and the novelty of the situation, the entertainment value will be judged.
The video session has the character of a design competition.


Each video must be accompanied by a 200-word abstract that describes the
video. The video itself must be self-explanatory for the HRI-2008 conference
audience. The use of voice-over, subtitles or introduction slides is
recommended to prepare the audience for the video.


The selected videos will be published in the conference proceedings (CD-ROM)
and in the ACM digital library. The authors of the selected videos should
plan to attend the conference and will be given a moment to explain the
video.

Submission
==========

The video material should be of the highest available quality. The video
should preferably not be scaled down or compressed. The preferred video
format (codec) is standard DV in either the PAL or the NTSC standard. The
video container may be AVI or Quicktime. The maximum length is 3 minutes.
The length of the credits at the end is limited to three seconds.

Upload the videos to the FTP server at ftp://home.bartneck.de. The login is
"hri2008" and the password "Videosaregreat1". Upload them to the directory
"incoming". The filename should correspond to the name of the author, such
as JohnDoe.avi. Alternatively, the author can put a video on a web site and
submit the video's URL to christoph@bartneck.de.

The contact details for all authors, the abstract, the movie's title, a
representative screenshot, and the filename of the submission must be
submitted throught the conference submission system
(http://www.precisionconference.com/~hri). The screenshot should show a key
scene of the movie and it should not contain text, such as in the credits or
the opening title. The screenshot will be used for the edited paper.

The deadline for submission is September 10th, 2008. The notice of
acceptance will be send by December 7th, 2008. Upon acceptance, the authors
will have to submit an ACM release form. Authors' do not need to assign the
copyright to ACM. In addition, the authors must have obtained permission of
every relevant person in the movie for showing the video at the conference
and for distributing the movie in the proceedings and in the ACM digital
library. Alternatively, the people in the movie may be rendered anonymous by
visual effects, such as blurring.


Submission Checklist
--------------------
1. Weblink (URL) to christoph@bartneck.de or ftp upload to
ftp://home.bartneck.de (login "hri2008", password "Videosaregreat1"):
* Movie

2. Conference submission system (http://www.precisionconference.com/~hri):
* Title
* Authors' details
* Abstract
* Screenshot


Important Dates
===============
10/09/2007 Submission
07/12/2007 Notification of acceptance
12-15/03/2008 Conference in Amsterdam

Further information
===================
http://www.bartneck.de/conference/hri2008/

--------
■AAMAS(autonomous agents and multi-agent systems)、ポルトガルにて2008年5
月開催。締め切り2007年10月。「interaction and cross-fertilization」って
「インタラクションと雑種交配」って訳していいのかな(もしくは多産化)。

Call for Papers: SPECIAL TRACK ON VIRTUAL AGENTS AT AAMAS-08

May 12-16, 2008
Estoril, Portugal

To provide an opportunity for interaction and cross-fertilization
between the AAMAS community and researchers working on virtual agents,
AAMAS-08 will feature a Special Track on Virtual Agents.

Topics of interest include, but are not limited to:

- verbal and non-verbal expressiveness
- models of personality, emotions and social behavior
- multi-user/multi-virtual-agent interaction
- advanced 3D modeling and animation technologies
- applications, experience reports and user studies

Papers for this will be reviewed by specially recruited reviewers within
the sub-community.

Special Track Chair:
Elisabeth Andre, University of Augsburg, Germany

Senior Programme Committee:

Ruth Aylett, Heriot-Watt University, UK
Marc Cavazza, University of Teeside, UK
Stacy Marsella, Univ. of Southern California - ISI, USA
Ana Paiva, INESC-ID & Instituto Superior Tecnico, Portugal
Catherine Pelachaud, Universite de Paris 8, France
Helmut Prendinger, National Institute of Informatics, Japan
Katia Sycara, CMU, USA
Daniel Thalmann, EPFL, Switzerland
R. Michael Young, North Carolina State University, USA

Key Dates:

Tuesday, October 23, 2007: Electronic abstract due
Friday, October 26, 2007: Full electronic paper submissions due
November 27 - 28, 2007: Author feedback opportunity
Wednesday, December 19, 2007: Accept/reject notifications

Information on the Special Track will be regularly updated on the AAMAS
main pages: http://gaips.inesc-id.pt/aamas2008/index.html

------
■「ヒューマンコンピュータインタラクションからメディア体験:方法論的暗
示」と訳すか「方法論的実装」と訳すか。

WORKSHOP: From HCI to Media Experience: Methodological Implications
CALL FOR PARTICIPATION

WORKSHOP: From HCI to Media Experience: Methodological Implications

DATE: Tuesday, 4th September 2007
WORKSHOP WEB SITE: http://hcid.informatics.indiana.edu/experience/
CONFERENCE: HCI 2007 Lancaster, UK
CONFERENCE WEB SITE: http://www.bcs-hci.org.uk/hci2007/


WORKSHOP OVERVIEW
The landscape of interactive technology design and evaluation is expanding.
In the past, usability and task efficiency were the main focus for
research in human computer interaction; evaluation methods worked from
single user data over constrained tasks. This kind of work remains
central to our discipline.

However, these methods were never intended to inform or underpin the design
and evaluation of media-rich, social technologies. They are not aimed at
designing for quintessentially elusive concepts like ³experience² and
³engagement². Especially when that experience is not individual, but social,
where data and performance are spread across many people, platforms and
devices, and many settings, and where the lab test cannot shed light on ways
that experience unfolds over time.

In this workshop we invite discussion of approaches and methods aimed at the
design and measurement of interactive, social media experience. The workshop
will center on approaches methods that are used in the design of short-term
engagement and experience, but also those that are aimed at consideration of
engagement and experience over longer durations - from watching a 3-minute,
socially tagged video online, to massively multiplayer games like World of
Warcraft that take months to unfold, to plug-ins for social networking sites
like Facebook, to social simulations like Second Life, to social and
community media-archiving projects. What do these emerging experiences tell
us about the methods we currently use, and the methods we need to develop?

WHO SHOULD ATTEND
For this workshop, we invite contributions from a diverse range of
disciplines, including HCI, design, cultural studies, cognitive science,
psychology, film and media studies, game studies, and anthropology, among
others, to explore how interactions with technology become experiences, and
in particular, social and/or intimate experiences.

Participants are to explore questions such as the following:

* What is an experience?

* What are the ways in which qualitative and quantitative measures can weave
together?

* How can we operationalize critical categories into nuanced yet verifiable
scientific methods?

* How do we make sense of data that are gathered into meaningful reflections
of people's experience?

* What skills are needed for "experience design"?

The workshop will be a full-day event and will be open to a maximum of 15
participants. Please note that registration to the HCI2007 conference is
required, at least for the day of the workshop. For details about conference
registration, please visit http://www.bcs-hci.org.uk/hci2007
<http://www.bcs-hci.org.uk/hci2007>

WORKSHOP FORMAT
This is a full-day workshop. The morning session will consist of short
presentations and discussion of participants' position papers ­ where
participants will be asked to raise questions that are central to their
current work in designing and evaluating experiences. Participants will be
encouraged to bring examples of their work, or of others¹ work that has
either eluded analysis from traditional methods, or has inspired the
development of new methods of design and analysis that more effectively
reflect people¹s experiences. We encourage participants to think broadly,
from games to fairground rides to immersive learning contexts to
psychotherapeutic environments ­ any experiences that can inform approaches
that lead to deeper understanding of online and embodied media experience.

In the afternoon session, participants will break into small groups
depending on their main interest and discuss topics. At the end of the
workshop, the small groups will report back, which will form the basis for a
plenary discussion.

DATES
-----
25 July 07 - position paper deadline
02 Aug 07 - notification of acceptance
05 Aug 07 - early bird registration deadline conference
25 Aug 07 - presentation slides deadline
04 Sept 07 - workshop

ORGANIZERS
Elizabeth Churchill (Yahoo! Research)
Jeffrey Bardzell (Indiana University School of Informatics)

SUBMISSIONS
4-page position papers should be submitted to Elizabeth Churchill
(elizabeth.churchill@yahoo-inc.com) by July 25th, 2007. Please mark the
subject header ³HCI 2007 Workshop Submission². For the position paper,
please use the Word Template that can be found on the workshop website:
http://disc.brunel.ac.uk/HCI2007elearningworkshop/

Acceptance notifications will be sent by August 2nd, 2007, in time for
the early bird registration for the conference.

-----
■「インタラクションとゲームのための脳コンピュータインタフェース」

BRAIN-COMPUTER INTERFACES FOR HCI AND GAMES

http://hmi.ewi.utwente.nl/chi2008/

One-day Workshop at CHI 2008

http://www.chi2008.org/

Florence, Italy, April 5, 2008

Organizers

Anton Nijholt, University of Twente, Enschede, the Netherlands

Desney Tan, Microsoft Research, Redmond, WA, USA

Brendan Allison, IAT, University of Bremen, Germany

José del R. Millán, IDIAP, Martigny, Switzerland

Bernhard Graimann, IAT, University of Bremen, Germany

Melody Moore Jackson, Georgia Tech, Atlanta, GA.

CALL FOR POSITION PAPERS

Advances in cognitive neuroscience and brain imaging technologies
provide us with the increasing ability to interface directly with
activity in the brain. Researchers have begun to use these technologies
to build brain-computer interfaces, in which patients with severe motor
disabilities can communicate and control devices with thought alone.
Although removing the need for motor movements in computer interfaces is
challenging and rewarding, we believe that the full potential of brain
sensing technologies as an input mechanism lies in the extremely rich
information it could provide about the state of the user. Having access
to this state information is valuable to human-computer interaction
(HCI) researchers and opens up at least three distinct areas of
research: controlling computers with thought alone, evaluating systems
and interfaces, and building adaptive user interfaces. Although this is
not the focus of this workshop, we will consider accepting a small
number of position papers proposing methods of using techniques such as
transcranial magnetic stimulation (TMS) to send information directly to
the brain.

Specifically, this workshop aims to identify and discuss:

* brain-computer interface applications for users with permanent and
situational physical disabilities, as well as for able-bodied users.
This includes application in domains such as traditional communication
and productivity tasks, as well as games and entertainment computing;

* sensing technologies and data processing techniques that apply well to
the suite of applications in which HCI researchers are interested;

* techniques for integrating brain activity, whether induced by thought
or by performing a task, in the palette of input modalities for
(multimodal) human-computer interaction;

* interesting problems that need more work, especially in areas that are
unique to HCI applications

We encourage participation from a wide range of disciplines including
Neuroscience, Cognitive Psychology, Human-Computer Interaction,
Affective Computing, and Artificial Intelligence/Machine Learning. The
workshop will be limited to 18 participants. Please submit a 2-4-page
position paper outlining your interest in this topic to
anijholt@cs.utwente.nl. Position papers must be received by 3 October,
2007. Participants will be notified of selection by 28 November 2007.
The workshop date is 5 April 2008. CHI workshops are only open to people
who have had their position paper accepted by the workshop organizers,
and who have registered for the workshop and at least one day of the
conference itself.

------
■「INTETAIN:インタラクティブエンタテイメントのための知能技術国際会議」
メキシコ2008年1月。締め切り2007年9月7日。

INTETAIN 2008 CALL FOR PAPERS

2nd International Conference on
INtelligent TEchnologies for interactive enterTAINment
held in cooperation with ACM SIGCHI
http://intetain.org

Playa del Carmen, Cancun, Mexico
January 8-10, 2008

Important Deadlines
===================
* Paper Submission Deadline: September 7, 2007 (00:00 CET)
* Notification of Acceptance: October 15, 2007
* Camera-ready Paper Deadline: November 12, 2007

* Late-Breaking Results and Demo Deadline: October 22, 2007 (00:00 CET)
* Notification of Acceptance: November 5, 2007

* Workshop Proposal Submission Deadline: August 14, 2007 (00:00 CET)
* Workshop Proposal Notification: August 21, 2007


Topics of Interest
==================
INTETAIN 2008, held in cooperation with ACM SIGCHI, aims to stimulate
interaction among academic researchers and commercial developers of
interactive entertainment systems. In addition to paper presentations,
posters, and demos, the conference will foster discussions through
workshops and special events.

INTETAIN 2008 focuses on the development of novel user-centered
intelligent computational technologies and interactive applications for
entertainment, being made possible through the use of a wide range of
interactive device technologies (e.g., mobile and wearable devices, home
entertainment centers, haptic devices, wall screen displays, information
kiosks, holographic displays, fog screens, distributed smart sensors,
and immersive displays) and media delivery infrastructures (e.g.,
multimedia networks, interactive radio, streaming technologies, DVB-T/M,
ITV, P2P, satellite broadcasting, UMTS, Bluetooth, Broadband, and VoIP).

We seek exciting and innovative work in areas including, but not limited to:
Intelligent Computational Technologies for Entertainment
* Adaptive Media Presentations
* Recommendation Systems in Media
* Scalable Crossmedia
* Affective User Interfaces
* Novel Interaction Technologies
* Intelligent Speech and Multimedia Interfaces
* Telepresence in Entertainment
* Collaborative User Models and Group Behavior
* Collaborative and Virtual Environments
* Cross-Domain User Models
* Animation and Virtual Characters
* Novel Displays and Devices
* Augmented, Virtual, and Mixed Reality
* Computer Graphics and Multimedia
* Pervasive Multimedia and Gaming
* Creative Language Environments
* Computational Humor

Interactive Applications for Entertainment
* Intelligent Interactive Games
* Intelligent Music Systems
* Interactive Cinema
* Edutainment
* Interactive Art
* Museum Guides
* City Guides and Tourism Assistants
* Shopping Assistants
* Interactive Social Networks
* Interactive Story Telling
* Personal Diaries, Websites, and Blogs
* Applications for Special Populations (Handicapped, Children, Elderly)

Information for Authors
=======================
Paper Submission
INTETAIN 2008 accepts three types of paper submissions:
* Full Papers (from 6-10 pages)
* Late Breaking Results (up to 4 pages)
* Demos (up to 4 pages)

All submissions must follow the ACM two-column conference style format
including figures and references. Links to templates will be available
from the conference website. Authors are requested to submit their PDF
manuscripts electronically by following the instructions at the
conference home page: http://www.intetain.org/. Supporting videos can
also be submitted. Full papers will be included in the ACM Digital Library.

Workshop Proposals
Proposals are solicited for Workshops as part of the events associated
with INTETAIN 2008. In addition to the interest areas listed above,
workshops may address other topics in entertainment technology and
applications. Please see the Call for Workshop Proposals for more
information.

Publication
Submissions should describe original research that has not been
previously published or accepted for publication, and is not under
consideration for publication at another conference or journal. Accepted
papers will be presented at the conference as oral or poster presentations.

Organizing Committee
====================
General Chair:
- Steven Feiner, Columbia University , USA
Steering Committee:
- Imrich Chlamtac, CREATE-NET, Trento, Italy
- Oscar Mayora-Ibarra, CREATE-NET, Trento, Italy
Program Chairs:
- Jim Rehg, Georgia Tech, USA
- Antonio Krüger, University of Muenster, Germany
Local Chair:
- Isaac Rudomin, Tec de Monterrey, Mexico
Publicity Chair:
- Sean White, Columbia University, USA
Publication Chair:
- Hrvoje Benko, Microsoft Research, USA
Financial Management:
- Zsuzsa Lanyi-Kaszab, ICST
Webmaster:
- Ana Hilda Morales Aranda, CREATE-NET, Trento, Italy

Program Committee
=================
Elisabeth Andre Augsburg University, Germany
Liliana Ardissono University of Torino, Italy
Lora Aroyo Free University of Amsterdam, The Netherlands
Steffi Beckhaus University of Hamburg, Germany
Hrvoje Benko Microsoft Research, USA
Mark Billinghurst HIT Lab, New Zealand
Kim Binsted University of Hawaii, USA
Christopher Bregler New York University, USA
Shay Bushinsky University of Haifa, Israel
Andreas Butz University of Munich, Germany
Tat-Jen Cham Nanyang Technological University, Singapore
Adrian Cheok University of Singapure, Singapure
Keith Cheverst University of Lancaster, UK
Maria Cutumisu University of Alberta, Canada
Drew Davidson CMU, USA
Amnon Dekel University of Jerusalem, Israel
Alois Ferscha University of Linz, Austria
Matthew Flagg Georgia Tech, USA
Helmut Hlavacs University of Vienna, Austria
Elaine Huang University of Aachen, Germany
Markus Löckelt DFKI Saarbrücken, Germany
Carsten Magerkurth IPSI Fraunhofer, Germany
Maic Masuch University of Magdeburg, Germany
Oscar Mayora-Ibarra Create-Net Research Consortium, Italy
Anton Nijholt University of Twente, Holland
Partick Olivier Univiersity of Newcastle, UK
Paolo Petta Medical University of Vienna, Austria
Dennis Reidsma University of Twente, Holland
Mark Riedl Institute for Creative Technologies, USC, USA
Isaac Rudomin Monterrey Institute of Technology, Mexico
Ulrike Spierling FH/University of Applied Sciences, Germany
Bill Swartout Institute for Creative Technologies, USC, USA
Woontack Woo Gwangju Inst. of Science and Technology, Korea

------

■最後はフィンランド、ノキアから「第11回ユビメディアMindTrek賞」の公募。
http://www.mindtrek.org/kilpailu/ubimedia_en
http://www.mindtrek.org/kilpailu/kilpailu_en
賞金がすごいです。

Call to participate in the
Nokia Ubimedia MindTrek Awards Competition
MindTrek Conference
October 3-4, 2007 | Tampere, Finland

http://www.mindtrek.org

The Nokia Ubimedia MindTrek Awards is an international competition
arranged by MindTrek, Nokia and Tampere Region Centre of Expertise in
Ubiquitous Computing, and the NAMU research group.

The purpose of the competition is to encourage makers of digital media
to generate ideas and develop new and innovative ubimedia products &
services. The entries are expected to take a stand on the following
questions, for example:

* How does ubiquitous computing affect media environments?
* What are intelligent media environments like?
* What will the location- and context-aware media services of the
future be like?

A few other examples are:

• Pervasive and ubiquitous games

• Ambient installations

• Artistic works related to ubiquitous media and computation

• Business models

• Ambient and ubiquitous media technology

• Ubiquitous and ambient media services, devices, and
environments

• Context aware, sensing, and interfaces for ubiquitous
computation

• Ergonomics, human-computer interaction designs, and
product prototypes

• Software, hardware and middleware framework demonstrations

• Ambient television

• etc.

The total award sum for the Nokia Ubimedia MindTrek competition category
is 7 000€. The sum can be awarded to one entry, divided between several
entries or not awarded at all if the award criteria set by the jury are
not fulfilled.

All ubimedia, ubiquitous, pervasive, or ambient products or product and
service concepts which have been finalized during the previous year,
i.e. 11.9.2006-10.9.2007, are eligible to take part in the competition.
How to participate?

Please check out the website

http://www.mindtrek.org/kilpailu/ubimedia_en for entry forms and actual
information.

In case of questions, please contact:

Dr. Artur Lugmayr, artur.lugmayr@tut.fi, Tel.: +358 40 821 0558, Skype:
lartur
Rules of the Nokia Ubimedia MindTrek Awards
1. The purpose of the competition

The purpose of the competition category is to encourage makers of
digital media to generate ideas and develop new and innovative ubimedia
products & services. The entries are expected to take a stand on the
following questions, for example:

* How does ubiquitous computing affect media environments?
* What are intelligent media environments like?
* What will the location- and context-aware media services of the
future be like?

2. Organizers

The Nokia Ubimedia MindTrek competition is a category of the 2007
MindTrek competition. The category is organized collaboratively by
MindTrek, Tampere Region Centre of Expertise in Ubiquitous Computing,
New AMbient MUltimedia Group (NAMU)/TUT and Nokia. The award is funded
by Tampere Region Centre of Expertise in Ubiquitous Computing.
3. Products qualifying for participation

All Ubimedia products or product and service concepts which have been
finalized during the previous year, i.e. 11.9.2006-10.9.2007, are
eligible to take part in the competition.

An example of a suitable competition entry is a finished product,
product pilot or demo. No drafts or mere ideas without relevant
documentation will be accepted.

The competition rules do not place limitations on the technology used in
the products.

In addition to the application or demo, a short English-language
description of the concept should be attached to the competition entry.
A presentation template for compiling such a description is available on
the MindTrek website (downloadable: MS PowerPoint / OpenDocument odp )

The description should present the key characteristics and benefits of
the product or service in a concise and marketing-oriented manner. A
short English-language description in text format can also be attached
to the entry (1-3 pages).

The jury has the right to reject the participation of an entry if it
does not fulfil the participation criteria. All jury decisions are final.
4. Participation

Registration for the competition ends on 10.9.2007 at 16:00.

If the competition entry is delivered to MindTrek via mail, it must
arrive at the MindTrek Association's office in three (3) copies no later
than 10.9.2007 at 16:00. If the competition entry is implemented on the
internet, its web address must be submitted to MindTrek when registering
within the deadline. Late entries will not be accepted.

In addition to submitting the competition entry, participation requires
registration using the registration form at the MindTrek website.

All submissions must be in English.

Originals sent to the competition will not be returned, so you should
keep a copy for your own use. Post and packaging costs are the
responsibility of the entrant.
5. Award

The total award sum for the Nokia Ubimedia MindTrek competition category
is EUR 7,000. The sum can be awarded to one entry, divided between
several entries or not awarded at all if the award criteria set by the
jury are not fulfilled.
6. Immaterial property rights

The immaterial property rights related to the competition works remain
the property of the competitors. The entrants are responsible for
ensuring that they have full copyrights to their competition entries and
the right to use the works and their elements when participating in the
competition.

The material submitted to the award programme remains the property of
the author and may not be modified, changed in any way or used in whole
or in part for the production of any other work.
7. Evaluation of the entries and the jury

The participating works will be evaluated in the following areas:

- Innovativeness

- Commercial potential

- Entertainment value and/or usefulness and/or artistic merit and
creative implementation

- The usability of interactive and context-aware functions and functions
utilizing ubiquitous computing in some other manner

- Feasibility (in terms of technology and production)

- Visual implementation and technical functionality

Nokia, Tampere Region Centre of Expertise in Ubiquitous Computing and
MindTrek will jointly assemble the jury for this competition category.
The jury will comprise at least one member from Nokia, one member from
MindTrek and one member from Tampere Region Centre of Expertise in
Ubiquitous Computing, and have a minimum of four members in all. In
addition to the actual jury, MindTrek's preliminary jury will take part
in the evaluation if required, by carrying out a preliminary elimination.


8. Reference rights

MindTrek has the right to use the competition entries and a mention of
the entrants as references in its marketing communications.

MindTrek, Nokia and Tampere Region Centre of Expertise in Ubiquitous
Computing have the right to disseminate information about the
competition arrangements, competition entries, the awarding of the
winners and other details related to the competition in their marketing
and advertising, e.g. on the web and in brochures and newsletters.

The submitted works may be used by MindTrek without any restrictions or
written permission in all presentations, TV broadcasting, CD/DVD
productions, CD/DVD compilations and advertisements (internet, CD-ROM,
TV, print).

MindTrek has the unlimited right to use the submitted material for
distribution on DVDs and other media, especially the right to distribute
the video material to labels and broadcasting companies.
9. Announcement of the results and presentation of the awards

The results of the competition category will be announced and the awards
presented at the MindTrek Awards Party arranged in connection with the
MindTrek Conference in Tampere, Finland, on 3.10.2007.

Award nominees will be notified in advance. The presence of the nominees
at the MindTrek event in October is strongly recommended.


10. Compensation of the finalists' travel and other expenses

MindTrek will pay travel costs up to the sum of EUR 800 per team for a
maximum of three invited finalists/teams flying from abroad in economy
class. Any Finnish entrants among the finalists will not receive
compensation for their travel costs. However, MindTrek will pay for one
conference ticket (includes entrance to the MindTrek Awards Party) and
one entrance ticket to the MindTrek Awards Party per team for Finnish
finalists. MindTrek will not pay compensation for any other possible
costs incurred by the entrants due to their participation in the
competition.
About the MindTrek Conference
Conference Venue

MindTrek takes place at Hotel Scandic Rosendahl, in Tampere, Finland.
The organizer of the conference has booked quota for the conference
delegates from this hotel. Please, look for more information on
accommodation and registration later from our website. Please note that
the accommodation is not included in the participation fee. There is
also other accommodation available in Tampere, ranging from modern
firstclass hotels to smaller traditional hotels and dormitories. If you
select one of these options, you should make the reservations by
yourself with that specific hotel.
Activities

The stream is open to all conference participants to join. Every
participant with the accepted abstract will have their own presentation
slot. On Wednesday evening, MindTrek Award Party (invitation included to
the conference fee) motivates further discussions and networking. On
Thursday, the stream continues with fabus which means open participatory
group work. Participants and volunteer fabu coordinators will create
together the program for these unconferencing sessions of the second day.
Further Information

Nokia Ubimedia MindTrek Awards Competition

Artur Lugmayr, Tel. +358 40 821 0558, skype: lartur, artur.lugmayr@tut.fi
MindTrek Conference

Jukka Matikainen, +358 (0)40 5336 379, jukka.matikainen@mindtrek.org
www.mindtrek.org

18 July, 2007

[CFP] ISMAR 2007 Demo (deadline 31st Aug)

複合現実感分野で最も権威のある国際会議 ISMAR が,今秋日本で開催されます.

ISMAR は,当学会複合現実感研究委員会が主催したISMRと,欧米のISARが 2002
年に合併して誕生した国際会議で,今年が第6回となります。

ISMAR 03 が東京で開催されて以来,4年振りに日本に帰ってくる ISMAR に,皆
様の研究成果を多数出展いただけることを期待しております.

 主催 当学会複合現実感研究委員会 / IEEE
 会場 奈良県新公会堂
 会期 11月13日(火)〜11月16日(金)
 技術展示出展申込締切 8月31日(金)
 ホームページ http://www.ismar07.org/

---------------------------------------------------------------------------

**********************************************************
************** CALL FOR DEMOS -- ISMAR 2007 **************
**********************************************************


Following the established tradition of showcasing the State of the Art
in Augmented and Mixed Reality applications, ISMAR 07 is calling for
submissions of demonstrations.

The demo session is tentatively scheduled for Thursday November 15th.
Demo presenters will also have one minute and two slides to draw the
crowds to their demo during a Demo Fast Forward early in the
conference.

Contact: Masahiko Inami, Demo Chair (ismar-demo@inami.info)

Demo Submission Guidelines
==========================

Demo submissions are due August 31th, 2007.

To submit a proposal for a demo, please send email to
ismar-demo@inami.info containing

The title of the proposed demonstration
The names of the authors
A brief abstract with keywords
The name, mailing address, telephone, fax number and email address of
the contact author

A one-page storyboard describing your demo.
What makes it unique and special?
Why will it draw a big crowd?
Would your grandma want to see it?
Why? Or would an AR expert want to see it and why?

[Optional] Video of the demo
URL of your video of the demo.
(Video in QuickTime, MPEG, or Windows Media Viewer not to exceed 50 MB
is recommended. Please do NOT send your
video by email.)

In addition, we need the following information for planning the
demonstration space:

The amount of floor or desktop space needed (length, width, height)
The list of equipment you will bring (be as detailed as you can be)
Any power, socket and outlet needs (110V AC US sockets are available)
Networking requirements (beyond the common mail/web access)
Any environmental requirements (does this demonstration require a dark
environment? Does it produce or is sensitive to a large amount of noise
or light? Etc.)

After sending email, you should get a notification that your email has
been received.

Yours

Masahiko Inami
ISMAR 07 Demonstration Chair

16 July, 2007

[CFP]CITASA Mini-Conference MC3.0 on August 12, 2007 in SecondLife.

エンタテイメント系の学会のCFPなのであるが、なんと開催地がSecondLife内。
渡航費安くていいんだけど、何着ていくか困るな(違うって)。

This is a CFP of an entertainment academic conference.
However it will be held in SecondLife!
It sound good price for voyage but it may difficult to decide which clothes I can wear to here :-p

----
MC3.0 - Call for Participation

CITASA Mini-Conference MC3.0 on August 12, 2007 in SecondLife.

1) Anyone interested in participating as a presenter or discussant (seetopics below) should contact one of the MC3.0 organizers by July 23, 2007.

2) Anyone may attend the MC3.0 SecondLife session that wil be held August12, 5:00 - 8:30 pm (EDT) during the ASA meetings. There will be nocentral physical location for MC3.0, but there will be an opportunity forinformal, face-to-face discussion during the CITASA joint reception withthe section on Teaching and Learning in Sociology on August 13th(6:30-8:30 pm) in the Hilton.

3) To attend MC3.0 you should have an active SecondLife account and befamiliar with the basics of SecondLife navigation and communication. Opportunities for discussion in SecondLife will follow each of the threemain presentations.

4) CITASA will provide personalized SecondLife orientation assistance andtelephone support July 24 through July 27 between 5 and 9 pm (EDT). Toarrange a session send email to jwitte@clemson.edu

PREVIOUS ANNOUNCEMENT

Web 2.0 and Beyond:The Sociological Significance of Virtual Worlds Supplanting Cyberspace

Event: CITASA 3rd Mini-Conference to be held in the Metaverse ¬ Second LifeDate of Event: Sunday, August 12th, 2007Time: 5:00-8:30pm EDT / 2:00¬5:30 pm PDT /SLTLocation Details: The GNWC Virtual Centre for Digital Media in Second LifeUniversity Project (150, 84, 23)http://slurl.com/secondlife/University%20Project/150/84/23

For the third year in a row the Communication and Information TechnologySection (CITASA) of the American Sociological Association (ASA) will hold a Mini-Conference as part of the ASA's annual meeting. This year's ASAmeeting will be held in New York City, while the primary venue forCITASA's MC3.0 will be held in Second Life. (www.secondlife.com). SecondLife is a 3d virtual world with nearly 8 million residents, who's lifelikeavatars participate in a wide range of economic, social, educational andrecreational activities. The virtual location for MC3.0 will be theVirtual Centre for Digital Media created by the Masters of Digital MediaProgram at Great Northern Way Campus (Vancouver, BC). The physicallocation of the conference will be wherever the participants findthemselves-in New York and elsewhere-at the time.

MC3.0 will focus on three broad areas:* Social Networking Sites (Facebook, Flickr, YouTube etc)* Videogames & Gaming (World Of Warcraft, Console games etc)* Virtual Worlds (Second Life, Active Worlds etc)

Key Questions that will be addressed 1) What is the sociologicalsignificance of the Web2.0 (and beyond) mediated form of socialinteraction? 2) How can these forms of online interaction serve as basesfor sociological research? 3) Specifically, what is the pedagogical valueof the virtual world experience?

See the CITASA website after July 13, 2007 for more information or jointhe CITASA group on Facebook. Individuals interested in presenting orserving as discussants should contact one of the MC organizers listedbelow. CITASA sponsored Second Life orientation sessions will be availableprior to the event for those new to the virtual world.

CITASA MC3.0 organizers Tracy Kennedy tkennedy a netwomen.ca Anabel Quan-Haase aquan a uwo.ca Joanna Robinson joanna a gnwc.ca Jim Witte jwitte a clemson.edu


Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

15 July, 2007

AceSpeeder2 finally released!!

Today Mr.Nakatani has finished AceSpeeder2 finally!!
Now we can download from here.
http://www.raingraph.com/acespeeder2.htm

The price is 1,800YEN(=11Euro) as a shareware.

Nakatani payed 5 years for this title...
...anway try to play it now!

05 July, 2007

[CFP] MobileHCI'07, Singapore

From Adrian David Cheok

Dear Shirai Akihiko,

MobileHCI'07, 9th International Conference on Human Computer Interaction with Mobile Devices and Services
09 to 12 September 2007
Singapore
(www.mobilehci2007.org)

The MobileHCI 2007 conference is organized jointly by ACM SIG CHI (The Singapore Chapter) and the Mixed Reality Lab, National University of Singapore. Venue for the conference will be held at the Singapore Polytechnic Auditorium.

MobileHCI is a leading conference in the field of Human Computer Interaction with Mobile Devices and Services. The 9th conference in the MobileHCI series provides a forum for academics and practitioners to discuss the challenges, potential solutions and innovations towards effective interaction with mobile systems and services.

Conference Highlights
=====================

New for 2007
The Best Paper (Gold Medal), Best Demo (Gold Medal), and Excellent Paper/Demo (Certificate) prizes will be awarded.

Conference Registration
Registration for MobileHCI'07 is now open. Please use the form at www.mobilehci2007.org to register. Early Bird conference registration is July 31 2007.

Workshop Registration
Workshop participation fee reduced from USD $100 to USD $0 for any registered attendees of Mobile HCI including students. For those who have already registered and paid the fee, the amount USD $100 will be returned to you directly.

Workshops
-SAMD 2007: Spatial Audio for Mobile Devices (http://www.samd.nus.edu.sg)
-Fun and fast? Exploring the Factors of Usability for Designing Successful Mobile Business Services (http://www.cs.tut.fi/ihte/projects/momento/mobilehci07/)
-In-situ 2007: using mobile devices and emergent technology for in-situ evaluations (http://insitu2007.freeband.nl/)
-Mobile Internet User Experience http://wiki.research.nokia.com/index.php/MobileInternetUX)
-Mobile HCI for Emergencies (http://vxp.fit.fraunhofer.de/mobile-hci- for-emergencies.htm)
-5th International Workshop on: ìHCI in Mobile Guidesî (http://www.mguides.info)
-MIRW 2007: Mobile Interaction with the Real World (http://www.medien.ifi.lmu.de/mirw2007/)
-MobiMundi: Exploring the Impact of Current and Emerging Mobile Technologies and Services on Society (http://www.mobimundi.net/)
-SiMPE 2007: Speech in Mobile and Pervasive Environments (http://research.ihost.com/SiMPE/)
-Users' Attachment to Mobile Devices and Services (http://workshops.icts.sbg.ac.at/mobilehci2007Emotion/)

Tutorials
-Crafting the Mobile Experience
-The Heuristic Evaluation Method for Mobile Games
-3D Graphics on Mobile Device and Multimodal Interaction
-Mobile Online Game Development with the Multi-User Publishing Environment Application Platform
-Handheld Usability: Design, Prototyping, & Usability Testing for Mobile Phones

Industrial Case Studies
-Design Sketch: The Context of Mobile Interaction
-Customer Experience and Mobile Marketing
-Interactive aesthetics ñ Culture and Games
-The Digital Workbook; Using Web 2.0 for Generative Research Purposes
-Combining Methods to Evaluate Mobile Usability
-An Industrial Case Study on Wearable Computing applications

Conference Program
The conference is packed with very high quality papers. Conference program is available soon on the MobileHCI'07 website.

For more information, please visit (www.mobilehci2007.org)

Looking forward to welcoming you in Singapore!
Adrian David Cheok (General Chair)



Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

Lucas SHIRAI has come!

Bonjour a tous,
Hello everyone,

I am sorry to make a long sleep on this blog.

At 8th June, my 2nd son "Lucas" has come to my home!


(click to visit his special website!)

"Lucas", it pronounces as "RUKA" in french.
It works in Japanese (it may sounds a girl's name but possible).
In English, he will be called as "Lu-ka-su" like Georges LUCAS ;-)
Saint Lucas is a patron of Artist and Doctors.
And now he is French nationality (Japanese nationality will be get soon.)
Anyway I hope he becomes an international child.


So, now I have a lot of experiences about baby sitting with IT...
It is a good chance to enlarge my knowledges for mothers...!


Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

12 June, 2007

[CFP] CyberGames Arena: A Student Game Development Competition

CyberGames Arena:
A Student Game Development Competition

Submission Requirements
Who is eligible? This competition is open to college and university students. Each student team can have 2-5 members. Faculty members can provide guidance or lead the team.

The game proposal. Your first milestone is a proposal, due by 30th June 2007.

Your proposal should be brief (1 page). Be sure to list all team members. The proposal should clearly state the premise of your game, describe the 3D world you plan to build for it, outline the gameplay, and list the advanced techniques in your game. Finally, you must include at least one image in your proposal - a sample screenshot of the game in action. This image can be a scanned pencil sketch will do, or something you do in Photoshop, Illustrator, KidPix, or your favorite computer art program. The purpose of this requirement is to help us understand your proposal, and to help you think about how hard or easy it might be to implement what you propose.

You should need to submit just once. If your team wishes to submit a modified proposal, it should be resubmitted as described above by the same team member who submitted originally. A similar procedure is to be followed for submitting the video game.
Email your proposal to d.dancey at mmu.ac.uk

Game Submission: Your complete video game is due on 31st August 2007. Submissions will be handled electronically. Your submission should include your entire game video. It should also include a README file which lists your team members, and techniques you implemented. Also, your README file should include references to any external sources you referred to for inspiration, and it should indicate how your 3D models and other game content were obtained.
Final submission details will appear at:

http://www.coetechweek.com/cybergames/CyberGames_Arena.html

Game Evaluation: The submitted videos will be evaluated and the best 12 games will be selected for presentation at Cybergames Arena. The finalists will be invited to present the game at the Cybergames Arena to be held during the Cybergames 2007 conference on 11th and 12th September 2007.

Game Competition: At the Cybergames Arena, a panel of game experts from industry and academia will evaluate your game as part of the video game competition. The selection of prize winners, which will be performed by the jury. The composition of the jury will be announced shortly.

Prizes: There will be one grand prize (PS3 game console) and one second-place prize (X-Box 360 game console). In addition, every finalist team will receive a current video game title for the PC platform. A special prize will also be awarded for the best game in the mobile platforms category.

Good luck, and have fun!

For more information, contact:
Darren Dancey
Chair, Cybergames Arena
d.dancey at mmu.ac.uk

28 May, 2007

[IVRC] Proposal of "IVRC2007" / BoF on SIGGRAPH2007

Proposal of "IVRC2007"

http://ivrc.net/

1.Title
”The 15th International collegiate Virtual Reality Contest”

2.Sessions
Tokyo Preliminary Stage 29-30th September 2007 for the public
Final Stage 2-3th November 2007 for the public

3.Place
Tokyo Preliminary Stage: Miraikan 1st floor (Tokyo)
Final Stage: Techno Plaza, (Kakamigahara city, Gifu prefecture)

4.Auspice
IVRC Executive Committee, organized with Virtual Reality Society of Japan, Gifu prefecture and Kakamigahara city.

5.Patronages and supports
Partornage by « Ministry of Economy, Trade and Industry » and « Ministry of Education, Culture, Sports, Science and Technology » (applications in progress). Funding support are welcoming at any time.

(Past support partners at IVRC2006)
FromSoftware, Accenture, NTT Communications, Ogaki Kyoritsu Ginko, Cadcenter, Crescent, Jyuroku Ginko, Kawasaki Heavy Industories, ViewPlus, VR Techno center, Gifu Shinyou Kinko and Santoku Shouji (hororifics are not added).

6.Participants
Numbers of the public entree: over 500 persons at Tokyo stage, over 1000 persons at Gifu.
Jury committee is separately organized with well-informed persons from industrial, academic and arts.
French students and teachers of « VERDUN 1916: The Time Machine » (ESIEA Ouest / ESCIN) who had been selected at Laval Virtual 2007 will participate.

7.Programs
Tokyo Preliminary Stage : 29-30th September 2007 (Miraikan in Tokyo)
Joint event: « Interactive Tokyo 2007 » , EC2007 (Entertainment Computing Conf.)
Program Candidates
Gifu Final Stage : 2-3th November 2007 (Techno Plaza in Kakamigahara Gifu)
Program Candidates
2th November : Jurying, open for guests, awarding / 3th Open for the public

---------
[BoF on SIGGRAPH2007]
If your friend will participate to SIGGRAPH 2007 San Diego, please tell it.
Birds of a feather (BoF) is a meeting who has interest about one topic.

http://www.siggraph.org/s2007/attendees/birds/
http://ivrc.net/BoF/

*Monday, 6 August
* International Virtual Reality Contest (IVRC)
San Diego Convention Center
Room 29C
11:30 am - 12:30 pm


-------------Google Groups in your language-------
http://groups.google.com/group/ivrc-Jp
http://groups.google.com/group/ivrc-france



Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

27 May, 2007

[CFP] Learning with Games / 24th – 26th September 2007 Sophia Antipolis, France / Extend Abstract May 31st 2007

I would like to invite you to submit your contribution.
I would like to draw your attention to the fact that selected papers will be published on International Journals.

Kind regards, Marco Taisch


We invite you to participate in the “Learning with Games” Conference,
24th – 26th September 2007 Sophia Antipolis, France

*** Conference website ***
www.lg2007.org

Sponsors:
European Commission - DG Information Society and Media
PRIME EU Project
PROLIX EU Project
LABORANOVA EU Project
IPROMS
IFIP
Imaginary
Angils


*** Call for Papers ***

“Learning with Games” seeks original, high-quality research papers and demos in all areas related to serious games, pervasive games and business games, including social sciences, methodologies and artwork. Papers should describe results that contribute to advancements to the state-of-the-art of Serious and Business Games.
Parallel sessions are foreseen for the presentation of scientific/technical papers as well as the experience in using games for post graduate and executive education purpose, especially in Business Schools. The global gaming community is invited to exploit the conference to disseminate and share its experience.
A selection of the presented papers will be published on a special issue of the Int. J. of Production Planning & Control and on the Int. J. of Computer Games Technology.
Authors are invited to submit an extended abstracts via the web site; these must be at least 1500-word long and must be submitted in .doc format.


*** Invitation to Exhibit ***

We invite companies, government organizations, and academic institutions to showcase serious games along with all related technologies and services -- hardware, software, integrated systems, innovations, literature or anything else of interest to our conference participants. Posters and research demos will also be located near the exhibits.
During the three days of the Forum space and facilities for poster sessions and exhibitions will be made available to participants.


*** Topics of interest: ***

Topics of interest to “Learning with Games” are, but not restricted to:

· Serious Games
· Pervasive Games
· Business Games
· Game design
· Digital storytelling
· Non player characters
· Artificial intelligence
· Game programming
· Game rendering
· Audio programming
· Visual content creation
· Music composition
· Game production
· Alternate and mixed reality
· Gamer communities


· Simulation
· Executive learning and teaching
· Game physics
· User interfaces
· Online games and networking
· Mobile games and ubiquity
· Agile development
· Case studies
· User studies and evaluation
· Game critical analysis
· Legal, societal and political impact
· Intellectual property rights
· Distribution models
· Learning Evaluation

*** Important Dates ***

Submission of Extended Abstracts for Technical Papers May 31st 2007
Notification of Acceptance June 30th 2007
Submission of Full Papers July 31st 2007
LG 2007 24 September 2007


*** Accommodation and Registration: ***

The registration fee is Early bird Registration Fee 500€
Registration Fee 550€
On site registration 650€


The venue is the: Grand Hotel Mercure Sophia Country Club ****
Located between Nice and Antibes, 15 minutes from Cannes in the Sophia Antipolis park science.
Hotel is built in a 12 hectare landscaped garden and has two swimming pools, twenty tennis courts, golf course, sauna, gym, bar and deluxe brasserie.



*** Conference Organization: ***

Conference Chairs
* Marco Garetti, MIP - Business School of Politecnico di Milano, Italy
* Marco Taisch, MIP - Business School of Politecnico di Milano, Italy
* Asbjorn Rolstadas, SINTEF, Norway
* Alvaro de Oliveira, AlfaMicro Ltd., Portugal
* Lucia Pannese, imaginary, Italy
Program Committee
* Bjorn Andersen, SINTEF, Norway
* Jacopo Cassina, MIP - Business School of Politecnico di Milano, Italy
* Carsten Magerkurth, SAP, Switzerland
* Max Möller, Danish University of Education, Denmark
* Manuel Oliveira, AlfaMicro Ltd., Portugal
Local Organising Committee
* Jacopo Cassina, MIP - Business School of Politecnico di Milano, Italy
* Marco Gerosa, MIP - Business School of Politecnico di Milano, Italy
* Sergio Terzi, University of Bergamo, Italy
* Marco Taisch, MIP - Business School of Politecnico di Milano, Italy
* Chiara Zigliani, Consorzio Politecnico Innovazione, Italy
International Scientific Committee
* Maria Anastasiou, Intracom, Greece
* Slavko Dolinsek, University of Primorska, Slovenia
* Heiko Duin, BIBA, Germany
* Elhanan Gazit, DiGRA ISRAEL Chapter, Holon Institute of Technology, Israel
* Poul Kyvsgaard Hansen, Aalborg University, Denmark
* Dimitris Kiritsis, EPFL, Switzerland
* Paul Lefrere, The Open University, United Kingdom
* Julien Etienne Mascolo, CRF, Italy
* Jari Multisilta, Tampere University of Technology, Finland
* Anton Nijholt, University of Twente, The Netherlands
* Roumen Nikolov, Sofia University, Bulgaria
* Martine Parry, Angils, United Kingdom
* Edmond Prakash, Manchester Metropolitan University, United Kingdom
* Jens Riis, University of Aalborg, Denmark
* Ute Ritterfeld, University of Southern California, USA
* Petko Rouskov, Sofia University, Bulgaria
* Angela Sasse, University College of London, United Kingdom
* Leonie Schaefer, European Commission - DG IST
* William Seager, University College of London, United Kingdom
* Ritta Smeds, Helsinki University of Technology
* Mattias Svahn, SICS, Sweden
* Ingrid Spjelkavik, SINTEF, Norway
* Klaus D. Thoben, BIBA, Germany
* Josef Withalm, Siemens, Austria


“Learning with Games”
24th – 26th September 2007 Sophia Antipolis, France
www.lg2007.org


-----

Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

25 May, 2007

[CFP]SAMD 2007: Spatial Audio for Mobile Devices / Deadline: June 30, 2007

SAMD 2007: Spatial Audio for Mobile Devices
http://www.samd.nus.edu.sg/

Workshop in conjunction with MobileHCI, September 9 2007, Singapore
http://www.mobilehci2007.org

Call for Position Papers (2-4 pp)
Deadline: June 30, 2007
Notification: July 20, 2007
Workshop: September 09, 2007

Submit to: samd2007 at mixedrealitylab.org

As the world and its population move towards ubiquity, high tech mobile devices continuously decrease in size, leaving users to interact with small screens. Thus the user would face difficulty in finding ways to interact with such interfaces, and the efficiency may be reduced of his/her PDA or mobile phone. By combining interaction with visual audio, the user interface of the mobile device can be enhanced to provide the user with more comfort and ease for navigation or interaction with the device.

The goal of this workshop is the promotion of spatial sound with mobile devices to enhance user interaction with such devices. It will bring together experts and practitioners from diverse and related fields, exchanging ideas, interests, research studies, exposing participants to different views and perspectives in the field of mobile human interaction with spatial sound.

Topics of interest explored within this one-day workshop will primarily focus on spatial sound and development of small screen interfaces. Topics include, but are not limited to:

• Spatial sound as an interaction element in minimal attention interfaces
• Spatial sound in mobile HCI
• Auditory displays in mobile & ubiquitous user interaction
• Spatial sound for mobile users with visual disabilities
• Sound in social navigation
• Sound in mobile games
• Mobile, ubiquitous and tangible HCI in music performance
• Mobile HCI and music composition
• Spontaneous music, mobility, and audio sharing
• Mobile collaborative and distributed composition
• Mobile digital technology in music education
• Multimodal integration (visual, auditory, and haptic)

Researchers and developers that want to contribute to a vivid discussion leading to spatial audio for mobile devices are invited to submit a maximum 4 pages position paper in the ACM template format ( http://www.acm.org/sigs/pubs/proceed/template.html), on above relevant topic for the workshop, including challenges and solutions for the development of spatial sound on small screen displays devices. Submissions should be e-mailed as a PDF attachment on or before June 30, 2007 to samd2007 at mixedrealitylab.org. Please see http://www.samd.nus.edu.sg/ for further details.

ORGANIZING COMMITTEE:
Prof. Michael Cohen, University of Aizu, Japan
Prof. Adrian David Cheok, Mixed Reality Lab, NUS, Singapore
Prof. Ajith P. Madurapperuma, University of Moratuwa, Sri Lanka
Prof. Raine Koskimaa, University of Jyväskylä, Finland
Dr. Owen Noel Newton Fernando, Mixed Reality Lab, NUS, Singapore
Mr. Kimmo Lehtonen, University of Jyväskylä, Finland




Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

24 May, 2007

[CFP] ICAT2007 (28-30th Novm Denmark) Deadline 1st June

Call for Submission to ICAT 2007

Dear Madam or Sir,

Aalborg University proudly announces the 17th International Conference
on Artificial Reality and Telexistence (ICAT 2007) taking place in
Esbjerg, Denmark on November 28-30, 2007.

ICAT is the oldest international conference on Virtual Reality being
hosted outside of Asia/Pacific for the first time. State of the art
innovations in the technology are presented alongside novel ways to
transfer and express information. Artistic and societal works are also
presented via panels, demos and workshops. Researchers are invited to
submit papers on novel theories, methods, applications and practices
related to Artificial-, Augmented-, Mixed-, Virtual- Realities and
Telexistence. Suggested topics can be viewed in the web page.

Furthermore, experts are kindly asked to consider active involvement in
the conference's organization by serving as a member of the
International Program Committee (IPC). Tasks include refereeing papers.
If you are interested, please contact the conference secretary Anja
Hergesell, info at icat2007.org, mentioning your area(s) of expertise.

Important dates:
- Paper deadline: 1 June 2007
- Reviews completed: 1 August 2007
- Camera ready due: 20 August 2007
- Tutorials: 28 November 2007
- Conference: 28-30 November 2007

For more information please visit www.icat2007.org
or contact the conference secretary.
<info at icat2007.org>

We are looking forward to welcoming you in Esbjerg!


Best Regards,

Tony Brooks
General co-Chair, ICAT 2007
Aalborg University Esbjerg

Yasushi Ikei
General co-Chair, ICAT 2007
Tokyo Metropolitan University

===

http://www.icat2007.org ===

SIGGRAPH Sandbox 2007 Full paper accepted!

Finally, I had get accepted an article by a ACM SIGGRAPH video game symposium as a full paper.

SIGGRAPH Sandbox
http://sandbox.siggraph.org/program.html
WiiMedia : motion analysis methods and applications using a consumer video game controller


"WiiMedia" is a study to use the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical application, scientific researche and innovative unprecedented entertainment system. Normally, consumer hardwares like standard like standard controllers of new video game platforms are closed to public developers. But, the Nintendo's WiiRemote can be connected easily thanks to a BlueTooth adapter with an ordinary PC. Thus, public developers can access to the WiiRemote's acceleration an IR sensors via this wireless connection. We think it might enlarge non-professional game development environment with a new innovative game controller. However, when we tried to develop our projects with the WiiRemote, we encountered many difficulties because the only data that can be captured are basic data and not the full player's motion with teh controller. Through the WiiMedia project with the development of a few applications, we compared some motion analysis methods using the WiiRemote. This paper describes case studies that include states of arts and several motion analysis methods.


Video are possible on YouTube :

WiiMedia:Sword Fighting "JaWii's Virtual Fencing"
http://www.youtube.com/watch?v=Kl_-KoVLtx4

WiiMedia:Painting"Papier Poupee Painter"ver.Alpha
http://www.youtube.com/watch?v=S8kYQbfN_9I

AceSpeeder2 WiiMedia Edition
http://www.youtube.com/watch?v=KowXAXdfO8E

See you at San Diego!

Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

23 May, 2007

[Event] Meeting of Presence Project IPs & Programming VR applications using the XVR technology, Pisa Italy

“Meeting of Presence Project IPs & Programming VR applications using the XVR technology”

On Wednesday 30 May 2007,

Representatives from all the active EU Projects investigating the various aspects of Presence research will gather in Pisa for a day-long scientific event (PASION, IMMERSENCE, PRESENCCIA, IPCITY, PEACH).

On Thursday 31 May 2007,

PERCRO will held 1 day of tutorials and presentations dedicated to the XVR technology.

“XVR is a free development framework for complex VR application. It was used at PERCRO in the past 9 years for a variety of projects dealing with real-time graphics and interaction, and it is continuously updated to accommodate always-evolving programming needs. Thanks to its ease of use and flexibility XVR is today used by several research institution around the world offering a wide range of useful and practical functionality to control the many aspects linked to VR programming, including real-time graphics, sound, interaction, cluster rendering (CAVE), and support to the most common VR devices (trackers, displays, haptics and interaction devices).”

Both the event are free and open to everyone interested. For schedule, travel information and hotel info please see here:

http://www.percro.org/index.php?pageId=XVRworkshop2007


Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/

15 May, 2007

How to have a paper get into SIGGRAPH?

さっき、フルペーパー・カメラレディのプレッシャーにおされて「天才科学者になるためには?」なんてエントリーを書いたばっかりですが、偶然、参考文献を 探している最中に、手書き3Dエンジン「Teddy」で有名、SIGGRAPH2006 Significant New Researcher Awardも受賞している東大・五十嵐先生の興味深い文章を発見しました。

How to have a paper get into SIGGRAPH?
http://www-ui.is.s.u-tokyo.ac.jp/~takeo/writings/siggraph.html

日本語版は無いみたいなので、訳してみます。

SIGGRAPHに論文通すにはどうしたらいいか?
How to have a paper get into SIGGRAPH?

by Takeo Igarashi, The University of Tokyo
April 2007

* You must be very competent and dedicated: The smartest researchers around the world are competing each other to get papers into SIGGRAPH. If you think you are not competent or dedicated, forget about SIGGRAPH. It is not a place for you. If you think you are less smart, work even harder to fill the gap.
* 非常に有能かつひたむきでなければならない。SIGGRAPH に論文を通さんと、世界中のもっとも賢い(smartest)研究者たちが鎬を削っている。もし、君が有能でないとか熱心でないなら、SIGGRAPHに ついては忘れろ。そこは君のいる場所じゃない。もし、君が自分がそれほどsmartじゃないなら、その差を埋めるために頑張って働け。


* You must forget about everything else and focus on SIGGRAPH: If you pay attention to your personal life or other jobs (classes, management, daily job, etc.), you must understand that SIGGRAPH is far away. You must give abolute proiroty to SIGGRAPH. Devote all of your time to polish your paper and demo to the limit.
* SIGGRAPHに焦点をあわせる事以外全て忘れろ。もし、君が個人的な生活とか他の仕事(授業とか、管理とか、日常業務とか)に注意を払うなら、君は、 SIGGRAPHは遠ざかってると知るべきだ。SIGGRAPHに絶対的なプライオリティをあたえなければならない。心から全ての時間を、限界まで論文と デモを研くために捧げろ。


* Pick the most promising research topic: It is crutial to find a good research theme. If you find a good goal, your work is mostly done. If a wrong goal is set, you are destined to fail. The best way is to come up with many possiblities, examine them carefully, and pick the best one. You must list 100 possible research ideas first, carefully investigate the possiblity of 30 of them, implement 10 of them and see how it goes, and pick the most successful one in the end. You must understand that 100 good ideas are discarded in the porcess of producing one SIGGRAPH paper.
* もっとも有望な研究トピックを選べ。よいリサーチテーマを見つけるということはclutial(訳注:crucial?=決定的)。もしよいゴールを見つ ければ、君の仕事は終わったようなものだ。もし誤ったゴールがセットされているなら、君は失敗する運命にある。最高の方法は、多くの可能性から、それらを 精査して、最高のものを選択することだ。まずは100のリサーチアイディアをリストしなければならない、その中から30を注意深く、可能性を徹底的に研究 し、そのうち10を実装して、どうやって動いているのか見る、そしてもっとも成功する1つを最後に選ぶんだ。100の良いアイディアは、1回の SIGGRAPH提出porcess(プロセス?)のなかで捨てられるものと理解せよ。


* Show your work to experts and discuss before submission:You will never win if you work alone and do not get any feedback from anybody.Afterall, people (reviewers) decide the fate of your paper andyou must understand what they want and what they dislike.You will never get that critical information if you do not talk to them.You must go to conferences and show your ongoing work to experts.You must visit people, show your work, and have a discussion.
* 投稿する前にエキスパートに君の仕事を見せてディスカッションしろ。もし独りで仕事するなら、君は永遠に勝てない。そして誰からも、いかなるフィードバッ クも得られない。最後には、人々(査読者)は君の論文の最終結果を決定する。君は彼らが何をして欲しいのか、そして何を好まないのかを理解しなければなら ない。もし君が彼らに喋ることをしなければ、君は批判的な情報を得ることは無いだろう。君は学会にいって、君のやりかけの仕事をエキスパートに見せなけれ ばならない。人を尋ね、仕事を見せ、そしてディスカッションを得なければならない。


* Start early and revise your implementation and writing many times.The only way to create a good system and good writing is to repeat and polish.It is OK to start with a crappy one. It will eventually transform intoa good one throught iterative refinement. On the other hand,if you start late, you will never deliver a perfect one in time.


* 早く始めろ、そして君の実装を改定し、たくさんの回数書け。よいシステム、そしてよい書き物を創り出すたったひとつの方法は、繰り返して磨くことだ。質の 悪いもので始めるのはOKだ。それは反復精製を通して、いつかは良いものに変換される。一方では、もし君が遅く始めるなら、時間内に完璧なものは絶対にで きあがらないということだ。


* Do not give up and try multiple times.SIGGRAPH is so competitive that even very good papers fail each year(almost randomly, depending on the reviewers you get).Even if you submit 10 perfect papers to siggraph,only 5 will probably get in.So it is important to submit a couple of (very good)papers to siggraph and continue to do so for multiple years.Single shot is like betting. No one knows whether you win or not.However, if you continuously submit good papers to siggraph,you will eventually win.
* ギブアップするな、多数回試せ。とてもよいペーパーが毎年落ちるということは、SIGGRAPHはそれほど競争的だということだ(ほとんどランダム、君が 掴んだ査読者に依存する)。もしSIGGRAPHに完璧な論文を10回投稿しても、たぶん5篇しか通らない。つながった(とてもよい)論文を SIGGRAPHに投稿し、複数年にわたってそれを続けるという行為は重要である。シングルショットはいわゆる賭けだ。君が勝つかどうかは誰もわからな い。しかしながら、もし君が継続してよい論文をSIGGRAPHに出しつづけるなら、いつかは勝てるだろう。


Sounds too harsh? Maybe.But the result is rewarding.You will present your work in front of hundreds of audience(largest room has over 3000 seats).Proceedings will go to labs and libraries all over the world.Your work will be introduecd and discussed at seminors and classes.Some company might buy your technology and make a product out of it.Chances are high that you will get a nice job offer.Most importantly, you will become a part of the history of computer graphics.
厳しすぎるって?たぶんね、でも、結果は報いる。君は君の仕事を数百人の聴衆(もっとも広い部屋は3000人越)の前で話すんだ。プロシーディングは世界中の研究室やら図書館に行く。もっとも重要なことは、君はコンピュータグラフィックスの歴史の一部になるだろうって事。

Additional Resouces:"How to get your paper rejected from SIGGRAPH","Good writing"

p.s. I do exaggerate things here. I myself do not do all of these things perfectly.However, if you need some clue,this list might give you some insight.Good luck.
追伸:私はここで誇張表現をしています。わたし自身これら全ての事を完全にこなしているわけではありません。もし糸口が必要なら、このリストは君にいくらかの見識をあたえるかもしれない。グッドラック。


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確かに厳しすぎるー。でも真実かもしれない。
1年の全てのサイクルがSIGGRAPH中心だもんな...。
生の五十嵐先生の英語が読めて楽しかったです。
(ちなみに英語のスペルミスは直接関係ないのかも、と少し安心した私)

わたし自身が参考になったことは・・・
・独りで働かない
 これは今後、改善していこうと思います!
 予算が無い→会議にいかない→論文に出てこない世間の常識を見落とす。・・・という悪循環にもなりますし。
 そういえばSIGGRAPH'98の某レセプション会場(Disney Sports)で、我々発表グループの横でノートPC片手にTeddyのプロトタイプ(らしきもの)を持って誰かにデモをしていたのは後から思えば五十嵐先生でした。
 ちなみにオンラインで公開することと、"専門家/エキスパート"のディスカッションを得ることはまた別なんですよねえ。

・100→10→1
 今の環境は100思いついたら50実装することになっていて、1は確実に売りに出されて、残りの49はどこかにこっそり実装されてるか、ハードディスク の肥しになって忘れられる・・・という環境なので、なかなかハードではあります。最初に90捨てるのが重要かも知れないです、自分にとっては。

・個人的な時間、雑用を捨てる
 さすがに眠ったり家族のための時間を捨てるわけにもいかんでしょう、とは思いますが、今自分がやってることは、登校拒否の息子を臨月の嫁に送り迎えさせて、論文書いているという状況ですから、似たようなもんです。非道極まりない。


まあともかく、こんな素敵な文章が読めて勢いが付きましたよ。
執筆に戻ります。




Akihiko Shirai, Ph.D
Invited Researcher
Presence & Innovation Laboratory ENSAM France
http://akihiko.shirai.as/