Workshops

Workshops and tutorials will take place on 30th September 2024


WS1 – Aesthetics and Empowerment: Exploring AI-Driven Creativity

This workshop aims to investigate how AI transcends human limitations to inspire creativity and to uncover innovative approaches for leveraging AI to enhance creative processes while addressing potential risks. We anticipate stimulating discussions and collaborations on AI-driven creativity among researchers, practitioners, designers, artists, and industry professionals, with a specific focus on empowerment across various domains. This workshop will serve as a platform for sharing insights, exchanging ideas, and exploring new and emerging trends in this exciting field.


We are accommodating a specific track for this workshop. Contributions can be submitted on EasyChair following the same guidelines for regular papers and will be peer-reviewed. The accepted papers will be included of the conference proceedings.


Organizers:

Mengru Xue - Zhejiang University, Ningbo, 1 Xuefu Rd, Ningbo, China | Zhejiang University, 866 Yuhangtang, Hangzhou, China

Cheng Yao - Zhejiang University, 866 Yuhangtang, Hangzhou, China | Zhejiang University, Ningbo, 1 Xuefu Rd, Ningbo, China

Jun Hu – Eindhoven University of Technology, 5612 AZ Eindhoven, The Netherlands



WS2 - Game Accessibility Research Summit

September 30th, Manaus, Brazil

Hybrid mode


Game accessibility has evolved significantly during the last decade, both in research and in industry. Progress includes accessible controllers, development kits, educational material, inclusive design processes and research about specific, often neglected groups such as deafblind gamers and people with cognitive disabilities. The Game Accessibility Conference gathers developers and researchers in presentations and discussions. Research conferences also enable ad hoc meetings and, of course, individual researchers collaborate on specific topics in various research efforts.


The purpose of this focused full-day workshop is to have all peer researchers in the field working together, to identify gaps with opportunities and challenges to further advance game accessibility and inclusion in games. Thus, the workshop is open to all researchers and PhD students in the field of game accessibility, in a hybrid format to enable as many as possible to participate.


Program

13.30 - Introductions of attendees

14.00 - Peer-review all submitted abstracts and discuss them

15.30 - Break

16.00 - Identify intersections between research groups and efforts. Breakout rooms with smaller groups, online and offline groups

16.30 - Identify challenges and opportunities to collaborate on. Breakout rooms with smaller groups, online and offline groups

17.00 - Create a plan for potential collaborations

17.30 - Decide when and where to have the next yearly summit


Zoom for attending the workshop

online: zoom link


Please note: email Dr. Jerome Dupire 24 hours before the workshop to get a password for joining the Zoom: dupire@cnam.fr


Papers (available for download):

1 - Workshop Proposal

2 - An adaptive interface based on the player’s abilities, by Kempa Noémie, Barbet Isabelle, and Jérôme Dupire

3 - Accessibility index, by Allan Di Rosa, Jerome Dupire and Olivier Pons

4 - Inclusion in Games, Extended Reality and Actual Reality, by Thomas Westin and Marzia Alizada

Organizers:

Thomas Westin, Stockholm university, Department of Computer and Systems Sciences, Borgarfjordsgatan 12, Kista, Sweden, +468161992, thomasw@dsv.su.se

Jérome Dupire, Conservatoire national des arts et métiers (CNAM), 292 Rue Saint-Martin, Paris, France, +33 6834831 72, dupire@cnam.fr

Lizbeth Goodman, University College Dublin, Belfield, Dublin 4, Ireland, +353 (0) 1 716 1873, lizbeth.goodman@ucd.ie

Esteban Clua, Universidade Federal Fluminense, Reitoria da UFF, Rua Miguel de Frias, 9 Icaraí Niterói - RJ, +55 21 2629-5000, esteban@ic.uff.br



WS3 - III Workshop on XR Experiences for Entertainment and Industry (WXREEI)

This workshop intends to bring together researchers, developers, and anyone interested in the latest in entertainment and industrial uses of immersive technology. While these technologies are developing quickly, there are still many challenges that slow down investment in the entertainment field. The workshop will discuss how immersive technology is growing and what the future might hold for areas like immersive movies, video games, and simulations.


We are also excited to introduce the third edition of the IFIP ICEC XR Experiences, focusing on a range of extended reality (XR) interactions, from mixed and virtual to augmented realities. These XR experiences will cover a wide range of areas including gaming, storytelling, marketing, education, healthcare, and more, even reaching into new sectors like Industry 4.0.


We invite participants to share their research, especially if it involves some kind of interactive experience for users. It’s important for authors to explain what equipment will be needed to ensure users get the full experience. The most innovative and original projects will be highlighted at the IFIP ICEC 2024 Conference. The workshop extends an invitation to individuals actively involved in Virtual Reality, Mixed Reality, Augmented Reality, and other immersive environments to partake in this academic workshop.


For the IFIP XR Experience contribution, all authors will submit a two-page abstract describing their demo together with a video demonstrating how it works. Only the video demo will be published in IFIP ICEC 2024 Youtube Channel. During the event, the authors are expected to present an interactive demonstration and it is worth suggesting bringing with you all equipment needed for that.


The abstract and the video (a YouTube link) must be sent, using the track IFIP ICEC 2024 – XR Experience and choose the Entertainment or Industry Track. The video should be on 1280×720 or better resolution, limited to 1:30 minutes. Each uploaded video on YouTube needs to be unlisted (unlisted videos and playlists can be seen and shared by anyone with the link. Your unlisted videos won’t appear in the Videos tab of your channel homepage).


Guess Speakers

Ingrid Winkler (CIMATEC, Brazil)

Dr. Ingrid Winkler is a CNPq DT-1D Productivity Fellow and holds a postdoctoral degree from the School of Mechanical and Aerospace Engineering at Nanyang Technological University (NTU, Singapore).

She coordinates the Institute for Science, Innovation, and Technology in Industry 4.0 (INCITE INDUSTRIA 4.0) scientific cooperation network and is a professor in the Computational Modeling and Industrial Technology Management Master's and Doctorate Programs at SENAI CIMATEC. She is also a visiting researcher at Lusíada University (Portugal) and at the EMBRAPII Competence Center in Immersive Technologies (AKCIT/UFG).

Dr. Winkler is the lead researcher of the Extended Reality Lab for Industrial Innovation and Sustainable Production (XRIISP Lab) and has coordinated 42 R&D&I projects with EMBRAER, Petrobras, HP, Continental Portugal, SHELL, Great Wall Motors, FORD, Fiocruz, and Bahiagás, among others. She has published 42 scientific articles, 3 books, and 19 book chapters, and has produced more than 50 technical outputs, including granted patents. She has supervised 23 researchers, most of whom collaborate with industry and have international co-supervisions.

Dr. Winkler serves as a mentor on the Digital Transformation Committee of the Society of Automotive Engineers (SAE Brazil) and is an advisor to the Singapore-based startup CHiLX.



Francisco Paulo Magalhães Simões (UFRPE)

Francisco Paulo Magalhães Simões is an adjunct professor at Universidade Federal Rural de Pernambuco (UFRPE), Brazil. He is a research leader at Voxar Labs/CIn-UFPE and the Visual Computing Lab/DC-UFRPE.

Francisco has also been the coordinator of the Special Committee on Virtual Reality (CE-RV) of the Brazilian Computing Society (SBC) since 2022. He earned his Ph.D. from UFPE (Brazil) in 2016, with internships at INRIA-Rennes (France) in 2011 and CVLAB/EPFL (Switzerland) in 2013. His research focuses on Spatial Intelligence to better understand spaces that enable sensing (e.g., visual inspection, pedestrian detection) and interaction (e.g., extended reality, 3D printing, and metaverse applications).

He is driven by several research questions: How can we reduce (or eliminate) the need for real training data in real-world sensing applications? How can we improve the accuracy of methods by exploring multiple cues/information? How can we integrate computer vision (CV) and extended reality (XR) in a privacy-preserving context? In his research areas, Francisco has authored and co-authored 40+ papers (with 400+ citations according to Google Scholar metrics) in conferences and journals such as WACV, CVPRW, PRL, IJRS, and MVA, among others.

He has won three best paper awards in computer vision and extended reality at leading national conferences (one at SIBGRAPI and two at SVR). Francisco was co-general chair of IEEE-ISMAR in 2020 and of SVR in 2018 and 2020, and he served as the online experience chair at IEEE-VR in 2021. He has worked on R&D projects for industry since 2007 for companies such as HP, Eletrobras-Furnas, ISA-CTEEP, and Petrobras.

He also co-authored an award-winning system in the IEEE-ISMAR Offsite Tracking Competition 2015 and has contributed to multiple patents and technical works throughout his career.



Program

09:00 - 09:45: Industry 5.0: Integrating Humans, Artificial Intelligences, and Immersive Technologies - Dr. Ingrid Winkler

09:45 - 10:00: Break

10:00 - 10:45: Sensing for Spatial Intelligence: Challenges and approaches for the next wave of XR and Vision applications - Dr. Francisco Simões

10:45 - 11:00: Break

11:00 - 11:50: IFIP ICEC XR Experiences Presentations

11:50 - 12:00: Closing


Organizers:

Thiago Porcino - Pontifical Catholic University of Rio de Janeiro - PUC-Rio, Rio de Janeiro – Brazil, tmalheiros@tecgraf.puc-rio.br

Esteban Clua, Universidade Federal Fluminense, Reitoria da UFF, Rua Miguel de Frias, 9 Icaraí Niterói - RJ, +55 21 2629-5000, esteban@ic.uff.br



WS 4 - 1st IFIP Workshop on Interactive Storytelling in Extended Realities (IFIP-WISER)

The IFIP-WISER workshop invites presentations on all aspects of interactive storytelling in eXtended Realities (XR). Possible topics include (but are not limited to) adaptation of interactive storytelling techniques from other platforms to XR, the unique affordances of XR technologies and their relevance to interactive stories, narrative mechanics suited for XR, analysis of actual XR narrative experiences, presentations of original XR narrative works, and the use of XR interactive narratives in serious games (e.g., for learning or cultural heritage).


The aim of the workshop is to advance our understanding of interactive storytelling research in the specific medium of XR. The organizers expect that the discussions at the workshop will form the foundation of a journal paper, which the participants will be invited to co-author. Participants will give short presentations and participate in informal panel discussions on relevant topics of interest.


Program

09.00 - 09.15: Welcome and introduction by organizers

09.15 - 10.30: Panel presentations by participants (with discussion and Q&A)

10.30 - 10.45: Coffee break

10.45 - 11.30: Panel presentations by participants (with discussion and Q&A)

11:30 - 12:15: Plenary discussion by all led by organizers, steps towards journal paper


Organizers:

Prof. Mads Haahr, School of Computer Science and Statistics, Trinity College Dublin, Ireland haahrm@tcd.ie

Prof. Edirlei Soares de Lima, Breda University of Applied Sciences, The Netherlands soaresdelima.e@buas.nl

Svetlana Rudenko, Durham University, UK

Kelly Jakubowski, Durham University, UK



WS 5 - Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?

This workshop is a part of the long-term work in WG14.8 on serious games. The focus this year is on accessibility and aesthetics & multimedia usage.


The goals are twofold: On the one hand, we aim to shed light on the need for accessibility already during the design phase considering different user needs in the target group and still paying attention to appealing design and usage of multimedia input. On the other hand, we want to collaboratively identify suitable components and methods to facilitate this goal. The results will be disseminated via communication channels of the IFIP WG 14.8 “Serious Games”, such as the WG 14.8 webinar.


The workshop will alternate between several activities, including brief introductory talks on the topics of aesthetics, multi-media and accessibility. Collaborative brain-storming sessions in small groups and subsequent plenary sessions (including presentation of the results and discussion) provide the possibilities to share previous experience and devise new means to reuse and repurpose serious games and their components.


Program

13:30 - 14:00: Introductory Session - Erik van der Spek, Jannicke Baalsrud Hauge

- Introduction of the workshop organizers and the workshop goals

- Introduction of workshop participants

- Definition of Accessibility, Aesthetics, Multi-media input as a part of game experience

14:00 - 14:30: Talk on "Aesthetic Considerations in Game Design" - Erik van der Spek

14:30 - 15:00: Group Work Session (Participants) - Participants

- Discussion of previous experiences of aesthtics

- Identification of issue encountered

- Including Coffee break

15:00 - 15:30: Coffee break

15:30 - 15:55: Talk on "Accessibility Considerations in Game Design" - Ioana A. Stefan, Jannicke Baalsrud Hauge

15:55 - 16:20: Group Work Session (Participants) - Participants

- Discussion of previous experiences of accessibility issues

- Identification of issues encountered

16:20 - 17:00: Plenary Discussion on Results - Moderation, Erik van der Spek, Jannicke Baalsrud Hauge

- Groups present their results

- Identification of commonalities and differences of proposed artefacts and strategies

- Discussion of feasibility of proposed ideas

- Identification of most important results and discussion of a common strategy for disseminating the results


Organizers:

Jannicke Baalsrud Hauge - BIBA – Bremer Institut für Produktion und Logistik GmbH, 28359 Bremen, Germany | KTH-Royal Institute of Technology, 15181 Södertälje, Sweden

Erik van der Spek - Eindhoven University of Technology, PO Box 513;5600 MB Eindhoven, The Netherlands

Barbara Göbl - University of Vienna, Centre for Teacher Education, 1090 Vienna, Austria

Ioana A. Stefan - ATS, Targoviste, Romania

Heinrich Söbke - Hochschule Weserbergland, 31875 Hameln, Germany | Bauhaus-Universität Weimar, Bauhaus-Institute for Infrastructure Solutions (b.is), 99423 Weimar, Germany



WS 6 - Ethics of Mixed Reality Entertainment

This workshop will explore the challenges and opportunities associated with the ethical implications of interactive locative entertainment services, games, and social media. We want to expand HCI situational ethics into locative media and augmented and mixed reality technologies. We are looking at developing an ongoing ethical framework to inform the design to avoid unintended consequences that these digital technologies generate (i.e., from anti-social behavior to dark tourism) and resolving legal questions about the duty of care of designers and the rights of creative stakeholders (artists and writers). Starting from the ethical responsibilities of place and people, we will explore how ethical frameworks can avoid physical trespass, respect cultural norms and heritage, safe passage, respect for social and psychological norms, and awareness of values embedded in narratives.


Researchers and practitioners working with interactive locative entertainment services, games, and social media are invited to participate in this workshop, sharing their ideas, case studies, and experiences. Participants will be asked to submit a short (between 2- and 5-pages) position paper on their ideas on a practical game, social media, or entertainment experience. All the participants’ position papers will be made available on the workshop website.


Participants will work solo or as self-assembled groups to tackle the creative challenge of developing a paper prototype of MR gaming ideas that challenge ethical issues and opportunities. At the end of the session, the participants will document and present their artifacts and discuss them in a plenary session. The documentation of the artifacts will be archived on the Workshop website, which is part of the LoGaCulture EU-funded project. Further iterations of the workshop will build on these initial efforts with possibilities to participate in future editions and potential journal special issues.


Additional information and more details about this workshop are available at the LoGA culture website.


Program

13:30 - 13:45: Welcome and introduction by organizers

13:45 - 14.30: Ethics in Mixed Realities - Keynote Presentation by Cristina Da Milano (with discussion and Q&A)

14:30 - 14:45: Coffee break

14:45 - 15:00: Activities and groups set up for the ethics game Jam

15:00 - 16:30: Ethics game jam

16:30 - 17:30: Games presentation and Plenary discussion


Organizers:

Valentina Nisi - ITI/LARSyS, IST – U. Lisbon, Lisbon, Portugal

Nuno Jardim Nunes - ITI/LARSyS, IST – U. Lisbon, Lisbon, Portugal

Charlie Hargood - U. Southampton, Southampton, UK

David Millard - U. Bournemouth, Bournemouth, UK



Contact: icec2024@uea.edu.br

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