W1 – Virtualization of Digital Location-based Experiences
Location-based experiences, such as app-supported digital scavenger, depend on users being on-site. The requirement to be on-site is a virtue, but it can also be a shortcoming of location-based experiences, for example as in the COVID 19 epidemic. This workshop addresses the possibilities of eliminating the requirement to be on-site, and thus extends the potential application of location-based experiences. First, virtualization approaches will be presented, which allow eliminating the requirement to be on-site, such as the usage of 360° technologies or the employment of videoconferencing software. Furthermore, the participants contribute through case studies. Various challenges are discussed systematically in group work. The resulting networking of the participants is intended to provide lasting advancements beyond the workshop to eliminate the on-site requirements for location-based experiences.
The workshop focuses on interactive formats aligning the efforts of all participants and thus strengthening the results.
Interested participants are invited to submit a paper of 4-6 pages or an abstract.
Jannicke Baalrsud Hauge: BIBA – Bremer Institut für Produktion und Logistik GmbH, Hochschulring 20, 28359 Bremen, Germany; Royal Institute of Technology, Kvarnbergagatan 12, Södertälje, Sweden
Heinrich Söbke: Bauhaus-Universität Weimar, Bauhaus-Institute for Infrastructure Solutions (b.is), Goetheplatz 7/8, 99423 Weimar, Germany
W2 – Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology
This workshop aims to bring together researchers, designers, and practitioners under the umbrella of the workshop organized alongside the 20th International Federation for Information Processing – International Conference on Entertainment Computing (IFIP-ICEC 2021). The workshop seeks to establish a panel of discussion at the intersections of AI and entertainment science areas by utilizing entertainment computing activities such as video games, digital arts,
or film media. The niche area of empathic entertainment, which focuses on intertwining empathic computing and entertainment science, provides a unique approach to humanizing AI applications. A novel entertainment-based empathic technology can be developed and established, which is centralized on the notion of empathy and how it influences technological advancements that benefit people and their surrounding community. Best-practice experience and successful initiatives can be identified, while empirical outcomes and novel designs can be
determined to build up and strengthen the community of interest in empathic entertainment technology. In addition to building an international community, the workshop aims to identify challenges and opportunities related to empathic entertainment technology in games or non-game contexts.
Participants will be asked to submit a two-page extended abstract to present their work, and the organizers will invite them to present such works as a short or poster presentation. An extended version of their research works will be considered for publication in a special issue journal. The materials and results of the workshop will be made available to all participants. Other intended results are the formation of networks for project proposals or further common activities. As a follow-up, the workshop organizers will summarize the workshop’s outcomes in a paper.
The profiles of the expected participants were from the background of computer science, engineering, and technology-related fields. A minimum number of 10 participants and a maximum of 20 participants will be expected. The scope of the topics include, but are not limited to:
1. Theoretical contributions that lead to or deliver empathic entertainment.
2. Presentation and experience of empathic AI agent and empathic simulation.
3. Perception and acceptance related to empathic experience and its entertainment context.
4. Specific aspects of human-AI interactions and empathic play in games or non-game context.
5. Examples of entertainment medium, designed and developed for better empathetic experience.
6. Examples of empathic game design or processes that integrate empathetic design.
7. Examples of empathic AI-based support tools for creating an entertaining experience.
Mohd Nor Akmal Khalid: School of Information Science, JAIST, Ishikawa, Japan
Hiroyuki Iida: School of Information Science, JAIST, Ishikawa, Japan
Umi Kalsom Yusof: School of Computer Sciences, University of Science Malaysia, Penang, Malaysia
Ruzinoor Che Mat: School of Creative Industry Management and Performing Arts (SCIMPA), Universiti Utara Malaysia (UUM), Kedah, Malaysia)
W3 – Workshop on Interactive Immersive Entertainment: VR/XR/AR in Digital Entertainment (WIIE)
The workshop aims at contributing to a better understanding between immersive technologies (XR, AR, VR, MR) dealing with challenges of different interdisciplinary areas and scientists working on resolving problems either using these technologies in other fields (health, military, biological) or creating methods for improving understanding of any of these particular mentioned technologies. In particular, the workshop will focus on the following fields:
- Virtual Reality (VR);
- Mixed reality (MR);
- Extended Reality (XR);
- Augmented Reality (AR);
- Immersive applications for entertainment, education, industry, health, and scientific domains;
- Immersive gamification techniques studies related to immersive devices usability techniques or technologies for preventing cybersickness;
- Studies of immersive and/or interactive solutions and/or future technologies.
Additionally, topics involving any other disciplines and techniques (such as machine learning, human-computing interaction, and others) tied to the main topics of interest are welcome.
Thiago Porcino: Dalhousie University, Halifax, Canada
Esteban Clua: Universidade Federal Fluminense, Niterói, Brazil
W4 – Aesthetic Perspectives on Computational Media Design
The main goal of this workshop is to open a collaborative space for reflection and debate on how aesthetics can inform the design of computational media, in an attempt to grasp the multiplicity of aesthetic dimensions that can influence the reception, experience, and interpretation of such socio-technical objects and experiences. We will approach the goal from the entertainment computing field where such concerns are of vital influence.
With this workshop, we will explore several perspectives on how aesthetics can inform the design of computational media artifacts/experiences, namely:
A. How can its experience shape subjective perceptions of digital artifacts?
B. How can it inform the process, tools and models used in designing digital artifacts?
C. How can it offer a lens to both conceptualize and evaluate the subjective experience with digital artifacts?
The overall goal of this process is to prepare a collective research manifest submission to a major journal such as the Entertainment Computing, to be drafted from contributions at the workshop and subsequent interactions.
Participants are invited to submit a positional statement or case study of their own research practice into how aesthetics impacted digital artifact creation in their research practice.
Rui Craveirinha: University of Coimbra, DEI, Department of Informatics Systems
Luís Lucas Pereira: University of Coimbra, DEI, Department of Informatics Systems
Mariana Seiça: University of Coimbra, DEI, Department of Informatics Systems
Licínio RoqueUniversity of Coimbra, DEI, Department of Informatics Systems