CfP: 3DUI 2016

3DUI 2016
IEEE 11th Symposium on 3D User Interfaces 19th & 20th March Greenville, South Carolina, USA
Call for Papers and Technotes
The IEEE 3DUI 2016 Symposium solicits high quality Papers and Technotes within the scope of 3D UIs. Papers (up to 8 pages) should describe original and mature research results and will typically include some evidence of the value of the research, such as a user evaluation, formal proof, or well-substantiated argument.
Technotes (up to 4 pages) should contain unpublished preliminary results of research, application, design or system work. Technotes do not have the hard requirement of an evaluation. The presentation of novel research is a key requirement, and this includes (be is not limited to) technology, techniques, and systems.
Each Paper or Technote should be classifiable as mainly covering 3D UI Research, Application & Design, or Systems using the following guidelines for each:
Research papers should describe results that contribute to advances in state-of-the-art 3D UI, in particular, in the areas of interaction, novel input devices, human-factors, or algorithms.
Application & Design papers should explain how the authors built novel and/or creative 3D UIs to solve interesting problems. Each Paper should include an evaluation of the use of the 3D UIs in the given application domain.
Systems papers should show results that contribute to advances in state-of-the-art 3D UI technology, software or hardware. Papers should describe how the implementers integrated known techniques and technologies to produce an effective 3D UI system, along with any lessons learned in the process, and include an evaluation of the system such as benchmarking of latency, frame-rate, jitter, accuracy, etc. Simply describing a system without providing appropriate measures does not constitute a satisfactory Systems Paper.
Topics of the symposium include (but are not limited to):
– 3D input devices
– 3D display and sensory feedback (all five senses)
– 3D interaction techniques
– 3D user interface metaphors
– Mobile 3DUIs
– Hybrid 3DUIs
– Non-fatiguing 3DUIs
– Desktop 3DUIs
– 3DUIs for VR and AR
– Evaluation methods for 3DUIs
– Human perception of 3D interaction
– Collaborative 3D interaction
– Software technologies to support 3DUIs
– Applications of 3DUIs: Games, entertainment, CAD, education, etc.
Paper and Technote Submission Dates:
Abstract submissions due (required) – November 24, 2015 (midnight PST)
Paper/Technote submissions due      – November 28, 2015 (midnight PST)
Author notification                 – December 23, 2015 (midnight PST)
Camera-ready Papers/Technotes       – January  10, 2016 (midnight PST)
Note that an abstract must be uploaded prior to the Paper or Technote. This facilitates assigning reviewers, as the review process is on a tight schedule. Authors are strongly encouraged to submit videos of their work as part of their submissions.
Papers and Technotes should be prepared in IEEE VGTC format submitted through the submission web site in PDF format, and will be reviewed by the program committee and external reviewers. Reviewing is double-blind, so submissions (including any videos, etc.) should be suitably anonymized. Accepted Papers and Technotes will be published by IEEE in the official Symposium proceedings. An International award committee will also award the Best Paper and Technote.
The authors of best Papers from 3DUI 2016 will be invited to submit extended versions of their work to the International Journal of Human-Computer Studies (IJHCS) and IEEE Transactions on Visualization and Graphics (IEEE TVCG).
Please note that we welcome extended versions of appropriate work that has been accepted as a Poster at IEEE VR 2016 to be submitted as Papers to 3DUI 2016. However, other combinations (e.g., VR Poster + 3DUI Technote, VR Short Paper + 3DUI Paper, etc.) are not allowed, and will be rejected without review. Please be mindful of the Double-Submissions Policy.
Bruce H. Thomas
Rob Lindeman
Maud Marchal
IEEE 3DUI 2016 Symposium Chairs
Conference Committee
Program Chairs:
Bruce Thomas,    University of South Australia, Australia
Rob Lindeman,    Worcester Polytechnic Institute, USA
Maud Marchal,    IRISA-INSA, France
Contact:    program.chairs[at]
Ferran Argelaguet Sanz, INRIA, France
Contact:    webchair[at]
Publicity Chairs
Kevin Ponto,     University of Wisconsin at Madison, USA
Yaoping Hu,      University of Calgary, Canada
Contact:    publicity.chairs[at]
Posters Chairs:
Amy Banic,       University of Wyoming, USA
Christoph Borst, University of Louisiana at Lafayette, USA
Arindam Dey,     Worcester Polytechnic Institute, USA
Contact:    posters.chairs[at]
3DUI Contest Chairs:
Michael Marner, University of South Australia, Australia
Benjamin Weyers, RWTH Aachen, Germany
Ryan P. McMahan, University of Texas at Dallas, USA
Rongkai Guo, Kennesaw State University, USA
Contact:    contest.chairs[at]

Computational Narrative and Games T-CIAIG Issue

(Originally posted here: Computational Narrative and Games T-CIAIG Issue)

IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG)

Call for papers: Special Issue on Computational Narrative and Games

Special issue editors: Ian Horswill, Nick Montfort and R. Michael Young

Stories in both their telling and their hearing are central to human experience, playing an important role in how humans understand the world around them. Entertainment media and other cultural artifacts are often designed around the presentation and experience of narrative. Even in video games, which need not be narrative, the vast majority of blockbuster titles are organized around some kind of quest narrative and many have elaborate stories with significant character development. Games, interactive fiction, and other computational media allow the dynamic generation of stories through the use of planning techniques, simulation (emergent narrative), or repair techniques. These provide new opportunities, both to make the artist’s hand less evident through the use of aleatory and/or automated methods and for the audience/player to more actively participate in the creation of the narrative.

Stories have also been deeply involved in the history of artificial intelligence, with story understanding and generation being important early tasks for natural language and knowledge representation systems. And many researchers, particularly Roger Schank, have argued that stories play a central organizing role in human intelligence. This viewpoint has also seen a significant resurgence in recent years.

The T-CIAIG Special Issue on Computational Narrative and Games solicits papers on all topics related to narrative in computational media and of relevance to games, including but not limited to:

  • Storytelling systems
  • Story generation
  • Drama management
  • Interactive fiction
  • Story presentation, including performance, lighting, staging, music and camera control
  • Dialog generation
  • Authoring tools
  • Human-subject evaluations of systems
  • Papers should be written to address the broader T-CIAIG readership, with clear and substantial technical discussion and relevance to those working on AI techniques for games. Papers must make sufficient contact with the AI for narrative literature to provide useful insights or directions for future work in AI, but they need not be limited to the documentation and analysis of algorithmic techniques. Other genres of papers that could be submitted include:
  • Documentation of complete implemented systems
  • Aesthetic critique of existing technologies
  • Interdisciplinary studies linking computational models or approaches to relevant fields such as narratology, cognitive science, literary theory, art theory, creative writing, theater, etc.
  • Reports from artists and game designers on successes and challenges of authoring using existing technologies
  • Authors should follow normal T-CIAIG guidelines for their submissions, but clearly identify their papers for this special issue during the submission process. T-CIAIG accepts letters, short papers and full papers. See for author information. Extended versions of previously published conference/workshop papers are welcome, but must be accompanied by a covering letter that explains the novel and significant contribution of the extended work.
  • Deadline for submissions: September 21, 2012

Notification of Acceptance: December 21, 2012

Final copy due: April 19, 2013

Expected publication date: June or September 2013

Michael to serve as ICIDS ’12 Program Co-Chair

R. Michael Young will serve as the Program Co-Chair for the ICIDS 2012, the International Conference on Interactive Digital Storytelling, to be held in Spain in the late Fall of the year. Together with Dr. Federico Peinado, Michael will work to form the program committee, supervise the review process for the scientific paper submissions and compose the program for the conference event. The conference General Chair for 2012 will be Dr. David Oyarzun.

ICIDS is the premier international conference on interactive digital storytelling. It was successfully launched in 2008, superseding the previous two European conference series, TIDSE (“Technologies for Interactive Digital Storytelling”) and ICVS (“Virtual Storytelling – Using Virtual Reality Technologies for Storytelling”).

For more information on ICIDS (and TIDSE and ICVS), visit:

Barik and Cardona-Rivera Speak At Carolina Games Summit


Two DGRC Ph.D. students, Titus Barik (from the CIIGAR research group) and Rogelio E. Cardona-Rivera (from our own Liquid Narrative group), presented a talk at the Carolina Games Summit, an event which is celebrated annually at Wayne Community College in Goldsboro, North Carolina. The event unites game developers, game educators, and game players, and features video game tournaments, industry speakers, educational sessions, and exhibition booths.

Titus and Rogelio gave a live programming talk on the basics of Artificial Intelligence in Video Games. The talk was given to a broad audience, ranging from High School Students to Industry Professionals and covered what goes on “under the hood” in video games when you play against computer opponents. Titus and Rogelio discussed how artificial intelligence is used for creating challenging gameplay as well as believable character behavior.

“Our presentation at the Carolina Games Summit was more than just an opportunity to talk about the practical aspects of artificial intelligence in games. It also offered us a chance to encourage potential students at community colleges and high schools around North Carolina to consider an education in STEM fields, such as Computer Science.”, said Titus, who is a licensed Professional Engineer and has a Masters of Engineering from the ECE Department at NC State.

“We were very excited to present at the Carolina Games Summit. Being able to show the skills that we acquire at the Digital Games Research Center and NC State is important; not only for prospective students considering applying to NC State, but also for current students aiming to get jobs in the games industry. We once again showed that the Wolfpack is technically competent and professionally capable.”, said Rogelio, who is a Department of Energy Computational Science Graduate Fellow.

Michael Everett, Creative Director of the Carolina Games Summit and Wayne Community College Instructor, highlighted the importance of the presentation: “One of our goals here at Wayne Community College has been to introduce more technical subjects within our Simulation and Game Development curriculum. Their presentation has provided us with a clear path towards accomplishing this goal. As a direct result of the presenter’s work, we will be offering a course in Game AI (SGD 125: Artificial Intelligence) next Fall.”

Sharon Bull, Department Chair of Information System Technology at Wayne Community College felt that “Titus and Rogelio did an excellent job of presenting a complicated subject in a way that everyone could understand. I am very grateful that both of them gave up their Saturday to help make the Carolina Games Summit a success.”

After the event, Titus and Rogelio remarked, “It is always fun to come out and give a talk about the field you are passionate about. Artificial intelligence is an exciting but technically difficult subject. Being able to present it in a way that could be appreciated by both experts as well as non-technical participants was very rewarding.”

For more information about Titus Barik, click here:

For more information about Rogelio Cardona-Rivera, click here:

For more information about the Carolina Games Summit, click here:

For more information about Wayne Community College, click here:

STEM Video Game Challenge Pushed by LN Team


The 2012 National STEM Video Game Challenge is coming to North Carolina on Thursday, February 9, 2012 at 7 p.m. at Franklinton High School, 910 Cedar Creek Road, in Franklinton, NC. Team members from the Liquid Narrative Group will be there, pusing the role of science in video game development. All North Carolina middle school through college age youth and their families are invited to attend.

The Challenge, which runs through March 12, 2012, invites game-creators to create video games that excite and educate users about science, technology, engineering and math. The contest is open to four different categories: middle school students (5th – 8th grade), high school students, college students and teachers/educators. Prizes are awarded to winners in each category.

Special guest speaker is Brian Alspach of E-Line Media, a publisher of game-based learning products and implementing partner of the National STEM Video Game Challenge. Students of all ages will be demonstrating educational video games and other STEM activities, and several gaming companies from the Research Triangle Park area will have demonstrations.

Rogelio E. Cardona-Rivera and Charles Bevan, Ph.D. Students from the Digital Games Research Center in the Computer Science Department at NC State will be will be showing demos and videos of a range of games built at the NC State. Included in the demos is IC-CRIME, a game-based collaboration tool for investigators working to solve real-world crimes. Development of the IC-CRIME system was funded by the National Science Foundation (NSF) with a $1.2M award and includes researchers from computer science, textile engineering, anthropology and sociology. Also, several student-made games that were created by students in the department’s Game Development Concentration will be demonstrated including Compound Reaction, a game that teaches high school chemistry principles to players who gather and assemble molecular compounds to fuel a crashed space ship, their only means of escape from an alien world. Compound Reaction received an honorable mention in the 2009 I/ITSEC Serious Games Showcase and Challenge, a national competition to identify innovative games-based designs for training and education.

The Challenge, sponsored in NC by PBS Ready to Learn, UNC-TV, Franklin County Schools, and North Carolina Cooperative Extension, is inspired by the Educate to Innovate Campaign, President Obama’s initiative to promote renewed focus on Science, Technology, Engineering and Math (STEM) education. It is a multi-year competition whose goal is to motivate interest in STEM learning among America’s youth by tapping into students’ natural passion for playing and making video games.

The Challenge is launched in partnership with Digital Promise, a new initiative created by the President and Congress, supported through the Department of Education. The initiative is designed to unlock the promise of breakthrough technologies to transform teaching and learning.

For more information on the Challenge, click here.