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Aug 04, 2006

Call for papers: Pervasive Computing in Healthcare

From the IEEE Pervasive Computing Journal website 

Author guidelines: www.computer.org/pervasive/author.htm 
Submission address: http://cs-ieee.manuscriptcentral.com
WIP Deadline:  See below
Publication date: January 2007

IEEE Pervasive Computing invites articles about the use of pervasive computing technology in healthcare applications.  We welcome papers that focus on novel applications of embedded sensor and actuators as well as user interfaces for use by caregivers and/or patients. We also encourage surveys of available technologies, and reporting on user experiences. Example topics include:

  • Sensors and mobile devices for continuous patient monitoring
  • Actuators and prompters for rehabilitation and behavior modification
  • Mobile and wearable technologies for next generation drug trials
  • Intelligent prosthetics
  • Medical data-mining from health records
  • Privacy architectures for medical records
  • Applications for first responders including paramedics and emergency rooms
  • Hospital work-flow management
  • Intelligent implantable devices for applications in hearing, pain management, etc.
  • Devices to monitor dietary intake and/or caloric expenditure
  • Technologies for collaborative and/or competitive exercise support groups
  • Issues in healthcare technology standards, interoperability, security, usability, cost, etc

Submissions should be 4,000 to 6,000 words long and should follow the magazine's guidelines on style and presentation. All submissions will be peer-reviewed in accordance with normal practice for scientific publications. Submissions should be received by 5 September 2006 to receive full consideration.

In addition to full-length submissions, we also invite work-in-progress submissions of 250 words or less (submit to mmraz@computer.org) These will not be peer-reviewed but will be reviewed by the Department Editor, Anthony Joseph, and, if accepted, edited by the staff into a feature for the issue. The deadline for work-in-progress submissions is 1 November 2006.

Guest Editors:
Walter Menning, Mayo Clinic
Gaetano Borriello, University of Washington
Chandra Narayanaswami, IBM Research
Vince Stanford, NIST

 

Jul 19, 2006

CSCW 2006 - November 4-8, Banff, Alberta, Canada

From the conference's website 

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CSCW 2006 is the premier venue for Computer Supported Cooperative Work.

Please join us for the 20th Anniversary of the first CSCW meeting! We have a number of special events planned as part of our Anniversary celebration.

CSCW has consistently been at the leading edge of thinking about the role of coordination and communication technologies in our lives. With your help, CSCW 2006 will play an important role in continuing this tradition. Come and help us make our 20th Anniversary of CSCW a stimulating and exciting event.

New this year, CSCW will be running SIGCHI Best Awards programs for the Papers and Notes submission categories. These awards will recognize the most outstanding submissions in these categories.

Jul 18, 2006

MODIE: Modelling and Designing User Assistance in Intelligent Environments

Re-blogged from Usability News
 
Ubicomp research continually develops novel interaction techniques, sensing technologies, and new ways of presenting personalized information to the user. Gradually, companies operating in environments such as airports, museums or even shopping malls are becoming aware of the potential benefits in letting such technologies assist their users and customers. Intelligent environments are predicted to aid their users in pursuing their activities, such as wayfinding or shopping, through the situated presentation of personalized information. However, due to the large design space that ranges from wearable computing to public displays, the conceptual and technological choices pose new challenges to the designer of such user-assistance systems.

Themes & Topics

We are interested in models, principles and methodologies, which guide the designer of an intelligent environment in the early stages of the development process, such as task and requirements analysis and conceptual design. We are looking for contributions, which will help the designer of user assistance systems to address the following questions:

- Which user activities and tasks require assistance?
- How to map an activity model into interactions with artifacts?
- How should the designer choose the best sensing and interaction technologies for a scenario?
- Which mobile or wearable personal devices can be employed?
- How should multiple users with concurrent activities be supported?
- How should the current state of the user assistance system be represented, especially when dealing with multiple tasks?

The intention of the workshop is to share experiences and perspectives on user assistance in intelligent environments from the different view-points of developers, designers, ethnographers and cognitive scientists. Each participant will give a short presentation about their contribution. The second half of the workshop will be focused on the discussion of key topics:

- How to unify the complementary concepts of public and personal devices
- How to model user activity (terminology, structure, notation)
- Suggest a terminology for intelligent Environments
- How tools can support the modelling and designing of user assistance
- What the problems of applying traditional software engineering methodologies are
- Are there principles that can be generalized for the design of IEs?

Intended Participants

We encourage researchers from the following disciplines to contribute position papers (2-6 pages) and knowledge to the discussion:

  • Computer Scientists (in the fields of Mobile HCI and Intelligent Environments): contribute experiences with working prototypes, discuss technical issues.
  • Designers: contribute new paradigms and concepts, discuss existing environments and current solutions to present information to the user, how might the future look like?
  • Ethnographers: contribute an analysis of user activities and problems in current environments, discuss application areas for Intelligent Environments.
  • Cognitive Scientists: contribute design principles for Intelligent Environments based on their knowledge about the limited resources of the human processor, discussion of pros and cons of interaction paradigms, concepts and technologies.

Workshop Format

MODIE will be a full day workshop. Each participant will give a short presentation on their position and experience in dealing with one or several of the workshop topics. It is assumed that the participants are already familiar with the position papers, which will be available as online proceedings prior to the workshop. In the afternoon, the participants will split into small groups and discuss interesting research topics. Afterwards we will present and discuss their results.


Important Dates
---------------
Submission Deadline July 10, 2006
Acceptance Notification July 13, 2006
Workshop Date September 12, 2006

Jul 11, 2006

AIIM: call for papers on Wearable Systems for Healthcare Applications

Source: Artificial Intelligence in Medicine Journal

Advances in body worn sensors, mobile computing, and ubiquitous networking have lead to a wide range of new applications in areas related to healthcare. This includes intelligent health monitoring, assisted living systems, novel, intelligent information delivery devices for medical personnel, and new assets and process management methods for hospitals. As divers as the above applications are, most of them have one thing in common: reliance on a degree of system intelligence. Such intelligence is needed to adapt the system functionality to the specific situation that the user is in, simplify the user interface, allow relevant data to be extracted from physiological sensors despite motion artifacts ant the use of simple sensors, or provide altogether new types of functionality related to the user’s environment. While the work on wearable systems mostly takes place outside the classical AI community, it strongly relies on methods from AI such as pattern recognition, Bayesian modeling and time series analysis. The aim of this special issue is to bring this new field to the attention of the medical AI community through a collection of outstanding research articles. Relevant topics will include but not be limited to:

1. Novel body worn sensors and sensor systems enabling intelligent health care applications
2. Novel signal processing methods relevant to intelligent wearable applications in healthcare
3. Activity and context recognition methods relevant to healthcare applications
4. Applications of intelligent wearable systems in health care related areas.

The focus of the issue is on high quality, not yet published research work. However outstanding overview articles will also be considered. All submissions will undergo a strict peer review process. In general the acceptance rate of AIIM is around 30%.

Submission and Relevant Dates:

Authors are invited to submit their contributions of about 20 pages (1.5 lines spacing) in pdf format to paul.lukowicz@umit.at . The relevant dates for the special issue are:
1. Oct 31st 2006: submission deadline
2. Feb 1st 2007: notification of acceptance
3. Apr 1st 2007: Final versions due

Guest Editor:
Paul Lukowicz Chair for Embedded Systems University of Passau, Germany

17:40 Posted in Call for papers | Permalink | Comments (0)

Jul 06, 2006

Next-generation gaming experiences

Via Networked Performance

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While players of video games have always been waiting for the next generation of technology, less fuss is made about next-generation experiences. If such experiences are already there, what are they like? What would be the 21st-century-equivalent to the experiences of Andy Capp's Tavern's customers who rushed into the bar to play Pong until the machine got jammed with coins? Ask a script writer, a political mod artist, a middleware developer, a computer game researcher, and someone who has traded off his social contacts in real life for a high-level character in a MMOG - and you will be overwhelmed by the diversity of what makes an experience worth striving for.

Department of Media at the Faculty of Art & Design of the University of Lapland and Mediapolis Innomedia project will publish a multidisciplinary book on player experiences in early 2007. The book will be a compilation of peer-reviewed articles. Respecting the department of Media's tradition of combining research with design, the book aims to piece together contemplations from researchers, designers, and those in-between, within or outside the academia.

On one hand, the extending might mean creating games that allow new kinds of experiences or are more emotional, maybe by implementing innovations regarding for example gameplay, graphics, sound or the interface. Also the players are creative. Their use of games in a way designers did not intend alters their experiences. On the other hand, the extending takes place concept-wise. In the wake of new forms of games and playing new types of players get introduced to digital games. Thus, the concept of player experience has to assimilate very different takes on how, where, when and why games are played and experienced. No matter from which viewpoint one looks at the player's experience, it seems that it poses challenges for those trying to observe or analyse it, not to mention those who are trying to understand it in order to be able to design something new.

Topics that the authors are invited to be address from the viewpoint of the players experience include, but are not limited to the following, and case-studies with an artistic or an industrial perspective are also welcomed.

Games

- Game genres and gameplay concepts, abstract games, story-based games
- Game design "trends", e.g. movie-like games with no HUDs
- Graphics and sound; audiovisual styles, cel-shading, photorealism, sound-based games
- Different player setups; one or many, local or online, one-vs-one, team-vs-team, etc.
- Avatars and other player representations
- Innovations; new gameplay concepts, platforms, input devices, interfaces, AI
- Different types of games; online multiplaying (both hc & casual), mobile and portable games, pervasive and VR games
- Content; games not only for entertaining, i.e. "seriousness" of games, in-game advertising

Players

- Different player groups and motivations; e.g. newbie, casual, hc, professional, senior, grrl, and mom gamers
- The role of "fun" in players' experiences
- Player identities
- Games as media for human relations
- Players' goals, emotions, motivations, expectations
- Consequences of playing
- Borderline activities; guild/clan webfora, mods, machinima, real-money trade of in-game assets

Methodological challenges for research and design

- Games as form of art, propaganda or education
- Design research from all viewpoints
- Philosophy of the experience
- Game-related experiences vs. other experiences
- Player's experience compared to user's/reader's/viewer's experience
- The applications of cognitive psychology, affective computing, HCI, Media Studies, etc. on understanding the players' experiences

IMPORTANT DATES

All papers will be reviewed by an independent review committee, which will provide written feedback on each paper. NB: Due to popular demand, the abstract submission deadline has been extended from the original.

June, 19. 2006 Abstract submission (was: June 5th)
June, 26. 2006 Notification of acceptance (was: June 12th)
Sept, 5. 2006 Submission of full papers
Jan, 10. 2006 Submission of final papers

Jun 05, 2006

3rd Annual Colloquium on Online Simulations, Role-Playing, and Virtual Worlds

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3rd Annual Colloquium on Online Simulations, Role-Playing, and Virtual Worlds

October 30 - November 3, 2006, Appalachian State University, Boone, North Carolina USA

From the conference website


About the League of Worlds

The League of Worlds (LoW) annual colloquium brings together people engaged in the creation of virtual worlds and real- time simulations for educational  and training purposes. Our mission is (1) to stimulate and disseminate research and analysis regarding the theoretical, technical, and curricular developments in; and (2) to contribute towards the development of coherent frameworks for the advancement, application and assessment of educational and social uses of role-playing, simulations, and virtual worlds.


Our primary areas of interest include:

  a. theoretical analysis
  b. the development of practical applications
  c. the documentation of framework projects and case studies

  1. About the Colloquium

The League of Worlds colloquium is not an ordinary conference. This  year's theme is: "Exploring Issues in and Asking Questions about Virtual Environments." Participants are expected to challenge one another to take a fresh look at the questions that arise when people meet in virtual territories to play, to learn, and to share. Participation is purposely limited and there will be no concurrent sessions.
Instead, participants will participate in an ongoing dialogue about virtual environments, integrating their own perspectives and expertise into the conversation. The outcome of the colloquium will be a published text comprised of a scholarly narrative of the dialogue around the themes and research discussed throughout the colloquium. All LoW participants will be cited as contributors to this published work.

PROPOSAL CATEGORIES

The League of Worlds colloquium is designed to support sharing and meaningful reflection. Participants should allow one another the opportunity to share experiences, to demonstrate technologies, and to think critically. To facilitate these activities, the colloquium review committee is interested in submissions on the following topics:

  • Technologies used to create and manage virtual environments (tools, hardware, software)
  • Vision for what virtual environments could be (architecture,
    metaphors)
  • Teaching and Learning in virtual environments
  • Role playing and simulations
  • Social constructivism
  • Communication and collaboration
  • Serendipitous interactions and learning
  • Community formation in virtual environments (interaction, presentation of self, presence)
  • Culture (development of, artifacts)
  • Administrative/Technical support issues in virtual environments
  • Change (Advocacy for, dissemination and sharing of research, how teaching and learning takes place)
  • Resources (to create and/or support any of above themes)
  • Research (on virtual environments in general or in support of any of above themes)


CFP available at: http://www.leagueofworlds.com/news.php

 

 

May 01, 2006

PsychNology Journal - Call for Papers

 

 

PsychNology Journal will host three special issues on the following themes:

  • "Designing technology to meet the needs of the older user", edited by Eva Lindh Waterworth and John Waterworth
  • "Mobile media and communication – reconfiguring human experience and social practices?", edited by Ilkka Arminen
  • "Emerging trends in Cybertherapy", edited by Giuseppe Riva and Brenda K. Wiederhold

Calls for papers and deadlines are available at the following address



Ethicbots Workshop

 


International Workshop
Naples , 17-18 October, 2006

 

This workshop aims at exploring the techno-ethics of human interactions with adaptive and cognitive systems developed in the framework of Robotics, Bionics, and Artificial Intelligence. These interactions notably include:

 

•  human-robot non-invasive interactions, involving autonomous robots which inhabit human environments;

•  human-machine invasive interactions, involving bionic systems for restoring or enhancing human functionalities;

•  human-softbot interactions, involving AI systems for information access and communication.

Critical ethical issues arising in these domains concern

•  preservation and promotion of human freedom, rights, and identity;

•  fair access to adaptive machinery resources;

•  scientific method and techno-ethical policies;

•  precautionary principles in human-machine interactions;

•  responsibilities for cooperative human-machine deliberation and action;

•  machine autonomy and accountability;

•  individual and societal impact of human-machine cognitive and affective bonds;

•  intercultural aspects of robot development, design, and use.

 

The joint effort of researchers in various areas of inquiry - including robotics, bionics, the cognitive (neuro-)sciences, artificial intelligence, anthropology, philosophy, and law - is needed to identify and analyze techno-ethical issues concerning the interaction of human beings with adaptive and cognitive machines. This workshop aims at providing a multidisciplinary forum for discussing these techno-ethical issues and understanding their import on the proper implementation of ethical monitoring, triaging, warning, and institutional opinion generation.

The workshop is supported by the ETHICBOTS European Project (http://ethicbots.na.infn.it).

Scientific Board (to be completed): Daniela Cerqui (Switzerland), Paolo Dario (Italy), Rüdiger Dillmann (Germany), Armin Grunwald (Germany), Alan Mackworth (Canada), Abbe Mowshowitz (USA) Brian O'Connell (USA), Richard Rosenberg (Canada), Jutta Weber (Austria).

Organizing committee: Rafael Capurro (Hochschule der Medien, Stuttgart, GER), Raja Chatila (LAAS-CNRS, Toulouse, FR), Thomas Christaller (Fraunhofer Institut-AIS, Sankt Augustin, GER), Adriano Fabris (Università di Pisa, IT), Satinder Gill (Middlesex University, London, UK), Alessandro Giordani (Facoltà di Teologia, Lugano, CH), Cecilia Laschi (Scuola Superiore S. Anna, Pisa, IT), Guglielmo Tamburrini (Università Federico II, Napoli, IT), Gianmarco Veruggio (Scuola di Robotica, Genova, IT), Kevin Warwick (Dept. of Cybernetics, University of Reading, UK)

Important dates:

Extended abstract (max 4 pages) : Submission by June 15, 2006

Acceptance notification for the workshop working notes : By 15 July, 2006.Post-conference publications : Journals 2007 special issues

Venue : Centro Congressi Università di Napoli Federico II, Via Partenope 36, 80121 Napoli, Italy http://www.centrocongressi.unina.it/lungomare/lungomare.h...

Fees: 75 euros. Free admission for students.

Apr 21, 2006

Workshop on the Cognitive Science of Games and Game play

As part of CogSci 2006, 26-29 July 2006, Montreal, Canada

From the website

Craig Lindley: Cognitive Science of Games and Gameplay (full day)

Cognitive science has always had a strong relationship with games and game play. Simple cognition tests frequently having the form of games, and games like chess have provided traditional models of intense cognitive challenges. Ongoing advances in computer game technology have supported the creation of commercial games presenting a wide variety of cognitive challenges embedded within rich, engaging audiovisual worlds. The growth of computer games as an entertainment technology and medium is having a major cultural and social impact, with game players frequently spending large portions of their discretional time deeply immersed in game play.

Despite the emergence of computer games as a major cultural and economic force, the scientific study of complex games is in its very early stages. Methodologies and theoretical paradigms are still being established, and the world waits for substantial results before game systems can be more fully deployed across broad application areas. Games are fundamentally learning systems and this is of particular interest, both from the perspective of the cognitive changes in players arising from entertainment gameplay (and their attendant social implications) and from the perspective of how games might function in more specific pedagogical and therapeutic contexts.

Theories and methods from cognitive science appear to be among the most promising for studying the structure, dynamics, affects and effects of games and game play. Moreover, computer games provide rich, multi-modal, but still controllable environments for conducting cognitive experiments having potentially higher ecological validity than the rarefied experiments of traditional cognitive psychology.

This workshop aims to bring together cognitive scientists interested in game phenomena, cognitive scientists interested in using games as a research tool, game researchers interested in cognitive approaches to the study of games, and game researchers interested in games for the study of cognition. The aim is to consolidate and focus these interests in a new field of the Cognitive Science of Games and Game Play. Topics of interest include but are not limited to:

 

  • cognition-based theoretical frameworks for the study of games and gameplay
  • games as a methodological tool for cognition research
  • emotion and aesthetics of games and game engagement
  • cognitive neurophysiology of games and play
  • cognitive foundations of game design principles
  • cognitive and perceptual substructure of game interaction
  • effects of game play upon player cognitive processes
  • schemata involved in game play
  • player modelling and motivational factors
  • computational modelling of players, play processes, tactics, strategies and learning
  • game interaction as a basis of cognitive modelling
  • perceptual loading, attention and cognitive capacity management in game play
  • empirical study of games, methods, results and interpretations
  • social cognition and multiplayer games
  • the cognitive substructure of fun

The workshop will be held from 0830 to 1700 on Wednesday July 26 2006.

Submission


Those interested in attending the workshop should submit a 500 – 1000 word abstract by 19 May 2006. Submissions should be sent in electronic form to: craig.lindley@hgo.se Authors of accepted abstracts should submit full papers by Friday 30 June 2006. Full papers may be up to 10 A4 pages in length.

Ageing, Impairment, and Technology

Forthcoming special issues of Pragmatics & Cognition

 

 

1. Mechanicism and Autonomy: What can Robotics Teach us About Human Cognition and Action? (call for papers)

Editors: Pim Haselager, Maria Eunice Qumlice Gonzales, and Itiel Dror

Deadline for submissions: 30 June 2006

Publication: Summer 2007

2. Ageing, Impairment, and Technology (call for papers)

Editors: Romola Bucks, Jonathan Cole, and Itiel Dror

Deadline for submissions: 30 June 2007

Publication: Summer 2008

5. Cognitive Research in Light of Technological Developments: Advances, Challenges, and Potential Pitfalls (call for papers)

Editors: Boris Velichkovsky and Itiel Dror

Deadline for submissions: 30 June 2008

Publication: Summer 2009

6. Cognitive Development and Education in the Mirror of Technology (call for papers)

Editors: TBA and Itiel Dror

Deadline for submissions: 30 June 2009

Publication: Summer 2010

 

 

Apr 18, 2006

Human Technology Special Issue: Culture, Creativity and Technology

Via Usability News

 

Deadline: 8 May 2006

Advances in interactive computing technology have blurred the line between art, social studies and science. The age of digital reproduction is making radical changes in how art is created, distributed and perceived. Recent work from the humanities and arts has constructively critiqued traditional Interaction Design theory and practice. Studies of experience with technology can provide new insights into the potential of interactivity in contemporary arts and performance, as well as new tools for creativity.

This special issue will provide a forum for radically interdisciplinary analysis of digital technology. It will focus on the role of technology in enhancing culture and creativity. It will seek critical and reflective approaches to the design and analysis of interactive technology. Contributions will be welcomed from the Arts and Humanities as well as the Sciences. Contributions can take the form of academic papers but also less traditional creative presentation formats such as multimedia, digital artwork and sound.

 

Areas of Interest:
Arts and HCI
Re-mediation
Technology and Experience
Enabling Creativity
Performance Arts
Entertainment and Leisure Identity Politics
Collaborative approaches

Approaches of Interest:
Interaction design, computer science, engineering, architecture, cultural
studies, media studies, literary studies, critical theory, aesthetics,
performance arts, digital art, psychology, socio-technical studies.

This special issue on "Culture, Creativity and Technology" will appear in Human Technology: An Interdisciplinary Journal on Humans in ICT Environments.




 

Apr 13, 2006

PervasiveHealth 2006

Call for Papers
PervasiveHealth Conference 2006
Inssbruck, Austria, November 29th - December 1st 2006.
www.pervasivehealth.org

Sponsored by:
-IEEE EMB Society,
-ACM Association for Computing Machinery
-CREATE-NET Center for REsearch And Telecommunication Experimentation for NETworked communities,
-ICST International Communication Sciences and Technology Association

Pervasive healthcare is emerging research dicipline, focusing on the development and application of pervasive and ubiquitous computing technology for healthcare purposes. Pervasive healthcare seeks to accommodate the growing need for healthcare arising from a number of factors, including the increase in life-style and chronic diseases, the increased complexity of large healthcare organizations, providing healtcare services in rural and underserved areas worldwide, and enabling patients and relatives engage more closely in self-care and treatment.

Pervasive healthcare may be defined from two perspectives. First, it is the development and application of pervasive computing (or ubiquitous computing, ambient intelligence) technologies for healthcare, health and wellness management. Second, it seeks to make healthcare available to anyone, anytime, and anywhere by removing locational, time and other restraints while increasing both the coverage and quality of healthcare.


Topics of Interest:
Technologies "situated on the patient"

- Design and use of bio-sensors
- Mobile devices for patient monitoring
- Wireless and wear-able devices for pervasive healthcare -Patient monitoring in diverse environments (indoor, outdoor, hospitals, nursing homes, assisted living) -Continuous vs event-driven monitoring of patients -Using mobile devices for healthcare information storage, update, and transmission -Sensing of vital signs and transmission -Home monitoring for cardiac arrhythmias -Preventative care: Technologies to improve overall health of people one wouldn't normally call "patients"

Technologies "situated in the environment"

- The use of "environmental" technologies such as cameras, interfaces, and sensor networks -Data fusion in pervasive healthcare environment -Managing knowledge in pervasive healthcare -Content-based encoding of medical information - Forming ad hoc wireless networks for enhanced monitoring of patients -Networking support for pervasive healthcare (location tracking, routing, scalable architectures, dependability, and quality of access) - Managing healthcare emergency vehicles and routing -Network support for mobile telemedicine -Ubiquitous health care and monitoring at home -Ubiquitous medical network and appliances in homes or hospitals -Ubiquitous computing support for medical works in hospitals

Medical aspects of pervasive healthcare

-Pervasive healthcare applications
-Specific requirements of vital signs in pervasive healthcare environment -Diversity of patients and their specific requirements -Representation of medical information in pervasive healthcare environment (multimedia, resolution, processing and storage requirements) -Role of medical protocols in pervasive healthcare -Improved delivery of healthcare services -The usability of wireless-based solutions in healthcare -Physiological models for interpreting medical sensor data -Decision support algorithms for sensor analysis

Management of pervasive healthcare

-Security and privacy in pervasive healthcare -Training of healthcare professional for pervasive healthcare -Managing the integration of wireless solutions in pervasive healthcare -Increasing coverage of healthcare services -Legal and regulatory issues in pervasive healthcare -Insurance payments and cost aspects -Role of HIPAA (Health Insurance Portability and Accountability Act of 1996) in pervasive healthcare

Paper Submissions:

PERVASIVEHEALTH accepts submissions that describe original, research work not submitted or published elsewhere.
Submissions must follow IEEE's conference style two-column format including figures and references. Conference papers will be published by IEEE and CD proceedings will be distributed during the conference days.
Papers submitted to PERVASIVEHEALTH will consist of 10 pages maximum.
For more details on submission type and format please refer to the conference web site.

Deadlines

-Paper Submission Deadline: June 15th, 2006
-Acceptance: September 1st, 2005
-Camera Ready: September 14th, 2006


Feb 07, 2006

MobileHCI 2006

CALL FOR PAPERS
MOBILEHCI 2006

The 8th International Conference on Human-Computer Interaction with Mobile Devices and Services

Date: 12-15 September 2006
Location: Espoo, Finland
Website: www.mobilehci.org

Deadlines: *Papers, Workshops and Tutorials: 1 March 2006 *Short Papers, Posters, Demos, Panels, Industry Cases, Doctoral Consortium: 7 May 2006

Purpose

The 8th 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. It covers the analysis, design, evaluation and application of human-computer interaction techniques and approaches for all mobile computing devices, software and services. Suggested topics include but are not limited to:

*Audio and speech interaction
*Context-dependent systems
*Designing Web sites for mobile devices
*Ethographical and field studies with mobile technology
*Evaluation of mobile devices and services
*Group interaction and mobility
*Intelligent environments
*Location-aware interaction
*Methods to evaluate mobile usability
*Model-based design of interactive mobile systems
*Mobile phenomena
*Mobility and work environments
*Multimodal interaction
*Novel user interfaces and interaction techniques
*Perception and modelling of the environment
*Safety issues (e.g., in-car user interfaces, payments)
*Specific classes of handheld devices (PDA, Pocket PC, WAP phone,...)
*3D graphics on mobile devices
*3G/4G devices and services
*Usability of mobile devices and services
*Visualization techniques for the mobile context
*Interdisciplinary perspectives towards mobile interaction (e.g. Social aspects)
*User centered design tools and methods for mobile systems

Jan 23, 2006

Fifth International Workshop on Virtual Rehabilitation (IWVR2006)

The Fifth International Workshop on Virtual Rehabilitation (IWVR2006) will take place August 29 and 30, 2006 at Marriott Marquis Hotel, New York City, USA, in conjunction with the 28th Annual International Conference of the IEEE Engineering in Medicine and Biology Society

Deadline for ALL submissions is April 1, 2006

Call for Papers

Full papers are solicited related to the use of Virtual Reality in

  • Musculo-skeletal virtual rehabilitation,
  • Motor rehabilitation post-stroke,
  • Assessment/rehabilitation of patients with cognitive deficits,
  • Telerehabilitation and Haptics,
  • Autism, ADHD and Developmental Disabilities,
  • VR Exposure Therapy for Anxiety Disorders,
  • VR for Pain Distraction,
  • Cue Exposure methods for treating addictive behaviors,
  • Integration of VR with psycho-physiological and brain imaging studies,
  • Virtual Reality treatment of PTSD,
  • Novel VR techniques in rehabilitation and Bio-feedback devices,
  • Sociological, demographic and legal aspects of Virtual Rehabilitation

Best Paper Award (500 USD) sponsored by Hocoma AG

A Special Issue on IWVR06 will appear in the IEEE Transactions on Neural Systems and Rehabilitation Engineering. Authors who want to also be considered for this Special Issue should indicate so when submitting to IWVR06. Selected papers presented at IWVR06 will undergo a second review for the Special Issue.


World of Health IT 2006 Conference

October 10-13, 2006 in Geneva, Switzerland

The conference aims to connect leading health information and communication technology experts from Europe and beyond in educational sessions, vendor exhibitions, interoperability demonstrations, exchange of experiences and networking sessions, and other professional development opportunities.

The focus of the conference is on the role and impact Health IT has on the health sector in Europe and other parts of the world, including the Middle East and Africa. The educational sessions will address experiences from deployed services, and focus on proven benefits in quality and efficiency.

Visit the conference website for further information about the event and related call for papers

Jan 20, 2006

Humanoids 2006 conference

2006 IEEE-RAS International Conference on Humanoid Robots December 4-6, 2006, University of Genova, Genova, Italy.

The 2006 IEEE-RAS International Conference on Humanoid Robots will be held on December 4 to 6, 2006 in Genova, Italy. The conference series started in Boston in the year 2000, traveled through Tokyo (2001), Karlsruhe/Munich (2003), Santa Monica (2004), and Tsukuba (2005) and will dock in Genoa in 2006.

The conference theme, Humanoid Companions, addresses specifically aspects of human-humanoid mutual understanding and co-development.

To facilitate the exchange of ideas in the diverse fields of humanoid technologies the structure will remain single-track with ample space allocated (both at the conference and in the proceedings) for poster presentations. The first day of the conference will be devoted to tutorials and workshops.

Papers as well as suggestions for tutorials and workshops from academic and industrial communities and government agencies are solicited in all areas of humanoid robots. Topics of interest include, but are not limited to:
* Design and control of full-body humanoids
* Anthropomorphism in robotics (theories, materials, structure, behaviors)
* Interaction between life-science and robotics
* Human – humanoid interaction, collaboration and cohabitation
* Advanced components for humanoids (materials, actuators, portable energy storage, etc)
* New materials for safe interaction and physical growth
* Tools, components and platforms for collaborative research
* Perceptual and motor learning
* Humanoid platforms for robot applications (civil, industrial, clinical)
* Cognition, learning and development in humanoid systems
* Software and hardware architectures for humanoid implementation

Important Dates
* June 1st, 2006 - Proposals for Tutorials/Workshops
* June 15th , 2006 - Submission of full-length papers
* Sept. 1st , 2006 - Notification of Paper Acceptance
* October 15th, 2006 - Submission of final camera-ready papers
* November 1st 2006 - Deadline for advance registration

Paper Submission
All papers must be submitted electronically in PDF format by June 1st, 2006. The maximum number of pages is limited to six, including figures. A maximum of 2 additional pages will be permitted at an extra page charge of € 80 per page. Detailed instructions for paper submissions and format can be found in the conference website.

http://www.humanoids2006.org/