CfP: Virtual Workshop ‘ASIA.LIVE: Locating Livestreaming in Asia’

Hosts: Leiden University, the Leiden Asia Centre, and Asiascape: Digital Asia
Organisers: Florian Schneider, Dino Ge Zhang, Gabriele de Seta
Date: 13 September 2019
Abstract Deadline: 20 June 2019

The practice of broadcasting live video through the internet has recently seen a resurgence, as livestreaming platforms recuperated the format pioneered by cam sites from around the early 2000s (Senft, 2008). From Periscope and Twitch to YouTube and Facebook Live, livestreaming video is today a popular media format, especially among gaming communities, Esports audiences, and popular media commentators (Taylor, 2018).

The uptake of livestreaming in Asia around 2013 is, as of yet, a largely untold story. In the distinct digital ecosystems of the Asia region (Steinberg & Li, 2017), this format has been embraced not only by gamers and their audiences but by a diverse range of communities and performers, fuelling the rise of livestreaming genres like the South Korean mukbang (social eating) or the Chinese huwai zhibo (outdoor livestreams). This local uptake and regional diversification is accompanied by the rise of Asian livestreaming platforms. These are either revamped from established video streaming sites, such as afreecaTV in Korea, Niconico Namahosho in Japan, or Bilibili Live in China, or they come in the new forms of mobile-exclusive apps such as Bigo Live in South East Asia or Inke in China. There are also local scenes of livestreaming cultures on international platforms such as Facebook Live, Twitch, and YouTube. The local ecologies of Western and Asian platforms in Asian national contexts are home to intricate networks of regional livestreaming cultures, and these cultures interact in complicated ways with geopolitical flows and borders (Steinberg & Li, 2017). Livestreaming in Asia has become a veritable ‘live’ laboratory of screen cultures in which new genres, performativities, personalities, audiences, and commenting practices emerge.

Workshop topics:

ASIA.LIVE aims to bring together researchers interested in Asian livestreaming cultures and practices. Through our ‘virtual workshop’ format, we support and encourage a live dialogue around this emergent, ephemeral, and often undocumented domain of contemporary digital culture. The workshop invites submissions of audio-visual presentations discussing the following issues and beyond:

  • Emerging theories of liveness and real-timeness.
  • Microhistories of live video in Asia.
  • Situated genres of livestream performance.
  • Live comment cultures.
  • The platformisation of Asian livestreaming.
  • Livestreaming apps and mobility.
  • Representation and intersectionality in livestreaming cultures.
  • Livestreamed localism, nationalism, and regionalism.

Workshop format:

As a ‘virtual workshop’, ASIA.LIVE is structured around pre-recorded audio-visual presentations that will be broadcasted online, along with livestreamed Q&A sessions, on the date of the event. Submissions must be 15-minute-long videos. However, the format can range from traditional slides with voiceover or webcam talk to video essays or even more experimental genres (archival footage remixes, mini documentaries, performance pieces, livestreamer interviews, etc.). Although it will be possible and encouraged to join us at Leiden University during the livestream event, participation will be largely remote via a livestream.


Interested contributors should submit a 250-word abstract with a short bio detailing their idea for the video presentation in order to be considered for the workshop. Please submit abstracts to by 20 June 2019 and we will respond to your expression of interests on 1 July 2019. If your abstracts are selected, you will be invited to submit your video file before/on 1 September 2019.

Journal special issue:

Particularly promising contributions to the conference may later be included in the form of research articles in a special issue of the peer-reviewed academic journal Asiascape: Digital Asia (Brill), to be published in the spring of 2021. The deadline for these articles will be 1 April 2020.

Invitation to NSF Game-based Assessment Conference

A US National Science Foundation-sponsored workshop entitled, “Game-based Assessment: An Interdisciplinary Workshop Integrating Organizations, Education, and Assessment.”  The event will be held on August 22 and 23, 2019, in Minneapolis, MN, USA.  Breakfast, plated lunches, and two snack breaks will be provided.  The general goal of this conference is to share and discuss research on how games can be used to generate scores that meaningfully represent something about a person, with a particular eye toward psychometric rigor.  They have selected presenters and events to connect researchers across disciplines and establish collaborations between academia and industry.  You can find much more detail on our website:

Ignoring the grand tradition of calling games something else for the sake of funding, they boldly stated this is a conference about video games and how they can be used to hire people, and obtained support from NSF.

In the event itself, the days are split into four symposia (Org Science Research, Education Research, Vendor Research, and Grad Student Top Research), two keynotes, and a few other events.  Your experience will include this fantastic lineup of presenters:

Keynotes: Sidney DMello (U Colorado Boulder) and Richard Landers (U Minnesota)

Org Sciences: Sarena Bhatia (AON), Sebastian Loh (Southern Illinois U), Andrea Sinclair (HumRRO), Elizabeth Short (QC Holdings), Tim Warszta (West Coast U of Applied Sciences)

Education: Russell Almond (Florida State U), Karrie Godwin (Kent State), Rich Halverson (U Wisconsin Madison), Tanner Jackson (ETS), Mina Johnson-Glenberg (Arizona State U)

Vendor Researchers: Jason Blaik (Revelian), Kristen DiCerbo (Pearson), Lara Montefiori (Arctic Shores), Alina Siemsen (AON/cut-e), Kelly Trindel (pymetrics), Jim Wexler (Persona Labs)

You can find more details about each presenter here:

To keep the conference a reasonable size (and to stay in budget!), we are holding total attendance strictly at 125.  To attend, you need to apply for a seatYou can do so here:

Additionally, 25 of the 125 seats are reserved for graduate students, which will all be funded for up to $500 in travel reimbursement.  If you are or know of any student interested in attending a conference on game-based assessment, you may be able to do so with all expenses covered!  But you must apply here before May 31:

Additionally, students are encouraged to submit papers/abstracts to present in the Graduate Student Top Research Symposium, from which we will select the top 5 to present.  You could present at an NSF conference!  If you are or know of any grad students who have done compelling theoretical or empirical work on game-based assessments, please apply! The link above will also allow you to submit a tentative title and up to 350-word abstract that will act as your presentation application: but you must do so before May 31!

Please note that graduate students do not need to apply to present in order to be funded, but it will help your chances of being selected if your abstract looks good!

CfP: GHItaly 2019 Workshop on Games-Human Interaction

GHItaly19 aims at bringing together scholars and industry practitioners to establish a common ground on the topic.

The main goal of the event is to spur discussion, exchange of ideas, and development of new ways of researching, teaching, and working on games-human interaction.

The perspective that the workshop aims at investigating is the design of visual interfaces applied in the specific field of the production of video games. However, the application range of video games that the workshop invites to explore has to be intended in its broadest sense: both entertainment and applied finalities.


The workshop aims at collecting contribution advancing the research applied to video games.

This edition will especially focus on the influence of visual interface design on the final quality of user experience.

Suggested topics include (but are not limited to):

  • Adaptive and Context-Aware Interfaces
  • Agency of objects
  • Artificial Intelligence applications
  • Biometric measures for interaction
  • Critical or meaningful play experience
  • Distributed and Online systems
  • Full-body Interaction
  • Game Design & Level Design
  • Human Computer Interaction applied to visual interfaces Immersive VR systems
  • Information Visualization
  • Interaction Design Tools
  • Interfaces for Social Interaction and Cooperation Motion-based Interaction
  • Moral choices
  • Multimodal Interfaces
  • (Multi)Sensory Interfaces
  • Procedural rhetoric
  • Sensemaking
  • Storytelling
  • Usability and Accessibility
  • Visualization techniques
  • Virtual and Augmented Reality


All paper submissions must be in English, and they must not exceed six (6) pages in length, including references. The papers must be formatted using the ACM SIGCHI format ( ).

Papers must be submitted online via EasyChair submission system:

All the papers will be subject to a double review process by the members of the Programme Committee. The proceedings with the papers accepted to the GHItaly19 workshop will be published in CEUR Workshop Proceedings ( ), and will be indexed by SCOPUS.

The authors of the best papers will be invited to submit an extended version of their work to an international journal.


  • June 3: Submission deadline
  • June 21: Review notification
  • July 8: Camera ready submission
  • September 23: GHItaly 2019 Workshop

CfP: Games and Learning Alliance conference in Athens, Greece

== GALA conf Call for Papers ===

Seeking original contributions that advance the state of the art in the technologies and knowledge available to support development and deployment of serious games (SG). Experimental studies are strongly encouraged.

Please refer also to the Aims and scope section and also check the workshop pages, that will have different CFPs.

Submit a contribution to

Conference details at

Potential topics include, but are not limited to:

Technology track:

  • Human-Computer Interaction for SGs (hardware, software)
  • Modeling and simulation
  • Learner performance modeling, assessment (stealth, formative, summative) and feedback
  • Learning analytics
  • Adaptivity
  • Artificial intelligence and machine learning for SGs
  • Big data for SGs
  • Neuro-scientific principles, experiments and applications
  • Computing architectures for SGs
  • Technological support for collaborative games
  • Immersiveness and multimedia experiences
  • Augmented and virtual reality
  • Computer Graphics & Visual Effects
  • Emotions and Affective Interaction
  • Interactive narrative and digital storytelling
  • Procedural content generation
  • Smart toys for learning
  • Efficient development tools
  • Social computing
  • Support for gamification
  • Security & privacy
  • Interoperability and standards
  • Quality of service for SGs

Cognitive Science track:

  • Cognitive processing in an SG
  • SG for Cognitive disorders
  • Cognitive Architecture in SG design and development
  • Neuroscience in SG

Pedagogical foundations track:

  • Pedagogical theories and their applications in the field of serious games
  • User modelling
  • Methodologies and principles for serious games user assessment
  • Support for educators and trainers
  • Pedagogical principles of gamification
  • Support higher-order thinking through serious games

Serious Game design track:

  • Mapping pedagogical goals, outcomes and principles into serious game mechanics
  • SG mechanics
  • Gamification design
  • Design of score, rewards, achievements, and related interfaces
  • Ubiquitous/pervasive gaming
  • Support for educators and trainers
  • Balancing realism, engagement, learning and entertainment
  • Collaboration and cooperation

Application track:

  • Case studies on developing/deploying serious games in application domains such as business, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, etc.
  • User studies applying serious games in formal education
  • User studies applying serious games in training (professional, corporate and executive training, skill development and other workforce programs)
  • User studies of applying serious games in the above domains, studying effectiveness for learning/training
  • Understanding how, when, with whom, for what to use serious games
  • Gamification in various application domains
  • Verification of learning transfer
  • Study of the long-term impact
  • Assessing personal abilities through serious games
  • Usability studies

Industrial track:

  • Serious games market studies
  • Business models for serious games
  • Pervasive gaming
  • Mobile gaming
  • Gamification
  • Products to support serious games development and deployment

Authors must follow a format according to the Springer LNCS template, that can be downloaded in word ( ) or LATEX ( )

The maximum length for full papers is 10 pages.

The accepted articles will be published on Springer LNCS.

A dedicated special issue with an upgraded version of the best papers of the conference will be published on The International Journal of Serious Games.

Important dates:

  • Paper submissions due: 14 June 2019
  • Accepted papers decided: 19 august 2019
  • Camera-ready papers due: 13 September 2019

CfP: Gamification 53rd HICSS 2020 conference

Link to full CFP:

Part of the “Decision Analytics, Mobile Services, and Service Science” –
track 53rd annual Hawaii International Conference on System Sciences HICSS
January 7-10, 2020 | Grand Wailea, Maui


  • June 15: Submissions deadline
  • August 17: Notification sent to authors
  • September 4: Revision deadline
  • September 10: Final acceptance notifications sent to authors
  • - September 22: Deadline for authors to submit the final manuscript (camera
  • ready)
  • - October 1: Registration deadline
  • - January 7-10: Conference
  • - February 15, 2019 (date subject to change) (Optional) Submission deadline
  • for extended versions of selected papers for Internet Research or Electronic
  • Markets.

Authors of accepted papers have the option to fast-track extended versions
of their HICSS papers either to Internet Research (Impact factor 3.838)
r) or Electronic Markets (Impact factor 3.818)

Moreover, the Gamification mini-track is part of the Gamification
Publication Track aimed at persistent development of gamification research:

=== TOPICS (but are not limited to):

  • Users: e.g. Engagement, experience, motivations, user/player types
  • Education: e.g. Serious games, game-based learning, simulation games
  • Media: e.g. eSports, streaming
  • Commerce: e.g. Game business models, free-to-play, gamification as marketing, adoption
  • Work: e.g. Organizational gamification, gameful work, gamification in leadership
  • Technology: e.g. VR, AR, MR, gameful wearables and IoT
  • Toys & playfulness
  • Health: e.g. Quantified-self, games for health, health benefits
  • Cities: e.g. smart cities, urban gamification, playable cities, community engagement, governance
  • Theories/concepts/methods: Contributions to science around gamification

They encourage a wide range of submissions from any disciplinary backgrounds:
empirical and conceptual research papers, case studies, and reviews.

Workshop CfP: Social Justice Tactics in Today’s LudoMix DiGRA 2019

The DiGRA Diversity Working Group is running our second Diversity Workshop at this year’s Kyoto conference. Along with our current work on appointing Diversity Ombudspersons this will be an important part of our work for the year and we particularly encourage participation by scholars from diverse backgrounds. The theme this year is oriented to tactical interventions that have helped support diversifying spaces and organisations.

The full CfP can be accessed here:

Key information:

Please send your extended abstract of 1000 words (excluding references) to Mahli-Ann Butt
and Darshana Jayemanne at by June 1, 2019 at 17:00
CET (9:00 PST).

Please note this is an open paper format and you are not required to use the DiGRA template
for extended abstracts. Abstracts will be subject to peer-review by the DiGRA Diversity
Working Group.

Notifications of acceptance will be sent to participants on June 22. Camera ready abstracts for
the workshop are expected by July 15.

Important Dates
Extended Abstract Deadline: June 1, 2019, 23:59 AEST.
Notice of Acceptance: June 22
Camera Ready Abstracts: July 15
Workshop Date: August 6

Workshop Format and Activities
12:00-12:30 Opening and Introductions
12:30-13:00 Designing Diversity Guidelines
13:00-15:00 Paper presentation – six papers, 15 minutes each and 5 minutes of question time
15:00-15:30 Break
15:30-16:30 Keynote
16:30-18:00 Co-facilitated Discussion

CfP: DiGRA Italia 2019: Sub Specie Ludi

DiGRA Italia 2019: Sub Specie Ludi
Date: October 11th, 2019
Venue: Università di Torino, Italy
Submission deadline: 14th June (notifications of acceptance will be sent in 2-3 weeks).
Curated by: Riccardo Fassone (Università di Torino), Paolo Ruffino (University of Lincoln, UK), Marco Benoit Carbone (Brunel University London, UK).

For the past two decades the study of games has been progressively institutionalized within universities and research centres. The perspective that has predominantly emerged in European and North American universities has privileged the study of digital games. Video games, supported by a global industry, have attracted scholars from various disciplines: from narratology to computer science and from design to cultural and media studies. DiGRA (Digital Games Research Association) was born primarily as an association of video game scholars, while maintaining a constant presence of researchers interested in role-playing, table games, and other forms of ludic practices. However, the complexity of game studies cannot be reduced to the study of a category of texts defined on the basis of their technological support. The study of games necessarily combines an awareness of both the conceptual and disciplinary complexity of a broad philosophical category and of the many and diverse contexts of play that are investigated by the social and anthropological sciences.

Canonical texts in game studies pay attention to these complexities. Johan Huizinga, in his seminal Homo Ludens (1938), outlined a study of culture through games (sub specie ludi), where divergent human activities are kept together through the lens of play. In the equally important Man, Play and Games (1961), Roger Caillois explored social, anthropological and biological phenomena identifying therein free and competitive forms of play, as well as open and structured, mimetic and chaotic games. Other influential studies have explored games in the fields of pedagogy and psychology (Playing and Reality, Winnicot 1971; The Ambiguity of Play, Sutton-Smith 1997), anthropology (The Interpretation of Cultures, Geertz 1973) and philosophy (Play as Symbol of the World, Fink 1960). These examples, drawn from different geographical and historical contexts and disciplines that include history, philosophy and the humanities, do not include further conceptualisations of play devised within fields such as ethology and natural sciences, which have only been discussed concomitantly by transversal, boundary-bending thinkers such as Roger Caillois.

The DiGRA Italia 2019 conference intends to encourage an inclusive, multidisciplinary and philosophical perspective on game studies, creating a dialogue across various approaches and disciplines. After a series of conferences focused mainly on the study of the video game, DiGRA Italia intends to shift the perspective: no longer focussing on the study of a medium, but on games in the broadest sense, intended as texts and practices from which to read complex social, cultural and historical contexts and phenomena. The conference aims to question the methodologies adopted by scholars of different backgrounds and how these delimit their own territories, boundaries, and objects of study.

The conference encourages a consideration of games not so much, or not only, as objects with specific technological and material characteristics. Instead, it invites scholars to reflect on the game as a lens through which they may be able to read and understand social, cultural, economic, linguistic and technical phenomena. The broadly encompassing remit of the conference encourages a plurality of perspectives. The following list is intended to solicit the interest of participants from different departments and research backgrounds. Inviting interventions in the following areas:

  • Play, mimicry, biology (animals, insects, vegetation)
  • Language games, language as game
  • Performance and role-playing games
  • Learning and education through play
  • Ethnographic approaches to play practices
  • Mathematics, economics and game theory
  • Social media and the playful in online cultures
  • Ideology, propaganda, political movements as serious play
  • Quantified bodies and playful self-help methods
  • Games as social threats, apocalyptic visions and determinism
  • Game theory, theory as game

Please send your proposals to by June 14th, 2019. They accept abstracts of up to 500 words, or complete papers of up to 5000 words. Please attach a short biographical note (150 words).

Workshop: The Future of Location-based Gaming Research

The Future of Location-based Gaming Research
DiGRA, Kyoto 2019

Date and time: 6 August, 09.00-15.50

Ritsumeikan University Kinugasa CampusThey are seeking participants for a one-day workshop to be held during the pre-conference program of DiGRA 2019 in Kyoto, focusing on the future of location-based games research. Interested participants should send an approx. 400 word bio, including a description of their previous or current research on location-based games and their specific interest in attending the workshop. Participants will be selected on the basis of their contribution to the field of location-based gaming research, with an emphasis on those with diverse backgrounds and cultures, gender diversity, and a mix of established and early career/emerging scholars. Theey are particularly looking forward to including a diverse and mixed group of researchers from east and west.

To apply, please send your bio with requested information to Dale Leorke ( by 4th June 2019.  Below, please find a more detailed outline of the workshop:

Location-based games have been the subject of academic scholarship since the early 2000s. In the years since, they have attracted interest from researchers from a wide array of disciplines – game studies, media studies, computer science, education, urban studies, psychology, and other health-related disciplines. Given these recent shifts and ongoing developments in location-based game development and players’ experiences with them, there is a growing need to bring together researchers on location-based games to evaluate current and possible future trends in research. This workshop aims to accomplish this by gathering both leading and emerging researchers on location-based games to discuss methods, approaches, and theoretical frameworks for studying them as they continue to evolve.

Each participant will each briefly outline their research interests before working in small groups to discuss four core themes:

Games: focusing on the technology and gameplay design of location-based games
Play: focusing on studying location-based game players and player experiences
Making: focusing on the production process and funding models for location-based games (commercial and public)
Cultures: focusing on location-based games’ impact across local and global cultures, comparing and contrasting different national and cultural contexts

The workshop findings and discussion will be entered into a website and publicly distributed after the workshop’s conclusion to spur further discussion around research on location-based games and to help forge potential future research partnerships. They expect the workshop and post-workshop discussions will lead to cross-institutional and international co-authored publications, knowledge exchange, and research collaboration. They also intend to pursue the possibility for a journal special issue on location-based gaming research (e.g. ToDiGRA). Lastly, there will also be a Discord hub to connect interested researchers and practitioners in the field.

CfP: Audio Mostly 2019

The Audio Mostly ( conference series is interested in sound Interaction Design & Human-Computer Interaction (HCI) in general. Audio Mostly will take place from the 18th to 20th of September 2019 at the University of Nottingham in the city of Nottingham in the UK. The conference provides a space to reflect on the role of sound/music in our lives and how to understand, develop and design systems which relate to sound and music. The special theme for the conference this year is ‘A Journey in Sound’. This year the theme of the conference is open to interpretation, but people might think about the following, in relation to the theme:

  • Sonic aspects of digital stories, documentaries and archives
  • The soundtrack to our lives. Archiving and sharing sound
  • The emotional potential of a sound, how might this be used to support interaction
  • The different uses of sound and music across different settings
  • The re-use of recollections and memories by composers and sound designers
  • The development of musical tools that can let us express our experiences over time
  • Socio-technical uses of AI create highly personalised soundtracks that respond to one’s context
  • Adaptive sound and music use in journeys, time and the creative use of data

They encourage original regular papers (oral/poster presentation) addressing the conference theme or other topics from the list provided below. They welcome multidisciplinary approaches involving fields such as music informatics, information and communication technologies, sound design, music performance, visualisation, composition, perception/cognition and aesthetics.

  • Accessibility
  • Aesthetics
  • Affective computing applied to sound/music
  • AI, HCI and Music
  • Acoustics and Psychoacoustics
  • Auditory display and sonification
  • Augmented and virtual reality with or for sound and music
  • Computational musicology
  • Critical approaches to interaction, design and sound
  • Digital augmentation (e.g. musical instruments, stage, studio, audiences, performers, objects)
  • Digital music libraries
  • Ethnographic studies
  • Gamic and Playful music experiences

For more information and other topics please see:
The Audio Mostly 2019 proceedings will be published by the Association for Computing Machinery (ACM) (awaiting approval) and made available through their digital library. Regular papers, posters and demos/installations will be double-blind peer reviewed. It is envisaged that there will be a special issue of a journal relating to the conference, as with previous years.


  • Submission Deadline: 24th May 2019
  • Acceptance: 14th July 2019
  • Camera Ready: 9th August 2019
  • Conference: 18th to 20th of September at the University of Nottingham in the city of Nottingham in the UK

Submission Site


For more information or questions, please contact either Konstantinos Papangelis at or the Paper and Poster Chairs: Adrian Hazzard – Elizabeth Kelly –

CfP: ACM Symposium on Applied Perception

Reminder: paper submission deadline on May 21st

The ACM Symposium on Applied Perception (ACM SAP) provides an intimate, immersive forum for researchers who combine knowledge, methods, and insights from perception research andcomputer science disciplines. This explicitly includes such disciplines as cognitive psychology, perceptual psychology, psychophysics, behavior-analysis, and neuroscience on the perceptual side and computer graphics, computer vision, visualization, and human-computer interfaces on the visual computing side to name just a few! The interdisciplinary focus of this conference explicitly acknowledges that the various scientific disciplines in perception research and computer science research use different but complementary methods to address fundamentally similar questions. As such, combinations of knowledge, methods, and/or insights from the different fields can help to advance all of the applied perception fields.

ACM SAP 2019 will be held in Barcelona, Spain on the 19th and 20th of September, 2019. We invite submissions of original work in all areas of applied perception, regardless of sensory modality (vision, haptics, acoustics, proprioception, etc.). The focus of the work can be either perceptual or computational, but each submission must – as always – include elements of both perception and visual computing.Relevant approaches include:

→ application of perceptual research to any area of computer science, including:

  • modeling, rendering, animation;
  • virtual environments, characters;
  • processing information from artificial sensors;
  • representation of data, communication of data.

→ applications of computer science to any area of perception, such as:

  • modeling natural perceptual systems;
  • simulating natural perceptual systems;
  • systematic study of natural perceptual systems.


Research can be submitted as long paper (up to 8 pages) or as a short paper (up to 4 pages). In all cases the page limit is EXCLUSIVE of the pages devoted to bibliographic references and appendices. Authors are explicitly encouraged to include a full citation list. All submissions should follow the general SIGGRAPH formatting guidelines Please submit all papers formatted for a double blind review. Diagrams and images should be in color where appropriate. At least one author of an accepted paper must register for and attend the conference. Research that is not accepted as a paper will automatically be considered for the poster session. Authors can, of course, decline to have their work be considered as a poster.


The posters program at SAP provides an informal venue for authors to share their research achievements and further discuss them with others. In that spirit, we encourage all types of scholarly submissions that fit the scope of ACM SAP. In particular, we explicitly welcome poster submissions on work-in-progress and on work that may have been previously published elsewhere but for which additional dissemination and discussion is desired. The poster session is an integral part of SAP and the SAP program will include a dedicated time slot for poster viewing and discussion. All poster presenters will also have the opportunity to give a one-minute presentation on their work during a poster fast-forward session.

NOTE: SAP poster abstracts are NOT considered to be publications, and as such will NOT appear in the ACM Digital Library. Poster abstracts WILL be included in the conference USB drive. Poster extended abstracts may include figures and should follow the general SIGGRAPH formatting guidelines, except that they should be 1 page long. Note that you do not need to submit the actual poster.

***New Reviewing Process***

Starting this year, we have adopted a new reviewing process. Each submitted paper will be assigned to the two members of the International Program Committee (IPC) whose expertise most closely matches the topic(s) of the paper. Each IPC member will find two external, independent experts to perform the actual reviews. Subsequently, the four reviewers and two IPC members will engage in a discussion about the paper and the reviews, working towards a consensus recommendation for the paper. This discussion will occur on a paper-by-paper basis. No reviewer or IPC member will have access to the discussion or reviews for a paper to which they were not assigned. The two program chairs will, as usual, consider the recommendation(s), the contents of the reviews, as well as the papers themselves to reach a final decision on each paper.

Possibility for Journal Publication

Under an agreement with the ACM Transactions on Applied Perception (TAP) and the ACM Publications Board, the strongest accepted papers will be offered publication as full papers in the ACM journal TAP (instead of appearing in the proceedings). Authors of such special issue papers must agree to present the paper at ACM SAP. As has always been the case, authors of regular ACM SAP papers can still submit to TAP regular issues with appropriate additions. Papers that have been recommended for acceptance in the ACM TAP journal will undergo a second review cycle, during which the authors will revise the paper to address reviewer concerns (similar to conditional acceptances at ACM SIGGRAPH). Please note that TAP referrals are conditional. The TAP reviewers may recommend bringing the paper back to the SAP proceedings if the quality of the revision is inadequate. Therefore, it is very important to incorporate as many reviewer comments as possible into the revision.

The revised paper has to be submitted in TAP format to Manuscript Central and must include a cover letter stating that the submission is for the SAP special issue. The cover letter should also document the list of changes made to the paper to address the reviewer concerns. Please note that TAP has a 20 page limit INCLUDING references. Reformatting, a paper from the SAP format to the TAP format typically adds a few pages. Complete TAP author guidelines and templates are available at


Each deadline is 23:59:59 AoE (Anywhere on Earth) ==> GMT/UTC-12:00 on the stated day, no matter where the submitter is located.


  • Tuesday, May 14th: Abstract submission
  • Tuesday, May 21st: Paper submission
  • Tuesday, June 25th: Paper re-submission
  • Tuesday, July 2nd: Decisions announced
  • Tuesday, July 14th: Final papers due


  • Tuesday, July 9th: Poster submission
  • Tuesday, July 16th: Decisions announced
  • Tuesday, July 23rd: Camera ready version of 1-page abstract due

Our Information for Authors page includes deadlines and other important information for authors planning on submitting papers or posters