from 15th to 17th Nov 2021
IEEE AI/VR 2021 Workshop - CCVAR
Online / Taichung, Taiwan
Computational Creativity in Virtual and Augmented Reality (CCVAR)
Computational Creativity in Virtual and Augmented Reality (CCVAR)
Computational creativity is an emerging field of research within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would, if produced by a human, be considered creative. Seamless integration of virtual and real word, and immersive nature of AR and VR has made these platforms powerful to build, express, understand, support and evaluate human creativity in multiple disciplines such as medicine, architecture, education, creative arts and engineering. Computational Creativity for Virtual and Augmented Reality (CCVAR) is multidisciplinary area that includes artificial intelligence, system design, virtual reality,, cognitive psychology, philosophy, the arts.
Computational creativity is an emerging field of research within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would, if produced by a human, be considered creative. Seamless integration of virtual and real word, and immersive nature of AR and VR has made these platforms powerful to build, express, understand, support and evaluate human creativity in multiple disciplines such as medicine, architecture, education, creative arts and engineering. Computational Creativity for Virtual and Augmented Reality (CCVAR) is multidisciplinary area that includes artificial intelligence, system design, virtual reality,, cognitive psychology, philosophy, the arts.
The objective of the workshop is to bring together AR/VR researchers from academic and industry to work towards the vision of using AI to generate AR/VR contents that support human creativity and building applications to understand and enhance human creativity. The scope of the workshop includes all aspects of automated content generation and creativity issues related to AR and VR.
The objective of the workshop is to bring together AR/VR researchers from academic and industry to work towards the vision of using AI to generate AR/VR contents that support human creativity and building applications to understand and enhance human creativity. The scope of the workshop includes all aspects of automated content generation and creativity issues related to AR and VR.
Important Dates
Important Dates
Paper Submission
Sep 5, 2021
Notification of paper
September 17, 2021
Final Camera Ready Deadline
October 1, 2021
Submission Instructions
Submission Instructions
Authors are invited to submit a technical paper (4~8 pages excluding references) in double-column IEEE format following the official IEEE Manuscript Formatting guidelines. Review will be double-blind, so please remove all author information in the submissions. Also consider the IEEE policies for publications (i.e., you must own copyright to all parts and the manuscript must be original work and not currently under review elsewhere). All accepted workshop papers will be part of conference proceedings and published by IEEE Computer Society Press and included in the IEEE Xplore Digital Library. Submissions will undergo a thorough peer review by members for the international program committee. Contributions of distinguished quality will be invited for publication of extended versions of their work in internationally renowned journals.
Authors are invited to submit a technical paper (4~8 pages excluding references) in double-column IEEE format following the official IEEE Manuscript Formatting guidelines. Review will be double-blind, so please remove all author information in the submissions. Also consider the IEEE policies for publications (i.e., you must own copyright to all parts and the manuscript must be original work and not currently under review elsewhere). All accepted workshop papers will be part of conference proceedings and published by IEEE Computer Society Press and included in the IEEE Xplore Digital Library. Submissions will undergo a thorough peer review by members for the international program committee. Contributions of distinguished quality will be invited for publication of extended versions of their work in internationally renowned journals.
Papers can be submitted via the EasyChair page for IEEE AIVR, using a specific track for this workshop.
Papers can be submitted via the EasyChair page for IEEE AIVR, using a specific track for this workshop.
IEEE AIVR is an IEEE sponsored conference series started in 2018 [https://ieee-aivr.cs.nthu.edu.tw/]. Please be advised that this conference is the only AIVR conference whose proceedings are published in IEEE Xplore and IEEE CSDL.
The Venue
The Venue
IEEE-CCVAR will be a half-day workshop during the 4th IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), which will be held on 15-17 November 2021 in Taichung, Taiwan. Due to the COVID-19 situation, the conference will be either online or hybrid, and the workshop will most likely be fully online. This decision will be finalised later.
IEEE-CCVAR will be a half-day workshop during the 4th IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), which will be held on 15-17 November 2021 in Taichung, Taiwan. Due to the COVID-19 situation, the conference will be either online or hybrid, and the workshop will most likely be fully online. This decision will be finalised later.
Scope
Scope
This workshop invites researchers to submit original, high-quality research papers that address creativity in VR/AR systems and frameworks. The workshop welcomes both technical papers and position papers, and authors may also submit work in progress in the areas including, but not limited to:
This workshop invites researchers to submit original, high-quality research papers that address creativity in VR/AR systems and frameworks. The workshop welcomes both technical papers and position papers, and authors may also submit work in progress in the areas including, but not limited to:
AR/VR applications in specific domains such as, games (procedural generation of contents), education (automated answering, contents for educational/serious games, simulation of physics/engineering experiments), procedural generation of music, text/voice based dialogs, animation, 3D models including humanoid characters and expressive animation (gaze, gestures, ...), intelligent interaction (UX), visual arts, graphic design, product design, architecture, entertainment computing, scientific discovery, and programming.
AR/VR applications in specific domains such as, games (procedural generation of contents), education (automated answering, contents for educational/serious games, simulation of physics/engineering experiments), procedural generation of music, text/voice based dialogs, animation, 3D models including humanoid characters and expressive animation (gaze, gestures, ...), intelligent interaction (UX), visual arts, graphic design, product design, architecture, entertainment computing, scientific discovery, and programming.
VR/AR frameworks that allow for co-creativity between humans and machines, in which the machine is more than a mere tool and takes on significant creative responsibility for itself. For example, Multi-users VR/AR graffiti creating with machine intelligence.
VR/AR frameworks that allow for co-creativity between humans and machines, in which the machine is more than a mere tool and takes on significant creative responsibility for itself. For example, Multi-users VR/AR graffiti creating with machine intelligence.
Machine Learning, Deep Learning and Big data approaches that support or produce creativity in VR/AR systems..
Machine Learning, Deep Learning and Big data approaches that support or produce creativity in VR/AR systems..
Cloud and 5G edge computing based systems and services that can be used to foster creative behavior in VR/AR systems.
Cloud and 5G edge computing based systems and services that can be used to foster creative behavior in VR/AR systems.
Methodologies for understating and evaluation of creativity in VR/AR systems, and for the evaluation of how such systems are perceived in society.
Methodologies for understating and evaluation of creativity in VR/AR systems, and for the evaluation of how such systems are perceived in society.
Resource development and data gathering/knowledge curation for creative systems for VR/AR (eg, global AR mapping data for context aware creative contents), especially resources, and data collections that are scalable, extensible, and freely available as open-source materials.
Resource development and data gathering/knowledge curation for creative systems for VR/AR (eg, global AR mapping data for context aware creative contents), especially resources, and data collections that are scalable, extensible, and freely available as open-source materials.
Ethical and Social considerations in the design, deployment, or testing of machine creativity in VR/AR systems.
Ethical and Social considerations in the design, deployment, or testing of machine creativity in VR/AR systems.
Keynote Speakers
Keynote Speakers
[TBC]
[TBC]
About this person
[TBC]
[TBC]
About this person
Programme Committee
Programme Committee
Jolanda G. Tromp, Duy Tan University
Jolanda G. Tromp, Duy Tan University
Chedy Raissi, Ubisoft Research
Chedy Raissi, Ubisoft Research
AmĂlcar Cardoso, University of Coimbra
AmĂlcar Cardoso, University of Coimbra
Tim Marsh, Griffith University
Eng Tat, Khoo, National University of Singapore
Tim Marsh, Griffith University
Eng Tat, Khoo, National University of Singapore
Jennifer A. Petuch, Florida State University
Jennifer A. Petuch, Florida State University
Ragul Nath, Digipen
Ragul Nath, Digipen
Bhojan Anand, National University of Singapore
Bhojan Anand, National University of Singapore
Contact: dcsab [at] nus [dot] edu [dot] sg
Contact: dcsab [at] nus [dot] edu [dot] sg
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