As detailed on the dedicated page ([https://relai.isti.cnr.it/]), the workshop will focus on recent advances and modern applications of reliable AI in image analysis and high-stakes domains.
Short papers (12 pages including references) on both methods and novel applications in reliable AI for image analysis and signal processing are welcome. A strong adherence to the workshop subtopics is preferred: Reliable AI in visual tasks, Out-of-distribution detection, Uncertainty quantification methods and applications, and Efficient reliability estimation.
Papers with open-access code that facilitate easy application and reuse by researchers following the workshop are encouraged.
Accepted papers will be included in the ICIAP 2025 Conference Proceedings, which will be published by Springer in the Lecture Notes in Computer Science series (LNCS, [https://www.springer.com/series/0558]) .
The workshop will consist of a half-day session with longer presentation and discussion times (20 + 10 minutes), to allow for effective sharing of results and methodologies, or to explore the possibility of establishing collaborations.
The (extended) deadline for paper submission is 23 June 2025.
Hoping for a positive response,
Best regards
Claudia Caudia, Sara Colantonio, Giulio Del Corso, Davide Moroni,
Fabrizio Ruggeri
Extensión hasta el 15 de junio de propuestas de cursos para ELI – IV Escuela Latinoamericana de Informática
June 7th, 2025
Daniela Lopez de Luise Quantum Hackathon Latam 2025: Quantum for Climate – 1 a 3 de octubre, Montevideo
June 4th, 2025
Daniela Lopez de Luise Este evento, el primero de su tipo en América Latina, es organizado por la Universidad de Montevideo junto al Open Quantum Institute (CERN) y está dirigido a estudiantes latinoamericanos de grado y posgrado interesados en la aplicación de la computación cuántica a los desafíos del cambio climático.
Más información y postulaciones: https://www.um.edu.uy/quantum_hackathon/
Requisitos para participar:
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Haber completado el curso gratuito de QWorld (10 sesiones en agosto), con certificación oficial: https://qworld.net/oqi-hackathon-course/
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Para los participantes (“hackers”): conocimientos básicos de programación
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Para mentores: experiencia en computación cuántica
Beneficios para los participantes seleccionados:
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Alojamiento gratuito en Montevideo durante el evento
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Comidas incluidas durante los tres días
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Apoyo parcial para gastos de viaje, promoviendo la participación regional
Será una excelente instancia para estudiantes y jóvenes investigadores de nuestra región, con un enfoque colaborativo, formativo y orientado a la acción frente a desafíos globales.
Desde ya, agradecemos a toda la comunidad CLEI por ayudar a dar visibilidad a esta iniciativa entre sus estudiantes.
Cordialmente,
Rafael Sotelo – rsotelo@um.edu.uy
Decano
Facultad de Ingeniería – Universidad de Montevideo
Grupo de Trabajo de Computación Cuántica
Conferencia Latinoamericana de Informática – CLEI
54 JAIIO – Abierta la inscripción a las 54 JAIIO
June 3rd, 2025
Daniela Lopez de Luise
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CFP: Networking Solutions for Metaverse, Social Applications, Multimedia, and Games, within IEEE Consumer Communications & Networking Conference 9–12 January 2026 Las Vegas, USA
June 3rd, 2025
Daniela Lopez de Luise Track 2 – Networking Solutions for Metaverse, Social Applications, Multimedia, and Games
Track Chairs:
Ombretta Gaggi, University of Padua, Italy (email: gaggi@math.unipd.it)
Manuela Montangero, University of Modena and Reggio Emilia, Italy (email: manuela.montangero@unimore.it)
IEEE Consumer Communications & Networking Conference
9–12 January 2026
Las Vegas, NV, USA
https://ccnc2026.ieee-ccnc.org/call-technical-papers
IMPORTANT DATES
Conference Dates: 9 January – 12 January 2026
Technical Papers due: July 1, 2025
Acceptance Notification: July 31, 2025
Summit at: https://edas.info/newPaper.php?c=33771&track=130953
SCOPE and MOTIVATION
Social applications, multimedia, and games play a substantial role in shaping Internet traffic and have emerged as dominant mode of social interaction online. This recent trend has sparked significant research interests, both at the network level and in terms of application and service development. Moreover, with the advent of the metaverse, research focus within these domains has expanded to encompass virtual worlds, immersive experiences, and social interactions in virtual environments. Given their increasing prevalence and interdisciplinary nature, social applications, multimedia, and games have also garnered research attention across diverse fields, including big data analytics, cloud computing, artificial intelligence, data sensing, information security, and privacy protection.
MAIN TOPIC OF INTEREST
The Networking solutions for social applications, multimedia, and games track seeks original contributions in the following areas, as well as others that are not explicitly listed but are closely related:
– Artificial Intelligence for social applications, multimedia, and games.
– Architectures, Platforms, and Protocols.
– Business models for social applications, multimedia, and games.
– Communication security for social applications, multimedia, and games.
– Data Sensing.
– Distributed games engines.
– Ethical considerations in social applications, multimedia, and games.
– Gamification and game-based learning in applications.
– Human-Computer Interfaces and Human-Machine Interfaces.
– Immersive storytelling and narrative techniques in multimedia and games.
– Knowledge discovery for social applications, multimedia, and games.
– Metaverse, virtual worlds, immersive experiences.
– Naming and routing of media streams.
– New paradigms of future communications networks.
– Non-visual Interfaces for accessibility and/or Virtual Reality.
– Novel applications for the social, multimedia, and games scenario.
– Smart moving and smart objects.
– Social computing and collective intelligence.
– Social influence and persuasion in multimedia and games.
– Social interactions in communication networks.
– Recommender algorithms.
– Rumor source localization in large-scale, real-world networking solutions.
– User profiling and behavior analysis.
– User engagement and retention strategies in social applications and games.
– Virtual reality and augmented reality applications.




