(FG 2024)
27-31 May 2024, Istanbul, Turkey
https://fg2024.ieee-biometrics.org/
Paper submission: 22 January 2024
*****************************
*** Call for Papers ***
The IEEE conference series on Automatic Face and Gesture Recognition is
the premier international forum for research in image and video-based
face, gesture, and body movement recognition. Its broad scope includes
advances in fundamental computer vision, pattern recognition, computer
graphics, and machine learning techniques relevant to face, gesture, and
body action, new algorithms, and analysis of specific applications. The
18th IEEE International Conference on Automatic Face and Gesture
Recognition will be held on 27th-31st May 2023 in Istanbul, Turkey as an
in-person event. For FG 2024 we are soliciting papers in all areas of
face and gesture recognition.
Topics of interest include, but are not limited to:
+ Face recognition, analysis and synthesis,
+ Gesture recognition, analysis and synthesis,
+ Body motion analysis and synthesis,
+ Action recognition,
+ Psychological and behavioral analysis,
+ Technologies and applications
*** Paper format and submission ***
Free Webinar by Dr. Terence Sim on “Continuous Authentication – Still a Thing after 20 years?”
December 13th, 2023
Daniela Lopez de Luise webinar by Prof. Terence Sim on “Continuous Authentication – Still a
Thing after 20 years?”. Detail on the webinar are given below:
Title: Continuous Authentication – Still a Thing after 20 years?
Speaker: Assoc. Prof. Terence Sim, National University of Singapore
When: January 17, 2024 at 11 am Beijing Time (8:30 am IST, 7 pm PST and
10 pm ET on 16 Jan 2024)
Where: Online (Zoom)
Registration: (free, but required):
https://us06web.zoom.us/webinar/register/WN_5_O5LVVsQwSxMKuayQNSBw
*** Talk Summary ***
In this webinar, the speaker will explore the concept of Continuous
Authentication (CA), a security measure where a computer system
continuously verifies the identity of the user during a session. This
approach is contrasted with One-Time Authentication (OTA), which only
verifies identity at the session’s start. Although CA was first proposed
in 2000, it has gained significant attention recently due to the
widespread use of smartphones and IoT devices. The webinar will cover
the evolution and progress of CA over the past twenty years, addressing
the key challenges it faces and suggesting potential areas for future
research. CA is intended to enhance, not replace, OTA methods.
*** About the Speaker ***
Dr. Terence Sim is an Associate Professor at the School of Computing,
National University of Singapore (NUS). He is also Vice Dean for the NUS
Office of Admissions. Over 2 decades, Dr. Sim has conducted research in
Biometrics, Computer Vision, Computational Photography, and Privacy in
Images. He served as Second Vice President in the International
Association for Pattern Recognition from 2020 to 2022, and is still
chairing a committee there. He is also active in the IEEE Biometrics
Council, where for the past two years he chaired the Selection Working
Group for the annual awards given by the Council. Dr. Sim obtained his
PhD from Carnegie Mellon University in 2002, his MSc from Stanford
University in 1991, and his SB from the Massachusetts Institute of
Technology in 1990. He is also a proud alumnus of Raffles Institution,
the oldest school in Singapore.
For more information, visit:
https://ieee-biometrics.org/index.php/activities/webinars
Unlock the Future of Imaging Science at EI 2024: Explore 18 Conferences!
December 13th, 2023
Daniela Lopez de Luise IS&T is a non-profit organization dedicated to advancing science and technology in imaging. Please consider a donation.
Recording of the IROS 2023 First Workshop on Photorealistic Image and Environment Synthesis for Robotics
December 13th, 2023
Daniela Lopez de Luise Workshop on Photorealistic Image and Environment Synthesis (PIES-Rob) is
available online:
https://www.youtube.com/watch?v=0AZhPYY4n0I
Invited Speakers:
– Katherine Skinner (University of Michigan)
– Qiang Wang (Harbin Institute of Technology)
– Jose Martinez-Carranza (Instituto Nacional de Astrofísica Óptica y
Electronica)
– Joshua Mangelson (Brigham Young University)
– Wenshan Wang (Carnegie Mellon University)
– German Ros (Intel Labs)
– Davide Scaramuzza (University of Zurich)
– Nicholas Gans (University of Texas at Arlington)
– Sai Vemprala (Scaled Foundations)
– Fei Xia (Google Deepmind)
– Heni Ben Amor (Arizona State University)
Organizers:
– Nicholas Gans (University of Texas at Arlington)
– William Beksi (University of Texas at Arlington)
– Katherine Skinner (University of Michigan)
Sponsors:
– University of Texas at Arlington Department of Computer Science and
Engineering
(https://www.uta.edu/academics/schools-colleges/engineering/academics/departments/cse)
– University of Texas at Arlington Research Institute
(https://utari.uta.edu)
– IEEE Robotics and Autonomous Systems Technical Committee on the
Verification of Autonomous Systems
(https://www.ieee-ras.org/verification-of-autonomous-systems)
– IEEE Technical Committee on Computer and Robot Vision
(https://ieee-ras-crv.github.io)
For more information, please see the PIES-Rob workshop webpage:
Call for Papers and Contributions| IEEE GEM 2024
December 13th, 2023
Daniela Lopez de Luise CALL FOR PAPERS & OTHER CONTRIBUTIONS
=============================================
2024 IEEE CTSoc Conference on Gaming, Entertainment and Media (GEM 2024)
DATE: June 5-7, 2024,
LOCATION: Turin, Italy
WEBSITE: https://ieee-gem2024.org
CONTACT: chairs@ieee-gem2024.org
Sponsored by IEEE Consumer Technology Society (CTSoc)
This premier conference brings together leading researchers, academics, and industry professionals to explore the realm at the intersection of consumer technologies, gaming, entertainment, media and the arts. With exciting networking opportunities, you'll have the chance to share and discover cutting-edge research, ideas, and experiences on the future of these incredible technologies. From interactive and smart applications to storytelling, from artificial intelligence to immersion in virtual and augmented reality, from emerging art & design techniques to healthcare, cultural heritage, education, etc., IEEE CTSoc Conference on Gaming, Entertainment and Media (GEM 2024) is the venue.
The conference will be hosted at Politecnico di Torino, one of the largest technical universities in Europe. The city of Turin is conveniently located in the North-West of Italy, close to both gorgeous beaches and mountains. Turin and Piedmont region are home to various attractions and historical places, including two UNESCO World Heritage Sites (Residences of the Royal House of Savoy and Vineyard Landscape of Piedmont: Langhe-Roero and Monferrato), the oldest and largest Egyptian Museum outside Egypt, The National Museum of Cinema, The National Automobile Museum, the Holy Shroud Chapel.
Turin is well connected to the rest of the world thanks to its international airport (TRN) and high-speed train connection to Milan (50min) and its intercontinental hub (MXP), Rome (4h), Venice (3h), Florence (3h), etc. More information about Turin at https://www.turismotorino.org/en.
GEM 2024 welcomes submissions from a wide range of research disciplines (from emerging consumer technologies to art and humanities) in the following formats:
- Full Papers (4-6 pages)
- Short Papers (2-4 pages)
- Late-Breaking Papers (2-4 pages)
- Workshop & Tutorial Proposals
- Special Session Proposals
- Exhibits, Interactive Performances & Demos Contributions
- Industry Forum Proposals
Key Dates/Deadlines
Full/Short Papers – Submission Deadline: Jan 31, 2024
Workshops, Special Session and Tutorial Proposals – Submission Deadline: Jan 22, 2024
Notification of Acceptance (Full/Short Papers): March 12, 2024
Late-Breaking Papers – Submission Deadline: March 22, 2024
Exhibits, Performances & Demos – Submission Deadline: March 22, 2024
Notification of Acceptance (Late-Breaking Papers): April 19, 2024
Camera-Ready Deadline and Author Registration: April 26, 2024*
* Early bird (discounted) registration ends on April 1, 2024
Conference proceedings will be published in IEEE Xplore® (Scopus and Web of Science). Authors of selected contributions will be invited to submit enhanced, journal-quality papers to special issues on peer-reviewed journals like IEEE Transactions on Consumer Electronics and IEEE Consumer Electronics Magazine.
Don't miss this opportunity to contribute at shaping the future of entertainment at GEM 2024.
Topics
|
Gaming |
Entertainment |
Media |
|
– Exer-games for Health and Wellness – Serious Games for Education and Industry Applications – Ethics & Privacy in Games – Game Design, Development. and UX Studies – Game Engines & Auth. Tools – Procedural/Generative Content Generation – Games Underpinning Technologies and Systems – Machine Learning & AI in Games – Virtual and Intelligent Agents – Accessibility and Inclusion in Games – Cyber-Physical Systems and Phygital Games – Sensing, Control and Haptic Technologies for Games – Psychology of Play and Players – Networking and Multi-player – Smart, Cloud, and Edge Computing – XR Interfaces for Games – Human-Machine Interaction |
– Immersive Visualizations and Sounds – VFX & Pipeline Design – Deep Fakes and Entertainment – Ethics & Privacy in Interactive Entertainment – Interfaces for VR/AR and Immersive Environment – Affective Computing – Digital Twins – Wearables and Haptic Interfaces – Simulations for CGI and VFX – Social Robots and Entertainment – New Performance Practices – AI in Show Control and Automation – Virtual Production and Cinematography – Smart Exhibitions and Arts – E-sports, Live Streaming and Spectator Experiences – Sensors and Actuators – Blockchain-based Secure Entertainment – Analytics Extraction and Exploitation
|
– AI, Big Data and IoT in Media Consumption – Deep Fakes and media – Art Design, Digital Media and Computer Animation – Audio/Video Systems and Signal Processing – Multiview, 360°, 3D, and Volumetric Videos – New Media Technologies in Health, Humanities and Education – Psychosocial Impact of New Media Technologies – Quantum Multimedia Technologies – Security and Privacy for Multimedia – Metaverse: Architectures, Applications, and Computing – Production Tools and Workflows – Media Technologies for Smart Cities – Music and Sounds Production – Mobile Multimedia and 5G/6G |



