[AUDITORY] [IEEE VR SIVE 2021] IEEE 6th VR Workshop on Sonic Interactions in Virtual Environments - Call for papers, music and installations (Michele Geronazzo )


Subject: [AUDITORY] [IEEE VR SIVE 2021] IEEE 6th VR Workshop on Sonic Interactions in Virtual Environments - Call for papers, music and installations
From:    Michele Geronazzo  <geronazzo.michele@xxxxxxxx>
Date:    Mon, 28 Dec 2020 16:25:27 +0100

--000000000000eb5cbf05b787e219 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable Dear list, following the previous successful editions of IEEE Virtual Reality Workshop - Sonic Interactions for Virtual Environments. With renewed enthusiasm, we are proud to announce the submission deadlines for 2021. In this SIVE edition, we are launching the call for musical events and installations in a shared virtual place. Check this out! SIVE 2021 will be free to attend. with best wishes for the New Year. IEEE 6th VR Workshop on Sonic Interactions for Virtual Environments (IEEE VR - SIVE 2021) March 28 2021, virtually in Altspace VR http://ieeevr.org/2021/ http://sive.create.aau.dk <Apologies for cross-posting> <Please distribute> -------------------------------------------------------------------------- CALL FOR PAPERS, MUSIC, and INSTALLATIONS ---------------------------------------------------------------------------= - This year=E2=80=99s SIVE workshop will run virtually and will include paper= s and posters presentations but also musical events, installations and a Karaoke session! Sonic interaction design is defined as the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/ emotional qualities in interactive contexts. This field lies at the intersection of interaction design, and sound and music computing. In the virtual reality community, the focus on research in topics related to auditory feedback has been rather limited when compared, for example, to the focus placed on visual feedback or even on haptic feedback. However, in communities such as the film community or the product sound design community it is well known that sound is a powerful way to communicate meaning and emotion to a scene or a product. The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual/augmented/mixed reality environments (XR hereafter). We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of XR environments. Moreover, the workshop will feature state of the art research on the field of sound for XR environments. Submissions of research papers outlining ongoing researches in the field of interactive sound for virtual environments are welcome. Topics can include, but are not limited to: - Sound synthesis and design for XR environments - Sound modelling and rendering for XR environments - Multisensory (audio-visual and/or audio-haptics) interactions and 3DUI - Gestural control and action-sound mapping in XR - Perception-action loop in multimodal XR - Sound spatialisation and auralization - Binaural sound and head-related transfer functions - Headphones and speakers reproduction - Mobile XR applications and technologies of interactive sonification - Evaluation of user experience and sound quality - Industrial design and prototyping of XR software and hardware supporting research in sound (product design, ergonomics, human-machine interfaces) - Virtual prototyping of devices and interactions involving sound The SIVE 2021 workshop is supported by the Sound and Music Computing network: http://smcnetwork.org and the Nordic Sound and Music Computing Network: nordicsmc.create.aau.dk The submission website is: https://new.precisionconference.com/ (opening and advertised no more than a week before the abstract submission deadline) We consider five categories of contributions: (C1) Papers should be 4-6 pages in length and prepared using the IEEE Computer Society conference style format described at: http://www.cs.sfu.ca/~vis/Tasks/camera.html . For accepted papers, authors must prepare a 5 minutes video to be delivered during the workshop. (C2) Posters should be 2-4 pages in length and prepared according to the same template. (C3) 1-page abstracts (using the conference style format) describing open-source XR scenarios for testing and evaluating sonic interactions within authors' past and future works. This would be a practical contribution to the virtual reality community in order to support experimental replicability and building a collection of reference XR scenes for robust scientific advances. (C4) Music that can be performed online. Abstract submission only required, supplementary materials such as video/audio files are optional. (C5) Demos that can be experienced in Altspace VR. Abstract submission only required, supplementary materials such as video/audio files are optional. Accepted contributions will be included in the IEEE VR Workshop Proceedings and will be published on IEEE Xplore Digital Library (Scopus indexing service and more). Moreover, accepted XR testing scenarios will be hosted in a public repository linked to our SIVE official website ( https://sive.create.aau.dk/) At least one author per paper should register and take part at the workshop to present the work. ---------------------------------------------------------------------------= - IMPORTANT DATES ---------------------------------------------------------------------------= - * Abstract submission deadline: January 15th, 2021 * Paper submission deadline: January 20th, 2021 * Notification of acceptance (all categories): January 31st, 2021 * Camera-ready: February 12th, 2020 for inclusion in IEEE Digital Library * SIVE Workshop: March 28th, 2021 ---------------------------------------------------------------------------= - SCHEDULE ---------------------------------------------------------------------------= - Morning: quick papers presentations with videos (max 5 minutes), followed by discussion. Early afternoon: poster session, demoes and virtual installations. Late afternoon: concert. Evening: virtual karaoke. SIVE 2021 will be free to attend. Details for the registration soon. *ORGANIZERS* Stefania Serafin (Aalborg University Copenhagen) Michele Geronazzo (University of Udine) Federico Avanzini (University of Milano) Cumhur Erkut (Aalborg University Copenhagen) Francesco Grani (HERE technologies) Niels Christian Nilsson (Aalborg University Copenhagen) Ali Adjorlu (Aalborg University Copenhagen) Rolf Nordahl (Aalborg University Copenhagen) --000000000000eb5cbf05b787e219 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr"><div dir=3D"ltr"></div>Dear list,<br>following the previou= s successful editions of IEEE Virtual Reality Workshop - Sonic Interactions= for Virtual Environments. With renewed enthusiasm, we are proud to announc= e the submission deadlines for 2021. <br>In this SIVE edition, we are launc= hing the call for musical events and installations in a shared virtual plac= e. Check this out! <br><br>SIVE 2021 will be free to attend. <br><br>with b= est wishes for the New Year.<br><br><div style=3D"text-align:center">IEEE 6= th VR Workshop on Sonic Interactions for Virtual Environments (IEEE VR - SI= VE 2021)<br>March 28 2021, virtually in Altspace VR<br><a href=3D"http://ie= eevr.org/2021/" target=3D"_blank">http://ieeevr.org/2021/</a><br><a href=3D= "http://sive.create.aau.dk" target=3D"_blank">http://sive.create.aau.dk</a>= <br></div><br><br>&lt;Apologies for cross-posting&gt;<br>&lt;Please distrib= ute&gt;<br><br>------------------------------------------------------------= --------------<br>CALL FOR PAPERS, MUSIC, and INSTALLATIONS<br>------------= ----------------------------------------------------------------<br>This ye= ar=E2=80=99s SIVE workshop will run virtually and will include papers and p= osters presentations but also musical events, installations and a Karaoke s= ession!<br>Sonic interaction design is defined as the study and exploitatio= n of sound as one of the principal channels conveying information, meaning,= and =C2=A0aesthetic/ emotional qualities in interactive contexts. This fie= ld lies at the intersection of interaction design, and sound and music comp= uting.<br>In the virtual reality community, the focus on research in topics= related to auditory feedback has been rather limited when compared, for ex= ample, to the focus placed on visual feedback or even on haptic feedback. H= owever, in communities such as the film community or the product sound desi= gn community it is well known that sound is a powerful way to communicate m= eaning and emotion to a scene or a product.<br>The main goal of this worksh= op is to increase among the virtual reality community the awareness of the = importance of sonic elements when designing virtual/augmented/mixed reality= environments (XR hereafter). We will also discuss how research in other re= lated fields such as film sound theory, product sound design, sound and mus= ic computing, game sound design and computer music can inform designers of = XR environments. Moreover, the workshop will feature state of the art resea= rch on the field of sound for XR environments.<br><br>=C2=A0<br>Submissions= of research papers outlining ongoing researches in the field of interactiv= e sound for virtual environments are welcome. <br>Topics can include, but a= re not limited to:<br>- Sound synthesis and design for XR environments<br>-= Sound modelling and rendering for XR environments<br>- Multisensory (audio= -visual and/or audio-haptics) interactions and 3DUI<br>- Gestural control a= nd action-sound mapping in XR<br>- Perception-action loop in multimodal XR<= br>- Sound spatialisation and auralization<br>- Binaural sound and head-rel= ated transfer functions<br>- Headphones and speakers reproduction<br>- Mobi= le XR applications and technologies of interactive sonification<br>- Evalua= tion of user experience and sound quality<br>- Industrial design and protot= yping of XR software and hardware supporting research in sound (product des= ign, ergonomics, human-machine interfaces)<br>- Virtual prototyping of devi= ces and interactions involving sound<br>=C2=A0<br>The SIVE 2021 workshop is= supported by the Sound and Music Computing network: <a href=3D"http://smcn= etwork.org" target=3D"_blank">http://smcnetwork.org</a> and the Nordic Soun= d and Music Computing Network: <a href=3D"http://nordicsmc.create.aau.dk" t= arget=3D"_blank">nordicsmc.create.aau.dk</a><br><br>The submission website = is: <a href=3D"https://new.precisionconference.com/" target=3D"_blank">http= s://new.precisionconference.com/</a> (opening and advertised no more than a= week before the abstract submission deadline)<br><br>We consider five cate= gories of contributions: <br>(C1) Papers should be 4-6 pages in length and = prepared using the IEEE Computer Society conference style format described = at: <a href=3D"http://www.cs.sfu.ca/~vis/Tasks/camera.html" target=3D"_blan= k">http://www.cs.sfu.ca/~vis/Tasks/camera.html</a> . For accepted papers, a= uthors must prepare a 5 minutes video to be delivered during the workshop.<= br>(C2) Posters should be 2-4 pages in length and prepared according to the= same template.<br>(C3) 1-page abstracts (using the conference style format= ) describing open-source XR scenarios for testing and evaluating sonic inte= ractions within authors&#39; past and future works. This would be a practic= al contribution to the virtual reality community in order to support experi= mental replicability and building a collection of reference XR scenes for r= obust scientific advances.<br>(C4) Music that can be performed online. Abst= ract submission only required, supplementary materials such as video/audio = files are optional. <br>(C5) Demos that can be experienced in Altspace VR. = Abstract submission only required, supplementary materials such as video/au= dio files are optional.<br><br>Accepted contributions will be included in t= he IEEE VR Workshop Proceedings and will be published on IEEE Xplore Digita= l Library (Scopus indexing service and more). Moreover, accepted XR testing= scenarios will be hosted in a public repository linked to our SIVE officia= l website (<a href=3D"https://sive.create.aau.dk/" target=3D"_blank">https:= //sive.create.aau.dk/</a>) <br><br>At least one author per paper should reg= ister and take part at the workshop to present the work. <br><br>----------= ------------------------------------------------------------------<br>IMPOR= TANT DATES<br>-------------------------------------------------------------= ---------------<br>* Abstract submission deadline: January 15th, 2021<br>* = Paper submission deadline: January 20th, 2021<br>* Notification of acceptan= ce (all categories): January 31st, 2021<br>* Camera-ready: February 12th, 2= 020 for inclusion in IEEE Digital Library<br>* SIVE Workshop: March 28th, 2= 021<br><br>----------------------------------------------------------------= ------------<br>SCHEDULE<br>-----------------------------------------------= -----------------------------<br>Morning: quick papers presentations with v= ideos (max 5 minutes), followed by discussion.<br>Early afternoon: poster s= ession, demoes and virtual installations.<br>Late afternoon: concert.<br>Ev= ening: virtual karaoke. <br><br>SIVE 2021 will be free to attend. Details f= or the registration soon.<br><br><div><br></div><div><b>ORGANIZERS</b></div= >Stefania Serafin (Aalborg University Copenhagen)<br>Michele Geronazzo (Uni= versity of Udine)<br>Federico Avanzini (University of Milano)<br>Cumhur Erk= ut (Aalborg University Copenhagen)<br>Francesco Grani (HERE technologies)<b= r>Niels Christian Nilsson (Aalborg University Copenhagen)<br>Ali Adjorlu (A= alborg University Copenhagen)<br>Rolf Nordahl (Aalborg University Copenhage= n)</div> --000000000000eb5cbf05b787e219--


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