Subject: [AUDITORY] [IEEE VR SIVE 2021] IEEE 6th VR Workshop on Sonic Interactions in Virtual Environments - 2nd Call for papers, music and installations From: Michele Geronazzo <geronazzo.michele@xxxxxxxx> Date: Tue, 12 Jan 2021 18:08:19 +0100--000000000000b418a705b8b71202 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable Dear list, the online submission system is now open at https://new.precisionconference.com/~vr selecting the track "IEEE VR 2021 Workshop: Sonic Interactions in Virtual Environments (SIVE)". The submission deadline is approaching (January 20th, 2021), with best wishes for the New Year. IEEE 6th VR Workshop on Sonic Interactions for Virtual Environments (IEEE VR - SIVE 2021)virtually in Altspace VR a part of IEEE Virtual Reality March 27 - April 3 2021 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 and Paper submission deadline: January 20th, 2021 * Notification of acceptance (all categories): January 31st, 2021 * Camera-ready: February 12th, 2020 for inclusion in the IEEE Digital Library * SIVE Workshop: within the IEEE VR Workshops days ---------------------------------------------------------------------------= - 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) Cumhur Erkut (Aalborg University Copenhagen) Federico Avanzini (University of Milano) Francesco Grani (HERE technologies) Niels Christian Nilsson (Aalborg University Copenhagen) Ali Adjorlu (Aalborg University Copenhagen) Rolf Nordahl (Aalborg University Copenhagen) --000000000000b418a705b8b71202 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr">Dear list,<br>the online submission system is now open at = <a href=3D"https://new.precisionconference.com/~vr">https://new.precisionco= nference.com/~vr</a> selecting the track "IEEE VR 2021 Workshop: Sonic= Interactions in Virtual Environments (SIVE)".<br>The submission deadl= ine is approaching (January 20th, 2021),<br>with best wishes for the New Ye= ar.<br><br>IEEE 6th VR Workshop on Sonic Interactions for Virtual Environme= nts (IEEE VR - SIVE 2021)virtually in Altspace VR<br>a part of IEEE Virtual= Reality March 27 - April 3 2021<br><a href=3D"http://ieeevr.org/2021/">htt= p://ieeevr.org/2021/</a><br><a href=3D"http://sive.create.aau.dk">http://si= ve.create.aau.dk</a><br><br><br><Apologies for cross-posting><br><= Please distribute><br><br>----------------------------------------------= ----------------------------<br>CALL FOR PAPERS, MUSIC, and INSTALLATIONS<b= r>-------------------------------------------------------------------------= ---<br>This year=E2=80=99s SIVE workshop will run virtually and will includ= e papers and posters presentations but also musical events, installations a= nd a Karaoke session!<br>Sonic interaction design is defined as the study a= nd exploitation of sound as one of the principal channels conveying informa= tion, meaning, and =C2=A0aesthetic/ emotional qualities in interactive cont= exts. This field lies at the intersection of interaction design, and sound = and music computing.<br>In the virtual reality community, the focus on rese= arch in topics related to auditory feedback has been rather limited when co= mpared, for example, to the focus placed on visual feedback or even on hapt= ic feedback. However, in communities such as the film community or the prod= uct sound design community it is well known that sound is a powerful way to= communicate meaning and emotion to a scene or a product.<br>The main goal = of this workshop is to increase among the virtual reality community the awa= reness of the importance of sonic elements when designing virtual/augmented= /mixed reality environments (XR hereafter). We will also discuss how resear= ch 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.<br><br>=C2=A0<= br>Submissions of research papers outlining ongoing researches in the field= of interactive sound for virtual environments are welcome.<br>Topics can i= nclude, but are not limited to:<br>- Sound synthesis and design for XR envi= ronments<br>- Sound modelling and rendering for XR environments<br>- Multis= ensory (audio-visual and/or audio-haptics) interactions and 3DUI<br>- Gestu= ral control and action-sound mapping in XR<br>- Perception-action loop in m= ultimodal XR<br>- Sound spatialisation and auralization<br>- Binaural sound= and head-related transfer functions<br>- Headphones and speakers reproduct= ion<br>- Mobile XR applications and technologies of interactive sonificatio= n<br>- Evaluation of user experience and sound quality<br>- Industrial desi= gn and prototyping of XR software and hardware supporting research in sound= (product design, ergonomics, human-machine interfaces)<br>- Virtual protot= yping of devices and interactions involving sound<br>=C2=A0<br>The SIVE 202= 1 workshop is supported by the Sound and Music Computing network: <a href= =3D"http://smcnetwork.org">http://smcnetwork.org</a> and the Nordic Sound a= nd Music Computing Network: <a href=3D"http://nordicsmc.create.aau.dk">nord= icsmc.create.aau.dk</a><br><br>The submission website is: <a href=3D"https:= //new.precisionconference.com/">https://new.precisionconference.com/</a> (o= pening and advertised no more than a week before the abstract submission de= adline)<br><br>We consider five categories 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">http://www.cs.sfu.ca/~vis/Tasks/camera.html</a> . For a= ccepted papers, authors must prepare a 5 minutes video to be delivered duri= ng 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 confer= ence style format) describing open-source XR scenarios for testing and eval= uating sonic interactions within authors' past and future works. This w= ould be a practical contribution to the virtual reality community in order = to support experimental replicability and building a collection of referenc= e XR scenes for robust scientific advances.<br>(C4) Music that can be perfo= rmed online. Abstract submission only required, supplementary materials suc= h 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/audio files are optional.<br><br>Accepted contributions will = be included in the IEEE VR Workshop Proceedings and will be published on IE= EE Xplore Digital Library (Scopus indexing service and more). Moreover, acc= epted XR testing scenarios will be hosted in a public repository linked to = our SIVE official website (<a href=3D"https://sive.create.aau.dk/">https://= sive.create.aau.dk/</a>)<br><br>At least one author per paper should regist= er and take part at the workshop to present the work.<br><br>--------------= --------------------------------------------------------------<br>IMPORTANT= DATES<br>-----------------------------------------------------------------= -----------<br>* Abstract and Paper submission deadline: January 20th, 2021= <br>* Notification of acceptance (all categories): January 31st, 2021<br>* = Camera-ready: February 12th, 2020 for inclusion in the IEEE Digital Library= <br>* SIVE Workshop: within the IEEE VR Workshops days<br><br>-------------= ---------------------------------------------------------------<br>SCHEDULE= <br>-----------------------------------------------------------------------= -----<br>Morning: quick papers presentations with videos (max 5 minutes), f= ollowed by discussion.<br>Early afternoon: poster session, demoes and virtu= al installations.<br>Late afternoon: concert.<br>Evening: virtual karaoke.<= br><br>SIVE 2021 will be free to attend. Details for the registration soon.= <br><br><br>ORGANIZERS<br>Stefania Serafin (Aalborg University Copenhagen)<= br>Michele Geronazzo (University of Udine)<br>Cumhur Erkut (Aalborg Univers= ity Copenhagen)<br>Federico Avanzini (University of Milano)<br>Francesco Gr= ani (HERE technologies)<br>Niels Christian Nilsson (Aalborg University Cope= nhagen)<br>Ali Adjorlu (Aalborg University Copenhagen)<br>Rolf Nordahl (Aal= borg University Copenhagen)</div> --000000000000b418a705b8b71202--