Call for Participation: HCITISI 2019

Eighth Argentine Conference on Human-Computer Interaction, Telecommunications, Informatics and Scientific Information (HCITISI 2019)

Córdoba (Huerta Grande), Argentina 
November 19 – 22, 2019

Introduction, Program, Cultural Excursions, Topics, Deadlines and Program Committee

1. Introduction and Topics

In this conference we will find the intersection of the formal and factual sciences aimed at human-computer interaction, telecommunications, informatics and scientific information. The goal is to know the latest breakthroughs and the immediate trends, and also in the long term, of each one of the disciplines that make up the sets of the areas of knowledge we approach.

It is also a place of interchange of experiences inside and outside the teaching or educational technological context, without leaving aside the human factors that accompany the evolution of the new technologies and eradicating as much as possible the digital divide phenomenon. In short, to be a kind of vademecum to ponder to the utmost the human and technological available resources, avoiding that they are distorted towards interests totally alien to the national reality.

All contributions –papers, workshops, demos and posters, should be of high quality, originality, clarity, significance and impact. In the current conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects: Human-Computer Interaction, Telecommunications, Computer Science, Artificial intelligence, Scientific Information, Journalism: Discursive Analysis, Information and Communication Technologies, Information Society, Research and Development, etc. Consequently, the discussion will be focused on – but not limited to – the following main issues (alphabetical order):

Human-Computer Interaction

:: Communicability and usability engineering
:: Computational folkloristics
:: Computer animation for mixed reality
:: e-Communities managment
:: Emerging and innovative technologies and services for local and international users
:: Human-computer communication
:: Information visualization
:: Interactive information literacy for learning
:: Novel interfaces and cooperative design methods
:: Pervasive computing
:: Quality metrics and evaluation
:: Robotics and machine vision
:: User-centered design
:: Virtual communities for users with special needs

Telecommunications

:: 4G wireless networks and systems 
:: Future Internet and next-generation networking architectures
:: Global wireless services
:: Mobile TV and multimedia phone
:: Mobile operating systems 
:: Pervasive computing
:: Protocols and standards
:: Satellite and space communications
:: Superconductivity: research and development
:: Wireless and new generation media
:: Wireless for home, local, metropolitan and wide area network
:: Wireless modeling, algorithms and simulation
:: Wireless networking: quality of service, measurement and improvement 
:: Wireless telecommunications management

Informatics

:: Computer graphics, image processing and computer vision
:: Cryptography and applied mathematics
:: Data management, exploration and mining
:: e-Learning research methods and models
:: Globalization and ICT
:: Grid, crowd sourcing and cloud computing
:: Hypermedia systems
:: Software and technologies for e-Business
:: Intelligent systems
:: Bio-inspired computing
:: Languages and middleware
:: Natural language processing
:: Parallel and distributed algorithms
:: Semantics, ontologies and metadata
:: Web engineering

Scientific Information

:: Dynamic persuasor versus veracity and free scientific information
:: Ethics and aesthetics of the interactive contents online and off-line
:: Human factors in scientific journalism
:: Information society
:: Intellectual property and copyright
:: Knowledge transfer: university and industry – industry and university
:: Science journalism
:: Scientific communication public, private and hybrid
:: Scientific information for social, rural and industrial development
:: Scientific publications
:: Scientific reputation and public opinion in virtual communities
:: Social communication and concentration of media ownership
:: Social research and the interaction with formal sciences
:: Technological and scientific information through new media

All submitted papers will be reviewed by a double-blind (at least three reviewers), non-blind, and participative peer review. These three kinds of review will support the selection process of those that will be accepted for their presentation at the conference.  Authors of accepted papers who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their papers, so they can accordingly improve the final version of their papers.

Best regards, 

Francisco V. Cipolla Ficarra (Chair – coordinator)
&
Graciela Druetto and Silvia Poncio (Local Secretariat) :: Sonia Flores and Doris Edison (Internacional Secretariatl)


ALAIPO: Asociación Latina Interacción Persona-Ordenador –Latin Association of HCI (www.alaipo.com) and AINCI: Asociación Internacional de la Comunicación Interactiva –International Association of Interactive Communication (www.ainci.com). Email: info@alaipo.com :: info@ainci.com

2. Program

Keynote speakers and relator: Silvia Poncio. Interamerican Open University; Rodolfo Sanchéz. Balseiro Institute. National University of Cuyo; José Hamkalo. University of Buenos Aires; Sebastián Gabo. National University of Córdoba; Fabiana Fernández. National University of San Juan, Francisco V. C. Ficarra … to be completed

[ November 19 ]

8:45 – 9:15
Registration

9:15 – 10:00 
Bienvenida – Welcome 
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Keynote Relater and Keynote Speaker 
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:: Work in progress …

::: Coffee break: 11:00 – 11:30 :::

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Papers : 10:45 – 13:15
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:: Work in progress …

::: 13:15 – 14:15 Lunch

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Keynote Speaker and Papers : 14:15 – 16:00
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:: Work in progress …

Coffee break 16:00 – 16:30

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Papers, Demos and Posters : 16:30 – 19:00
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:: Work in progress … 
:: 
Excursion # 1: Cultural Heritage –Córdoba City

[ November 20 ]

8:45 – 9:15
Registration and Comments

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Keynote Speaker and Papers 
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Work in progress …

::: Coffee break: 11:00 – 11:30 :::

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Papers and Demos: 10:45 – 13:15
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:: Work in progress …

::: 13:15 – 14:15 Lunch

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Keynote Speaker and Papers : 14:15 – 16:00
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:: Work in progress …

Coffee break 16:00 – 16:30

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Papers, Demos, Research-in-Proress and Posters : 16:15 – 19:00
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:: Work in progress …

:: Closing remarks

Excursion # 2: Natural Heritage –Córdoba Province (Punilla Valley)

[ November 21 ]

8:45 – 9:15
Registration and Comments

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Keynote Speaker and Papers 
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Work in progress …

::: Coffee break: 11:00 – 11:30 :::

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Papers and Demos: 10:45 – 13:15
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Work in progress …

::: 13:15 – 14:15 Lunch

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Keynote Speaker and Papers : 14:15 – 16:00
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:: Work in progress …

Coffee break 16:00 – 16:30

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Papers, Demos, Research-in-Proress and Posters : 16:15 – 19:00
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:: Work in progress …

:: Closing remarks

Excursion # 3: Natural and Cultural Heritage (UNESCO) –Córdoba Province

[ November 22 ]

8:45 – 9:15
Comments

Keynote Speaker & Workshops (Courses – English and Spanish ) Free for all participants 

  • Analyzing the “tricking and tampering” of the Human-Computer Interaction in Ibero-America,
  • Exclusion of Context in American Cultural and Educational Systems,
  • Horizon 2020: How to Overcome Myths and Legends from the EU,
  • Neocolonization and University Neomasonry through the Iberian HCI,
  • Social Networks and the Role of Digital Photography in the Generation of Educational Psychopathies,
  • Strategies Oriented to the Audit of Interactive Systems,
  • Usability: Reusability of Expired Concepts in the User Experience in Ibero-America, and
  • Using New Methodologies and Design Tools in Intelligent Interfaces.
  • Work in progress …

::: Coffee break: 11:00 – 11:30 :::

:: Work in progress …

Conclusions and final comments.

Third Annual Meeting “Argentina CHI.”

Excursion # 4:Patrimionio Cultural y Natural: Punilla Valley or Córdoba City

Program

Keynote speakers, keynote relator, papers, posters and demos accepted (alphabetical order):

:: Work in progress

4. The events have the following deadlines

Works Submissions: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the international conference, visa requirements, should plan travel well in advance, etc. In other words, it is not necessary to wait until the deadline to send them for the evaluation process. 

Deadline Works Submissions: September, 28th – local time in Hawaiian Islands
Authors Notification: Two weeks after the submission/s
Camera-ready, full papers: October, 31th  

Conference: November, 19 and 22Casa Serrana, Hotels & Resorts. Córdoba (Huerta Grande) – Argentina.

Call for Participation: MSIVISM 2020

Seventh International Conference on Multimedia, Scientific Information and Visualization for Information Systems and Metrics ( MSIVISM 2020 )

Las Palmas de Gran Canaria – Spain
January 29 – 31, 2020

Topics, Deadlines and Program Committee

1. Topics

Measurement is a fundamental activity in the advancement of the sciences. Historically, civilizations have contributed a myriad of knowledge stemming from the discoveries and inventions of scientists, and in order to perfect such results. the names and studies of those savants are part of the scientific cultural wealth of all humankind; and so they have been carefully recorded in the annuals of history ever since the earliest origins of the human endeavor to know more.

In the 20th century the global village foreseen by Marshall McLuhan generated a kind of vital epicenter, but at the same time it was a source of conflicts and especially in relation to subjects such as the quality of metrics that are used to measure progress in the spaces that exist between the interrelations of the various different subject disciplines. It is easy to detect how in the 21st century many detractors of the measurement of the quality of the interactive systems resorted to a myriad of ploys to play down the importance that exists in the intersection between the formal and the factual sciences and also the humanities and hardware/software.

Today, it would be relatively easy to analyse the mistakes of those who at the end of the 20th century saw the multimedia as a union of media, when in reality it is an intersection of the same. This intersection was easily detectable by the communication professionals, from the social point of view, for instance. However, initially that crossroads was rejected from the computer science perspective. By way of example, for a large part of the last decade of the past century overlapping concepts were ignored, especially when the issues concerning multimedia communications and the measurement of the quality of the communicative process among human beings through computers were approached. in few words, that denial derived from a lack of training and/or experience of what should have been a 360 degree vista between the formal and factual sciences.

Actually, such a holistic vision mustn’t be understood simply as synonymous with of interdisciplinary study, but rather as a balance between theories and practices of the formal and factual sciences. the current virtual space intends to locate that balance among amongst all of the components of the multimedia interactive systems, including their variables and also their relationships, from the point of view of software as well as the point of view of hardware. it is a context where scientific information occupies a predominant place and around it we find many of the key elements for the current and also future trends in the informative systems as a whole.

In this field the details of the informative systems, especially aimed at interactive multimedia, scientific visualization, content of scientific information, amongst so many other issues related to computer science engineering, software, systems, telecommunications, electronics, etc., are all studied in detail. In other words, these are the fundamental issues that we all will have to approach on a daily basis as future professionals of the informative systems, and as we enbark on a journey towards a new era: “the expansion of communicability”.

Many conferences are focussed on specific aspects of HCI, computer science, advanced visual interfaces, computer art and interaction, etc. and bring together leading experts in a particular field or sometimes on a specific technology. At such large conferences students are often marginalized or relegated to poster sessions. The workshops, symposia, etc., are not a big scale and aim to promote dialogue between established professors and graduate students working on new directions. Hence topics from the whole range of human-computer interaction, computer vision, mobile computing devices, multimedia, software, hardware, etc. are welcomed. Last year’s workshops, symposia, etc., organized by ALAIPO and AInCI, for instance, included papers, research-in-progress, etc., on the topics (see below the alphabetical order).

All contributions –papers, research-in-progress, workshops, demos, posters and doctoral consortium, should be of high quality, originality, clarity, significance and impact. In the current international conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects 3D, APPs Programming, Interfaces, Augmented Reality, Computer Graphics, Computer Vision, Interaction, Communicablity, Design, Emerging Interactive Technologies, ICT, Information Management, Metrics, Mobile Computing, Telecommunication, Multimedia Systems, Quality Evaluation, Networking, Scientific Information and Informatics, Software and Systems Engineering, UX, Education, and other computational areas are solicited on, but not limited to (alphabetical order):

Design and Interactive Communication

:: Adaptive Interfaces
:: Cognitive Modeling
:: Communicability
:: Cross-Cultural Design for the Aged Population
:: Ergonomics
:: Human-Computer Communication
:: Interface Metaphors 
:: Interfaces for Collaborative Work
:: Linguistics and Semiotics for Interactive Design
:: Models of Design for Interactive Systems
:: Tangible and Embodied Interaction for Education, Tourism, Cultural & Natural Heritage

Multimedia Systems and ICT

:: Auditory Contents of Multimedia
:: Big Multimedia Data Analytics
:: Interaction in VR, MR and Games 
:: Methods and Techniques for Assessment of Multimedia Systems
:: Mobile APIs and Services
:: Mobile Social Network Interaction
:: Multimedia Systems and Architecture 
:: Networking and Connectivity
:: Pervasive and Mobile Computing 
:: Ubiquitous Multimedia

Computer Science, Scientific Information and Visualization

:: Computer Graphics and Interaction
:: Computer Vision
:: Data Science and Digital Repositories
:: Emerging Trends and Technologies for Mobile Scientific Visualization
:: e-Science in the Cloud
:: HCI and Visual Navigation
:: Image Processing
:: Medical Informatics 
:: Scientific Journalism
:: Scientific Publications and Informatics
:: Virtual Agents and Behaviour Computer Animation

Knowledge, Software Quality and Global Village

:: Augmented Cognitive in New Media
:: Cyber Behaviour
:: Data Management and Mining 
:: Ethics and Aesthetics for Interactive Contents Online
:: Globalization and IT
:: Human and Social Factors for Software Quality
:: Intelligent Systems and UX for Education
:: Knowledge Management
:: Natural Language Processing
:: Quality Attributes and Metrics in the Interactive Systems

All submitted papers will be reviewed by a double-blind (at least three reviewers), non-blind, and participative peer review. These three kinds of review will support the selection process of those that will be accepted for their presentation at the international conference.  Authors of accepted papers who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their papers, so they can accordingly improve the final version of their papers.

Best regards, 

Francisco V. Cipolla Ficarra (Chair – coordinator)
&
Doris Edison and Pamela Fulton (International Secretariat)


ALAIPO: Asociación Latina Interacción Persona-Ordenador –Latin Association of HCI (www.alaipo.com) and AINCI: Asociación Internacional de la Comunicación Interactiva –International Association of Interactive Communication (www.ainci.com). Address: Via Tabajani 1, S. 15 (7) – 24121 (Bergamo) Italy :: c/ Angel Baixeras, 5 – AP 1638 – 08080 (Barcelona), Spain. Email: info@alaipo.com :: info@ainci.com

2. The conference have the following deadlines

Work Submissions: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the international conference, visa requirements, should plan travel well in advance, etc. In other words, it is not necessary to wait until the deadline to send them for the evaluation process. 

Deadline Works Submissions: November, 30th – local time in Hawaiian Islands

Authors Notification: Two/three weeks after the submission/s 

Camera-ready, full papers: January, 20th

Call for Participation: ADNTIIC 2019

Tenth International Conference on Advances in New Technologies, Interactive Interfaces and Communicability ( ADNTIIC 2019 )

Design, E-commerce, E-learning, E-health, E-tourism, Web 2.0 and Web 3.0

Córdoba – Argentina
November 13 – 16, 2019

Introduction and Topics, Deadlines and Program Committee

1. Introduction and Topics

The user interface is the environment par excellence where the latest breakthroughs in the formal and factual sciences converge. In the design of the current and future interactive systems, the presentation of the content on the screen is the key to the success of the rest of the components which make up an avant-garde computer science structure.

The year 2010 opens an interesting decade in which to consolidate communicability, especially with the constant (r)evolution of the interfaces of the interactive systems. Right now we are starting to see the first results of the intersection of scientific knowledge to increase the quality of telecommunications in the daily life of millions of users. However, the interactive systems will keep on programming from the point of view of design of the interfaces, using the last advances in the software and the constant progress of the hardware. A democratization of the future models in human-computer interaction will ease the interaction in the environments of immersive multimedia oriented towards education, health, work and leisure time.

The current era of interactive communication makes us reflect and work daily to meet the needs of the societies to which we belong, and tends to improve the quality of life of each one of its members. In this environment the new technologies can and must be within reach of everyone. A state of the art will be the starting point of the works until reaching the future technological tendencies born from the interaction between the human being, the constant technological (r)evolution and the environment. This is a place where the intersection of knowledge deriving from the formal and factual sciences can enrich in a masterful way each one of the research projects presented and related to the last generation interactive systems online and off-line.

The (r)evolution of the net must allow the human being to take a steady flight towards new horizons where the technological breakthroughs are shared by the base of the pyramid –the general public, in the least possible time. Important steps have been taken in that direction in the last years thanks to the globalization of telecommunications and social networks. However, the costs stemming from the free access to digital information and/or the legislations in force, prevent even today that flight in many societies to millions of potential users of multimedia interactive systems. In the current scientific environment we intend to build a bridge of solutions to eradicate problems, suggesting innovating solutions and future guidelines of action thanks to the lessons learned with the research works we have made or that are currently in progress.

Many conferences are focussed on specific aspects of computer science, multimedia, education, artificial intelligence, computer vision, etc., and bring together leading experts in a particular field or sometimes on a specific technology. At such large conferences students are often marginalized or relegated to poster sessions, for instance. The conferences, workshops, symposiums, courses, etc., are not a very big scale and aim to promote dialogue between established professors and graduate students working on new directions. Hence topics from the whole range of human-computer interaction, multimedia, software, design, etc. are welcomed. Last year’s symposiums, workshops, conferences, etc., organized by ALAIPO and AInCI, for instance, included papers on the topics (see below the alphabetical order). An extensive listing connotes and reflects the requirement and also skill necessary to find intersection zones of the disciplines among the different domains, fields, and specialities; which at the same time potentially boosts and merges the formerly different scientific views (see below, we have only some main areas).

All contributions –papers, workshops, demos, research-in-progress, posters and doctoral consortium, should be of high quality, originality, clarity, significance and impact. In the current international conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects Advances in New Technologies, Interactive Interfaces and Communicability and other computational main areas are solicited on, but not limited to (alphabetical order):

:: Communicability and Design

• Aesthetic and Creative Design 
• Auditory Contents for Interactive Systems 
• Cognitive Modeling 
• Communicability in Multimedia and Hypermedia Systems Online and Off-line 
• Interactive Design and Semiotics 
• Practices and Aproaches of Visualization Design 
• User Experience Design

:: E-commerce

• Benchmarking
• Customer Centricity and E-branding 
• Globalization and New e-Business and e-Marketing Strategies
• m-Commerce and Pervasive Computing
• Security Models for m-Payment Systems 
• Virtual Community and Business Development

:: E-learning

• Collaborative Learning
• Dynamics and Statics Media for Education
• Innovative Uses of Technology for Learning and Teaching 
• Intelligent Agents and Multiagent Models
• Pedagogical Tools for Supporting Learning Environments 
• Mobile Learning Environments and Applications 
• Video Games for Learning

:: E-health

• Bioengineering
• Experimental Services in Specialist Care, Telerehabilitation and Remote Surgery
• Image Processing and Computer and/or Robot Vision
• Medical Informatics and Wearable Devices
• Scientific Visualization
• Stereoscopic and Digital Photography
• Telenursing and Health Monitoring

:: E-tourism

• Augmented/Mixed Reality for New Media Art 
• Communications Strategies for Increase the Tourism Market
• Cultural Heritage and Eco-Museum 
• Effective Models and Technologies for Virtual Tours
• Emerging Visitor Attractions and Innovations Trends in ICT 
• Resarch and Development for Tourism and Virtual Museum 
• Travel Technology and Multimedia Mobile Systems

:: Interactive Interfaces

• Advances in Human-Computer Interface
• Brain-Computer Interface
• Computer Graphics and Computer Animation
• Human-Robot Interaction
• Interfaces and Languages 
• Mobile Augmented Reality Applications
• Novel Tangible User Interfaces

:: Digital Information and New Media

• Architecture Documentation
• Digital Cartography, Geo-Spatial Visualization and GIS Aplications 
• Digital Sound
• Future Challenges for Information Retrieval
• Journalism On-line: Discursive Analysis
• Media, Information and Documentation 
• Veracity and Credibility in Interactive Information

:: Software and Systems Engineering

• Open Source Software and Applications
• Programming Languages and Techniques
• Security Management of Emerging Networks and Services
• Social and Human Factors in Software and Systems Engineeriing
• Software Quality: Measurement and Metrics
• Telecommunications and Information Privacity
• Usability and Heuristic Assessment

:: Web 2.0 and Web 3.0

• Big Data
• Cloud Computing
• Databases Technologies for Data Mining
• E-entertainment 
• E-government
• E-job
• Smart Cities
• Ubiquitous Web

All submitted research works will be reviewed by a double-blind (at least three reviewers), non-blind, and participative peer review. These three kinds of review will support the selection process of those that will be accepted for their presentation at the international conference.  Authors of accepted papers who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their papers, so they can accordingly improve the final version of their papers.

Best regards, 

Francisco V. Cipolla Ficarra (Chair – coordinator)
&
Pamela Fulton, Doris Edison and Luisa Varela (International Secretariat)


ALAIPO: Asociación Latina Interacción Persona-Ordenador –Latin Association of HCI (www.alaipo.com) and AINCI: Asociación Internacional de la Comunicación Interactiva –International Association of Interactive Communication (www.ainci.com). Address: Via Tabajani, S. 15 (7) – 24121 (Bergamo) Italy :: c/ Angel Baixeras, 5 – AP 1638 – 08080 (Barcelona), Spain. Email: info@alaipo.com :: info@ainci.com

2. The events have the following deadlines

Works submissions: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the international conference, visa requirements, should plan travel well in advance, etc. In other words, it is not necessary to wait until the deadline to send them for the evaluation process. 

Deadline Works Submissions: September, 30th – local time in Hawaiian Islands
Authors Notification: Two weeks after the submission/s 
Camera-ready, full papers: October, 20th 

Conference: November, 13 – 16.


Computer Graphics Pioneers Score Second Technical Oscar for  Industry Standard Visual Effects

Computer Graphics Pioneers Score Second Technical Oscar for Industry Standard Visual Effects

written by Melanie A. Farmer

Pixar is synonymous with innovative computer animation, revolutionizing an industry that has brought moviegoers such hits as Toy Story, Cars and A Bug’s Life, films that have all received accolades for their breakthrough digital artistry just as much as their entertainment value. This awards season, Pixar cofounder Edwin Catmull and SIGGRAPH members and computer graphics pioneers, Tony DeRose and Jos Stam, have won a Scientific and Engineering Academy Award, for creating and expanding the fundamental mathematics behind the breakthrough graphics used in many of these popular animated films, and more. The methodology they’ve pioneered is now an industry standard for achieving strikingly realistic images on the big screen.

The Academy of Motion Picture Arts and Sciences presented the trio with plaques at the Feb. 9, 2019, awards ceremony held at the Beverly Wilshire Hotel. They were honored for their “pioneering advancement of the underlying science of subdivision surfaces as 3D geometric modeling primitives,” and the Academy noted that their advancements has helped “transform the way digital artists represent 3D geometry throughout the motion picture industry.”

Courtesy of Pixar, Geri’s Game

This marked the second time the three awardees were recognized for subdivision surfaces. In 2006, the Academy honored their work with a Technical Achievement certificate. Indeed, their advancements in subdivision surfaces is quite a feat, one that has been fine-tuned and developed for more than 40 years.

Subdivision surfaces enables digital artists to automate the technique of smoothing out surfaces, and as a result achieve highly realistic replications of physical objects in film. The examples of surfaces are endless—from human faces and skin, to clothing, table tops, and car bodies.

While Catmull is credited in the field for the first proof of subdivision surfaces, throughout the decades, DeRose, senior scientist emeritus at Pixar, and Stam, a graphics researcher at NVIDIA, have worked on advancing and improving subdivision surfaces, directly contributing to the success of the technique used in film today.

Stam’s expertise is in the simulation of natural physical phenomena for 3D computer animation and in simulation of fluids and gases. In fact, this is his third Academy Award win, having scored a Sci-Tech award in 2008 for the design and implementation of the Maya Fluid Effects system, a widely used technology for realistically simulating and rendering fluid motion. In 2005, he also was awarded the prestigious SIGGRAPH Computer Graphics Achievement award, given to members for exemplary contributions to the field of computer graphics.

In the subdivision surfaces work, Stam is credited for essentially making the technique more accessible for artists. He devised mapping methodology that eliminated complex hardware limitations that had been challenging for digital artists in prior iterations of the system.

“Now established techniques could be used for subdivision surfaces,” said Stam. “Since subdivision surfaces can express a wider range of shapes this made them accessible to artists.”

As a teenager, Stam drew caricatures, painted, and even got into air brush painting. His love for art informed his research as a computer scientist. So, he not only thinks in ‘1s’ and ‘0s’, he also considers the artist in the equation.

“I like art and I like math. In a way, they are not that different,” he said. “They are two ways to express your creativity within given bounds. In art you must work with physical tools like brushes, chisels and the computer! In math, your reasoning must make sense within a formal framework. Somewhat paradoxically art and math result from a balance between boundaries and creativity.”

When DeRose first introduced the use of subdivision surfaces in computer animated film it was for Pixar’s earliest shorts, Geri’s Game. Of the experience, he said it would not have been a success had he not worked closely with the film’s artists.

“It was that tight interaction that led to a lot of the improvements that we are being recognized for. Without sitting with the artists and understanding what they really needed, we wouldn’t be here today,” he said.

In subdivision surfaces, DeRose is credited for adding flexibility to the method and for improving the overall usability of the technology. For instance, he and collaborators devised an artist-friendly way to pick and choose when and where to add more sharpness to smoothed out surfaces. He also worked on adding shading techniques. 

For DeRose, the Academy Award underscores just how far the field has come and celebrates the comprehensive mathematics that goes along with it. Still, countless math problems remain, and he is excited for what the future holds.

“New mathematics is being created all of the time,” said DeRose. “Some of the new mathematics being created is in response to problems that have come up in filmmaking and graphics. Yes, we’ve solved a lot in 30 years or so, but there are still a lot of problems to address, including coming up with principled ways to deal with the massive geometry as a result of the more and more realistic and grander effects we’ve been able to achieve. There’s a lot of data to approximate now.”

During his acceptance speech at the Feb. 9 ceremony, Catmull made a lighthearted reference to the past when he said that prior techniques for representing organic shapes and surfaces “really sucked,” and he knew then, when he first got into computer graphics, that this was the problem he wanted to solve.

“For me, this has been an incredible journey. I never could’ve predicted any of it,” he said. “It started 46 years ago with an idea. And sometimes it just takes a lot of really smart people working on it from different points of views, from different places, and a lot of patience, and if you do that, you can end up with something that works.”

Moviegoers may never know that complex geometry is behind some of the splashiest visual effects they’ve witnessed on the big screen, and frankly, that is the way computer scientists want it. 

“I am sometimes blown away by what the artists were able to achieve with our software,” said Stam. “It’s like being a brush oil paint maker and looking at a Rembrandt … In fact, it is a sign of a work well done if the technology is hidden completely from the viewer. No one wants to see the ‘grip man’ holding the mic in a movie shot.”

Call for Participation: HCITOCH 2019

Human-Computer Interaction, Tourism and Cultural Heritage ( HCITOCH 2019 )

Strategies for a Creative Future with Computer Science, Quality Design and Communicability

Florence, Italy , September 5 – 7, 2019

Introduction and Topics, Deadlines and Program Committee

1. Introduction and Topics

The new technologies offer us a series of instruments to develop the potential of human beings with the goal of increasing the quality of life of millions of users of interactive systems in our global village. The relation of the triad computer science, quality design and communicability has proven very productive in the new millennium.

In the current era of qualitative communication, the present virtual space is intended to be a meeting point of all those who freely wish to boost and perfect the set of strategies and techniques to improve the human-computer interaction, tourism and cultural heritage. The main goal is to facilitate communicability and make the fruition of the new technologies more pleasant.

Our effort focuses on finding the common denominator between the human-computer interaction, cultural heritage, tourism and the global village. That is, we address all those who are currently working to increase the quality of life of the human beings through the new technologies and all their derivations, wanting to know the last advances in the factual and formal sciences and that this international workshop can serve as a meeting point to boost the current and future lines of research of the investigators belonging to the university, governmental bodies and the enterprises and industries of the private sector. All contributions should be of high originality, quality, clarity, significance and impact.

Papers, demos, research-in-progress, posters, doctoral consortiums, didactic sessions, related to Computer Science, Human-Computer Interaction, Tourism, Cultural and Natural Heritage, Quality Design, Communicability, Internet of Things, Collaborative Environments for Natural and Cultural Heritage, Digitization for Conservation, Archaeological Archives with New Technologies, Motion Graphics and other Computational and Arts Areas are solicited on, but not limited to:

:: Archaeological Computing
:: Augmented Reality
:: Computer Art
:: Computer-Aided Design (CAD) 
:: Cross-Cultural and Internationalization of Design
:: Cultural Heritage and Social Networking
:: Development of Research and Education in Heritage Conservation
:: Digital Literacy Trainings
:: Digitization for Preservation
:: Drones for Conservating and Protecting Cultural and Natural Heritage
:: e-Book 
:: e-Culture
:: Eco-design
:: Electronic Presentation, Publishing, and Digital Libraries
:: Embedded Computing 
:: Emerging Technologies
:: Emotional Design 
:: Ergonomics
:: Future Challenges of Visualization Methods
:: Geometric Modeling
:: Human and Social Factors in Computer Sciences 
:: Human-Computer Interaction 
:: Human-Robot Interaction
:: Image Processing: Color Correction, Image Warping, Morphing and Painting
:: Immersive Multimedia, Mixed Reality and Virtual Reality
:: Information Technology and Communication for Regional Development 
:: Integration of Artificial Intelligence with other Technologies for the Tourism
:: Intelligent and Adaptable Systems
:: Interactive Systems for Cultural and Ecological Heritage
:: Internet of Things 
:: Knowledge-Based Simulation 
:: Methodologies for Heuristic Evaluation of the Quality
:: Microinformatics for Conservation and Promotion of Cultural Heritage
:: Mobile Network Security 
:: Motion Graphics
:: Online Museum 
:: Open Source Software 
:: Photography and Illustration Digital
:: Preservation and Image Restoration of Digital Culture
:: Quality Attributes and Metrics for Interactive Systems
:: Quality Oriented to Software Architecture and Database
:: Reusability of the Current Digital Archiving Solutions
:: Role of Local Community and ICTs in Cultural Heritage Management
:: Semiotics for Interactive Design 
:: Social Networking
:: Software Engineering
:: Speech and Natural Language Interfaces 
:: Storytelling and Augmented Realities
:: Tangible User Interfaces 
:: Techniques and Methodologies for Creative Multimedia Content 
:: Technological and Economical Valuation of Natural and Cultural Heritage Resources
:: Telecommunications and Marketing Models in the Museum as Distributed Network
:: Tourism Enterprise Information Systems and Intelligent Agents
:: Tourism Technology Management
:: Usability Engineering
:: User Interfaces for e-Culture and e-Tourism
:: Video Games and Cultural Heritage 
:: Virtual Campus and Distance Education
:: Virtual Simulation and Quality in Heritage and Historic Environments
:: Visitor and ICTs Impact Management for World Heritage Sites
:: Visual Effects and Cinema Digital
:: Visualization Tools and Systems for Simulation and Modeling 
:: Web 3.0

An extensive listing connotes and reflects the requirement and also skill necessary to find intersection zones of the disciplines among the different domains, fields, and specialties; which at the same time potentially boosts and merges the formerly different scientific views.

2. The event have the following deadlines

Works Submission: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the international workshop. In other words, it is not necessary to wait until the deadline to send them for the evaluation.

Papers, Demos, Research-in-Progress, Posters, etc. Submission: July, 11th – local time in Hawaiian Islands

Authors Notification: Two weeks after the submission/s

Camera-ready, full papers: September, 1st