The 11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems

18-21 June, 2019 - Valencia, Spain

 

Workshops

SmartObjects'19: 7th Workshop on Interacting with Smart Objects

Workshop page

There is an ongoing trend on embedding computing and communication capabilities into everyday objects, turning them into smart objects. Examples range from smart (tangible) objects over smart cars to even large-scale urban infrastructures. Other recent examples deal with the fabrication of smart objects, smart sensory augmentation, and smart spaces. This workshop will focus on how the intelligence situated in these smart objects can be harvested to provide more efficient and enjoyable interaction possibilities for the users. The underlying research fields pose unique challenges and opportunities for designing the interaction with such devices.

The SmartObjects Workshop will focus on how the intelligence situated in these smart objects can be harvested to provide more efficient and enjoyable interaction possibilities. We seek high-quality contributions that explore the combination of intelligent interaction with the specific characteristics of smart objects.

HCI Engineering 2019: 2nd Workshop on Charting the Way towards Methods and Tools for Advanced Interactive Systems

Workshop page

This workshop intends to contribute to the definition of a roadmap for future challenges and work directions for the engineering of interactive computing systems. Novel forms of interaction and new application domains involve aspects that are currently not sufficiently covered by existing methods and tools. The workshop will serve as a venue to bring together researchers and practitioners interested the Engineering of Human-Computer Interaction and in contributing to the definition of a roadmap for the field.

VRAIMA 2019: 1st International Workshop on Virtual Reality and Artificial Intelligence in Medical Applications

Workshop page

Since the last two decades, a plethora of works show the central role of new technologies, such as Virtual Reality (VR) and Artificial Intelligence (AI), in the study of human behaviours and brain activities for both healthy and clinical populations. Indeed, new evidence coming from Neuroscience and Psychology studies showed that VR leads people to respond in a realistic way to virtual stimuli and elicits physiological reactions as if a subject is physically situated in a real place, thus opening new frontiers for experimental research. Recent evidence also highlights the potential of the combination of VR and AI in medical settings. Their combination, in fact, is able to cope with some problems, such as the increasing of health-care costs and the need of improvements in the quality and quantity of rehabilitation treatments. Thus, the workshop aims at shaping new frontiers about the use of advanced technologies in the research field of medical applications. Indeed, we solicit contributions in all related topics to obtain an overview of the most recent findings and bring new insight for development of clinical and rehabilitation treatments.

EISM 2019: Workshop on Research and Practice Challenges for Engineering Interactive Systems while Integrating Multiple Stakeholders Viewpoints

Workshop page

The main goal of this workshop is to offer a platform for scientists who are interested in the design, development and use of interactive systems involving multiple stakeholders with different viewpoints integrated before, during or after the development of the interactive system. More precisely, the first objective is to identify and gather information about knowledge and practice in the workshop’s domain:

  • Get an overview of current practices in multi-stakeholder R&D practices (methods/notations/tools) to engineer usable interactive systems as well as lessons learned and recommendations;
  • Identify a systematic approach for describing multiple stakeholders’ viewpoints and assessing their impact on properties such as users’ UX and systems’ usability;
  • Understand how multiple stakeholder identify properties to describe them and to assess their relative importance (going beyond the classical UX and usability but also address performance, dependability, safety, ...);
  • Understand how multiple stakeholders reach agreements and trace design decisions and their rationale.

The second objective is to elicit the main gaps in information gathering and exchange among multiple stakeholders using the identification activities described above. The activities carried out during the workshop aim to identify the current state of knowledge in the scope of the workshop but also to outline a research agenda from bringing together diverse and sometimes competing views from multiple stakeholder. One critical aspect of handling information and activities from stakeholders with multiple and diverse perspectives is how to represent, store, use and maintain this information.