Communicability is the cornerstone for the success of the interaction among human beings and the technological (r)evolution in scientfic visualization, hypermedia online, virtual reality, augmented reality, etc., devices in which a huge part of humankind is immersed. In these devices there is a convergence and intersection of disciplines deriving from the formal and factual sciences. The main goal is to improve the interaction process with the new technologies on a daily basis.
Since its origins computer graphics has always been involved in the global village foreseen by McLuhan and has accompanied all the stages of the technological (r)evolution in the professional computer sector and telecommunications.
Many conferences are focussed on specific aspects of human-computer interaction, multimedia, computer science, computer art, 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 conferences, workshops, symposiums, 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 2D, 3D Modeling and Reconstruction, Advances in Software and Hardware for Audio-Visual, CAD, Communicability, Computer Animation, Computer Graphics, Computer Vision, Creativity and Original Design, Education, Face and Gesture Recognition, Human-Computer Interaction, Industrial Design, Imaging, Intelligent User Interface, Interactive Systems Engineering, Internet of Things, iTV, Low-level Vision and Image Processing, Medical Image Processing, Modelling, Quality Content in New Media, Rendering, Scientific Visualization, Smart City, Ubiquitous Computing, UX, Video Games, Virtual Archeology, Virtual Agents, Vision for Robotics, etc. are welcomed. Last year’s symposia, 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.
Today the variegated devices of massive consumption of microcomputers, deriving mainly from the educational and entertainment sectors, have already entered the era of three-dimensional vision without using additional peripherals such as specialized glasses or virtual reality helmets. Evidently a new horizon is opening for on-line and off-line interactive systems, contents, virtual and mixed reality navigation, biocomputing, etc.
3D Computer Vision
Artificial Life
Audio-Visual Communication
Augmented Reality
Behaviour Computer Animation
Biomedical Image Analysis
CAD / CAM / CAE
Cinema 3D
Cloud Computing and Multimedia Content Distribution
Communicability
Computational Geometry
Computational Photography
Computer Animation
Computer Art
Computer Graphics and Security
Computer Graphics for Users with Physical Disabilities
Database and Compression Methods of the Graphic Information
Design Categories for Interactive Systems: Evaluation Techniques
Digital Cartography
Digital Sound
Eco-design
Efficiency and Complexity Issues in Graphics Algorithms
Finite Element Methods in Graphics
Fractals and Chaos: Theory and Experiments
Human-Computer Interaction
Illumination Techniques
Image Restoration for Cultural Heritage
Industrial Design and Ergonomics
Interactive Geometric Processing
Internet of Things
Medical Image Processing
Mixed Reality
Modeling Non-rigid Objects
Models of Design for Interactive Systems
Molecular Graphics
Motion Capture
Natural Phenomena and Computer Graphics Emulation
Optimization Methods
Perceptual Quality in Image
Printing Technologies
Progress and Challenges in Computer Graphics for Scientific Visualization
Quality Attributes for Communicability Assessment
Radiosity
Ray Tracing
Rendering
Robot Vision
Smart City
Shape Analysis
Social Impact of Visual Emerging Technologies for Education
Software Engineering
Special Effects
Speech and Natural Language Interfaces
Surface: Appearance, Formation, Enhancement and Light Interactions
Telecommunications
Texture Mapping
User-Centered Design
Video Games
Virtual Archaeology
Virtual Museums and E-tourism
Virtual Tutors and Education
Visualizing Multivariate Data
Web 2.0 and 3.0
Wireless and Multimedia Mobile Phone
05月08日
2017
05月10日
2017
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