All contributions –papers, workshops, demos and doctoral consortium, should be of high quality, originality, clarity, significance and impact. In the current international symposium/conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects: 2D, 3D, Advances in Software and Hardware for Audio-Visual, Artificial Life, Biocomputing, CAD, CAE, CAM, Communicability, Computer Animation, Computer Graphics, Computer Vision, Creativity and Original Design, Education, Human-Computer Communication, Human-Computer Interaction, Industrial Design, Imaging, Intelligent User Interface, Interactive Systems On-line and Off-line, Medical Image Processing, Modelling, Quality Design, Rendering, Scientific Visualization, Ubiquitous Computing, Virtual Agents On-line, etc.
Many conferences are focussed on specific aspects of human-computer interaction, hypermedia, computer science, 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 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.
In others words, in the current space of the international symposium we intend to set up a context of exchange of experiences, projects in their way of development and reflexion about theoretical aspects with the purpose of drawing guidelines for the future in the middle and long run. Consequently, the discussion will be focused on – but mot limited to – the following main issues (alphabetical order):
:: 2D and 3D Computer Vision
:: Artificial Life
:: Audio-Visual Communication
:: Augmented Reality
:: 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: Heuristics and 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
:: 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
:: Open-Source Software
:: 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
:: 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 Museums and E-tourism
:: Virtual Tutors and Education
:: Visualizing Multivariate Data
:: Web 2.0 and 3.0
:: Wireless and Mobile Computer Science
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