AIES2021: Artificial Intelligence and Entertainment Science Workshop: Towards Empathic Entertainment Technology Virtually/Online November 2-5, 2021 |
Conference website | https://aies.info/ |
Submission link | https://easychair.org/conferences/?conf=aies20210 |
Submission deadline | September 30, 2021 |
Billions of people have been enlightening with the joy of the entertainment industry via movies, games, books, and music. Today's production and marketing budgets for entertainment products often exceed $100 million and can reach up to $500 million for a single new movie or video game. Entertainment Science built on the assumption of the modern world with almost unlimited data and great computational resources, the combination of intelligent analytics and powerful theories would provide valuable insights in supporting decision making.
The notion of robust artificial intelligence (AI) had been advocated, which involves applying its knowledge to a wide range of problems systematically and reliably, synthesizing knowledge from a variety of sources such that it can reason flexibly and dynamically about the world, able to transfer what it learns from one context to another and build the sense of trust. An overview of the game design and study of human-based phenomena that induce emotional reactions and people's motivation in digital games had been explored. Similarly, emotionally sentient systems would also enable AI agents to perform complex tasks more effectively, making better decisions, and offered more practical and effective services.
With the recent rise of artificial emotional intelligence, empathy becomes the new buzzword term. With the establishment of the Empathic Computing framework, a machine can recognize human feelings and states, understand user intents, and respond to user needs dynamically. Such a framework becomes the enabler for prominent applications such as empathic conversations in healthcare, social, and both. Another study utilized such frameworks in mediating judgment, explored the effect of metaphors on evaluating AI agents while managing expectation and perception. In addition, combinations of sympathetic actions and explanation types would assist AI agents to adapt in multiple human-computer interaction scenarios.
Based on the advancements outlined by the previous works, empathic technology is currently a nascent field. The general trend focuses on the development of emotional AI agents and technologies surrounding it, describing the AI performance and its implications to interaction design, realizing computational creativity and humor, and bridging physical and virtual sensations and interactions. However, empathic computing was adopted alongside AI technology while its influence and interactions, physically, emotionally, or virtually, remained unexplored from the entertainment science perspective. As such, empathic technology from an entertainment point-of-view could potentially produce robust, humorous, explainable, and perceptive AI systems. Such niche is the primary motivation of this workshop, which could observe and bring a heightened experience of interactions, collaborations, and co-creations, in human-machine relations and beyond.
This workshop aims to bring together researchers, designers, and practitioners under the umbrella of the workshop organized alongside the 20th International Federation for Information Processing--International Conference on Entertainment Computing (IFIP-ICEC 2021). The workshop aimed to establish a panel of discussion at the intersections of AI and entertainment science areas by utilizing entertainment computing activities such as video games, digital arts, or film media. The niche area of empathic entertainment, which focuses on intertwining empathic computing and entertainment science, provides a unique approach to humanizing AI applications. A novel entertainment-based empathic technology can be developed and established, which is centralized on the notion of empathy and how it influences technological advancements that benefit people and their surrounding community. Best-practice experience and successful initiatives can be identified, while empirical outcomes and novel designs can be determined to build up and strengthen the community of interest in empathic entertainment technology. In addition to building an international community, the workshop aims to identify challenges and opportunities related to empathic entertainment technology in games or non-game contexts.
Submission Guidelines
Participants are required to submit a two (2) pages extended abstract to present their work in LNCS Springer format, and the organizers will invite them to present such works as a poster or short presentation.
The abstract should focus on one particular research problem, motivations, targeted objectives, and achievements, which includes the following information:
- Title (informative and concise) and author’s information (single-blind review)
- Introductory (overview, objective) with brief literature comparison
- Proposed Approach (described with sufficient details)
- (Preliminary) Results and Discussion/Conclusion (main findings, arguments, prospects.)
- List of references
As a follow-up, the workshop organizers will summarize the workshop’s outcomes in a paper, to be published in the IFIP-ICEC 2021 proceeding or the Entertainment Computing journal. We also want to collect relevant literature and successful initiatives to be shared on the workshop’s website.
List of Topics
The scope of the topics include, but are not limited to:
- Theoretical contributions that lead to or deliver empathic entertainment;
- Presentation and experience of empathic AI agent and empathic simulation;
- Perception and acceptance related to empathic experience and its entertainment context;
- Specific aspects of human-AI interactions and empathic play in games or non-game contexts;
- Examples of entertainment medium, designed and developed for the better empathetic experience;
- Examples of empathic game design or processes that integrate empathetic design;
- Examples of empathic AI-based support tools for creating an entertaining experience.
Committees
Program Committee
- Mohd Shahrizal Sunar (Universiti Teknologi Malaysia, Malaysia)
- Jason Teo Tze Wi (Universiti Malaysia Sabah, Malaysia)
- Xiong Shuo (Huazhong University of Science and Technology, China)
- Kristian Spoerer (University of Nottingham, United Kingdom)
- Zuo Long (Chang'an University, China)
- Anggina Primanita (Sriwijaya University, Indonesia)
- Tsuyoshi Hashimoto (Matsue National College of Technology, Japan)
- Apimuk Muangkasem (Associate Business Development, Thailand)
- Junichi Hashimoto (KDDI R&D Laboratories Inc., Japan)
- Nate Nossal (Toyama Prefectural University, Japan)
- Uri Globus (The Academic College of Tel-Aviv, Israel)
- Luiz Bernardo Martins Kummer (Pontifícia Universidade Católica do Paraná, Brazil)
- Flávio Soares Corrêa da Silva (University of São Paulo, Brazil)
- (And More...)
Organizing committee
- Mohd Nor Akmal Khalid (Japan Advanced Institute of Science and Technology, Japan)
- Hiroyuki Iida (Japan Advanced Institute of Science and Technology, Japan)
- Umi Kalsom Yusof (Universiti Sains Malaysia, Malaysia)
- Ruzinoor Che Mat (Universiti Utara Malaysia, Malaysia)
Publication
An extended version of their research works will be considered for publication in a special issue journal (To be determined). The materials and results of the workshop will be made available to all participants.
Contact
For more detailed and updated information, please visit the workshop website at: https://aies.info/. If you have any questions, do not hesitate to contact the general chair, Mohd Nor Akmal Khalid (e-mail:akmal@jaist.ac.jp), and co-chairs of the workshop, Hiroyuki Iida (e-mail:iida@jaist.ac.jp), Umi Kalsom Yusof (e-mail:umiyusof@usm.my), or Ruzinoor Che Mat (e-mail:ruzinoor@uum.edu.my).