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Expressive 2016 - Joint symposium on Computational Aesthetics and Sketch Based Interfaces and Modeling and Non-Photorealistic Animation and Rendering

Date2016-05-07 - 2016-05-09

Deadline2016-02-07

VenueLisbon, Portugal Portugal

Keywords

Websitehttps://expressive.graphics/2016

Topics/Call fo Papers

The conference will take place in Lisbon, Portugal, May 7?9, 2016, and it will be co-located with the Eurographics 2016 conference. A single registration for Expressive 2016 will include all three symposia.
Invited talks and artists talks will be shared among the conferences and sessions will be mixed. The submission, review, and publication process for the event will be handled jointly across the three conferences. Each paper submission should be designated as belonging to one of the three tracks.
Computational Aesthetics
Computational Aesthetics (CAe) bridges the analytic and synthetic by integrating aspects of computer science, philosophy, psychology, and the fine, applied & performing arts. It seeks to facilitate both the analysis and the augmentation of creative behaviors. CAe also investigates the creation of tools that can enhance the expressive power of the fine and applied arts and furthers our understanding of aesthetic evaluation, perception, and meaning. The Computational Aesthetics conference brings together individuals with technical experience of developing computer-based tools to solve aesthetic problems and people with artistic/design backgrounds who use these new tools and inform their design. Refereed CAe papers and artworks aim to facilitate a dialog between scientists and engineers, and also artists and designers. Presentations will provide a snapshot of the latest technical breakthroughs and the most recent artistic or design achievements in applying computer-based techniques to solve aesthetic problems.
Technical submissions are invited across the broad range of areas covered by Computational Aesthetics. Specific technical areas include, but are not limited to:
computational analysis and modeling of creative behavior (AI, A-life)
artistic image transformation techniques (colors, edges, patterns, dithering)
image style and salience analysis (paintings, photographs, others)
visualization (perceptual, affective or aesthetics based)
sketching, simplification techniques (artistic, cognitive)
composition, visual balance, layout
non-photorealistic and illustrative rendering addressing computational aesthetics
empirically based metrics of aesthetic attributes
applied visual perception (color appearance, spatial vision, and other aspects)
measuring and describing aesthetics
computational tools for artists
Successful submissions can, for example, describe novel technical approaches that address one or more of the areas mentioned above (or beyond). However, we are equally interested in papers that discuss the use of existing techniques but combine them in an interesting new way or apply them in a new context that addresses problems in computational aesthetics.
Sketch-Based Interfaces and Modeling
Advances in pen-based computer hardware have enabled digital sketch-based interfaces to emerge as a powerful way to combine the quick and intuitive feel of paper with the power of computation. However, fully realizing the potential of these sketch-based systems requires effective input devices, user interface design and underlying algorithms to analyze the input. The goal of this symposium is to explore models, algorithms and technologies needed to enable effective sketch-based interfaces. It investigates novel methods for classification and recognition of hand-drawn shapes, and ways of using these techniques for creating or editing digital models, text, mathematics and 3D shapes. Likewise, the symposium explores the application of sketch-based interfaces to 3D computer graphics, animation, CAD and computer games, as well as other specific applications such as diagram editing, note taking and novel input devices. Finally, the symposium welcomes empirical user studies aimed at clarifying the nature of sketch-based interfaces and comparing them to other interaction techniques.
Created in 2004, SBIM provides a unique venue for researchers, students and practitioners interested in sketch-based techniques to interact with one another, share lessons learned, show new results and discuss open issues.
Topic areas for SBIM 2016 include but are not limited to:
Multimodal interfaces for sketching
Novel sketch input and editing devices
Novel pen-based interaction techniques
Low level ink processing and pen stroke segmentation
Sketch parsing, classification and recognition
Sketch-based interfaces for CAD systems
Sketch-based modeling and editing of 3D shapes
Sketch-based control of animations
Sketch-based interfaces for other applications (surface editing, diagram creation, mathematical annotations, games, etc.)
Rendering techniques for sketch-based systems (NPR)
Sketches for medical and volume data editing
Sketch-based retrieval of multimedia information
Usability studies of sketch-based systems
Studies of the impact of sketching on creativity and design
Multi-touch interfaces and applications
Non-Photorealistic Animation and Rendering
Non-Photorealistic Animation and Rendering (NPAR) refers to computational techniques for visual communication. Such techniques usually generate imagery and motion which is expressive, rather than photorealistic, although they may incorporate realistic elements.
We invite researchers, artists, and practitioners of all areas connected to non-photorealistic animation and rendering to submit papers and posters on their work. Submitted papers should be self-classified into one of the following three categories:
Research: new algorithms, scientific studies, analysis, or data (i.e., traditional NPAR papers). These must contain novel results that make a substantive contribution to the field.
Production: candid discussion of the process of creating a work (e.g., film, image, game) or art tool (e.g., paint or CAD program, software library).
Meta: statements about research that do not contain new results, e.g.: grand challenges, position papers, evaluation standards, surveys, and primers on art / aesthetics / psychophysics for a computer science audience.
All work must be previously unpublished and contain a novel contribution. Production and Meta papers need not contain original research or results.
Topic areas of NPAR 2016 include, but are not limited to:
Expressive character animation and physics
Abstraction and stylization of images/video
Interaction techniques
Accounts of real productions (e.g., animated films)
NPAR in real software products (e.g., modeling, visualization, presentation software)
Visual composition
Hardware acceleration
Evaluation methods for NPAR algorithms
Psychophysics of NPAR
Rendering and layout for text and presentation graphics
Quantitative analysis of human artists
Generative or evolutionary approaches
Style transfer
Temporal and spatial coherence
Adapting classic CG effects like motion blur, depth of field, and lighting for NPAR
Simulation of natural media and traditional styles
Non-traditional camera models
Position papers on grand challenges

Last modified: 2016-01-30 22:37:16