Call for Special Track Papers
Call For Special Track Papers on
Intelligent Technologies for Interactive Entertainment (INTETAIN)
Notification deadline
- 15 August 2025
Camera-ready deadline
- 30 September 2025
Notification deadline
- 1st August 2024
Camera-ready deadline
- 20th August 2024
Scope and Objectives
We are delighted to announce a special track on Intelligent Technologies for Interactive Entertainment at the upcoming ArtsIT2025 international conference, and invite researchers, practitioners, and innovators to contribute cutting-edge research and novel applications to this vibrant field building on prior work by the community – see https://intetain.eai-conferences.org.
This special track will explore how modern technologies, inspired by game science, are revolutionizing how humanity interacts with reality. The focus will be on innovative methods, systems, and devices that enhance intelligent human interaction and the entertainment experience. Texts stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners are welcome. Theoretical, technical, empirical, survey articles and case studies are all appropriate.
This special track offers a unique opportunity to showcase your work to a diverse, interdisciplinary audience and engage in stimulating discussions about the future of interactive entertainment. Selected papers will contribute to advancing the field, exploring new directions, and shaping the future of intelligent technologies for entertainment and interaction.
We look forward to your contributions!
Special Track Topics
Technologies and Methods
- Machine learning and statistical methods for game playing
- Movement analysis in gaming, performing arts, rehabilitation, and sports
- Motion capture technologies and applications
- Models and methods for time-series analysis at various scales
- Augmented, extended, mixed, and virtual reality
- Multimodal interfaces for enhanced interaction
- Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications
- Audio and visual effects in interactive environments
- Automatic image and speech recognition in games
- Explainability and interpretability in game technologies
Human-Centered Interaction and Design
- Accessibility in audio games, board games, and video games
- Affective computing for personalized entertainment
- Game and character design principles
- Game prototyping and usability testing
- Human-computer interaction in entertainment
- Perception and evaluation of interactive systems
- Non-verbal behavior and communication in games
- Music and sound design in interactive entertainment
Applications and Broader Impacts
- Serious games and gamification for education and training
- Games and healthcare applications
- Cognitive and behavioral aspects of gaming
- Games on networks and virtual economies
- Entertainment technologies for smart cities
- Sports analytics and tracking systems
- Ethical considerations in entertainment technologies
- Blockchain-based secure entertainment systems
- Behavioral game theory and its applications
- Computer, video, console and internet games
- Cultural computing and cultural issues in entertainment
- Digital new media for entertainment
- Entertainment robots and robot like applications
- Entertainment technology, applications, application program interfaces, and entertainment system architectures
- Human factors of entertainment technology
- Impact of entertainment technology on users and society
- Integration of interaction and multimedia capabilities in entertainment systems
- Interactive television and broadcasting
- Interactive art and entertainment
- Mixed, augmented and virtual reality systems for entertainment
- New genres of entertainment technology
- Serious Games used in education, training, and research
- Simulation/gaming methodologies used in education, training, and research
- Social media for entertainment
Special Track Chair
Prof. Anthony L. Brooks
Emeritus Professor at Aalborg University, Denmark
Dr. Anthony (aka Tony) Brooks is acknowledged and celebrated as an eminent and renowned Emeritus Professor of Aalborg University, Denmark, with his research resulting in national and international awards of significance; national and international multi-million Euros funded projects, and his being conferred fellow of international societies for his global contributions (e.g., ICAT; EAI). His focus is on researching ways of achieving human afferent efferent neural feedback loop closure vis participants’ creative self-expression from within Brooks’ optimised adaptive technical sensing system(s). The research is applied across ranges of participants across diagnosis/dysfunction, age (young/old), and situation. Interested in the effects of interpersonal multisensory stimulation (IMS) on the mental representation of the self beyond solely visual (multimedia mirroring) and investigating how alternative channels of selectable stimuli and interfaces impact residual damaged sensing in (re)habilitation. Brooks is famously acknowledged as coining/branding “Virtual Interactive Space”;”Aesthetic Resonance”; “ArtAbilitation”; “GameAbilitation”; “AquAbilitation”; “SoundScapes”; and “TeleAbilitation”… alongside being recognized as a first pioneer investigating self-created gesture-based invisible sensing apparatus mapped to interactive computer feedback in the form of selectable digital content i.e., music, sounds/effects, visuals, audiovisuals, robotic devices, video games, virtual reality, and more, applied within healthcare (re)habilitation and well-being research.
For further inquiries, please contact the special track committee chair Anthony L. Brooks [email protected]. Please contact if interested in being a committee member.
- Join us in charting new territories in immersive art and shaping the future of creative engagement. We look forward to your contributions!
- Please indicate that your paper is for the “Intelligent Technologies for Interactive Entertainment and Entertainment Computing” special track.
Publication
All registered papers will be submitted for publishing by Springer – LNICST series and made available through SpringerLink Digital Library: ArtsIT Conference Proceedings.
Proceedings will be submitted for inclusion in leading indexing services, such as Web of Science, Compendex, Scopus, DBLP, EU Digital Library, Google Scholar, IO-Port, MathSciNet, Inspec, and Zentralblatt MATH.
Available Journals
All accepted authors are eligible to submit an extended version in a fast track of:
By paying an additional $150, authors can publish their articles in the EAI Endorsed Transactions journal selected by the conference (Scopus and Ei-indexed):
The article’s publication is subject to the following requirements:
- It must be an extended version of the conference paper with a different title and abstract. In general, 30% of new content must be added.
- The article will be processed once the conference proceedings have been published.
- The article will be processed using the fast-track option.
Once the conference proceedings are published, the corresponding author should contact us at [email protected] with the details of their article to begin processing.
Additional publication opportunities:
– EAI Transactions series (Open Access)
– EAI/Springer Innovations in Communications and Computing Book Series
(titles in this series are indexed in Ei Compendex, Web of Science & Scopus)
Paper Submission
Papers should be submitted through EAI ‘Confy+‘ system, and have to comply with the Springer format (see Author’s kit section).
– Regular papers should be up to 12-20 pages in length.
– Short papers should be 6-11 pages in length.
All conference papers undergo a thorough peer review process prior to the final decision and publication. This process is facilitated by experts in the Technical Program Committee during a dedicated conference period. Standard peer review is enhanced by EAI Community Review which allows EAI members to bid to review specific papers. All review assignments are ultimately decided by the responsible Technical Program Committee Members while the Technical Program Committee Chair is responsible for the final acceptance selection. You can learn more about Community Review here.
Submission Guidelines
Paper submission
Papers should be submitted through EAI ‘Confy+‘ system, and have to comply with the Springer format (see Author’s kit section below).
How do I submit a paper in Confy?
- Go to Confy+ website
- Login or sign up as new user
- Select your desired Track
- Click the ‘Submit Paper’ link within the track and follow the instructions
Alternatively, go to home page of Confy+ and click on “Open conferences”.
Submission guidelines
– Papers should be in English.
– Double-Blind Review. Papers have to be submitted anonymously.
– Previously published work may not be submitted, nor may the work be concurrently submitted to any other conference or journal.
Such papers will be rejected without review.
– The paper submissions must follow the Springer formatting guidelines (see Author’s kit section below).
– Authors are required to adhere to the Publication Ethics and Malpractice Statement.
Author’s kit – Instructions and Templates
Papers must be formatted using the Springer LNICST Authors’ Kit.
Instructions and templates are available from Springer’s LNICST homepage:
Please make sure that your paper adheres to the format as specified in the instructions and templates.
When uploading the camera-ready copy of your paper, please be sure to upload both:
- a PDF copy of your paper formatted according to the above templates, and
- an archive file (e.g. zip, tar.gz) containing the both a PDF copy of your paper and LaTeX or Word source material prepared according to the above guidelines.
*As per new EU accessibility requirements, going forward, all figures, illustrations, tables, and images ought to have descriptive text accompanying them. Please refer to the document below, which will assist you in crafting Alternative Text (Alt Text).
Download HERE.