Call for Participation: HCITOCH 2019

Human-Computer Interaction, Tourism and Cultural Heritage ( HCITOCH 2019 )

Strategies for a Creative Future with Computer Science, Quality Design and Communicability

Florence, Italy , September 5 – 7, 2019

Introduction and Topics, Deadlines and Program Committee

1. Introduction and Topics

The new technologies offer us a series of instruments to develop the potential of human beings with the goal of increasing the quality of life of millions of users of interactive systems in our global village. The relation of the triad computer science, quality design and communicability has proven very productive in the new millennium.

In the current era of qualitative communication, the present virtual space is intended to be a meeting point of all those who freely wish to boost and perfect the set of strategies and techniques to improve the human-computer interaction, tourism and cultural heritage. The main goal is to facilitate communicability and make the fruition of the new technologies more pleasant.

Our effort focuses on finding the common denominator between the human-computer interaction, cultural heritage, tourism and the global village. That is, we address all those who are currently working to increase the quality of life of the human beings through the new technologies and all their derivations, wanting to know the last advances in the factual and formal sciences and that this international workshop can serve as a meeting point to boost the current and future lines of research of the investigators belonging to the university, governmental bodies and the enterprises and industries of the private sector. All contributions should be of high originality, quality, clarity, significance and impact.

Papers, demos, research-in-progress, posters, doctoral consortiums, didactic sessions, related to Computer Science, Human-Computer Interaction, Tourism, Cultural and Natural Heritage, Quality Design, Communicability, Internet of Things, Collaborative Environments for Natural and Cultural Heritage, Digitization for Conservation, Archaeological Archives with New Technologies, Motion Graphics and other Computational and Arts Areas are solicited on, but not limited to:

:: Archaeological Computing
:: Augmented Reality
:: Computer Art
:: Computer-Aided Design (CAD) 
:: Cross-Cultural and Internationalization of Design
:: Cultural Heritage and Social Networking
:: Development of Research and Education in Heritage Conservation
:: Digital Literacy Trainings
:: Digitization for Preservation
:: Drones for Conservating and Protecting Cultural and Natural Heritage
:: e-Book 
:: e-Culture
:: Eco-design
:: Electronic Presentation, Publishing, and Digital Libraries
:: Embedded Computing 
:: Emerging Technologies
:: Emotional Design 
:: Ergonomics
:: Future Challenges of Visualization Methods
:: Geometric Modeling
:: Human and Social Factors in Computer Sciences 
:: Human-Computer Interaction 
:: Human-Robot Interaction
:: Image Processing: Color Correction, Image Warping, Morphing and Painting
:: Immersive Multimedia, Mixed Reality and Virtual Reality
:: Information Technology and Communication for Regional Development 
:: Integration of Artificial Intelligence with other Technologies for the Tourism
:: Intelligent and Adaptable Systems
:: Interactive Systems for Cultural and Ecological Heritage
:: Internet of Things 
:: Knowledge-Based Simulation 
:: Methodologies for Heuristic Evaluation of the Quality
:: Microinformatics for Conservation and Promotion of Cultural Heritage
:: Mobile Network Security 
:: Motion Graphics
:: Online Museum 
:: Open Source Software 
:: Photography and Illustration Digital
:: Preservation and Image Restoration of Digital Culture
:: Quality Attributes and Metrics for Interactive Systems
:: Quality Oriented to Software Architecture and Database
:: Reusability of the Current Digital Archiving Solutions
:: Role of Local Community and ICTs in Cultural Heritage Management
:: Semiotics for Interactive Design 
:: Social Networking
:: Software Engineering
:: Speech and Natural Language Interfaces 
:: Storytelling and Augmented Realities
:: Tangible User Interfaces 
:: Techniques and Methodologies for Creative Multimedia Content 
:: Technological and Economical Valuation of Natural and Cultural Heritage Resources
:: Telecommunications and Marketing Models in the Museum as Distributed Network
:: Tourism Enterprise Information Systems and Intelligent Agents
:: Tourism Technology Management
:: Usability Engineering
:: User Interfaces for e-Culture and e-Tourism
:: Video Games and Cultural Heritage 
:: Virtual Campus and Distance Education
:: Virtual Simulation and Quality in Heritage and Historic Environments
:: Visitor and ICTs Impact Management for World Heritage Sites
:: Visual Effects and Cinema Digital
:: Visualization Tools and Systems for Simulation and Modeling 
:: Web 3.0

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 specialties; which at the same time potentially boosts and merges the formerly different scientific views.

2. The event have the following deadlines

Works Submission: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the international workshop. In other words, it is not necessary to wait until the deadline to send them for the evaluation.

Papers, Demos, Research-in-Progress, Posters, etc. Submission: July, 11th – local time in Hawaiian Islands

Authors Notification: Two weeks after the submission/s

Camera-ready, full papers: September, 1st  

Call for Participation: ITSIGUI 2019

Innovation in Tourism Systems, Intelligent Gamification and User Interaction ( ITSIGUI 2019 )

Las Palmas de Gran Ganaria – Spain, October 1 – 2, 2019

Topics, Deadlines and Program Committee

1. Topics

New spaces are emerging for constructive reflection in the context of social and technological research fostered by the rise of the democratization of access to online information in the process of convergence of the different disciplines of human knowledge.The present conference is one example of them.

In this event we pay special attention to multimedia mobile communication that has made the possibility available to millions of users to instantly access information related to tourism and its main components, such as the cultural and natural heritage, among others, of thousands of places, scattered far and wide, of our planet.

In addition, the uninterrupted progress of the new technologies and the tourism industry require intercultural content that intelligently adapts to the potential recipients and generators of positive trends in social networks.

In this creative stage, education has a priority role, as it continues to be one of the mainstays of culturally developed communities, as evidenced by recent history, together with the evolution of civilizations, regardless of temporal and spatial space.

In our days, educational creativity finds in gamification a learning technique that continues with the precepts formulated in the 20th century with learning by playing. In this sense, gamification, understood as a mechanics of games in the educational-professional field, opens new fields for study and research to achieve better results, together with the requirements of users of intelligent interactive systems in the new millennium.

Therefore, this is an ideal environment for all people who want to present the results obtained in the application of software and hardware, in a thriving and progressive triad, such as the tourism industry, gamification applied to education, and the design of interactive contents for end users of the latest generation of multimedia systems, intelligent or not. The main areas of the conference are listed below.

Finally, the main topics that have been listed do not mean a limitation to present other topics, which can enrich and enhance the current vision. As well as the possible new horizons that can be opened for the future in the short, medium and long term.

Many conferences are focussed on specific aspects of tourism, gamification, learning, computer science, interfaces, user experiences, artificial intelligence, 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. Our workshops, symposia, 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 artificial intelligence, big data, communicability, computer science, cultural heritage attraction, database and business intelligence, ecotourism, gamification design, human-computer interaction, information retrieval and data mining, learning analytics, ludification, machine learning, marine and coastal areas tourism, mobile computing, new technologies, serious games, software quality, tourism industry, etc. are welcomed. Last year’s workshops, symposia, etc., organized by ALAIPO and AInCI, for instance, included papers, research-in-progress, etc., on the topics (see below the alphabetical order).

All contributions –papers, research-in-progress, workshops, demos, posters and doctoral consortium, should be of high quality, originality, clarity, significance and impact. In the current international conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects: Augmented Reality, Big Data and Gamification, City Tourism, Communicablity, Computer Graphics, Design, Education, Entertainment Computing and Edutainment, Game-Based Learning, ICT, Interfaces, Methodologies, Multimedia Systems, Preservation of Cultural Heritage, Rural Tourism, Software Engineering, Tourism and Technology, User Studies, UX, and other computational areas are solicited on, but not limited to (alphabetical order):

Computer Science and Tourism

:: Climate Change and Tourism Impact
:: Computer Science for Cultural and Natural Heritage, Travel and Tourism
:: Data Science, Analysis and Computational Thinking
:: Database and Business Development
:: Digital and Social Market for Real and Virtual Tourists
:: Ecotourism
:: e-Tourism
:: Industrial Tourism: ICT Management and Development
:: Informatics for the Preservation of Cultural and Natural Heritage
:: Information Retrieval and Data Mining
:: Revenue Management
:: Web Design: Tourism Strategies

Intelligent Gamification

:: Games and Computer Graphics
:: Gamification in the Cloud
:: Intelligent Systems and Gamification as a Service
:: Interactive Narrative and Digital Storytelling 
:: New Media and Games
:: Pedagogical Principles of Gamification
:: Pervasive/Ubiquitous Gaming
:: Player Behavior Modelling 
:: Serious Games User Assessment 
:: Video Game Design and Development

User Interaction

:: Assessing Personal Abilities through Mobile Multimedia Systems
:: Design for Multimodal Interaction
:: Emotions and Affective Interaction 
:: Human-Computer Interaction: History, Technologies and Trends
:: Immersiveness, Multimedia and Virtual User Experiences
:: Interaction in Augmented Reality and Internet of Things
:: Interactive Narrative and Digital Storytelling
:: Natural and Adaptive User Interfaces
:: Social Computing and User Behaviour
:: UX and Interactive Systems: Learning, Entertainment and Realism

All submitted papers will be reviewed by a double-blind (at least three reviewers), non-blind, and participative peer review. These three kinds of review will support the selection process of those that will be accepted for their presentation at the international conference.  Authors of accepted papers who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their papers, so they can accordingly improve the final version of their papers.

Best regards, 

Francisco V. Cipolla Ficarra (Chair – coordinator)
&
Pamela Fulton and Doris Edison (International Secretariat)


ALAIPO: Asociación Latina Interacción Persona-Ordenador –Latin Association of HCI (www.alaipo.com) and AINCI: Asociación Internacional de la Comunicación Interactiva –International Association of Interactive Communication (www.ainci.com). Address: Via Tabajani 1, S. 15 (7) – 24121 (Bergamo) Italy :: c/ Angel Baixeras, 5 – AP 1638 – 08080 (Barcelona), Spain. Email: info@alaipo.com :: info@ainci.com


P.S. If you wish to be removed from this mailing list, please send an email to info@ainci.com or info@alaipo.com with “remove” in the subject line. Thanks.     

2. The conference have the following deadlines

Works Submissions: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the international conference, visa requirements, should plan travel well in advance, etc. In other words, it is not necessary to wait until the deadline to send them for the evaluation process. 

Deadline Works Submissions: August, 27th
Authors Notification: Two weeks after the submission/s 
Camera-ready, full papers: September, 28th 
International Conference: October, 1 – 2 

Call for Participation: ESIHISE 2019

Evolution of the Sciences, Informatics, Human Integration and 
Scientific Education
( ESIHISE 2019 )

Las Palmas de Gran Canaria – Spain
October 3 – 5, 2019

Introduction and Topics, Deadlines and Program Committee

1. Introduction and Topics

The modernization of the sciences and education is and will be one of the cornerstones for all the inhabitants of our planet. Those who from the 1980 have been behind this issue have been direct and indirect witnesses of great breakthroughs and some recoils. These ups and downs are due to exogenous or endogenous factors, to the daily reality of the formal and factual sciences. Many of those factors are beyond the control of all those scientists and professors, who, in a modest and honest way, collaborate in the development of the quality of life of all humankind.

An evolution or revolution which dilutes narrows the digital divide (i.e. between users with a paid access to non-original multimedia content through a set of ultra-modern mobile devices; and users with a free access to creative multimedia content through a set of the classical non-mobile devices) among the human beings whose theoretical and practical research focuses on the cornerstones of the current population pyramid, as well as for the future generations oriented at the use of the latest interactive technologies in the communicability and quantic-nanotechnological-self-sufficient era.

This is an era in which the universities, for example, have focused on accelerating the statistic numbers of degrees issued in relation to the registered students or the spot they take in the listing of the best colleges within and without their borders. In this regard there have been a myriad measurement tables with different qualitative parameters sometimes contradictory with each other if one considers the whole global village described by McLuhan. This phenomenon is an exported fashion to the most remote corners of the planet, where the educational and scientific priorities, obviously, are totally different from the wild quantification of knowledge.

If this tendency of scientific and educational knowledge is established, it is important to ask some rhetoric questions such as:

  • Why in many industrialized countries are there so many university professionals in view of the high unemployment rates in situ?
  • What is the financial cost for the original communities of turning their nuclear specialists, engineers, industrialists, mathematicians, etc., in teacher for interface design, human-computer interaction, cognitive science, tourism, journalism, business administration; or their graduates in audiovisual, architecture, computer programmer, physics, mathematics, to mention a few examples, in experts of invalidity or autism; or the graduates in fine arts, literature, etc., in pedagogues for robotics, electronics, medicine and marketing, among others?
  • How can it be achieved that the previous asymmetries and theoretical and practical detractions, whether it is in the training or workplace stage, not only do not have room, but are boosted in the new millennium, under the alleged supervision of the educational and scientific authorities?
  • Who really controls the trends in the market of supply and demand in the local and global education university?
  • Are there mechanisms to detect the creation of educational and scientific models alien to the reality in which the different nations are immersed?

This tiny set of questions, whether it is in a latent or manifest way, shows us the behaviour of millions of people daily. Questions that should be enlarged as we talk about the modernization of the sciences and education, as a kind of infinite semiosis, not only to grasp the current state, but also with a sight intent on the short, middle and long term for the scientific education of the future generations.

The current international conference is intended to be an open space for the interchange of original ideas, valid theories, innovating experiences, results obtained, learned lessons and future research works, in the educational, scientific and industrial field. The exchange of knowledge, training, research and development in this triad encounter the following main and secondary issues, which are listed as follows.

All contributions –papers, workshops, demos, research-in-progress, posters, doctoral consortium, etc., should be of high quality, originality, clarity, significance and impact. In the current international conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects and other main areas are solicited on, but not limited to (alphabetical order):

:: Modernization of the Sciences and Education

• Educational Research
• Engineering Education
• Epistemology
• Fields of Science Education
• Formal and Factual Sciences
• Human and Social Factors
• Informal Science Education
• New Challenges in Formal Education
• Scientific Method 
• Scientific Modelling

:: Science of Information and Computer Information Systems

• e-Science
• Human-Computer Interaction: Past, Present and Future 
• Information and Communication Technology
• Interactive Systems: Design, Communicability and Evaluation 
• Knowledge Visualization
• Smart Environments 
• Social Computing

:: People, Science and New Technology

• Cultural Systems, Employment and Human Integration
• Diffussion of Innovation
• History of Science
• Knowledge Transfer
• Open Science
• Research and Technological Development
• Science 2.0
• Scientific Publications

Many conferences are focussed on specific aspects of education, computer science, humanistics studies, multidisciplinary approaches, etc. At such large conferences students are often marginalized or relegated to poster sessions, for instance. The ALAIPO and AInCI conferences, workshops, symposiums, etc., are not a very big scale and aim to promote dialogue between established professors and graduate students working on new directions. Hence topics from the whole range of modernization of the sciences and education, research and development, knowledge transfer, computer information systems, new challenges in university/tertary education, human and social factors, democratization of the scientific information and the new technologies, original and creative contents for scientific learning, among others are welcomed. Last year’s symposiums, workshops, conferences, etc., organized by ALAIPO and AInCI, for instance, included papers on the topics. 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.

Finally, all submitted research works will be reviewed by a double-blind (at least three reviewers), non-blind, and participative peer review. These three kinds of review will support the selection process of those that will be accepted for their presentation at the international conference.  Authors of accepted research works who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their contributions, so they can accordingly improve the final version of their research works.

Best regards, 

Francisco V. Cipolla Ficarra (Chair – coordinator)
&
Doris Edison and Pamela Fulton (International Secretariat)


ALAIPO: Asociación Latina Interacción Persona-Ordenador –Latin Association of HCI (www.alaipo.com) and AINCI: Asociación Internacional de la Comunicación Interactiva –International Association of Interactive Communication (www.ainci.com). Address: Via Tabajani, S. 15 (7) – 24121 (Bergamo) Italy :: c/ Angel Baixeras, 5 – AP 1638 – 08080 (Barcelona), Spain. Email: info@alaipo.com :: info@ainci.com

2. The events have the following deadlines:

Works Submissions: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the Conference. In other words, it is not necessary to wait until the deadline to send them for the evaluation.
Deadline Submissions: August, 27th 
Authors Notification: Two weeks after the submission/s 
Camera-ready, full papers: September, 28th 

Call for Participation: RDINIDR 2019

Fifth International Conference on Research and Development in Imaging, Nanotechnology, Industrial Design and Robotics ( RDINIDR 2019 )

Las Palmas de Gran Canaria – Spain
October 7 – 9, 2019

Introduction and Topics, Deadlines and Program Committee

1. Introduction and Topics

In the last years, a myriad of notions stemming from the sciences have been used in an incorrect way for mercantilist purposes. We have an example in the wide context of the user experience design, human-robot interaction, human-computer interaction, human-computer communication, human-computer interfaces, etc. with the notion of interdisciplinarity when in fact there are cases in which we should speak of transdisciplinarity or multidisciplinarity. Evidently three notions which are not synonymous between themselves. However, where the economic factor prevails over the scientific knowledge, all of this is possible.

This vision and/or modus operandi which is lax, consents or tolerates a set of errors in the formal and factual sciences which may seriously affect the future of computer science, robotics, the interfaces and the users of the future interactive systems and the hardware. This is one of the reasons why we have decided to carry out this conference on a yearly basis. It is a meeting for the exchange of knowledge and experiences tending to draw reliable lines of research and of constant work for the immediate future, as well as in the mid and long term.

The changes in the economically developed societies, allow to see how at a vertiginous speed the sector of the latest technologies, particularly where computer science, electronics, mechanics and telecommunications converge, are generating new professions for the current and future workers of that working environment. Now that working place (r)evolution will entail that many professions in the sector of services of those new technologies are going to disappear. Others will go into a continuous process of transformation or metamorphosis.

This process will give rise to the need to count on new professionals for the following areas: drones which will work in the field of the audio-visual , safety, etc.; the computer, electronics and robotics experts for the creation and maintenance, whether of humanoid automats, and/or intelligent machinery; telemarketers online for long distance education or healthcare; analysts in communicability to determine the degree of reliability of the online information for the private corporations and industries, government bodies, etc.; designers, programmers and software implementers oriented at the Apps, tablets, smartphones, drones, 3D printers, computer graphics, computer animation, etc. They are new professions, where the digital aspect of information will totally prevail over the analogue.

In the face of this new process of great current and coming changes, where will be produced not only unions and intersections of knowledge, to give rise to new areas of knowledge, it is necessary to reflect on the philosophy of science, computer science and all its derivations, artificial intelligence, robotics, software quality, communicability, avant-garde design, creativity, art, beauty, innovation in materials and nanotechnology, quantum computers, etc. Next are shown the main groups into which the acceptance of research works in their diverse formats is divided, without excluding other issues, which the authors will consider fit to introduce in the current conference.

All contributions –papers, demos, research-in-progress, posters, doctoral consortium, and workshops should be of high quality, originality, clarity, significance and impact. In the current international conference it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects and other main areas are solicited on, but not limited to (alphabetical order):

:: Imaging

• Computational Creativity
• Infographics
• Machine Vision
• Perceptual Psychology
• Stereo Imaging

:: Industrial Design

• 3D Printing
• Art Principles
• Computer Graphics 
• Ergonomics
• Philosophy of the Design

:: Nanotechnology

• Green Nanotechnology
• Nanoelectronic Devices
• Nanomaterials 
• Nanomedicine Applications
• Quantum Computing

:: Hardware and Computing Engineering

• Electrical Engineering and Hypermedia Mobile Systems
• Programming Languages and Components Innovative for Human Behavior in Robotics
• New Devices for Acquiring, Processing, Analyzing, and Understanding Images
• Supercomputing 
• Testing High-performance Computing Applications

:: Research and Development

• Cloud Computing
• Human-Computer/Robotics Communicability
• Mechatronics
• Philosophy of Science
• Scientific Visualization

:: Robotics

• Education and Training in Autonomous Robotics
• Evolutionary and Simulator Robotics
• Human-Robot Interaction 
• Open-Source Robotics
• Robots in Social Media

Many conferences are focussed on specific aspects of informatics, multimedia communication, education, artificial intelligence, virtual reality, 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, for instance. The ALAIPO and AInCI conferences, workshops, symposiums, etc., are not a very 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-robot interaction, recent advances in software and hardware, industrial design, creativity, Sprout’s technology, research develpments in nanotechnology, etc. are welcomed. Last year’s symposiums, workshops, conferences, etc., organized by ALAIPO and AInCI, for instance, included papers on the topics. 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.

Finally, all submitted research works will be reviewed by a double-blind (at least three reviewers), non-blind, and participative peer review. These three kinds of review will support the selection process of those that will be accepted for their presentation at the international conference.  Authors of accepted research works who registered in the conference can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their contributions, so they can accordingly improve the final version of their research works.

Best regards, 

Francisco V. Cipolla Ficarra (Chair – coordinator)
&
Pamela Fulton and Doris Edison (International Secretariat)


ALAIPO: Asociación Latina Interacción Persona-Ordenador –Latin Association of HCI (www.alaipo.com) and AINCI: Asociación Internacional de la Comunicación Interactiva –International Association of Interactive Communication (www.ainci.com). Address: Via Tabajani, S. 15 (7) – 24121 (Bergamo) Italy :: c/ Angel Baixeras, 5 – AP 1638 – 08080 (Barcelona), Spain. Email: info@alaipo.com :: info@ainci.com

2. The events have the following deadlines

Works Submissions: Open. Consequently, as they are received, they will be evaluated. It is a way to speed up the process to make up the final program of the Conference. In other words, it is not necessary to wait until the deadline to send them for the evaluation.
Deadline Submissions: August, 27th.
Authors Notification: CTwo weeks after submission/s.. 
Camera-ready, full papers: September, 28th.

Conference: October 7  9, 2019  

In Your Face: Academy Award Celebrates the Innovative Tech Behind Digital Faces

In Your Face: Academy Award Celebrates the Innovative Tech Behind Digital Faces

Photo by: Cyrill Beeler

If you were one of the millions of moviegoers who contributed to the worldwide success of Avengers: Infinity War—the highest-grossing film of 2018—then you also got to witness the Medusa Performance Capture System in action. The team of computer scientists responsible for bringing to life characters like Thanos and the Hulk on the big screen was honored this year with a Sci-Tech Academy Award for the conception, design and engineering of Medusa.

Marvel Studios’ AVENGERS: INFINITY WAR..Thanos (Josh Brolin)..Photo: Film Frame..©Marvel Studios 2018

Medusa, a comprehensive hardware and software system which has been developed, tweaked and expanded upon over the last 10 years, enables the precise digital replication of human faces, including detailed expressions and super fine physical details at high resolution. The Academy presented Sci-Tech Award certificates to the Medusa team, Thabo Beeler, Derek Bradley, Bernd Bickel and Markus Gross, at its Feb. 9, 2019, ceremony held at the Beverly Wilshire Hotel.

Credited for the initial concept, Gross, who is a professor of computer science at the Swiss Federal Institute of Technology Zürich (ETH), vice president for research at The Walt Disney Studios and director of DisneyResearch|Studios, worked with Bickel, then a doctoral student in his lab at ETH, to overcome this grand challenge in computer graphics: to create digital human faces that are indistinguishable from reality. Bickel is currently an assistant professor of computer science at the Institute of Science and Technology Austria. In 2017, he received the ACM SIGGRAPH New Researcher Award.

“Medusa is the culmination of many years of research on digital human faces and digital facial animation that we’ve been working on as part of the ongoing work in my lab and in collaboration with Disney Research,” says Gross, a longtime member of ACM SIGGRAPH and a 2012 ACM Fellow. “We got connected much more deeply with the arts and technology of special effects through our partnership with the Walt Disney Company. It gave us the insights to steer the research in such a way that we could make the best progress for advancement of facial technologies for film.”

Marvel Studios’ AVENGERS: INFINITY WAR..Thanos (Josh Brolin)..Photo: Film Frame..©Marvel Studios 2018

Gross notes that at the time, researchers did not have a lot of success in bridging the so-called “uncanny valley”, which is a known phenomenon in the field that refers to the digital duplication of human faces that are not quite realistic, almost disturbingly fake in appearance.

With this Oscar honor, Medusa has staked its claim as an industry standard in special effects, achieving digital characters with highly realistic human features. This year, three out of the Oscar nominated films for best visual special effects used the Medusa system, and in recent years it has been used in numerous productions, including  Star Wars: The Last Jedi and Spider-Man: Homecoming.

“The methods are really tuned into highly accurate measurement of human faces. As such our technology is not generic per se,” explains Gross. “One of the insights we’ve had in exploring facial performance is that human facial expressions usually go from a neutral state into some deformed state and then go back to that neutral-rest state. There are cycles, and examining these cycles has allowed us to build methods to track the facial surface reliably over time. We further use the randomness of the pigmentation of facial skin as invisible landmarks to reference points across consecutive frames.”

Gross is also proud of the research and development that went into the analysis of facial microgeometry, such as facial pores, which eventually allows Medusa to capture the complex geometry of human faces including minute facial details. This is essential for re-creating realistic facial expressions.

Shortly following their early partnership with Disney, Gross and Bickel were joined by Beeler and Bradley, now both research scientists at Disney Research. Developing the 3D face scanner component of the capture system became Beeler’s master thesis at the time. When Bradley, then a post-doc, joined the team, he began working on the motion capture piece and helped develop the stable face-tracking technology. Together with Beeler, the duo invented the method for separating the rigid and non-rigid components of the face performance, and they have also spent a lot of time productizing the research into an artist-friendly system.

“Bringing this research into production entailed a lot of development work, but we got a lot of input regarding potential research topics in return, one of which ended up in a publication on rigid stabilization, published at SIGGRAPH,” says Beeler. “In this work we explore the relationship between the skin surface and the underlying bone structure to separate the rigid head motion from the non-rigid face deformation, an essential step when building facial rigs and an integral part of the Medusa system.”

In fact, all of the major milestones in the development of Medusa were showcased in SIGGRAPH papers. One of the team’s images had also been used on the front page of proceedings at SIGGRAPH 2011, for which Beeler was very proud.

“We’re constantly improving Medusa through new research, and simultaneously developing the next generation performance capture technology,” says Bradley. “We can’t say much, but the future is very exciting in this field.”

This Sci-Tech award marks the second Academy Award for Gross, who won a Technical Achievement Award in 2013 for the technology that more efficiently simulates smoke and explosions in films. For Gross, this current award win is very special as it both rewards years of academic research and marks the first recognition of this kind for Disney Research.

“We worked on Medusa for literally 10 years, and I’ve been working on digital human faces since I was a post-doc, which has been some 30 years,” says Gross. “It was a beautiful experience to get recognition from the Academy for all of this work.”

Still, there is more to come. “I often compare my work to a rabbit hole,” says Beeler. “We are making great progress but the deeper we go and the more we solve, the more we realize that we are far from done. My ultimate goal is to provide technology to digitize humans holistically, with minimal effort and at maximal quality—and every day we are getting a step closer to this vision.”

By Melanie A. Farmer