Call for Participation: ADNTIIC 2019

Tenth International Conference on Advances in New Technologies, Interactive Interfaces and Communicability ( ADNTIIC 2019 )

Design, E-commerce, E-learning, E-health, E-tourism, Web 2.0 and Web 3.0

Córdoba – Argentina
November 13 – 16, 2019

Introduction and Topics, Deadlines and Program Committee

1. Introduction and Topics

The user interface is the environment par excellence where the latest breakthroughs in the formal and factual sciences converge. In the design of the current and future interactive systems, the presentation of the content on the screen is the key to the success of the rest of the components which make up an avant-garde computer science structure.

The year 2010 opens an interesting decade in which to consolidate communicability, especially with the constant (r)evolution of the interfaces of the interactive systems. Right now we are starting to see the first results of the intersection of scientific knowledge to increase the quality of telecommunications in the daily life of millions of users. However, the interactive systems will keep on programming from the point of view of design of the interfaces, using the last advances in the software and the constant progress of the hardware. A democratization of the future models in human-computer interaction will ease the interaction in the environments of immersive multimedia oriented towards education, health, work and leisure time.

The current era of interactive communication makes us reflect and work daily to meet the needs of the societies to which we belong, and tends to improve the quality of life of each one of its members. In this environment the new technologies can and must be within reach of everyone. A state of the art will be the starting point of the works until reaching the future technological tendencies born from the interaction between the human being, the constant technological (r)evolution and the environment. This is a place where the intersection of knowledge deriving from the formal and factual sciences can enrich in a masterful way each one of the research projects presented and related to the last generation interactive systems online and off-line.

The (r)evolution of the net must allow the human being to take a steady flight towards new horizons where the technological breakthroughs are shared by the base of the pyramid –the general public, in the least possible time. Important steps have been taken in that direction in the last years thanks to the globalization of telecommunications and social networks. However, the costs stemming from the free access to digital information and/or the legislations in force, prevent even today that flight in many societies to millions of potential users of multimedia interactive systems. In the current scientific environment we intend to build a bridge of solutions to eradicate problems, suggesting innovating solutions and future guidelines of action thanks to the lessons learned with the research works we have made or that are currently in progress.

Many conferences are focussed on specific aspects of computer science, multimedia, education, artificial intelligence, computer vision, 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 conferences, workshops, symposiums, courses, 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-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 (see below, we have only some main areas).

All contributions –papers, workshops, demos, research-in-progress, 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 Advances in New Technologies, Interactive Interfaces and Communicability and other computational main areas are solicited on, but not limited to (alphabetical order):

:: Communicability and Design

• Aesthetic and Creative Design 
• Auditory Contents for Interactive Systems 
• Cognitive Modeling 
• Communicability in Multimedia and Hypermedia Systems Online and Off-line 
• Interactive Design and Semiotics 
• Practices and Aproaches of Visualization Design 
• User Experience Design

:: E-commerce

• Benchmarking
• Customer Centricity and E-branding 
• Globalization and New e-Business and e-Marketing Strategies
• m-Commerce and Pervasive Computing
• Security Models for m-Payment Systems 
• Virtual Community and Business Development

:: E-learning

• Collaborative Learning
• Dynamics and Statics Media for Education
• Innovative Uses of Technology for Learning and Teaching 
• Intelligent Agents and Multiagent Models
• Pedagogical Tools for Supporting Learning Environments 
• Mobile Learning Environments and Applications 
• Video Games for Learning

:: E-health

• Bioengineering
• Experimental Services in Specialist Care, Telerehabilitation and Remote Surgery
• Image Processing and Computer and/or Robot Vision
• Medical Informatics and Wearable Devices
• Scientific Visualization
• Stereoscopic and Digital Photography
• Telenursing and Health Monitoring

:: E-tourism

• Augmented/Mixed Reality for New Media Art 
• Communications Strategies for Increase the Tourism Market
• Cultural Heritage and Eco-Museum 
• Effective Models and Technologies for Virtual Tours
• Emerging Visitor Attractions and Innovations Trends in ICT 
• Resarch and Development for Tourism and Virtual Museum 
• Travel Technology and Multimedia Mobile Systems

:: Interactive Interfaces

• Advances in Human-Computer Interface
• Brain-Computer Interface
• Computer Graphics and Computer Animation
• Human-Robot Interaction
• Interfaces and Languages 
• Mobile Augmented Reality Applications
• Novel Tangible User Interfaces

:: Digital Information and New Media

• Architecture Documentation
• Digital Cartography, Geo-Spatial Visualization and GIS Aplications 
• Digital Sound
• Future Challenges for Information Retrieval
• Journalism On-line: Discursive Analysis
• Media, Information and Documentation 
• Veracity and Credibility in Interactive Information

:: Software and Systems Engineering

• Open Source Software and Applications
• Programming Languages and Techniques
• Security Management of Emerging Networks and Services
• Social and Human Factors in Software and Systems Engineeriing
• Software Quality: Measurement and Metrics
• Telecommunications and Information Privacity
• Usability and Heuristic Assessment

:: Web 2.0 and Web 3.0

• Big Data
• Cloud Computing
• Databases Technologies for Data Mining
• E-entertainment 
• E-government
• E-job
• Smart Cities
• Ubiquitous Web

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 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, Doris Edison and Luisa Varela (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 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: September, 30th – local time in Hawaiian Islands
Authors Notification: Two weeks after the submission/s 
Camera-ready, full papers: October, 20th 

Conference: November, 13 – 16.


Computer Graphics Pioneers Score Second Technical Oscar for  Industry Standard Visual Effects

Computer Graphics Pioneers Score Second Technical Oscar for Industry Standard Visual Effects

written by Melanie A. Farmer

Pixar is synonymous with innovative computer animation, revolutionizing an industry that has brought moviegoers such hits as Toy Story, Cars and A Bug’s Life, films that have all received accolades for their breakthrough digital artistry just as much as their entertainment value. This awards season, Pixar cofounder Edwin Catmull and SIGGRAPH members and computer graphics pioneers, Tony DeRose and Jos Stam, have won a Scientific and Engineering Academy Award, for creating and expanding the fundamental mathematics behind the breakthrough graphics used in many of these popular animated films, and more. The methodology they’ve pioneered is now an industry standard for achieving strikingly realistic images on the big screen.

The Academy of Motion Picture Arts and Sciences presented the trio with plaques at the Feb. 9, 2019, awards ceremony held at the Beverly Wilshire Hotel. They were honored for their “pioneering advancement of the underlying science of subdivision surfaces as 3D geometric modeling primitives,” and the Academy noted that their advancements has helped “transform the way digital artists represent 3D geometry throughout the motion picture industry.”

Courtesy of Pixar, Geri’s Game

This marked the second time the three awardees were recognized for subdivision surfaces. In 2006, the Academy honored their work with a Technical Achievement certificate. Indeed, their advancements in subdivision surfaces is quite a feat, one that has been fine-tuned and developed for more than 40 years.

Subdivision surfaces enables digital artists to automate the technique of smoothing out surfaces, and as a result achieve highly realistic replications of physical objects in film. The examples of surfaces are endless—from human faces and skin, to clothing, table tops, and car bodies.

While Catmull is credited in the field for the first proof of subdivision surfaces, throughout the decades, DeRose, senior scientist emeritus at Pixar, and Stam, a graphics researcher at NVIDIA, have worked on advancing and improving subdivision surfaces, directly contributing to the success of the technique used in film today.

Stam’s expertise is in the simulation of natural physical phenomena for 3D computer animation and in simulation of fluids and gases. In fact, this is his third Academy Award win, having scored a Sci-Tech award in 2008 for the design and implementation of the Maya Fluid Effects system, a widely used technology for realistically simulating and rendering fluid motion. In 2005, he also was awarded the prestigious SIGGRAPH Computer Graphics Achievement award, given to members for exemplary contributions to the field of computer graphics.

In the subdivision surfaces work, Stam is credited for essentially making the technique more accessible for artists. He devised mapping methodology that eliminated complex hardware limitations that had been challenging for digital artists in prior iterations of the system.

“Now established techniques could be used for subdivision surfaces,” said Stam. “Since subdivision surfaces can express a wider range of shapes this made them accessible to artists.”

As a teenager, Stam drew caricatures, painted, and even got into air brush painting. His love for art informed his research as a computer scientist. So, he not only thinks in ‘1s’ and ‘0s’, he also considers the artist in the equation.

“I like art and I like math. In a way, they are not that different,” he said. “They are two ways to express your creativity within given bounds. In art you must work with physical tools like brushes, chisels and the computer! In math, your reasoning must make sense within a formal framework. Somewhat paradoxically art and math result from a balance between boundaries and creativity.”

When DeRose first introduced the use of subdivision surfaces in computer animated film it was for Pixar’s earliest shorts, Geri’s Game. Of the experience, he said it would not have been a success had he not worked closely with the film’s artists.

“It was that tight interaction that led to a lot of the improvements that we are being recognized for. Without sitting with the artists and understanding what they really needed, we wouldn’t be here today,” he said.

In subdivision surfaces, DeRose is credited for adding flexibility to the method and for improving the overall usability of the technology. For instance, he and collaborators devised an artist-friendly way to pick and choose when and where to add more sharpness to smoothed out surfaces. He also worked on adding shading techniques. 

For DeRose, the Academy Award underscores just how far the field has come and celebrates the comprehensive mathematics that goes along with it. Still, countless math problems remain, and he is excited for what the future holds.

“New mathematics is being created all of the time,” said DeRose. “Some of the new mathematics being created is in response to problems that have come up in filmmaking and graphics. Yes, we’ve solved a lot in 30 years or so, but there are still a lot of problems to address, including coming up with principled ways to deal with the massive geometry as a result of the more and more realistic and grander effects we’ve been able to achieve. There’s a lot of data to approximate now.”

During his acceptance speech at the Feb. 9 ceremony, Catmull made a lighthearted reference to the past when he said that prior techniques for representing organic shapes and surfaces “really sucked,” and he knew then, when he first got into computer graphics, that this was the problem he wanted to solve.

“For me, this has been an incredible journey. I never could’ve predicted any of it,” he said. “It started 46 years ago with an idea. And sometimes it just takes a lot of really smart people working on it from different points of views, from different places, and a lot of patience, and if you do that, you can end up with something that works.”

Moviegoers may never know that complex geometry is behind some of the splashiest visual effects they’ve witnessed on the big screen, and frankly, that is the way computer scientists want it. 

“I am sometimes blown away by what the artists were able to achieve with our software,” said Stam. “It’s like being a brush oil paint maker and looking at a Rembrandt … In fact, it is a sign of a work well done if the technology is hidden completely from the viewer. No one wants to see the ‘grip man’ holding the mic in a movie shot.”

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

Call for Participation SETECEC 2020

8th International Conference on Software and Emerging Technologies for Education, Culture, Entertainment, and Commerce ( SETECEC 2020 )

Venice, Italy  March, 10 - 13, 2020
 
SETECEC 2020 will be composed of research presentations, keynote lectures, invited presentations, research-in- progress, workshops, doctoral consortium, demo session and poster presentations.

The works must be submitted following the instructions found on the submission of papers section. All accepted works will be published in the respective conference proceedings (in printed book form, CD/DVD and magazine) by international and prestigious publishing houses in America and Europe.
 
http//www.alaipo.com/setecec-2019/conference_SETECEC_2019_publications.html
 
Post-conference publishing Handbook of Research. IGI Global --www.igi-global.com Hershey, Pennsylvania - USA (Publications have been indexed in a number of prestigious indices such as Thomson Reuters, DBLP, ACM Digital Library, ERIC, and the Australian Education Index).
 
An academic CD proceedings version --not commercial (distribution in the room), with ISBN 978.88.96.471.81.4  DOI 10.978.8896471/814 (Blue Herons Editions --www.blueherons.net).
 
International Scientific Journal in Europe with IEEE format guidelines.
 
The contributions are will be submitted for indexation by EI Compendex, Thomson Reuters, Scopus, IET Inspec Amerindex, etc.
 
All contributions –papers, workshops, demos and doctoral consortium, research-in-progress, 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 Augmented Reality and Mixed Reality, Computer Arts and Creativity, Computer Graphics, Communicability, Cross-Cultural Design and Content for the Aged Population, Cultural Modeling, Design, Education, Emerging Interactive Technologies, Environment and UX, HCI, Interaction, Design, Mobile Computing, New Media, Quality Evaluation, Network Security, Social and Human Factors, Software Engineering, and other computational areas are solicited on, but not limited to (alphabetical order)
 
http//www.alaipo.com/setecec-2019/conference_SETECEC_2019_topics.html
 
All submitted 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 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 works, so they can accordingly improve the final version of their contributions.
 
Very Important Information
 
1) 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 January, 12th, 2020 – local time in Hawaiian Islands 
 
Authors Notification Two weeks after the submission/s 
 
Camera-ready, full papers March, 5th 
 
 
2) THE AUTHORS CAN PRESENT MORE THAN ONE WORK WITH ONLY ONE REGISTRATION (maximum 3 contributions).
 
More information: http//www.alaipo.com/setecec-2020/conference_SETECEC_2020_paper.html
 
3) Keynote speakers and relaters with human and professional - super 'High Quality'
 
4) Certificate of participation and conference proceedings.
 
5) Participation for the selection of the best paper and best research awards (certificates and a vouchers).
 
6) Discounts in official hotels.
 
7) Free excursions in Venice, Italy ... and not folk dacing, hypocritical parties, etc. (it is a serious conference).
 
The international conferences are organized by ALAIPO  Latin Association of Human-Computer Interaction (Asociacion Latina de Interaccion Persona Ordenador)  www.alaipo.net, and AInCI  International Association of Interactive Communication (Asociacion Internacional de la Comunicacion Interactiva)  www.ainci.net 
 
 
 
 
 
 

Call for Participation CCGIDIS 2020

10th International Symposium on Communicability, Computer Graphics and Innovative Design for Interactive Systems ( CCGIDIS 2020 )

Madrid, Spain  May 5 – 8, 2020

http//www.ainci.com/CCGIDIS-2020/symposium_CCGIDIS_2020.html

CCGIDIS 2020 will be composed of research presentations, keynote lectures, invited presentations, workshops, doctoral consortium, demo session, research-works-in-progress and poster presentations.

Proposals must be submitted following the instructions found on the submission of papers section. All accepted works will be published in the respective symposium proceedings (in printed book form, CD/DVD and magazine) by international and prestigious publishing houses in America and Europe

1) Post-conference publishing book. IGI Global Hershey, Pennsylvania – USA

2) An academic CD proceedings version –not commercial (distribution in the room), with ISBN 978.88.96.471.95.1  DOI 10.978.8896471/951

3) International Scientific Journal in Europe with IEEE format guidelines

4) The works are will be submitted for indexation by EI COMPENDEX, INSPEC, THOMSON REUTERS, AMERINDEX and DBLP.UNI-TRIE.DE

The authors can present more than one works into symposium with only one registration (maximum 3 works).

All contributions should be of high quality, originality, clarity, significance, impact and not published elsewhere or submitted for publication during the review period. In the current international symposium it is demonstrated how with a correct integration among professionals of formal and factual sciences interesting research lines in the following subjects 2D, 3D Modeling and Reconstruction, Advances in Software and Hardware for 3D Printer, Audio-Visual, Archeology, CAD, Communicability, Computer Animation, Computer Graphics, Computer Vision, Creativity and Original Design, Education, Face and Gesture Recognition, Human-Computer Interaction, Industrial Design, Imaging, Intelligent User Interface, Interactive Systems Engineering, Internet of Things, Low-level Vision and Image Processing, Medical Image Processing, Mixed Reality, Modelling, Quality Design, Rendering, Scientific Visualization, Smart City, Ubiquitous Computing, UX, Video Games, Virtual Agents, Vision for Robotics and other computational areas are solicited on, but not limited to

http//www.ainci.com/CCGIDIS-2020/symposium_topics_2020.html

All submitted proposals 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 symposium. Authors of accepted works who registered in the symposium can have access to the evaluations and possible feedback provided by the reviewers who recommended the acceptance of their works, so they can accordingly improve the final version of their contributions.

Very Important Information

1) Deadlines

Proposals 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 Symposium. It is a way to speed up the process to make up the final program of the international Symposium, 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.

Papers Submissions January,31th –-local time in Hawaiian Islands Authors Notification Two/three weeks after the submission/s Camera-ready, full papers April, 25th 2020

2) The authors can present more than one work with only one registration (maximum 3 contributions). More information

http//www.ainci.com/CCGIDIS-2020/symposium_registration_2020.html

3) Keynote speakers and relators with human and professional – super ‘High Quality’

4) Certificate of participation and symposium proceedings.

5) Participation for the selection of the best paper, short-paper, demo, research-in-progress, poster, etc. awards (certificates and a vouchers).

6) Discounts in official hotels.

7) Free excursions in Madrid, Spain.

The international symposium is organized by ALAIPO Latin Association of Human-Computer Interaction (Asociacion Latina de Interaccion Persona Ordenador)  www.alaipo.net, and AInCI  International Association of Interactive Communication (Asociacion Internacional de la Comunicacion Interactiva)  www.ainci.net