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 

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