The allocated time for each student is 10 minutes for the presentation and 5 for the discussion and the questions. The spare time will be reserved to discuss the concerns that have been raised during the questions and there was no time to answer.
Instructions for Oral presentations For each talk there is an approximately 25 minutes slot. Please prepare a 20 minutes talk, so as to have at least 5 minutes for questions and answers.
The rooms are equipped with overhead projectors and speakers. Please be prepared to use the computer that will be available. This computer will support: Power point reader PDF reader Media player (VLC) If you wish to utilize something that is not covered by the aforementioned software, you will be able to use your own laptop. However, this is not recommended, as it will increase the preparation time between the presentations.
Instructions for Poster papers
You will be provided with a 1.9 x 1.6 (height x width in m) poster board and push pins. Posters must be visible from several meters away, so please use large fonts (minimum of 32 points).
The suggested size (height x width) for poster is A0 (i.e. 1.189 x 0.841 m) or A1 (i.e. 0.841 x 0.594 m). Avoid overly “texty” posters. Use visuals and diagrams. Klaus Scherer
University of Geneva, Swiss Center for Affective Sciences
Klaus R. Scherer studied economics and social sciences at the University of Cologne and the London School of Economics. Following his postgraduate studies in psychology, he obtained a Ph.D. from Harvard University in 1970. After teaching at the University of Pennsylvania, Philadelphia, and the University of Kiel, Germany, he was appointed, in 1973, full professor of social psychology at the University of Giessen, Germany. From1985 to 2008, Klaus Scherer was a full professor of psychology at the University of Geneva, Switzerland, and director of the Human Assessment Centre (Laboratoire d´Evaluation Psychologique). He is now Professor emeritus (professeur honoraire) at the University of Geneva and Director of the Swiss Center for Affective Sciences. His research activities focus on multicomponential emotion processes. Several research programs, financed by granting agencies and private foundations in the European Union and Switzerland, are directed at the study of cognitive appraisal of emotion-eliciting events and on facial and vocal emotion expression.
Scherer reported this work in numerous publications in the form of monographs, contributed chapters, and papers in peer-reviewed international journals. He edited several collected volumes and handbooks and co-edits the “Affective Science Series” for Oxford University Press. He was a founding co-editor of the journal Emotion.
Klaus Scherer is a member of several international scientific societies and a fellow of the American Psychological Association, the Acoustical Society of America, and the Association for Psychological Science. He was an invited professor at Stanford, Berkeley, the University of Zurich, and EHESS Paris. He has been elected member of the Academia Europea and honorary foreign member of the American Academy of Arts and Sciences and is the recipient of an ERC Advanced Grant. He has received honorary doctorates from the University of Bologna and the University of Bonn.
Florida International University, School of Computing and Information Sciences
Christine Lætitia Lisetti is an Associate Professor in the School of Computing and Information Sciences (SCIS) in the College of Engineering and Computing at Florida International University (USA), and the Director of the Affective Social Computing Laboratory (ascl.cs.fiu.edu). She received her Ph.D. in Computer Science from Florida International University in 1995. In 1996 she received the Individual Research Award from the National Institute of Health (NIH) to conduct her Post-Doctoral Fellowship jointly in Computer Science and Psychology at Stanford University.
Christine Lisetti is one of pioneers in Affective Computing, the recent research field which lies at the intersection of Artificial Intelligence (AI) and Human-Computer Interaction (HCI) in Computer Science, of emotion and personality theories in Psychology, and of social interaction and health promotion in Communication. Her long-term research goal is to create digital and engaging socially intelligent agents that can interact naturally with humans via expressive multi-modalities in a variety of contexts involving socio-emotional content (e.g. empathetic health coach, social companion, cyber-therapy, intelligent tutoring system, serious game). Her most recent research interests involve research in expressive virtual characters capable of effectively delivering behavior change interventions.
Christine Lisetti is on the founding Editorial Board of the IEEE Transactions on Affective Computing. She has published numerous research articles, and has been key note speaker at international conferences. She has received research grants from federal agencies both in Europe and in the USA, such as the European Commission (EC), the National Science Foundation (NSF), the National Institute of Health (NIH), NASA Ames, US Army STRICOM, the Office of Naval Research (ONR); as well as from industry such as Intel, Microsoft, STMicroelectronics. Christine Lisetti regularly serves as a research expert for the National Science Foundation (USA), for the “Agence Nationale de la Recherche” (FRANCE), for the “Fonds de Recherche sur la Nature et les Technologies” (CANADA), and for the European Commission (BELGIUM).
For more information on Christine Lisetti
Georgios Yannakakis University of Malta, Institute of Digital Games
IT University of Copenhagen, Center for Computer Games Research
Georgios Yannakakis does research at the crossroads of AI (computational intelligence, preference learning), affective computing (emotion detection, emotion annotation), advanced game technology (player experience modelling, procedural content generation, personalisation) and human-computer interaction (multimodal interaction, psychophysiology, user modelling). He pursues research concepts such as user experience modelling and procedural content generation for the design of personalised interacive systems for entertainment, education, training and health.
Georgios Yannakakis is one of the leading researchers within player affective modelling and adaptive content generation for games. He has pioneered the use of preference learning algorithms in combination with player questionnaires to create statistical models of player’s experiences when playing computer games.