The IFIP-ICEC 2018 conference will be taking place between the 18th-20th September 2018. However, as the conference is co-located with the IFIP World Computer Conference (IFIP-WCC 2018), you also can attend the overall event between the 17th-21st September 2018. Thus please don’t let yourself confuse by the different dates.

You can download the preliminary program (version July 17th, 2018) from IFIP ICEC Programme V1.1.

An overview of the program can be found below on this website. More detailed information about the particular events can be found on the following websites:


From Design Computing to Creating Unique Technologies for Everyone

Prof. Ellen Yi-Luen Do, ATLAS Inst., Univ. of Colorado Boulder, USA

Aspirational Cyber Human Systems

A/Prof. Aisling Kelliher, Inst. for Creativity, Arts, and Technology, USA

Augmented Reality and Virtual Reality Near You

Nikolay Nikolov, Poland


Robot Competitions

David Obdrazalek, Charles University, Czech Republic
Richard Balogh, Slovak University of Technology, Slovakia
Artur Lugmayr, Curtin University, Australia

Robot competitions are more and more used as a tool for education as well as an entertainment activity. This workshop brings together organizers, participants, teachers, and other people interested to share best practices, discuss issues and possibly improve their work. The main objectives of this workshop are to gather organizers of different robot competition events, competition participants, teachers, and other interested people from various environments to: – foster establishing of a network of organizers and their events to support participants exchanges and to motivate them to attend also other than local events, – connect the workshop participants to share best practices, discuss issues and possibly improve their work.



Bio-Sensing Platforms for “Wellness Entertainment” System Design (Bio-Sensing, Interactive Media, and Wellness Entertainment)

Yoichi Nagashima, SUAC/ASL, Japan

This is a “hands-on” lecture/workshop intended for the designer/artist/therapist of the interactive system for “wellness entertainment”. In recent years, the fields of serious games and medical/welfare/rehabilitation applications are gaining attention in the field of entertainment computing. The organizer of this workshop has been promoting R & D activities in this area for over 20 years, and recently targeting “Wellness” or “Well-being” entertainment using bio-sensing technology. This lecture/workshop contains four parts of practical techniques/ideas to realize effective interactive system for “wellness entertainment” – environment & interface, concept of biofeedback, special techniques using commercial bio-sensors and cutting-edge topics.

Tutorial Website:


Workshop 1: Entertainment Computation – A Key for Improving and Reducing Gender Gap?

Javier Gomez, NTNU, Norway
Letizia Jaccheri, NTNU, Norway
Jannicke Baalsrud Hauge, KTH, Stockholm & BIBA, Germany

  • Who Will Be the Leaders in Top Academic Positions in Entertainment Computing?, Letizia Jaccheri, Soudabeh Khodambashi, Katrien De Moor, Ozlem Ozgobek and Katina Kralevska
  • Serious Games in Special Education. A Practioner’s Experience Review, Guadalupe Montero and Javier Gomez
  • Perspectives on Accessibility in Digital Games, Jannicke Baalsrud Hauge, Neil Judd, Ioana Andreea Stefan, Antoniu Stefan
  • Adult Perception of Gender-Based Toys and their Influence On Girls’ Careers in STEM, Serena Lee-Cultura, Katerina Mangaroska and Kshitij Sharma

Workshop 2: Designing Entertainment for the Aging Population (DEAP’18)

Paula Alexandra Silva (University of Aveiro, Portugal)
Masood Masoodian (Aalto University, Finland)

  • Storytelling: A Medium for Co-design of Health and Well-being Services for Seniors, Leah Burns and Masood Masoodian
  • User-Centered Design of an Online Mobile Game Suite to Affect Well-Being of Older Adults, Isabelle Kniestedt, Stephan Lukosch and Frances Brazier
  • Providing Life-style-Intervention to Improve Well-Being of Elderly People, Thomas Rist, Andreas Seiderer and Elisabeth André
  • Intergenerational Joint Media Engagement: pre-testing interviews, activities and tablet’s applications, Ana Carla Amaro, Lidia Oliveira and Vania Baldi
  • Physical Activity Among Older Adults: A Meta-Review of EU-Funded Research Projects, Paula Alexandra Silva

Paper Sessions

Session 1: Human-Computer-Interaction, Tuesday, 14:30 – 16:00

CHAIR: Radu-Daniel Vatavu

  • Dynamic Projection Mapping on Multiple Non-Rigid Moving Objects for Stage Performance Applications Ryohei Nakatsu, Ningfeng Yang, Hirokazu Takata, Takashi Nakanishi, Makoto Kitaguchi and Naoko Tosa (LP)
  • Applying Designing Thinking techniques for prototyping a universal game controller Gabriel Ferreira Alves, Emerson Vitor Souza, Daniela Gorski Trevisan, Anselmo Antunes Montenegro, Luciana Cardoso de Castro Salgado and Esteban Walter Gonzalez Clua (LP)
  • Intimate Information Access through Virtual Creatures Kota Gushima and Tatsuo Nakajima (SP)
  • Validating the Creature Believability Scale for Videogames Nuno Barreto, Rui Craveirinha and Licinio Roque (SP)
  • Dance Dance Gradation: a generation of fine-tuned dance charts Yudai Tsujino and Ryosuke Yamanishi (SP)

Session 2: Entertainment Systems & Technology, Tuesday, 16:30 – 18:00

CHAIR: Zvezdan Vukanovic

  • Diminishing Reality Andreas Hackl and Helmut Hlavacs (LP)
  • Live Probabilistic Editing for Virtual Cinematography Luiz Velho, Leonardo Carvalho and Djalma Lucio (LP)
  • The Programmable Drone for STEM Education Patrik Voštinár, Dana Horváthová and Nika Klimová (SP)
  • A Taxonomy of Synchronous Communication Modalities in Online Games Quentin Gyger and Nicolas Szilas (SP)
  • The influence of digital convergence/divergence on digital media business models Zvezdan Vukanovic (LP)

Session 3: VR and AR, Wednesday, 09:30-11:00

CHAIR: Helmut Hlavacs

  • Mixed Reality Cycling in an Infinite Procedurally Generated City Wesley Oliveira, Werner Gaisbauer, Michelle Tizuka, Esteban Clua and Helmut Hlavacs (LP)
  • Aspects that need to be addressed during the development of location-based games Jacques Barnard, Magda Huisman and Gunther Drevin (LP)
  • Circus Noel: A case study on natural user interface design for VR Mirjam Vosmeer and Alyea Sandovar (SP)
  • Reorientation Method to Suppress Simulator Sickness in Home VR Contents Using HMD Yuki Ueda and Junichi Hoshino (SP)
  • A.R.M. – Augmented Reality Muscularity Dirk Sweere, Martin Hughes, Martijn van Laar and Lisa Rombout (SP)

Session 4: Digital Games, Wednesday, 16:00-17:30  

CHAIR: Jussi Holopainen

  • Games That Make Curious: An Exploratory Survey into Digital Games That Invoke Curiosity Marcello A. Gómez Maureira and Isabelle Kniestedt (LP)
  • Learning to Identify Rush Strategies in StarCraft Teguh Budianto, Hyunwoo Oh and Takehito Utsuro (LP)
  • Virtual Reality as e-Mental Health to Support Starting with Mindfulness-Based Cognitive Therapy Koen H. B. Damen and Erik D. van der Spek (SP)
  • Engagement in Interactive Digital Storytelling: Sampling without spoiling Sergio Estupinan, Kasper Ingdahl Andkjær and Nicolas Szilas (SP)
  • Playing with Empathy through a Collaborative Storytelling Game Sindre Skaraas, Javier Gomez and Letizia Jaccheri (SP)

Session 5: Storytelling, Narrative, and Behaviours, Thursday, 09:30-11:00

CHAIR: Licinio Roque

  • Design and evaluation of a fall prevention multi-player game for senior care centres Joana Silva, Elsa Oliveira, Dinis Moreira, Francisco Nunes, Martina Čaić, João Madureira and Eduardo Pereira (LP)
  • Comedy in the Ludonarrative of Video Games Oskari Kallio and Masood Masoodian (LP)
  • Construction of mixed reality story environment based on real space shape Kazuma Nagata, Soh Masuko, and Junichi Hoshino (SP)
  • Digital Therapies Robert J. Wierzbicki (SP)

Session 6: Entertainment Business, Information Systems, and Media Studies, Thursday, 14:00-15:30

CHAIR: Junichi Hoshino

  • Physiological Affect and Performance in a Collaborative Serious Game between Humans and an Autonomous Robot Petar Jerčić, Johan Hagelbäck and Craig Lindley (LP)
  • Analysis of the effect of number of players on the excitement of the game with respect to fairness Sagguneswaraan Thavamuni, Hiroyuki Iida and Hadzariah Ismail (LP)
  • Sensor Ball Raffle – gamification of billboard advertising: How to engage the audience? Sari Järvinen, Johannes Peltola and Paul Kemppi (LP)
  • Realtime Musical Composition System for Automatic Driving Vehicles Yoichi Nagashima (SP)

Posters, Art Exhibits, and Demonstrations: Tuesday, 18:00-19:30

CHAIR: Javier Gomez and Benedict Berger

  • Data Reduction of Indoor Point Clouds Stephan Feichter and Helmut Hlavacs (Poster)
  • Designing ‘Wall Mounted Level’ – A Cooperative Mixed-Reality Game about Reconciliation Scott Swearingen and Kyoung Swearingen (Poster)
  • Automatic Generation of the Periodic Hair Motion of 3D Characters for Anime Production Kenji Furukawa and Susumu Nakata (Poster)
  • An iTV prototype for content unification Jorge Abreu, Pedro Almeida, Ana Velhinho, Sílvia Fernandes and Rafael Guedes (Poster)
  • Content unification: a trend reshaping the iTV ecosystem Jorge Abreu, Pedro Almeida, Sílvia Fernandes, Ana Velhinho and Ana Rodrigues (Poster)
  • Creating art installation in Virtual Reality. The Stilleben Project Jan K. Argasiński (Poster)
  • A mixed-reality serious game to tackle a public health problem Tiago Lima, Carlos Niquini, Breno Barbosa, Clodoveu Davis Jr. (Poster)
  • Converging Data Storytelling and Visualisation Yangjinbo Zhang  (Poster)
  • A systematic mapping on game-related methods to tackle a public health problem Tiago Lima, Clodoveu Augusto Davis Jr. (Poster)
  • NOVELICA: A Visual Novel System to Make People Forget Their Negative Feelings on Mathematics Nobumitsu Shikine, Toshimasa Yamanaka, Letizia Jaccheri, Javier Gomez and Junichi Hoshino (Demonstration)
  • Imperceptible Art Aleksandra Vasovic (Art Exhibit)
  • Tappetina: an Ecosystem of Art, Software, and Research Letizia Jaccheri, Javier Gomez and Sindre B. Skaraas (Art Exhibit)

Doctoral Consortium: Wednesday, 18:00-19:00

CHAIR: Letizia Jaccheri

  • Affecting Well-Being Through Digital Games Isabelle Kniestedt
  • A Game-Based Plattform to Tackle a Public Health Problem Tiago Fran_ca Melo Lima and Clodoveu Augusto Davis Jr.