ACE 2009

ACE 2009

(5th Advances in Computer Entertainment Technology Conference)


DIMEA 2009

(3rd Digital Interactive Media Entertainment and Arts Conference)

Athens, Greece

October 29-31, 2009

Interactive Entertainment is one of the fastest growing industries in the world. In 1996, the U.S. entertainment software industry reported $2.6 billion in sales revenue; this figure has more than tripled in 2007, yielding $9.5 billion in revenues. In addition, gamers, the target market for interactive entertainment products, are now reaching beyond the traditional 8-34 old male target demographic to include women, Hispanics, and African Americans. This pattern has been observed in several markets, including Japan, China, Korea, and India. Thus, interactive entertainment is becoming part of our everyday life, impacting our thinking, society and culture in many ways. ACE has become the leading academic forum for dissemination of novel research results in the area of entertainment computing. This year for the first time it incorporates DIMEA which has established itself over the last three years as a strong conference on interactive entertainment arts. Together the conference forms an exciting new step blending deeply the latest research in art and technology.

The focus of ACE 2009 is to gather researchers from academia and industry−researchers who are working in multi-disciplinary areas within the arts, psychology, computer science, and design to discuss, present, and demonstrate their new contributions. The goal of ACE is to stimulate discussion in the development and advancement of interactive art and entertainment applications. It, thus, strides to balance several interdisciplinary areas and seeks representation in all these areas, including, but not limited to:

  • Accessibility
  • Aesthetics
  • Affective Computing
  • Ambient Intelligence
  • Animation Techniques
  • Attention
  • Augmented / Mixed Reality
  • Avatars and Virtual Community
  • Community
  • Cultural Computing
  • Digital Entertainment and Sports
  • Digital Broadcasting/Podcasting
  • Digital Cinema
  • Elderly Entertainment
  • Empathy
  • Entertainment Design Theory
  • Experience Design
  • Funology
  • Graphics Techniques
  • Human-Robots Interaction
  • Interaction Design
  • Interactive Computer Graphics
  • Interactive Theatre
  • Internet Networking Media
  • Learning and Children
  • Location-Based Entertainment
  • Metaverse
  • Mixed Media
  • Mobile Entertainment
  • Multimodal Interaction
  • Narratives / Digital Storytelling
  • New Gaming Audiences
  • Novel interfaces
  • Pervasive and Online Games
  • Physical Computing
  • Robotic Love and Affection
  • Simplicity
  • Situativity
  • Smart Gadgets and Toys
  • Social Impact
  • Social Networking
  • Sound and Music
  • Synesthetic Entertainment
  • Tangible Interfaces
  • User Interfaces
  • Visual Effects
  • Virtual Reality

To encourage presentation of such multi-disciplinary work, we invite submissions that fall into the following tracks:

Papers Track:

o Full Papers: Original unpublished technical, design, and theory/social impact. Submissions to this track
should not exceed 8 pages in ACM format.

o Short Papers: Original unpublished technical, design, and theory/social impact. Submissions to this
track should not exceed 4 pages in ACM format. The program committee may also
suggest submitted long papers be resubmitted as short papers.

o Posters: Breakthroughs in technical research, content design, industry applications, and entertainment
theories/social impact researches are invited. Submissions to this track should not exceed 2 pages in
ACM format. Format instructions are posted on the website noted below. All accepted submissions
will be published in conference proceedings.

Creative Showcases (show cased within three types of spaces: exhibition space, art gallery and gaming exhibit)

o Technical demos : prototype demos of advanced entertainment technology

o Games, including, but not limited to, experimental games, independent games, games for change,
video games, commercial games, casual games, mobile games

o Interactive narrative, interactive drama, alternate reality games, and interactive fiction

o interactive art installations

o web-based computer entertainment

o digital audio, visual and other sensory art

o Design showcase

One page abstracts of all accepted submissions will be published in conference proceedings.

For further information please visit:

Important Dates:
Deadline for Full and Short Papers: June 19, 2009
Deadline for Posters and Creative Showcases: June 19, 2009
Notifications of Acceptance: August 21, 2009
Camera Ready Copy: September 18, 2009

Submissions of papers will be online on our conference website ( using Easy Chair and should follow the ACM Submission Format. See ACM SIG Proceedings Template for more instructions.

Selected papers will be asked to extend their papers for a Journal Publication:
Selected papers will be published in Special Issue of ACM Computers in Entertainment and International Journal on Arts and Technology (IJART)
Best papers and creative showcases will be selected based on a jury of well respected pioneers in the field attending the conference. We honor the authors of these publications by presenting awards including:

Paper award categories: Gold, Silver, and Bronze.

Creative showcase award categories: Gold, Silver, and Bronze.

Organization Committee

Honorary General Chair
Ryohei Nakatsu
General Co-Chairs
Hirokazu Kato
Michael Haller
Athanasios V. Vasilakos
Program Co-chairs
Bruce Thomas
Yoshifumi Kitamura
Magy Seif El-Nasr
(Local) Organizing Co-chairs
John N. Karigiannis
Konstantinos Giannakis
Adrian David Cheok
Financial Co-Chairs
Ivan Boo

WWW Administrator

Miyuru Dayarathna
Demo Co-Chair
Maki Sugimoto
Art Exhibition Chair
Philippe Pasquier
Publicity Chair
Owen Noel Newton Fernando