Facial and Bodily Expressions for Control and Adaptation of Games (ECAG'08)

Abbreviation: ECAG08

Start date: September 16,  2008

End date: September 16,  2008

Location: Amsterdam

Facial and Bodily Expressions for Control and Adaptation of Games (ECAG'08)

September 16, 2008, Amsterdam
Workshop will be held in the conference venue: De Rode Hoed

Workshop organized in conjunction with the 2008 IEEE International Conference
on Automatic Face and Gesture Recognition (September 17-19,

Copyright 2006, Phelle

Many interactive systems observe the human body and face and use these as a means for input. Examples are playing a boxing game using body movements, mimicking the user's facial expressions in Second Life, controlling a robot in a home environment, or adapting the teaching strategy based on the detection of frustration in a tutoring application. In these examples, observations of the face and body are used in different forms, depending on whether the user has the initiative and consciously uses his or her movements and expressions to control the interface or whether the application takes the initiative to adapt itself to the affective state of the user as it can be interpreted from the user's expressive behavior. Hence, we look at:
  • Voluntary control: The user consciously produces facial expressions, head movements or body gestures to control a game. This includes commands that allow navigation in the game environment or that allow movements of avatars or changes in their appearances (e.g. showing similar facial expressions on the avatar's face, transforming body gestures to emotion-related or to emotion-guided activities). Since the expressions and movements are made consciously, they do not necessarily reflect the (affective) state of the gamer.
  • Involuntary control The game environment detects, and gives an interpretation to the gamer's spontaneous facial expression and body pose and uses it to adapt the game to the supposed affective state of the gamer. This adaptation can affect the appearance of the game environment, the interaction modalities, the experience and engagement, the narrative and the strategy that is followed by the game or the game actors.

We are soliciting papers that discuss research into this area, with a strong focus on applications. We consider the domain of entertainment, (serious) gaming and simulation. In addition to video-based observation, we also consider other means of input, including multi-modal approaches. Technical papers, as well as survey papers and empirical papers are eligible.

Authors are invited to submit papers (between six and fifteen pages), using the formatting guidelines of the main conference (not blind). Papers will be refereed by at least three reviewers. Accepted papers will appear in paper proceedings with ISSN/ISBN, and appear on the CD/memory stick together with papers of the main conference. Send papers to .


Registration is open for all FG2008 participants and for others. Registration fee is EUR 50 in combination with the main conference, and EUR 100 for the workshop only. Authors and participants can register at the main conference website. The workshop is one day ahead of the main conference. SIKS members can get a refund of the workshop fee. Please contact the workshop organizers.SIKS logo


The workshop will be held at De Rode Hoed, address Keizersgracht 102. Directions and a map can be found here.

28-08-2008: Programme updated

09.00-09.15Opening: Anton Nijholt & Ronald Poppe

Session 1 Chair: Anton Nijholt
09.15-10.00Invited Talk Louis Philippe Morency: Understanding Nonverbal behaviors: The role of Context in Recognition
10.00-10.30Coffee Break

Session 2 Chair: Nadia Berthouze
10.30-11.00Individual Differences in Facial Expressions: Surprise and Anger in the Emotion Evoking Game (Ning Wang and Stacy Marsella)
11.00-11.30A Mimetic Strategy to Engage Voluntary Physical Activity in Interactive Entertainment (Andreas Wiratanaya and Michael J. Lyons)
11.30-12.00An Online Face Avatar under Natural Head Movement (Haibo Wang, Chunhong Pan, Christophe Chaillou, and Jeremy Ringard)
12.00-12.30SmileMaze: A Tutoring System in Real-Time Facial Expression Perception and Production for Children with Autism Spectrum Disorder (Jeff Cockburn, Marni Bartlett, James Tanaka, Javier Movellan, Matt Pierce, and Robert Schultz)

Session 3 Chair: Ronald Poppe
14.00-14.45Invited Talk Nadia Berthouze: Body Movement as a Modality for Affective Human-Computer Interaction
14.45-15.15Virtual Mirror Gaming in Libraries (Marijn Speelman and Ben Kröse)
15.15-15.45Coffee Break

Session 4 Chair: Zsofia Ruttkay
15.45-16.15Facial Rigging in Films and Videogames (Verónica Costa Orvalho)
16.15-16.45Exploring Behavioral Expressions of Player Experience in Digital Games (W. van den Hoogen, W. IJsselsteijn, and Y. de Kort)
16.45-17.15Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing (M. Pasch, N. Berthouze, B. van Dijk, A. Nijholt)
17.30-17.45Closing: Ronald Poppe & Anton Nijholt

Important Dates

RegistrationNo later than September 1, 2008
WorkshopSeptember 16, 2008
FG 2008 ConferenceSeptember 17-19, 2008

Programme Chairs and Organizers

Anton Nijholt (HMI, University of Twente, the Netherlands)
Ronald Poppe (HMI, University of Twente, the Netherlands)

Program Committee

Jeremy Bailenson (Stanford University, USA)
Nadia Berthouze (University College London, UK)
Antonio Camurri (Universty of Genova, Italy)
Yun Fu (University of Illinois at Urbana-Champaign, USA)
Hatice Gunes, University of Technology, Sydney, Australia
Mitsuru Ishizuka (University of Tokyo, Japan)
Nadia Magnenat-Thalmann (University of Geneva, Switzerland)
Christopher Peters (Université de Paris 8, France)
Mannes Poel (University of Twente, the Netherlands)
Gang Qian (Arizona State University, USA)
Rainer Stiefelhagen (Universität Karlsruhe, Germany)

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