pic International Workshop on
Networked Entertainment Systems (NES2022)

Bologna, Italy
July 10, 2022
Co-Located with the 42nd IEEE International Conference on
Distributed Computing Systems (ICDCS 2022)

Technically co-sponsored by the IEEE and the IEEE Computer Society

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Main Conference Web Site
Programme

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Theme and Scope

Entertainment technology has moved from a primarily local and passive experience to interactive and immersive experiences based on networked/distributed architectures. Ongoing advances in Information and Communication Technologies (ICT) are providing tools for enabling consumers to enjoy experiences such as Augmented/Virtual reality (e.g., Facebook Metaverse), cloud-based games (e.g., Google Stadia), online streaming platforms (e.g., Netflix), just to name a few well-known examples. Networking, cloud/edge computing, distributed computing systems, computer graphics, artificial intelligence, gaming, multimedia design and human-computer interaction are among the technical domains where entertainment technologies are bringing together an extraordinarily varied set of researchers and practitioners. This workshop provides an open forum for researchers, engineers and academia to exchange the latest technical information and research findings on next-generation networked/distributed entertainment concepts, technologies, systems, services, and applications.

Authors are solicited to submit complete unpublished papers in the following, but not limited to, topic areas:
  • Quality of Service and Quality of Experience
  • Next Generation Wireless Technologies for Entertainment Services
  • Architectures, Platforms and Protocols
  • Technologies for Networked In-Home/Car/Flight/Train Entertainment
  • Distributed architectures for Entertainment Applications
  • Cloud/edge computing for Entertainment Applications
  • 5G/6G technology for entertainment
  • Augmented, Virtual and Mixed Reality for Entertainment Applications
  • Artificial Intelligence algorithms for Entertainment Applications
  • Interactive Television and Theaters
  • Internet of Entertaining Things
  • Massively Multiplayer Games
  • Distributed Game Engines
  • Crowdsourcing-based solutions for entertainment
  • Social networking for entertainment
  • Mobile and Wireless Entertainment
  • Networked and pervasive Entertainment
  • Wireless and Mobile Gaming
  • Technology for wearable entertainment
  • Testbed and Performance Evaluation

Paper Submissions

We encourage researchers from industry and academia to submit original works. Submitted papers must represent original material that is not currently under review in any other conference or journal, and has not been previously published.
Please refer to the main site for submission guidelines, but use the link specific for this workshop (see below) for the final submission. All paper submissions should follow IEEE 8.5" x 11" Two-Column Format. Each regular paper can have up to 6 pages; papers with 4 pages or less will be considered as short/WiP papers. Submission of papers should be regarded as a commitment such that, if accepted, at least one author of the paper will register and present it; otherwise it will be removed from the IEEE Digital Library after the conference.

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IEEE Paper Template
- Submission link: https://easychair.org/conferences/?conf=nes20220

Important Dates

  • Paper submission due: February 15, 2022 March 15, 2022 (extended)
  • Acceptance notification: April 4, 2022
  • Camera ready due: April 21, 2022

Organization

General Chairs
  • Claudio E. Palazzi (University of Padua, Italy, cpalazzi[AT]math.unipd.it)
  • Anna Maria Vegni (Roma Tre University, Italy, annamaria.vegni[AT]uniroma3.it)
Publicity Chairs
  • Ludovica De Lucia (Roma Tre University, Italy)
  • Mirko Franco (University of Padua, Italy)
Technical Program Committee
  • Maha Abdallah, Sorbonne Université, France
  • Nadjib Achir, University Sorbonne Paris Nord, France
  • Abdelhak Bentaleb, National University of Singapore, Singapore
  • Anand Bhojan, National University of Singapore, Singapore
  • Khaled Boussetta, Université Sorbonne Paris Nord, France
  • Armir Bujari, University of Bologna, Italy
  • Mark Claypool, Worcester Polytechnic Institute, USA
  • Stefano Ferretti, University of Urbino, Italy
  • Marco Furini - University of Modena and Reggio Emilia, Italy
  • Sergei Gorlatch, Univ. of Münster, Germany
  • Carsten Griwodz, Simula Research Laboratory, Norway
  • Jiungyao Huang, National Taipei University, Taiwan
  • Lea Skorin-Kapov, University of Zagreb, Croatia
  • Dario Maggiorini, University of Milan, Italy
  • Gustavo Marfia, University of Bologna, Italy
  • Andrea Michienzi, University of Pisa, Italy
  • Graham Morgan - Newcastle University, UK
  • Edmond Prakash, Manchester Metropolitan University, UK
  • Laura Anna Ripamonti, University of Milan, Italy
  • Matthias Rauterberg, Eindhoven University of Technology, Netherlands
  • Mirko Suznjevic, University of Zagreb, Croatia