Call for papers

The conference is open for topic proposals that cover the definition of cognitive infocommunications. Possible topics include, but are not limited to:

Socio-cognitive ICT including any approach that uses or influences collective knowledge through sensing and actuation of Internet activities and streams. Application-oriented papers focusing on smartphone based approaches are highly welcome.

Embodied and enactive cognitive systems based on e.g. cognitive robotics and autonomous mental development

Cognitive biases in CogInfoCom: how biases in human perception and high-level reasoning can be put to use in CogInfoCom systems

Cognitive control: control theoretical solutions based on or targeting cognitive and other human body related processes. More information on cognitive control - e.g. on its scope and goals - can be found here

Industrial applications of CogInfoCom including e.g. production engineering, production management and relevant industrial applications

Ergonomics-based aspects of CogInfoCom

CogInfoCom channels based on e.g. sensory substitution, sensorimotor extension and high-level mapping between conceptual information and sensory data (for more details, cf. here)

Human-car interactions

Intelligent car informatics

Cognitive networks of cars

Speechability e.g. all areas contributing to cognitive linguistics and speech technologies

Ethology-inspired engineering / Etho-robotics

Mathability: modeling and understanding mathematical capabilities of merged human-ICT systems (for more details, cf. here)

Cognitive informatics and media

Future Internet CogInfoCom aspects of e.g. Internet of Things and 3D Internet

Infocommunication-related aspects of the cognitive sciences

Intelligent vehicle and transportation systems based on e.g. enhanced driver awareness, advanced driver assistance systems

Avatar ergonomics

Interaction capabilities of CogInfoCom systems including e.g.

• physiological interfaces including aspects of BCI, BAN, etc.

• modality-oriented CogInfoCom including all aspects of human-and-"X" interaction

• augmented content management and cognition based on e.g. 3D visualization, immersive augmented/virtual interaction, virtual avatars, etc.