*** Apologies for Cross-Postings ***

Dear Colleagues,

CHItaly is the Biannual Conference of the Italian SIGCHI Chapter. It is open to 
both members and non-members. The CHItaly edition of 2021 is the 14th of the 
series and will be hosted in Bolzano at the Free University of Bozen-Bolzano 
(https://chitaly2021.inf.unibz.it/).

Several half-day online (or hybrid) workshops will take place in conjunction 
with this year's CHItaly conference:

*** July 11th ***
- W1) Gameful self-reflection: on HCI and the sustainability discourses
- W2) Virtual Reality, Inclusion and special language needs (VR Island)
- W3) Speculative Design for Transurban Futures (TransUrban)
- W4) Critical Tools for Machine Learning: Figuring, fabulating, situating, 
diffracting machine learning systems design (CritML)

*** July 12th ***
- W5) Frontiers of Older Humans Computer Interaction
- W6) The Role of Digitalization in Improving the Quality of Live in Rural 
(Industrialized) Regions
- W7) GHItaly21-4th Workshop on Games-Human Interaction
- W8) Designing for/with/around Nature: Exploring new frontiers of 
outdoors-related HCI (NatureHCI)
- W9) Multi-party Interaction in eXtended Reality (MIXR)

The attendance is free of charge for CHItaly main conference attendants and 
will be subject to a small fee for everyone else (registration fees are 
available on the CHItaly 2021 website: 
https://chitaly2021.inf.unibz.it/registration.html). There are still a few 
places available to join the rich set of satellite events accompanying CHItaly 
2021. The deadline for expression of interest or paper submission for all 
workshops has been extended. Please check each workshop website for details 
about the new deadline.

Details for each workshop are given in what follows:

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W1) Gameful self-reflection: on HCI and the sustainability discourses
https://islandfutures.net/chitaly-2021-workshop
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Organizers and contact:
- Greta Adamo, ITI / LARSyS, Madeira, Portugal ([email protected])
- Max Willis, M-ITI and ITI / LARSyS, Madeira, Portugal
- Leysan Nurgalieva, Trinity College Dublin, Ireland

It could be said that sustainability has always been at the center of HCI as a 
field; the core tenets of HCI, usability and participation are both concerned 
with securing and maintaining continued, meaningful engagement between 
customers and publics with the products and services we design. Meanwhile, the 
concept of sustainability has taken on a more broad ecological meaning, and 
although a range of HCI academic and industry professionals are focussed on 
topics such as urban design, circular economy and citizen science that directly 
address human impacts and environmentally-sensitive quality of life there is 
much more to this discourse. This workshop invites each and every participant 
to self-reflect on their previous work, their current directions, and future 
aims, and ask just how much, or how little our own work, and that of our HCI 
community is addressing sustainability and sustainable development.

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W2) Virtual Reality, Inclusion and special language needs (VR Island)
https://easychair.org/cfp/VRISLAND1-VirtualRealitySpecialLanguageNeeds
https://padlet.com/stagginigiulia/vfhbeh9yyvwbb7uc
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Organizers and contact:
- Giulia Staggini, University of Genoa, Italy (contact person: 
[email protected])
- Rita Cersosimo, University of Genoa, Italy

This workshop proposal is the result of a speculation about important issues, 
both in the academic world and everyday life, such as: accessibility to 
language learning and technology support. In particular, the reasons leading to 
this proposal are: enhance motivation and cross-cultural competence in students 
with SLN (Special Language Needs), e.g: dyslexic students and foreigner 
learners; overcome language obstacles; enhance multi-channel, multi-media, 
multi-modality and multisensorial language learning; develop digital literacy 
and digital awareness. This workshop proposal is based on two main objectives: 
the first one aims to make attendees familiar with accessible teaching methods; 
the other one is more practical and focuses on an introduction of IVR in 
everyday teaching of language.

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W3) Speculative Design for Transurban Futures (TransUrban)
http://bit.ly/TransUrbanWorkshop
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Organizers and contact:
- Mattia Thibault, Tampere University, Finland ([email protected])
- Nikoletta Zampeta Legaki, Tampere University, Finland
- Oğuz “Oz” Buruk, Tampere University, Finland
- Seda Suman Buruk, independent urban designer, Tampere, Finland
- Daniel Fernández Galeote, Tampere University, Finland

This workshop aims at expanding the existent research and perspectives on the 
future of cities by making use of creative, emergent, and participative 
approaches. The concept of transurbanism emerges from the realisation that the 
future of humanity and the future of urban spaces cannot be understood is not 
by tackling them both at the same time. Future cities will be articulated 
around future citizens, and future citizens will be shaped by their urban 
environments. In order to investigate a far away transurban future, we will use 
the tools of speculative design, a well-established practice that uses design 
as a form of critique and speculation. The participative approach of the 
workshop will ensure that the different skills, backgrounds and perspectives of 
the participants will work in synergy to refresh and deepen the way we imagine 
future cities.

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W4) Critical Tools for Machine Learning: Figuring, fabulating, situating, 
diffracting machine learning systems design (CritML)
https://www.uni-kassel.de/go/CritML
-----------------------------------------------------------------------------------------------------------

Organizers and contact:
- Goda Klumbytė, University of Kassel, Germany ([email protected])
- Claude Draude, University of Kassel, Germany
- Alex Taylor, University of London, UK

The purpose of the workshop is to experiment with how machine learning systems 
can be imagined and designed in a more situated, inclusive, contextualized and 
accountable way in order to reduce the systemic socio-cultural biases and 
develop more socially responsible frameworks of design. The premise of the work 
is that while computer science has developed sophisticated technical tools to 
improve machine learning accuracy and expand application fields, it is facing 
issues in particular with regards to systemic socio-cultural bias. Critical 
theories, particularly feminist and postcolonial critical theories, have 
developed tools to address societal bias and its embeddedness in systems of 
thought and technology, and to trace how these embeddings give rise to new and 
reproduce existing hierarchies of power in society. This workshop thus aims to 
translate insights developed by those critical study fields into approaches in 
machine learning systems design through an experimental workshop.

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W5) Frontiers of Older Humans Computer Interaction
https://olderhcichitaly2021.wordpress.com
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Organizers and contact:
- Michela Cozza, Mälardalen University, Sweden ([email protected])
- Alexander Peine, Utrecht University, The Netherlands
- Helen Manchester, University of Bristol, UK

The Socio-gerontechnology network brings together scholars from various social 
science and design disciplines interested in critical studies of ageing and 
technology. The network started from a joint interest of scholars in Science 
and Technology Studies – beginning to see ageing as an important field for 
critical studies of technology – and Ageing Scholars – beginning to see 
digitisation and technology as important but under-researched elements of 
ageing and later life. Our aim is to provide critical social science insights 
into ageing and technology that will lead to better policies and designs for 
older people in a digitising world. In the spirit of the SG Network and in line 
with the aim of CHItaly2021, this workshop is designed to attract contributions 
from diverse geographical areas and disciplines, which share a common interest 
in studying the relationships between age, ageing and technology design and 
development.

-----------------------------------------------------------------------------------------------------------
W6) The Role of Digitalization in Improving the Quality of Live in Rural 
(Industrialized) Regions
https://digi-rr.wineme.wiwi.uni-siegen.de
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Organizers and contact:
- David Unbehaun, University of Siegen, Germany ([email protected])
- Myriam Lewkowicz, Troyes University of Technology, France
- Chiara Bassetti, CNR, Italy
- Volker Wulf, University of Siegen, Germany
- Mark Ackerman, University of Michigan, Ann Arbor, Michigan USA
- Johannes Schädler, University of Siegen, Germany

Rural regions are of central importance to the economic, social and political 
stability of advanced Western societies. When national states do not offer 
sufficient quality of life to people living in rural regions liberal 
democracies tend to destabilize. Authoritarian, populist or even extreme 
rightist movements gain followers and political influence (see for instance the 
USA, former East Germany, Tchech Republic, Hungary, or Slovenia). In Central 
Europe some of the rural areas are at the same time industrialized, typically 
with old, traditional industries. Compared to metropolitan regions, the 
relative affordability of land, historically derived competitive advantages 
(e.g. mines, water conducts) as well as skill sets of the entrepreneurs and the 
work force lead to the location of rather traditional production-oriented 
industries. While high tech typically moves to or emerges out of metropolitan 
centers, old industries can often be found in rural regions. However, we 
believe that rural (industrialized) regions have very specific needs and 
opportunities when trying to improve the quality of life by means of innovative 
digital artefacts.

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W7) GHItaly21-4th Workshop on Games-Human Interaction
http://ghi.di.unimi.it
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Organizers and contact:
- Davide Gadia, Università degli Studi di Milano, Italy ([email protected])
- Maria De Marsico, Sapienza Università di Roma, Italy
- Laura Anna Ripamonti, Università degli Studi di Milano, Italy
- Dario Maggiorini, Università degli Studi di Milano, Italy
- Ilaria Mariani, Politecnico di Milano, Italy

GHItaly21 is the fourth edition of a series of workshops focused on the 
multifaceted issues related to the design and development of human-game 
interfaces. This entails multidisciplinary competences and skills, and the 
final quality of the User eXperience depends on how consistently and smartly 
they are exploited. As a matter of fact, users’ engagement and satisfaction 
rely on the wise design and skilled evaluation of the produced 
(multidimensional) artifacts. This gains even more critical importance since 
the application of video games has long overcome the borders of amusement, to 
spur new possibilities for, e.g., continuous healthcare and education. In its 
first three editions (two of them held in conjunction to previous CHItaly 
conferences), the GHItaly workshops aimed at constituting a bridge among the 
many different disciplinary areas involved, trying to decrease the still 
existing cultural gaps and to establish a common ground and a crossroads for 
related research.

-----------------------------------------------------------------------------------------------------------
W8) Designing for/with/around Nature: Exploring new frontiers of 
outdoors-related HCI (NatureHCI)
https://sites.google.com/view/naturehci/home
-----------------------------------------------------------------------------------------------------------

Organizers and contact:
- Eleonora Mencarini, Fondazione Bruno Kessler, Italy ([email protected])
- Amon Rapp, University of Torino, University of Trento, Italy
- Linda Tonolli, University of Trento, Italy
- Maurizio Teli, Aalborg University, Denmark
- Roberto Cibin, Masaryk University, Czech Republic
- Vincenzo D’Andrea, University of Trento, Italy
- Massimo Zancanaro, University of Trento, Italy

In 2020, when most of the world population has experienced limitations to free 
mobility due to the COVID-19 pandemic, socialisation and outdoor life started 
to be strongly desired and dreamed. In this workshop, we are interested in 
exploring HCI issues and works related to the "outdoors", broadly intended as 
an open-air setting that includes cities, peripheries, rural areas, wild 
natural environments, etc. In this perspective, the natural context becomes of 
particular interest, given also the fact that in the last 10 years, part of HCI 
research has focused on nature, investigating both the activities that people 
conduct in the natural context and the impact that human activities have on it. 
In this workshop, we would like to bring together researchers exploring the 
role of technology in shaping the outdoor experience, with a special focus on 
the natural environment. By doing so, we aim to question how the different 
aspects of nature are treated in HCI research, from outdoor life to the 
epistemological implications of anthropocentrism, and to start a conversation 
capable of renovating HCI discourses and practices.

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W9) Multi-party Interaction in eXtended Reality (MIXR)
https://mixr-chitaly2021.github.io
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Organizers and contact:
- Maurizio Mancini, University of Rome “Sapienza”, Italy 
([email protected])
- Giovanna Varni, LTCI, Télécom Paris, Institut polytechnique de Paris, France
- David Murphy, University College Cork (UCC), Ireland
- Fabio Pellacini, University of Rome “Sapienza”, Italy
- Laura Maye, University College Cork, Ireland
- Patrick O’Toole, University College Cork, Ireland

XR, or eXtended Reality, is an umbrella term that encompasses the areas of AR, 
VR, and MR, with strong emphasis on immersiveness, multimodality and presence. 
XR is a multidisciplinary field incorporating subjects such as computer 
science, psychology, cognitive science, and digital humanities. Within XR, 
collaborative environments is one of the fastest growing areas, as can be seen 
by the number of social VR worlds available today. Most of these environments 
focus on the graphical aspects of the environment, not fully taking advantage 
of multimodal and multi-party design. Interaction in these environments is 
largely limited to text chats and, in the case of a few systems, voice 
interaction. Deeper and more meaningful engagement and interaction in XR can be 
achieved by leveraging the principles of Social Signal Processing (SSP) and 
Affective Computing (AC). Due to the simultaneous one-to-one and one-to-many 
interactions that establish and evolve over time, Multi-party (group) 
Interaction in XR is a complex process, whose analysis is still an open 
challenge in SSP/AC. Nowadays, the need for exploring Multi-party Interaction 
in XR settings is expanding, as people are increasingly meeting remotely 
through teleconferencing tools for practical reasons (e.g., working and living 
abroad) or, for example, as a result of the social restrictions related to the 
ongoing COVID-19 pandemic.
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