[hpc-announce] CFP: Networking Solutions for Metaverse, Social Applications, Multimedia, and Games, within IEEE Consumer Communications & Networking Conference 9–12 January 2026 Las Vegas, USA

Salvatore Gatto salvatore.gatto at unipd.it
Thu May 29 03:22:17 CDT 2025


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Call for Papers

Track 2 - Networking Solutions for Metaverse, Social Applications, 
Multimedia, and Games

*Track Chairs*:

Ombretta Gaggi, University of Padua, Italy (email: gaggi at math.unipd.it 
<mailto:gaggi at math.unipd.it>)

Manuela Montangero, University of Modena and Reggio Emilia, Italy 
(email: manuela.montangero at unimore.it 
<mailto:manuela.montangero at unimore.it>)

*IEEE Consumer Communications & Networking Conference
9–12 January 2026
Las Vegas, NV, USA*

https://urldefense.us/v3/__https://ccnc2026.ieee-ccnc.org/call-technical-papers__;!!G_uCfscf7eWS!fLUojRR6d0SKbiMlOzCdNNpH2Zz0THZuuj3D-s1IFbjpIeijnFWMa32-OtrzpnuAxHZdL2FOA8j7184MnqGfTo5ITf25dS-S3AA$ 

*IMPORTANT DATES*

Conference Dates: 9 January - 12 January 2026
Technical Papers due: July 1, 2025
Acceptance Notification: July 31, 2025

*Summit at*: https://urldefense.us/v3/__https://edas.info/newPaper.php?c=33771&track=130953__;!!G_uCfscf7eWS!fLUojRR6d0SKbiMlOzCdNNpH2Zz0THZuuj3D-s1IFbjpIeijnFWMa32-OtrzpnuAxHZdL2FOA8j7184MnqGfTo5ITf25S8gvPGc$ 


*SCOPE and MOTIVATION *
Social applications, multimedia, and games play a substantial role in 
shaping Internet traffic and have emerged as dominant mode of social 
interaction online. This recent trend has sparked significant research 
interests, both at the network level and in terms of application and 
service development. Moreover, with the advent of the metaverse, 
research focus within these domains has expanded to encompass virtual 
worlds, immersive experiences, and social interactions in virtual 
environments. Given their increasing prevalence and interdisciplinary 
nature, social applications, multimedia, and games have also garnered 
research attention across diverse fields, including big data analytics, 
cloud computing, artificial intelligence, data sensing, information 
security, and privacy protection.


*MAIN TOPIC OF INTEREST*
The Networking solutions for social applications, multimedia, and games 
track seeks original contributions in the following areas, as well as 
others that are not explicitly listed but are closely related:

- Artificial Intelligence for social applications, multimedia, and games.
- Architectures, Platforms, and Protocols.
- Business models for social applications, multimedia, and games.
- Communication security for social applications, multimedia, and games.
- Data Sensing.
- Distributed games engines.
- Ethical considerations in social applications, multimedia, and games.
- Gamification and game-based learning in applications.
- Human-Computer Interfaces and Human-Machine Interfaces.
- Immersive storytelling and narrative techniques in multimedia and games.
- Knowledge discovery for social applications, multimedia, and games.
- Metaverse, virtual worlds, immersive experiences.
- Naming and routing of media streams.
- New paradigms of future communications networks.
- Non-visual Interfaces for accessibility and/or Virtual Reality.
- Novel applications for the social, multimedia, and games scenario.
- Smart moving and smart objects.
- Social computing and collective intelligence.
- Social influence and persuasion in multimedia and games.
- Social interactions in communication networks.
- Recommender algorithms.
- Rumor source localization in large-scale, real-world networking 
solutions.
- User profiling and behavior analysis.
- User engagement and retention strategies in social applications and 
games.
- Virtual reality and augmented reality applications.




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