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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@math.unipd.it)
Manuela Montangero, University of Modena and Reggio Emilia, Italy (email: manuela.montangero@unimore.it)
IEEE Consumer
Communications & Networking Conference
9–12 January 2026
Las Vegas, NV, USA
https://ccnc2026.ieee-ccnc.org/call-technical-papers
IMPORTANT DATES
Conference Dates: 9 January - 12 January
2026
Technical Papers due: July 1, 2025
Acceptance Notification: July 31, 2025
Summit at:
https://edas.info/newPaper.php?c=33771&track=130953
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.