Welcome to the web site of the CYBERWORLDS 2014 conference!
Cyberworlds 2014 will be held during 6-8 October 2014 in the beautiful city of Santander, located in the north coast of Spain.
Cyberworlds 2014 is organized by the Computer Graphics and Geometric Modeling Group of the University of Cantabria (Santander, Spain) and the Department of Information Science of the University of Toho (Funabashi, Japan) in cooperation with EUROGRAPHICS Association and IFIP Workgroup Computer Graphics and Virtual Worlds.
It is supported by the Spanish Ministry of Economy and Competitiveness, the Regional Government of Cantabria, the Santander City Council, the University of Cantabria, the Faculty of Sciences, and the Department of Applied Mathematics & Computational Sciences. We are also proudly sponsored by the Tokyo-based company Ubiquitous Entertainment, Inc. (UEI).
The proceedings of the conference will be published by Conference Publishing Services (CPS) and submitted to the IEEE Xplore and Computer Society digital library, and for indexing through INSPEC, EI (Compendex), Thomson ISI, and other indexing services.
Authors of all accepted full papers and selected short papers will be invited to submit a revised version to the special issues of the some well-reputed international journals (see the Call for Papers).
The conference venue will be the Royal Palace of La Magdalena, a beautiful neoclassic French and English style palace built to house the king Alfonso XIII and his family when they visited the area. The palace, located in a privileged natural location easily reachable from the downtown, is the most emblematic place of the city. With wonderful views of the beach, the mountains and the sea, and surrounded by a small beech forest that takes you to the palace, a beach on the right side, cliffs, a small zoo at the entrance, and with a small train that travels through it all, it is an exciting place to walk and enjoy.
What are Cyberworlds?
Cyberworlds are information worlds or communities created on cyberspace by collaborating participants either intentionally or spontaneously. As information worlds, they accumulate information regardless whether or not anyone is in, and they can be with or without 2D or 3D visual graphics appearance. The examples of such cyberworlds are communities created in different social networking services, 3D shared virtual environments, and multiplayer online games. Cyberworlds are closely related to the real world and have a serious impact on it, augment and sometimes replace the real life and become a significant component of real economy.