Important information: For attendees to be able to plan their trip and presentation. Detailed program will be announced sept. 27th. The conference should take place from wed. nov. 15th morning to friday 17th lunch time. Registrations will be opened as soon as we can, expect early rates up to oct. 15. We are working on rates starting from 350€ for students, which include lunches and dinners. Presenters will be able to present online, but we encourage onsite presentations. 1 full registration is mandatory for each paper, could the presentation be onsite or online. We are working on an extra social program, optional, friday afternoon and saturday to visit Saint-Malo and Mont Saint-Michel for those who are interested, for a small extra cost.
Invitation letters for VISAs: please send an email to julien.pettre@inria.fr with your name, paper id, title, passport id (as well as travel dates and itinerary if known).
Motion plays a crucial role in interactive applications, such as VR, AR, and video games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Motion is currently studied in many different research areas, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilization between these communities can considerably advance the state-of-the-art in the area.
The goal of the Motion, Interaction and Games conference is to bring together researchers from this variety of fields to present their most recent results, to initiate collaborations, and to contribute to the establishment of the research area. The conference will consist of regular paper sessions, poster presentations, and as well as presentations by a selection of internationally renowned speakers in all areas related to interactive systems and simulation. The conference includes entertaining cultural and social events that foster casual and friendly interactions among the participants.
This year again, MIG will be held in a hybrid format, with a strong will to have you in person here in Rennes, for you to enjoy the most the conference program, face-to-face interactions with the community, the city of Rennes and the beautiful Brittany region! Nevertheless, you may choose to attend in person or to attend virtually to allow a maximum (virtual) attendance.
3RD CALL FOR PAPERS
The 16th annual ACM/SIGGRAPH conference on Motion, Interaction and Games (MIG 2023, formerly Motion in Games), an ACM SIGGRAPH Specialized Conferences, held in cooperation with Eurographics, will take place in Rennes, France, 15th – 17th Nov 2023.
The goal of the Motion, Interaction, and Games conference is to be a platform for bringing together researchers from interactive systems and animation, and have them present their most recent results, initiate collaborations, and contribute to the advancement of the research area. The conference will consist of regular paper sessions for long and short papers, and talks by a selection of internationally renowned speakers from Academia as well as from the Industry.
The conference organizers invite researchers to consider submitting their highest quality research for publication in MIG 2023.
Important dates
- Abstract submission: No abstract submission required*
- Long and Short Paper Submission Deadline:
7th July 202314th July 2023 (extended) - Long and Short Paper Acceptance Notification:
1st September 20235th September 20237th September 23:59 AoE - Long and Short Paper Camera Ready Deadline: 22nd September 2023
*New papers may be submitted even if no abstract was previously submitted. We already received a significant number of abstracts to facilitate the reviewing process, so no further abstract submissions are required. Thanks to those authors who submitted abstracts.
Poster
- Poster Submission Deadline:
12th September 202322nd September 2023 (extended) - Poster Notification:
22nd September 202329th September 2023 - Final Version of Accepted Posters:
29th September 2023TBD
Note: all submission deadlines are 23:59 AoE timezone (Anywhere on Earth).
Topics of Interest
Relevant topics include (but are not limited to):
- Animation Systems
- Animal locomotion
- Autonomous actors
- Behavioral animation, crowds & artificial life
- Clothes, skin and hair
- Deformable models
- Expressive animation
- Facial animation
- Facial feature analysis
- Game interaction and player experience
- Game technology
- Gesture recognition
- Group and crowd behaviour
- Human motion analysis
- Image-based animation
- Interaction in virtual and augmented reality
- Interactive animation systems
- Interactive storytelling in games
- Machine learning techniques for animation
- Motion capture & retargeting
- Motion control
- Motion in performing arts
- Motion in sports
- Motion rehabilitation systems
- Multimodal interaction: haptics, sound, etc
- Navigation & path planning
- Physics-based animation
- Real-time fluids
- Robotics
- User-adaptive interaction and personalization
- Virtual humans
- XR (AR, VR, MR) environments
We invite submissions of original, high-quality papers in any of the topics of interest (see above) or any related topic. Each submission should be 7-9 pages in length for a long paper, or 4-6 pages for a short paper. References are excluded from the page limit. They will be reviewed by our international program committee for technical quality, novelty, significance, and clarity. We encourage authors with content that can be fit into 6 pages to submit as a short paper and only to submit a long paper if the content requires it.
Submission Instructions
All submissions will be double-blind peer-reviewed by our international program committee for technical quality, novelty, significance, and clarity. Double-blind means that paper submissions must be anonymous and include the unique paper ID that will be assigned upon creating a submission using the online system.
Papers should not have previously appeared in, or be currently submitted to, any other conference or journal. For each accepted contribution, at least one of the authors must register for the conference.
All submissions will be considered for the Best Paper, Best Student Paper, and Best Presentation awards, which will be conferred during the conference. Authors of selected best papers will be referred (under validation) to submit extended and significantly revised versions for a Special Issue of Computers & Graphics journal.
We also invite submissions of poster papers in any of the topics of interest and related areas. Each submission should be 1-2 pages in length. Two types of work can be submitted directly for poster presentation:
- Work that has been published elsewhere but is of particular relevance to the MIG community can be submitted as a poster. This work and the venue in which it is published should be identified in the abstract;
- Work that is of interest to the MIG community but is not yet mature enough to appear as a paper.
Posters will not appear in the official MIG proceedings or in the ACM Digital library but will appear in an online database for distribution at author’s discretion. You can use any paper format, though the MIG paper format is recommended. In addition, you are welcome to submit supplementary material such as videos.
All submissions should be formatted using the SIGGRAPH formatting guidelines (sigconf). Latex template can be found here: https://www.acm.org/publications/proceedings-template (for the review version, you can use the command \documentclass[sigconf, screen, review, anonymous]{acmart})
All papers and posters should be submitted electronically to their respective tracks on EasyChair: https://easychair.org/conferences/?conf=mig2023
Supplementary Material
Due to the nature of the conference, we strongly encourage authors to submit supplementary materials (such as videos) with the size up to 200MB. They may be submitted electronically and will be made available to reviewers. For Video, we advise QuickTime MPEG-4 or DivX Version 6, and for still images, we advise JPG or PNG. If you use another format, you are not guaranteed that reviewers will view them. It is also allowed to have an appendix as supplementary material. These materials will accompany the final paper in the ACM Digital Library.
Keynotes

Johanna Pirker
Dr. Johanna Pirker is a computer scientist focusing on game development, research, and education and an active and strong voice of the local indie dev community. She has lengthy experience in designing, developing, and evaluating games and VR experiences and believes in them as tools to support learning, collaboration, and solving real problems. Johanna has started in the industry as QA tester at EA and still consults studios in the field of games user research. In 2011/12 she started researching and developing VR experiences at Massachusetts Institute of Technology. At the moment, she is is professor for media informatics at the Ludwig Maximilian University of Munich and Ass.Prof. for game development at TU Graz and researches games with a focus on AI, HCI, data analysis, and VR technologies. Johanna was listed on the Forbes 30 Under 30 list of science professionals.

Jonas Beskow
Jonas Beskow is a Professor of Speech Communication, specialising in Multimodal Embodied Systems at KTH in Stockholm. He is also a co-founder and Senior R&D Engineer at Furhat Robotics. His interests encompass modelling, synthesis, and understanding human communicative signals and behaviours, including speech, facial expressions, gestures, gaze, and the dynamics of face-to-face interaction. Specifically, he is passionate about integrating all these elements into machines and embodied agents, both physical and virtual, to enhance more engaging and dynamic interactions.
Prof Sylvia Pan is a Professor of Virtual Reality at Goldsmiths, University of London. She co-leads the SeeVR research group including 10 academics and researchers. She holds a PhD in Virtual Reality, and an MSc in Computer Graphics, both from UCL, and a BEng in Computer Science from Beihang University, Beijing, China. Before joining Goldsmiths in 2015, she worked as a research fellow at the Institute of Cognitive Neuroscience, and at the Computer Science Department of UCL. Her research interest is the use of Virtual Reality as a medium for real-time social interaction, in particular in the application areas of medical training and therapy. Her work in social anxiety in VR and moral decisions in VR has been featured multiple times in the media, including BBC Horizon, the New Scientist magazine, and the Wall Street Journal. Her 2017 Coursera VR specialisation attracted over 100,000 learners globally, and she co-leads on the MA/MSc in Virtual and Augmented Reality at Goldsmiths Computing.
Steve Tonneau is a lecturer at the University of Edinburgh. He defended his Phd in 2015 after 3 years in the INRIA/IRISA Mimetic research team, and pursued a post-doc in robotics at LAAS-CNRS in Toulouse, within the Gepetto team. His research focuses on motion planning based on the biomechanical analysis of motion invariants. Applications include computer graphics animation as well as robotics.
IPC
Rahul Narain
Indian Institute of Technology Delhi
Panayiotis Charalambous
CYENS – Center of Excellence
Fotis Liarokapis
CYENS – Center of Excellence
Franck Multon
University Rennes 2
Remi Ronfard
INRIA
Rinat Abdrashitov
Epic Games
Mikhail Bessmeltsev
University of Montreal
Tiberius Popa
Concordia Unviversity
Edmond S. L. Ho
University of Glasgow
Ludovic Hoyet
INRIA Rennes – Centre Bretagne Atlantique
Tianlu Mao
Institute of Computing Technology Chinese Academy of Sciences
Nuria Pelechano
Univesitat Politèctnica de Catalunya
Lauren Buck
Trinity College Dublin
Ylva Ferstl
Ubisoft
Yuting Ye
Reality Labs Research @ Meta
Damien Rohmer
Ecole Polytechnique
Brandon Haworth
University of Victoria
Claudia Esteves
Departamento de Matemáticas, Universidad de Guanajuato
Daniel Holden
Epic Games
He Wang
University College London
Eric Patterson
Clemson University
Ben Jones
University of Utah
Yorgos Chrysanthou
University of Cyprus
Eduard Zell
Bonn University
Marc Christie
INRIA
Adam Bargteil
University of Maryland, Baltimore County
Steve Tonneau
LAAS-CNRS
Ronan Boulic
Ecole Polytechnique Fédérale de Lausanne
Pei Xu
Clemson University
John Dingliana
Trinity College Dublin
Stephen Guy
University of Minnesota
Christos Mousas
Purdue University
Aline Normoyle
Bryn Mawr College
James Gain
University of Cape Town
Carol O’Sullivan
Trinity College Dublin
Matthias Teschner
University of Freiburg
Hang Ma
Simon Fraser University
Soraia Musse
PUCRS
Sylvie Gibet
Southern Britanny University
Nuria Pelachano
Universitat Politècnica de Catalunya
Xiaogang Jin
Zhejiang University
Catherine Pelachaud
CNRS – ISIR, Sorbonne
Cathy Ennis
TU Dublin
Zerrin Yumak
Utrecht University
Funda Durupinar Babur
University of Massachussetts Boston
Katja Zibrek
INRIA
Program
Wednesday, November 15th
09:15AM – 10:00AM
10:00AM – 11:00AM
11:15AM – 01:00PM
Opening remarks
Keynote 1
Session: ML for Motion
Learning Robust and Scalable Motion Matching with Lipschitz Continuity and Sparse Mixture of Experts.
Objective Evaluation Metric for Motion Generative Models: Validating Fréchet Motion Distance on Foot Skating and Over-smoothing Artifacts.
Motion-DVAE: Unsupervised learning for fast human motion denoising.
Reward Function Design for Crowd Simulation via Reinforcement Learning.
MeshGraphNetRP: Improving Generalization of GNN-based Cloth Simulation.
02:30PM – 03:30PM
03:45PM – 05:45PM
Keynote 2
Session: Games
Real-time Computational Cinematographic Editing for Broadcasting of Volumetric-captured events: an Application to Ultimate Fighting.
Exploring Mid-air Gestural Interfaces for Children with ADHD.
Player Exploration Patterns in Interactive Molecular Docking with Electrostatic Visual Cues.
Heat Simulation on Meshless Crafted-Made Shapes.
Virtual Joystick Control Sensitivity and Usage Patterns in a Large-Scale Touchscreen-Based Mobile Game Study.
06:00PM~
Posters
Thursday, November 16th
09:15AM – 11:30AM
Session: ML for faces
SoftDECA: Computationally Efficient Physics-Based Facial Animations
Audiovisual Inputs for Learning Robust, Real-time Facial Animation with Lip Sync
FaceDiffuser: Speech-Driven Facial Animation Synthesis Using Diffusion
MUNCH: Modelling Unique ’N Controllable Heads
Generating Emotionally Expressive Look-At Animation
12:00PM – 13:00PM
14:30PM – 16:00PM
Keynote 3
Session: Virtual Reality
Avatar Tracking Control with Featherstone’s Algorithm and Newton-Euler Formulation for Inverse Dynamics
Real-Time Conversational Gaze Synthesis for Avatars
Designing Hand-held Controller-based Handshake Interaction in Social VR and Metaverse
Effect of Avatar Clothing and User Personality on Group Dynamics in Virtual Reality
Runtime Motion Adaptation for Precise Character Locomotion
Friday, November 17th
09:30AM – 11:00AM
Session: Animation
Primal Extended Position Based Dynamics for Hyperelasticity
SwimXYZ: A large-scale dataset of synthetic swimming motions and videos
Physical Simulation of Balance Recovery after a Push
Video-Based Motion Retargeting Framework between Characters with Various Skeleton Structure
Navigating With a Defensive Agent: Role Switching for Human Automation Collaboration
11:30AM – 12:30PM
12:30PM – 13:00PM
Keynote 4
Closing remarks
Venue
A complete guide to all you need to know about lodging, transportations and other useful information will soon be uploaded.
Conference Organization
Conference Chairs
- Julien Pettré, Inria, France
- Barbara Solenthaler, ETH Zurich, Switzerland
Program Chairs
- Rachel McDonnell, TCD, Ireland
- Christopher Peters, KTH, Sweden
Poster Chair
- Jovane Alberto, Trinity College Dublin
Main Contact
All questions about submissions should be emailed to Rachel McDonnell (ramcdonn (at) tcd.ie) and Christopher Peters (chpeters (at) kth.se).
Julien Pettré, Inria, France (julien.pettre (at) inria.fr)
All questions about posters should be emailed to Jovane Alberto, Trinity College Dublin (JOVANEA (at) tcd.ie)