Notice Board for Presence Announcements
This is a virtual notice board where members of the presence community
and other interested parties are invited to post (at no cost):
- Calls - calls for submissions to, and/or
particpation in, conferences, journals, edited books, and other
endeavors related to presence
- Jobs -
announcements of available academic and professional positions
related to presence
- Projects, including ‘help
wanted' requests - descriptions of planned, ongoing, and
completed projects related to presence, including requests for
participation and feedback
- Other - links to recommended
online resources; announcements and promotional messages about,
and links to, relevant graduate programs, research labs, corporations;
and anything else relevant to presence
To post an item, please e-mail your materials to ispr@ispr.info.
Include a title, a short (max. 400 word) text description in plain
text, MS Word, or html format (not in Acrobat .pdf format),
and include any graphics files (standard, web compatible formats
only). Posts will remain on the site indefinitely unless you specify
a removal date. Posts will also be distributed once via the presence-l
listserv unless otherwise requested. For more information please
e-mail us at ispr@ispr.info.
CALLS
(Posted Jan 28, 2009)
AHRC Postgraduate Conference, De Montfort University & Loughborough University.
1st and 2nd July 2009, Loughborough University, School of Art and Design
The conference addresses various aspects of interdisciplinary approaches in Art & Design research,
as well as practical and theoretical methods for interlinking with other disciplines. The objective is to
explore interdisciplinarity as a new trend that brings together different disciplines, forging new
connections and contributions to collective knowledge. Ultimately, the aim is to promote and encourage interdisciplinarity as a way to enhance creativity in research.
Contemporary culture is full of disciplinary overlaps; concepts and linkages once abandoned re-
emerge, meanings are transformed and re-configured. Similarly, there is a tendency towards
interdisciplinary research in art and design. New styles emerge from unique interlinking of versatile
approaches and techniques within and beyond art and design practices. This trend facilitates bridging
disciplines, traditions and cultures and provides new opportunities for researchers and practitioners like
Simone O'Callaghan promoting interdisciplinarity in her work.
According to Wolfgang Welsh´s idea of `transculturality´, an amalgamation of theories and disciplines is created through focusing on different spheres present in one culture. `Transculturality´ consists of multi- and inter-culturality that transgresses cultural spheres and articulates internal and external networking. It refers to Mieke Bal´s `migratory aesthetics´: travelling, in concepts, from one discipline to another. The hybridization of culture causes nomadism - intersecting, mingling spaces, exchanging information between cultures. This form of travelling is an opportunity to link up rather than cause divergence, producing diversity rather than uniformity. Transiting of various layers, multiculturalisms create a transcultural network - an overlap that allows exchange, understanding and transition. Concepts are more capable of affiliations, their force is transculturally effective, not limited to a specific context or culture but rather trans-, meta- and inter- disciplinary, promoting exchange instead of separation. Therefore, it is essential to explore why and how to bridge the gap between different disciplines.
This conference aims to address the challenges and trends of interdisciplinary research that
contributes to art and design. It encourages presentations of methodological and theoretical insights, as well as practical projects based on interdisciplinarity as a method of transferring ideas and stimulating creativity across disciplines. It will also discuss various aspects of working with unfamiliar concepts and approaches from multi-dimensional fields.
We seek any inventive and creative interdisciplinary insights with a broad understanding of the topic.
Possible topics may include but are not limited to:
Theoretical developments (what and why)
* Why interdisciplinarity?
* How does interdisciplinarity stimulate theorists and artists?
* The history of disciplines and interdisciplinarity.
* How to redefine disciplines and interdisciplinarity.
* The parallel between interdisciplinarity and other intellectual spaces
* Can art and design be treated as a separate sphere or is it now totally immersed in transitions,
linkages, crossovers?
Methods and Tools (how)
* How to cross from one discipline to another? How to connect varying or similar paradigms? How to
make a whole from a plurality of disciplines? How to translate the sources: modify or stay 'true' to
them?
* Transfiguration, intersecting disciplines from art, design and 'outside' them, creating a net of
disciplines from diverse areas - how to locate and examine the crossovers and gaps?
Practice-based research through examples
* The relationship of theory to practice in interdisciplinary research.
* How interdisciplinary research might be best performed.
* How inderdisciplinarity works? - an insider´s view on crossing disciplines.
* Individual projects with an interdisciplinary approach
* Collaborative projects across the disciplines - advantages and possible problems.
* How to start an interdisciplinary project?--various opportunities
We invite papers from current and graduated research students as well as academics and practitioners
in art and design. We are also looking for artworks and design solutions from digital visualisations to
physical installations, which could highlight significant features of interdisciplinary research.
Researchers and professionals beyond art and design disciplines are also invited to present research
that contributes to art and design in novel and interdisciplinary ways.
(Posted Jan 26, 2009)
CALL FOR PAPERS - Journal of Virtual Worlds Research
Theme: Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds
Deadlines: Abstract - June 15, 2009.
Full manuscript - November 1, 2009
Publication Date: December 15, 2009
Guest Editors:
Mandy Salomon, Smart Internet Technology CRC
Serge Soudoplatoff, ESCP-EAP, Hetic
Whether it may be server as `land´, avatar enhancements, like a sword in an online game, an object that signifies social status in a 3DChatroom, or a currency that exists only in cyberspace, the range of virtual assets is as diverse as the scope of assets we gather in the physical world.
The total amount of assets in virtual worlds, including online games, is estimated to be in the vicinity of US$2 billion. The trade of millions of objects has given birth to virtual economies. Some, like Second Life, have a fluctuating currency tied to real world monetary exchange. Others, like Gaia, reward users for hours of play with gifts, which can be auctioned, following e-bay style, for real money. QQ coins, the Chinese digital currency, are now so included in e-business that it is disrupting established banking practices there. On the other hand, the regulatory framework surrounding these phenomena is often ill defined, and even worse, exploitative of millions of users. In Second Life, the End User License Agreement (EULA), explained by VW´s commentator Julian Dibbell as "that egregious tool of corporate tyranny over the defenseless voiceless customer" was successfully contested by Mark Bragg. Nevertheless, the statement that virtual goods constitute `property´, and hence can be `owned´ is still farfrom solid.
Given such vagaries, what motivates people to invest their time and money and continue to trade
together? How is the value of a digital object determined? What can be learned about identity,
reputation and social capital in respect to virtual products and services?
In some virtual environments, `currency´ is little more than a limited license right. Notwithstanding,
models such as Project Entropia, demonstrate that the membrane between real and virtual trade is
permeable. So, to what extent are virtual goods and services co-related to the real economy? How is
the global financial crisis impacting on virtual expenses?
Clearly, there is a need for a better understanding of virtual commerce (v-commerce) while it is still in
its infancy. Today the buying action is performed through a web site; what about tomorrow? Shall we
see a proliferation of virtual shopping centers? Might the promise of virtual objects become an incentive for real world action? And what would be the tax implications? How are national jurisdictions
determined in the virtual world?
The seventh issue of the Journal of Virtual Worlds Research is dedicated to explore the issue of
economy in virtual worlds in its broadest sense. We welcome articles from academic researchers and
practitioners in areas such as communications, sociology, psychology, anthropology, information
systems, political science, game studies and cultural studies.
Topics of interest include (but are not limited to):
o Characteristics of virtual world economy.
o Classification of Virtual Worlds, regarding economic parameters.
o Indicators, figures, status of the economy.
o Relationships between virtual world economy and real economy.
o The role and nature of virtual assets.
o Government approaches to taxation of virtual economy.
o Nature of goods and services that are exchanged among users; in world and out world.
o Incentives for users to spend money on virtual goods.
o Future of virtual commerce.
Guidelines and Deadlines
We welcome submissions in the form of full research papers, research-in-brief papers, "think-pieces",
essays, monographs, interactive online exhibits with accompanying detailed descriptions, and other
forms of scholarship.
For specific submission instructions and detailed descriptions of the different submission formats visit:
http://jvwresearch.org
-- Jeremiah Spence Editor Journal of Virtual Worlds Research.
jeremiah.spence@jvwresearch.org
(Posted Jan 26, 2009)
CALL FOR PAPERS
and
Call For Workshop/Session Proposals
The 2009 International Conference on Computer Graphics and Virtual Reality
CGVR'09
Date and Location: July 13-16, 2009, Las Vegas, USA
You are invited to submit a paper (and/or a proposal to organize a session/workshop). All accepted
papers will be published in the respective conference proceedings.
SCOPE: Topics of interest include, but are not limited to, the following:
* Software tools for computer graphics
* Compression technologies
* Computational geometry
* Computer animation
* Shadows, translucency and visibility
* Fractal geometry and applications
* Rendering methods
* Illumination and reflection techniques
* Sound rendering technologies
* Surface modeling
* Multi-resolution modeling
* Web 3D and applications
* Color and texture
* Modeling techniques
* Visualization
* Machine architectures/engines for graphics and VR
* Modeling of natural scenes and phenomena
* Computer art and entertainment (including games)
* e-Learning applications and computer graphics
* Interactive digital media
* 3D reconstruction
* Curves and meshes
* Information visualization
* Visual computing and graphics
* Shape representation
* Image data structures for computer graphics
* Graphics algorithms and applications
* Case studies and emerging technologies
* Virtual and augmented reality
* Virtual environments
* Virtual humans and artificial life
* Real-time collision detection algorithms
* Immersive virtual reality
* Virtual reality, visualization, and education
* Haptic devices and techniques
* Interactive techniques
* Learning and assessment based on virtual reality approaches
* Virtual laboratories
* Virtual reality tools/languages (X3D, VRML, Java3D, OpenGL, ...)
* Real-time rendering for VR
* Emerging display technologies
* Virtual reality techniques for behavioral and cognitive assessment
* Simulation and virtual reality
* Software tools for virtual reality
* Human-computer interfaces
* Multimodal display systems
* Integration of virtual reality and multimedia
* Virtual reality and emerging applications
Web links:
http://www.world-academy-of-science.org/worldcomp09/ws/conferences/cgvr09
http://www.world-academy-of-science.org/
ACADEMIC CO-SPONSORS:
The sponsors of the congress include (this is a partial list but it also includes the 2008 sponsors
pending their final approval for 2009), Academic Sponsors: Argonne's Leadership Computing Facility
(of Argonne National Lab); United States Military Academy Network Science Center (NSC); SECLAB,
Unina/Italy; Computational Biology & Functional Genomics Lab., Harvard U.; Int'l. Society of Intelligent
Biological Medicine; Horvath Lab., UCLA; Minnesota Supercomputing Institute; Functional Genomics
Lab., U. of Illinois at Urbana-Champaign; BioMedical Informatics & Bio-Imaging Lab., Georgia Institute
of Tech. and Emory U.; Intelligent Data Exploration and Analysis Lab., U. of Texas at Austin;
Biomedical Cybernetics Lab., HST of Harvard U. & MIT; Center for the Bioinformatics & Computational
Genomics, Georgia Institute of Tech.; Harvard Statistical Genomics & Computational Lab., Harvard U.;
Bioinformatics & Computational Biology Program, George Mason U.; Hawkeye Radiology Informatics,
U. of Iowa; Medical Image HPC & Informatics Lab (MiHi Lab), U. of Iowa; U. of North Dakota; PSU of
Saudi; and NEMO/European Union. Corporate Sponsors include: Google, Inc.; Salford Systems;
Synplicity, Inc.; Supermicro, Inc.; NIIT Technologies.
General Co-Chair and Coordinator:
H. R. Arabnia, PhD
Professor, Computer Science
Editor-in-Chief, The Journal of Supercomputing (Springer)
Advisory Board, IEEE Technical Committee on TCSC Vice
President, Int'l Society of Intelligent Biological Medicine
The University of Georgia Department of Computer Science 415
Boyd Building Athens, Georgia 30602-7404, USA
Tel: (706) 542-3480
Fax: (706) 542-2966
E-mail: hra@cs.uga.edu
SUBMISSION OF PAPERS:
Prospective authors are invited to submit their draft papers by uploading them to
http://worldcomp.cviog.uga.edu/ . Submissions must be received by Feb. 25, 2009 and they must be in either MS doc or pdf formats (about 5 to 7 pages - single space, font size of 10 to 12). All reasonable typesetting formats are acceptable (later, the authors of accepted papers will be asked to follow a particular typesetting format to prepare their papers for publication.)
The length of the Camera-Ready papers (if accepted) will be limited to 7 (IEEE style) pages. Papers
must not have been previously published or currently submitted for publication elsewhere. The first
page of the draft paper should include: title of the paper, name, affiliation, postal address, and email
address for each author. The first page should also identify the name of the Contact Author and a
maximum of 5 topical keywords that would best represent the content of the paper. Finally, the name
of the conference (CGVR) must be mentioned on the first page.
Papers will be evaluated for originality, significance, clarity, impact, and soundness. Each paper will be
refereed by two experts in the field who are independent of the conference program committee. The
referees' evaluations will then be reviewed by two members of the program committee who will
recommend a decision to the co-chairs. The co-chairs will make the final decision. Lastly, the Camera-
Ready papers will be reviewed by one member of the program committee.
PROPOSAL FOR ORGANIZING SESSIONS/WORKSHOPS:
Each session will have at least 6 paper presentations from different authors (12 papers in the case of
workshops). The session chairs will be responsible for all aspects of their sessions; including, soliciting papers, reviewing, selecting, ... The names of session chairs will appear as Associate Editors in the conference proceedings and on the cover of the books.
Proposals to organize sessions should include the following information: name and address (+ email) of proposer, title of session, a 100-word description of the topic of the session, the name of the
conference the session is submitted for consideration (ie, CGVR'09), and a short description on how
the session will be advertised (in most cases, session proposers solicit papers from colleagues and
researchers whose work is known to the session proposer). email your session proposal to Prof.
Arabnia (address is given above). We would like to receive the proposals by January 16, 2009.
IMPORTANT DATES:
Jan. 16, 2009: Proposals for organizing/chairing sessions/workshops
Feb. 25, 2009: Submission of papers (about 5 to 7 pages)
March 25, 2009: Notification of acceptance
April 25, 2009: Camera-Ready papers and Registration due
July 13-16, 2009: The 2009 International Conference on Computer Graphics and Virtual Reality
(CGVR'09)
MEMBERS OF PROGRAM AND ORGANIZING COMMITTEES:
The Program Committee includes members of chapters of World Academy of Science (chapters:
supercomputing; scientific computing; AI; imaging science; databases; simulation; software
engineering; embedded systems; internet and web technologies; communications; bioinformatics;
computational biology; and computer security.) The Program Committee for CGVR is currently being
formed. Those interested in joining the Program Committee should email Prof. Arabnia
(hra@cs.uga.edu) the following information: Name, affiliation and position, complete mailing address,
email address, a short biography together with research interests and the name of the conference
(CGVR) offering to help with. Many who have already joined the committees of individual tracks are
renowned leaders, scholars, researchers, scientists and practitioners of the highest ranks; many are
directors of research laboratories, fellows of various societies, heads/chairs of departments, deans and
provosts.
PURPOSE / HISTORY:
CGVR'09 is an annual research conference about computer graphics and virtual reality. It is being held
jointly (same location and dates) with a number of other conferences (WORLDCOMP'09).
WORLDCOMP is the largest annual gathering of researchers in computer science, computer
engineering and applied computing.
The motivation is to assemble a spectrum of affiliated research topics into a coordinated meeting held
in a common place at a common time. The main goal is to provide a forum for exchange of ideas in a
number of research areas that interact. The model used facilitates communication among researchers
from all over the world in different fields of computer science, computer engineering and applied
computing. Both inward research (core areas of computer science and engineering) and outward
research (multi-disciplinary, inter-disciplinary, and applications) will be covered during the event.
CGVR'09 and WORLDCOMP'09 will be composed of research presentations, keynote lectures, invited
presentations, tutorials, panel discussions, and poster presentations. In recent past, keynote and/or
tutorial speakers included: Prof. David A. Patterson (U. of California, Berkeley); Prof. Michael J. Flynn
(Stanford U.); Prof. John H. Holland (U. of Michigan, Ann Arbor); Prof. Brian D. Athey (U. of Michigan,
Ann Arbor), Prof. H. J. Siegel (Colorado State U.); Prof. Barry Vercoe (MIT); Prof. Ruzena Bajcsy (U. of California, Berkeley); Prof. Jun Liu (Harvard U.); Dr. Jim Gettys (OLPC + developer of X Window); Dr. Chris Rowen (President and CEO, Tensilica, Inc.); and many other distinguished speakers.
LOCATION OF CONFERENCES:
The conferences will be held in the Monte Carlo hotel, Las Vegas, Nevada, USA (with any overflows at
other near-by hotels). This is a mega hotel with excellent conference facilities and over 3,000 rooms. It
is minutes from the airport with 24-hour shuttle service to and from the airport. This hotel has many
recreational attractions, including: waterfalls, spa, pools, sunning decks, Easy River, wave pool, lighted tennis courts, health spa, nightly shows, a number of restaurants, ... The negotiated room rate for conference attendees is very reasonable. The hotel is within walking distance from most other attractions (recreational destinations, Golf courses, ...)
(Posted Jan 22, 2009)
FINAL CALL
Submission of paper: January 31st, 2009
Special Issue of Virtual Reality on "Mediated Presence: Virtual Reality, Mixed Environments
and Social Networks"
Guest Editors:
Prof Luciano Gamberini PhD and Anna Spagnolli PhD
(University of Padova)
Matthew Lombard PhD
(Temple University)
Often described as a sense of "being there" in a mediated environment, presence is broadly defined
as a psychological state or subjective perception in which a person fails to accurately and completely
acknowledge the role of technology in an experience. It is a rich, fascinating subject of scientific
investigation, artistic exploration and diverse application, with increasingly important implications for
the ways in which people interact and technologies are developed. Designing technologies and
imagining practices to modify, prolong and reconfigure the possibilities of being present has been a
continuous endeavour of the human species, from early attempts at constructing communication and
transportation devices, to the many current technologies we continue to develop to reach other places
and people. Originally focused on bringing "presence" from the real world to a simulated one, the
phenomenon is today analyzed and investigated in the context of diverse environments and involves
questioning simple distinctions between "'real" and "artificial". This opening to a wide range of
mediated environments is accompanied by a growing involvement of different research fields that are
continuously updating and modifying the contours of presence scholarship. The phenomenon of
presence is challenging from a scientific point of view as much as it is viable in everyday life, where
people participate in simultaneous mediated experiences, feeling present or copresent in digital
locations without any need for explicit instructions and orchestrating technical and cognitive resources
to control and enhance presence. What it means to be present in mediated environments is then an
extremely relevant and enticing question, bearing all sorts of implications for the design and
application of diverse technologies.
This special issue aims at illustrating the variety of research questions and approaches that are
needed in order to tackle the phenomenon of mediated presence in virtual reality, mixed environments
and social network. Topics include:
o Presence in shared virtual environments and online communities
o Presence in social interactions with virtual agents and digital counterparts; parasocial interaction and relationships
o Real bodies, avatars and cyborgs
o Presence and ubiquity with mobile and geo-location technologies
o Presence as a socio-cultural achievement; practices, preferences and material resources to
manifest presence
o Linguistic and non-verbal strategies to create, negotiate and challenge presence in mediated
environments
o Realistic action in virtual environments
o Cognitive processes and the sense of presence; neuro-psychology of presence
o Presence affordances in digital technologies
o 3D sound, acoustic environments and presence
o Advanced broadcast and cinematic displays (stereoscopic TV, HDTV, IMAX)
o Haptic and tactile displays
o Holography
o Affective and socio-affective interfaces
o Presence analysis, evaluation, and measurement techniques
o Causes and consequences (effects) of presence
o Presence augmentation through social, physical, and contextual cues
o Presence, involvement and digital addiction
o Presence applications (education and training; medicine; e-health and cybertherapy; entertainment;
communication and collaboration; teleoperation; usability and design; art and performance, etc.)
The special issue will appear in the Springer journal Virtual Reality
(www.springeronline.com/journal/10055). Submissions are invited from authors who contributed to
11th Annual International Workshop of Presence as well as authors who did not contribute to the
Workshop.
SUBMISSION INSTRUCTIONS
Papers should typically be around 8,000 words and of standard journal content: reports of original
research, or review papers. Submissions will be peer reviewed in accordance with the journal's normal
process.
Papers should be submitted online in Microsoft Word format and uploaded to
http://www.editorialmanager.com/vire/. In order to use this system, authors need first to register in it,
wait to receive a password by e-mail and then log in. When choosing 'Submit new manuscript' they
are asked to select an article type from a list. They must select: 'S.I. Presence'.
DEADLINES (extended):
Submission of paper: January 31st, 2009
Notification of acceptance to authors: March 21st, 2009
Revised papers received by April 20th, 2009
Publication: June 2009
(Posted Jan 15, 2009)
CALL FOR PAPERS
ELECTRONIC VISUALISATION AND THE ARTS
EVA London 2009
Monday 6th - Wednesday 8th July 2009
http://www.eva-conferences.com/eva_london/2009/offer_a_paper
We invite offers of papers, demonstrations or short performances, workshops or papers. A brief
summary only is required in the first instance, deadline 31 January 2009. This should be submitted
electronically to easychair.org, an automated online submission system by 31 January 2009. You will
be asked to register with the system before uploading your summary.
We require a summary of the paper on not more than one page. The title, authors' name, affiliation and
contact details including email address must be shown at the top of the page.
Subject coverage
This year's conference themes will include, but are not limited to:
* Enabling the arts through digital technologies
* Crossing disciplinary boundaries
* Visualising ideas and concepts
* Moving and still images in museums and galleries
* Web 2.0 technologies in cultural heritage organizations
* Digital and computational arts
* Sound, music, film and animation
* 2D and 3D imaging
* Virtual and augmented worlds
* Fine art and photography
* Interactive technologies
Publication
Papers are peer refereed and may be edited. Publication is in hard copy as conference preprints and
also online. Full papers are up to ten A4 pages in length including images and references.
Acceptance and deadlines
The deadline for submitting a full paper will be 14th May 2009.
Registration
The discounted rate for speakers' registration will be notified in due course.
Sponsorship and demonstrations
There are also attractive opportunities for organisations to support an aspect of the conference such as the publication or a reception or bursaries for delegates, or to demonstrate services or products.
Please contact info@eva-conferences.com.
(Posted Jan 14, 2009)
CALL FOR CHAPTERS: "E-Research Collaboration: Frameworks, Tools and Techniques"
Co-Editors:
Murugan Anandarajan, Ph.D., Drexel University, ma33@drexel.edu
Asokan Anandarajan, Ph.D., New Jersey Institute of Technology, asokan.anandarajan@njit.edu
Publisher: Springer-Verlag, Berlin, Heidelberg
URL For Chapter Call: http://www.mynetresearch.com/Resources.aspx?id=%2012
FOCUS OF THIS BOOK
With advancements of information and communication technologies, physical boundaries of local social networks have evaporated. Online social networks replicate and enhance the benefits of traditional social networks across time and space and accelerate and globalize the process. The collaboration efforts among researchers in this environment are called e-research collaboration.
E-Research Collaboration can be defined as: the use of information communication technologies which
enable the collaboration among individuals/group engaged in a research project. These technologies
can range from email to enterprise packages and online software services.
While we have seen the unprecedented growth of social networking tools such as MySpace, Facebook
and Linkedin, these were primarily designed for social purposes. It is only in the last year that we have
begun to see the emergence of research-based social networking tools. These tools, for example,
MyNetResearch and 2Collab, can facilitate collaborative environments to orchestrate interaction within
networks of researchers, partners, and customers to boost creativity and innovation.
E-Research collaboration technologies can supply seamless connectivity to allow work anywhere and
anytime. The mechanisms of e-research collaboration are an emergent phenomenon. We invite
researchers to submit analytical, case-study, conceptual, experiential ethnographic or narrative papers
to enhance our understanding of the frameworks, practices and tools and techniques in e-research
collaboration.
Thanks, Murugan
Murugan Anandarajan, Ph.D
Professor of MIS
Lebow College of Business
Drexel University,
32nd and Chestnut Sts,
Philadelphia, PA 19104
Phone: (215) 895 6212
Fax: (215) 895 2891
(Posted Jan 13, 2009)
RAVE: Real Action, Virtual Environments.
Barcelona March 4th 2009
http://rave09.peachbit.org
You can contribute to the event by sending a full paper or an abstract for a presentation. Full papers will be gathered for an special issue of PRESENCE: Teleoperators and Virtual Environments (MIT Press).
Full papers deadline is 09 Jan 2009
Abstracts deadline is 30 Jan 2009
For further information http://rave09.peachbit.org
Best regards
RAVE09 team.
--
Cristina Martin Puig
Project Manager - Researcher
e-mail. cristina.martin@starlab.es
(Posted Jan 13, 2009)
Security in Virtual Worlds and 3D Webs: Models for Development and Management
http://docrea.org/igi
Call for Chapter Proposals
Proposal Submission Deadline: January 31, 2009
A book edited by Dr. Alan Rea
Western Michigan University, USA
Introduction
Although one finds much discussion and research on the features and functionality of Rich Internet
Applications (RIAs), the 3D Web, and Virtual Worlds in both scholarly and popular publications, very
little is written about the issues and techniques one must consider when creating, deploying, and
managing them securely. A secure environment is especially crucial when sensitive business data is
manipulated via these applications. Reports of cross-site scripting exploits in poorly implemented
Webtops, risks of embedded viruses in social computing platforms, such as Facebook or MySpace,
and technical and social engineering exploits in Multi-user Virtual Environments (MuVEs) represent the
security challenges contemporary organizations face as they deploy business processes and share
data across the virtual sphere.
This project will bring together the issues that managers, practitioners, and researchers must consider
when planning, implementing, and managing these promising virtual technologies for secure business
processes and organizational initiatives.
Objective of the Book
In this book we will discuss the uses and potential of these virtual technologies and examine secure
policy formation and practices that can be applied specifically to each. Authors will contribute
guidelines, techniques, cases, and methods that explore security in Virtual Words and 3D Webs.
The book will focus on research and discussions about planning, implementing, managing, and
supporting these powerful technologies using accepted system development models, secure testing
techniques, and robust monitoring tools. Moreover, discussions on security policy creation to guide
development, as well as user interaction with these technologies will play an important role in the book.
The book will also use cases to illustrate successful, and unsuccessful, implementations of RIAs,
Webtops, and Virtual Worlds. Of course, this book would not be complete without looking forward to the potential security considerations and questions that must be asked as more organizations move into virtual offerings.
Ultimately, this project will provide the latest research on virtual security in order to provide researchers, practitioners, and students the necessary background in theory and practice to deploy, plan, manage, and maintain robust and safe virtual offerings.
Target Audience
This book appeals to those interested not only in security but also advanced virtual offerings whether
these are RIAs, the 3D Web, or Virtual Worlds. Security researchers, as well as researchers from
diverse fields--computer science, information systems, psychology, sociology, and telecommunications--will find valuable research questions posed within the context of privacy, security, and trust as well. But this book appeals to more than just researchers. Practitioners and managers looking to offer robust virtual platforms will also benefit from the pragmatic techniques, case discussions, and implementation guidelines. In addition, upper-level and graduate-level students will find this research useful in their course work and research. Finally, this book will be a welcome addition to academic libraries' researchcollections.
Recommended topics include, but are not limited to, the following
EUR Case Studies of Secure or Insecure Virtual Applications
EUR Developing Secure Virtual Offerings
EUR Hacker Attacks on Virtual Offerings
EUR Identity or Data Theft in Virtual Offerings
EUR Implementing Secure Virtual Offerings
EUR Issues of Privacy and/or Trust in Virtual Offerings
EUR Managing secure virtual offerings
EUR Secure Policy Formation in Virtual Offerings
EUR Secure Virtual Models
EUR Security in 3D Web applications
EUR Security in Virtual Worlds
EUR Social Engineering in Virtual Worlds
Submission Procedure
Researchers and practitioners are invited to submit on or before January 31, 2009, a 2-3 page chapter
proposal clearly explaining the mission and concerns of their proposed chapter. Authors of accepted
proposals will be notified by February 15, 2009 about the status of their proposals and sent chapter
guidelines. Full chapters are expected to be submitted by April 30, 2009. All submitted chapters will be
reviewed on a double-blind review basis. This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of books under IGI Publishing, IRM Press, Information Science Publishing, CyberTech Publishing, and Information Science Reference. For additional information regarding the publisher, please visit http://www.igi-global.com.
Inquiries and submissions (Word document or RTF) can be sent electronically to:
Dr. Alan Rea
Computer Information Systems
Haworth College of Business
Western Michigan University
Kalamazoo, MI 49008-5412
e-mail: rea@wmich.edu
phone: 1.269.387.4247
fax: 1.269.387.5410
http://docrea.org/igi
(Posted Jan 8, 2009)
AISB 2009 6-7th April 2009
Heriot-Watt University, Edinburgh, Scotland
Symposium: Killer robots or friendly fridges: the social understanding of Artificial Intelligence
http://www.macs.hw.ac.uk/~ruth/krff.html
Call for papers
OVERVIEW
For the non-specialist, the whole notion of Artificial Intelligence challenges fundamental
understandings of what it is to be human, with enormous implications for how we conceive ourselves,
our artefacts and our societies. AI´s foundational goal was the construction of autonomous sentience.
Yet, 55 years after Turing´s seminal paper, publicly visible achievements, beyond science fiction
speculations or media exaggerations, still lie in faltering steps in voice and image recognition,
surveillance, computer games and virtual environments, not in truly intelligent everyday machines.This symposium will offer a major forum for the discussion of the social understanding of Artificial
Intelligence, in particular the curious spaces between popular expectations of machines that meet our
every whim, fears of humans enslaved or eliminated by crazed super- brains, and the sober reality of
toasters that still burn the bread.
At the start of the 21st century, it is timely to reflect not just on the technical achievements and pitfalls
of the now mature discipline of Artificial Intelligence, but also on its wider social understanding. While
there have always been ill informed concerns about "robots taking over the world", the reality is both
more prosaic and more complex. People have long anthropomorphised complex artefacts which are
capable of seemingly autonomous interaction. However, recent advances in the deployment of
believable characters and affective systems, both in graphical and robotic form, have rekindled
problematic social and ethical questions about our relationships with machines.
This symposium offers a fresh opportunity for interdisciplinary perspectives on the social understanding of Artificial Intelligence, with the strong potential to bring together contemporary research in key technical, social, psychological and philosophical domains
TOPICS WILL INCLUDE:
- AI, Ethics and privacy
- AI and Public Policy
- Portrayal of AI in film, novel and other art forms
- Anthropomorphism and AI
- Attitudes towards robots and graphical characters
- Believability, naturalism and the uncanny valley
- Definitions of human-ness and AI artefacts
- AI and gender
- Social impact of AI
- Social expectations of AI
- Social perceptions of AI
- Social/legal/economic status of AIs
- Social/ethical implications of AI augmentation of humans
- Human/AI construct co-working
- If AIs could talk, would we understand them?
- What is it like to be an AI?
SUBMISSIONS
**Submitted papers will also be considered for a special issue of AI and Society **
We are seeking submissions of original papers that fit well with the symposium theme and topics.
Papers should be no more than 6 pages in length in the AISB convention format (available at
http://www.aisb.org.uk/convention/aisb08/download.html).
Papers should be submitted in .pdf format to the Easychair site at:
http://www.easychair.org/conferences/?conf=krff09
by the submission deadline given below. At least one author of each accepted paper will be required to
register and attend the symposium to present their work.
All papers from the AISB convention will be published in the AISB proceedings, with an ISBN number.
Authors of papers must sign a copyright declaration (to follow). However, this declaration is not
exclusive - it gives AISB the right to publish the paper, but does not prevent the author from publishing
it in other venues.
IMPORTANT DATES
**19th January 2009** : EXTENDED Submission deadline
2nd February 2009: Deadline for notifications sent to authors
23rd February 2009 : Camera read copies due
8-9 April 2009: Symposium
PROGRAMME COMMITTEE
Alison Adams, University of Salford
Ruth Aylett, Heriot-Watt University (co-chair)
Alan Bundy, University of Edinburgh
Bob Colomb, University of Technology, Malaysia
Roddy Cowie, Queens University Belfast
Ylva Fernaeus, Swedish Institute of Computer Science
Rudi Lutz, University of Sussex
Greg Michaelson, Heriot-Watt University (co-chair)
Margit Pohl, Vienna University of Technology
Noel Sharkey, University of Sheffield
Peter Wallis, University of Sheffield
CONTACT DETAILS
Prof Greg Michaelson/Prof Ruth Aylett
Computer Science, Heriot-Watt University, Riccarton, EH14 4AS
G.Michaelson@hw.ac.uk / ruth@macs.hw.ac.uk 0131 451 3422/4189
(phone) 0131 451 3732 (FAX)
(Posted Jan 7, 2009)
"Images of Virtuality: Conceptualizations and Applications in Everyday Life"
An IFIP WG9.5 "Virtuality and Society" International Workshop
April 23-24, 2009
Athens, Greece
http://www.ImagesOfVirtuality.org
SECOND CALL FOR PAPERS & POSTERS
Aim and Scope
Following on last year's International Working Conference of IFIP 9.5 Working Group on Virtuality and
Society: "Massive Virtual Communities" at Leuphana University Lueneburg, this workshop will focus on conceptualizations and applications of virtuality in everyday life, including socialization, governance, education, entrepreneurship and entertainment.
The main objective of this workshop is to encourage the continuation and enrichment of the discussion
on virtuality and society, by focusing more on the technologies, arts, and practices of virtuality as they
emerge in spaces and contexts of everyday life. The workshop constitutes an opportunity to bring
together theoretical conceptualizations and practical applications of Images of Virtuality that affect
everyday life in human interaction with information, nature and others.
Where and how can we experience Images of Virtuality in our everyday life? How do such such Images implicate information technologies, architectural artifacts, artworks, imagination, or combinations of such elements? What do these Images mean to our everyday life? How does the experience of such Images transform our everyday practices and shape our own individual of collective Image?
Current applications of virtuality make use of various technologies such as WEB2.0 & 3.0, ubiquitous
computing with RFID, GIS and GPS, mobile networks, intelligent agents and context-aware systems, to construct a Cyberspace of virtual worlds and social networks. Trends point towards an integration of
such systems at the point where the virtual and non-virtual will meld into a new digital space
augmenting everyday life interactions. The goal of this workshop is to bring together researchers and
practitioners interested in presenting and discussing conceptualizations of virtuality and current
applications of Information Systems that supply virtual spaces of interaction.
Relevant topics and themes include, but are not limited to:
* Discussions on problems of design, construction, adoption, and use of IS of virtuality
* Exploring new e-research methodologies and techniques on inquiring social action in virtuality
* Identification of challenging social and ethical issues of socialization in virtuality
* Discuss on role of digital representation in multi-user remote collaboration
* Opportunities and challenges for education, governance, and entrepreneurship in virtual worlds
* Emerging issues of e-policy and e-quality of life
Schedule
The workshop will be a full day event and will be open to a maximum of 50-60 participants. It will
include short presentations of full research papers (15-20min) while a discussant will be allocated and
invited in each presentation in order to organize a 10 min discussion.
On 23 of April a pre-workshop day is scheduled with two special sessions: First, a morning session with presentations of in-progress research work in a looser format compared to typical conference-like
paper presentations. Second, a mini doctoral research meeting will take place where PhD students will
have the opportunity to present their work in an informal presentation (i.e posters, case studies and
demos). Both of these two sessions are subject to an adequate participation. In case of limited offers to contribute to this event, the two sessions will merge in one half-day session.
Proceedings
Both full and in-progress research contributions will be included in a CD-ROM published with an ISBN.
Workshop contributions will also be considered for publication in a Special Issue of a related
International Journal.
Important Dates
* Paper submissions due: January 31, 2009
* Notification to authors: February 28, 2009
* Final papers submissions due: March 27, 2009
* Workshop: April 24, 2009
Submission Details
Participants should submit their position papers (6-10 pages) for the main workshop session or
extended abstracts (no more than 2 pages) for the pre-workshop day event, by email to
[log in to unmask] no later than January 31, 2009. Instructions to authors can be found here:
http://www.imagesofvirtuality.org/submit.html
Workshop Organizers
* Angeliki Poulymenakou (group leader of the ISTLab/OIS, Associate Professor in Information Systems Management, at Department of Management Science and Technology, Athens University of Economics and Business, akp@aueb.gr)
* Anthony Papargyris (PhD candidtate in Information Systems, at Department of Management Science
and Technology, Athens University of Economics and Business, apaparg@aueb.gr)
Program Committee
* Chrisanthi Avgerou (Information Systems and Innovation Group, London School of Economics and
Political Science, UK, IFIP TC 9 Chair)
* Nikolaos Avouris (HCI Group, University of Patras, GR)
* Kevin Crowston (Inf. Studies, Syracuse University, USA)
* Paul C. van Fenema (Netherlands Defense Academy, and Tilburg University, NL)
* Dimitris Gouscos (New Technologies Laboratory in Communication, Education and the Mass Media,
University of Athens, GR)
* David Kreps (Business Management, Salford University, UK)
* Alexandros-Andreas Kyrtsis (Political Science & Public Administration, University of Athens, GR)
* Niki Panteli (School of Management, University of Bath, UK)
* Dimitris Papalexopoulos (School of Architecture, University of Athens, GR)
* Anthony Papargyris (Management Science & Technology, Athens University of Economics and Business, GR)
* Angeliki Poulymenakou (Management Science & Technology, Athens University of Economics and Business, GR)
* Francois de Vaujany (Institute of Business Administration, Grenoble University, FR)
* Martin Warnke (Computer Science & Culture, Leuphana University Lueneburg, D)
For more information check the workshop's web site: http://www.ImagesOfVirtuality.org
(Posted Jan 6, 2009)
2nd WORLD SUMMIT ON THE KNOWLEDGE SOCIETY, WSKS 2009
16-18 September, Crete, Greece
http://www.open-knowledge-society.org/summit.htm
Facebook Group [join us]:
http://www.facebook.com/group.php?gid=36329664439&ref=nf
Call for papers: http://www.open-knowledge-society.org/cfp.htm
Program Committee: http://www.open-knowledge-society.org/pc.htm
Proceedings: Springer LNAI, Springer CCIS + 10 Special Issues in ISI SCI/SSCI Journals
15 Sponsoring International Journals
Download Brochure:
http://www.open-knowledge-society.org/WSKS2009.pdf
Important Dates
Submission of papers for LNCS/CCIS Springer Proceedings: 12th February 2009
Notification to authors: 10th March 2009
Camera ready papers: 24th April 2009
Conference Days: 16-18 September 2009
WSKS 2008 Proceedings:
http://www.springer.com/computer/general?searchKey=easySearchKey
&searchType=easy&visited=tru
e&propagate=false&resultStart=1
&resultCount=10&SGWID=5-155-14-0-0&queryText=wsks
&easySearchOption=all&go.x=0&go.y=0
LETTER from Program and Organizing Committees
The 2nd World Summit on the Knowledge Society (WSKS 2009), is an international scientific event
devoted to promoting the dialogue on the main aspects of the Knowledge Society towards a BETTER
WORLD for all. This annual Summit brings together key stakeholders of the Knowledge Society
development worldwide, from Academia, Industry, Government, Policy Makers, and active citizens to
look at the impact and prospects of the Information Technology, and the knowledge-based era it is
creating, on key facets of living, working, learning, innovating and collaborating in today´s hyper-
complex world.
The Summit provides a distinct, unique forum for cross-disciplinary fertilization of research, favoring the dissemination of research new scientific ideas relevant to international research agendas as the EU (FP7), OECD or UNESCO.
Eleven general pillars provide the constitutional elements of the Summit that are linked to 11 Main
Tracks and 52 Mini Tracks:
Track 1. Information Technologies - Knowledge Management Systems - E-business & Business,
Organizational and Inter-organizational Information Systems for the Knowledge Society
Track 2. Knowledge, Learning, Education, Learning Technologies and E-learning for the Knowledge
Society
Track 3. Social & Humanistic Computing for the Knowledge Society - Emerging Technologies for the
Society and the Humanity
Track 4. Culture & Cultural Heritage - Technology for Culture Management - Management of Tourism
and Entertainment - Tourism Networks in the Knowledge Society
Track 5. E-Government and e-Democracy in the Knowledge Society
Track 6. Innovation, Sustainable Development and Strategic Management for the Knowledge Society
Track 7. Service Science, Management, Engineering, and Technology
Track 8. Intellectual and Human Capital Development in the Knowledge Society
Track 9. Advanced Applications for Environmental Protection and Green Economy Management
Track 10. Future Prospects for the Knowledge Society: from Foresight Studies to Projects and Public
Policies
Track 11. Technologies and Business Models for the Creative Industries
We need a better world. We contribute with our sound voices to the agenda, policies and actions.
We invite you to join your voice with ours and all together to shape a new deal for our world. Education,
Sustainable Development, Health, Opportunities for well being, Culture, Collaboration, Peace,
Democracy, Technology for all. Open Minds for a Better World.
Dr. Miltiadis D. Lytras
President, OPEN RESEARCH SOCIETY
General Chair of the Summit
(Posted Jan 5, 2009)
CALL FOR PAPERS and Call For Workshop/Session Proposals
The 2009 International Conference on e-Learning, e-Business, Enterprise Information Systems,
and e-Government
EEE'09
Date and Location: July 13-16, 2009, Las Vegas, USA
You are invited to submit a paper (and/or a proposal to organize a session/workshop). All accepted
papers will be published in the respective conference proceedings.
SCOPE: Topics of interest include, but are not limited to, the following:
O e-Learning:
- e-Learning design and methodologies
- e-Learning technologies and tools
- Authoring tools
- e-Learning portals
- Instructional design methodologies
- Social impact and cultural issues in e-Learning
- Content management and development
- Policy issues in e-Learning
- On-demand e-Learning
- e-Learning standards
- Assessment methodologies
- Knowledge management
- Virtual learning environments
- Audio and video technologies for e-Learning
- Usability issues
- AI and e-Learning
- On-line education (all levels: elementary, secondary, ...)
- Open-source e-Learning platforms
- Training and evaluation strategies
- e-Universities
- Case studies and emerging applications
O e-Business:
- e-Business systems integration and standardization
- Electronic negotiation systems and protocols
- Internet payment systems
- e-Retailing and web design
- e-Procurement methods
- Techniques for B2B e-Commerce
- Global e-Commerce and e-Business
- Service-oriented e-Commerce
- Trust, security, and privacy in e-Commerce and e-Business
- Intelligence in e-Commerce
- Databases and e-Commerce applications
- Business-oriented and consumer-oriented e-Commerce
- Development of e-Business and applications
- e-Business in developing countries
- Marketing on the web
- Organizational and management issues
- Supply chain management
- e-Business models and architectures
- Applications of new technologies to e-Business
- Middleware technologies to support e-business
- Case studies and applications
O Enterprise Information Systems:
- Enterprise resource planning and e-Business
- Strategic decision support systems
- Organizational semiotics and semiotics in computing
- Data warehouses and technologies
- middleware integration
- Intranet and extranet business applications
- Databases and information systems integration
- Intelligent agents
- Enterprise-wide client-server architectures
- Knowledge management
- Information systems analysis and specification
- Ontology engineering
- CASE tools for system development
- B2B and B2C applications
- Business processes re-engineering
- Market-spaces: market portals, hubs, auctions, ...
- Semantic web technologies
- Web interfaces and usability
- Human factors and e-Learning
- Case studies and applications
O e-Government:
- Legal aspects of e-Government
- Risk management
- Methods and tools for e-Government
- Policies and strategies
- Designing web services for e-Government
- e-Democracy and e-Voting
- Trust and security in e-Government
- Enterprise architecture for e-Government
- Interoperability frameworks in e-Government
- Inter-administration and G2G issues
- Public and private partnership
- Teaching e-Government
- Case studies
Web links:
http://www.world-academy-of-science.org/worldcomp09/ws/conferences/eee09
http://www.world-academy-of-science.org/
ACADEMIC CO-SPONSORS:
Currently being prepared - it will include a number of active research laboratories and centers that have helped to shape our field. The Academic Co-Sponsors of the last offering of EEE included research labs at Harvard University, UCLA, University of Minnesota, University of Illinois at Urbana- Champaign,Georgia Institute of Technology, Emory University, University of Texas at Austin, MIT, George Mason University, University of Iowa, Russian Academy of Sciences, NEMO/European Union, and others.Corporate Co-Sponsors included, Google, Salford Systems, Synplicity, Supermicro, NIIT, and others.
General Co-Chair and Coordinator:
H. R. Arabnia, PhD
Professor, Computer Science
Editor-in-Chief, The Journal of Supercomputing (Springer)
Advisory Board, IEEE Technical Committee on TCSC Vice
President, Int'l Society of Intelligent Biological Medicine
The University of Georgia Department of Computer Science 415
Boyd Building Athens, Georgia 30602-7404, USA
Tel: (706) 542-3480
Fax: (706) 542-2966
E-mail: hra@cs.uga.edu
SUBMISSION OF PAPERS:
Prospective authors are invited to submit their draft papers by uploading them to
http://worldcomp.cviog.uga.edu/ . Submissions must be received by Feb. 25, 2009 and they must be in either MS doc or pdf formats (about 5 to 7 pages - single space, font size of 10 to 12). All reasonable typesetting formats are acceptable (later, the authors of accepted papers will be asked to follow a particular typesetting format to prepare their papers for publication.)
The length of the Camera-Ready papers (if accepted) will be limited to 7 (IEEE style) pages. Papers
must not have been previously published or currently submitted for publication elsewhere. The first
page of the draft paper should include: title of the paper, name, affiliation, postal address, and email
address for each author. The first page should also identify the name of the Contact Author and a
maximum of 5 topical keywords that would best represent the content of the paper. Finally, the name
of the conference (EEE) must be mentioned on the first page.
Papers will be evaluated for originality, significance, clarity, impact, and soundness. Each paper will be refereed by two experts in the field who are independent of the conference program committee. The referees' evaluations will then be reviewed by two members of the program committee who will
recommend a decision to the co-chairs. The co-chairs will make the final decision. Lastly, the Camera-Ready papers will be reviewed by one member of the program committee.
PROPOSAL FOR ORGANIZING SESSIONS/WORKSHOPS:
Each session will have at least 6 paper presentations from different authors (12 papers in the case of
workshops). The session chairs will be responsible for all aspects of their sessions; including, soliciting papers, reviewing, selecting, ... The names of session chairs will appear as Associate Editors in the conference proceedings and on the cover of the books.
Proposals to organize sessions should include the following information: name and address (+ email) of proposer, title of session, a 100-word description of the topic of the session, the name of the
conference the session is submitted for consideration (ie, EEE'09), and a short description on how the session will be advertised (in most cases, session proposers solicit papers from colleagues and
researchers whose work is known to the session proposer). email your session proposal to Prof.
Arabnia (address is given above). We would like to receive the proposals by January 16, 2009.
IMPORTANT DATES:
Jan. 16, 2009: Proposals for organizing/chairing sessions/workshops
Feb. 25, 2009: Submission of papers (about 5 to 7 pages)
March 25, 2009: Notification of acceptance
April 25, 2009: Camera-Ready papers and Registration due
July 13-16, 2009: The 2009 International Conference on e-Learning,
e-Business, Enterprise Information Systems, and e-Government (EEE'09)
MEMBERS OF PROGRAM AND ORGANIZING COMMITTEES:
The Program Committee includes members of chapters of World Academy of Science (chapters:
supercomputing; scientific computing; AI; imaging science; databases; simulation; software
engineering; embedded systems; internet and web technologies; communications; bioinformatics;
computational biology; and computer security.) The Program Committee for EEE is currently being
formed. Those interested in joining the Program Committee should email Prof. Arabnia
(hra@cs.uga.edu) the following information: Name, affiliation and position, complete mailing address, email address, a short biography together with research interests and the name of the conference (EEE) offering to help with. Many who have already joined the committees of individual tracks are renowned leaders, scholars, researchers, scientists and practitioners of the highest ranks; many are directors of research laboratories, fellows of various societies, heads/chairs of departments, deans and provosts.
PURPOSE / HISTORY:
EEE'09 is an annual research conference about e-learning, e-business, enterprise information systems, and e-government. It is being held jointly (same location and dates) with a number of other conferences (WORLDCOMP'09). WORLDCOMP is the largest annual gathering of researchers in computer science, computer engineering and applied computing.
The motivation is to assemble a spectrum of affiliated research topics into a coordinated meeting held in a common place at a common time. The main goal is to provide a forum for exchange of ideas in a number of research areas that interact. The model used facilitates communication among researchers from all over the world in different fields of computer science, computer engineering and applied computing. Both inward research (core areas of computer science and engineering) and outward research (multi-disciplinary, inter-disciplinary, and applications) will be covered during the event.
EEE'09 and WORLDCOMP'09 will be composed of research presentations, keynote lectures, invited
presentations, tutorials, panel discussions, and poster presentations. In recent past, keynote and/or
tutorial speakers included: Prof. David A. Patterson (U. of California, Berkeley); Prof. Michael J. Flynn (Stanford U.); Prof. John H. Holland (U. of Michigan, Ann Arbor); Prof. Brian D. Athey (U. of Michigan, Ann Arbor), Prof. H. J. Siegel (Colorado State U.); Prof. Barry Vercoe (MIT); Prof. Ruzena Bajcsy (U. of California, Berkeley); Prof. Jun Liu (Harvard U.); Dr. Jim Gettys (OLPC + developer of X Window); Dr. Chris Rowen (President and CEO, Tensilica, Inc.); and many other distinguished speakers.
LOCATION OF CONFERENCES:
The conferences will be held in the Monte Carlo hotel, Las Vegas, Nevada, USA (with any overflows at other near-by hotels). This is a mega hotel with excellent conference facilities and over 3,000 rooms. It is minutes from the airport with 24-hour shuttle service to and from the airport. This hotel has many recreational attractions, including: waterfalls, spa, pools, sunning decks, Easy River, wave pool, lighted tennis courts, health spa, nightly shows, a number of restaurants, ... The negotiated room rate for conference attendees is very reasonable. The hotel is within walking distance from most other attractions (recreational destinations, Golf courses, ...)
(Posted Jan 2, 2009)
CALL FOR PAPERS - special issue of Learning, Media and Technology
issue theme: Learning in Virtual Worlds
Edited by Jeremy Hunsinger and Aleks Krotoski
Virtual worlds are learning worlds.
There is substantial evidence that people learn in virtual worlds. While most learning in these spaces is informal, existing outside the school curriculum, formalised learning environments have also been
developed in textual worlds, MOOs, MUSHes, MUDs and multi-media spaces like ActiveWorlds(R),
Second Life(R), World of Warcraft (R) to support educational goals in primary, secondary, higher and
lifelong learning contexts.
The extensive writings on virtual reality and virtual worlds over the past four decades have covered the breadth of the phenomena and experiences of learning via CMC in these situated spaces; this call for papers seeks scholarship that builds upon and extends those accounts. We seek research that deals with learning and research in social networks or among friends, learning through play, learning through artistic creation and learning in unconventional virtual realities. We seek papers that examinelearning or modes of learning that occurs in unexpected ways.
For example, workshops have been transformed with the inclusion of new materials, like clay or other
art equipment, encouraging participants to express themselves through different modes of
communication. Such physical practices mirror the opportunities afforded in virtual environments,
increasing potential outcomes by breaking down borders of expression, creating a place for play, and
expanding discourse. We seek research that aims to capture similar alternative practices in learning
within virtual worlds.
While all forms of scholarship and research are welcome, we prefer theoretically and empirically
grounded study in the social or behavioral sciences. We seek a special issue that exemplifies
methodological pluralism. The use of visual evidence and representations is also encouraged.
Submission guidelines:
This special issue is edited by Jeremy Hunsinger and Aleks Krotoski. Please contact them at
[log in to unmask] and [log in to unmask] to discuss your submissions. The editors welcome
contributions from new researchers and those who are more well-established. Submitted manuscripts
will be subject to peer review.
Length of papers will vary as per disciplinary expectations, but we encourage papers of around 6000
words. Short discussion papers of 2000 words on relevant subjects are also welcomed for the
'Viewpoints' section. Learning, Media and Technology submission guidelines and referencing styles will be followed [see: http://www.tandf.co.uk/journals/titles/17439884.asp]
The guest editors will consider papers received by March 15, 2009.
Fewer than 10 papers will be
accepted. The special issue will be published in early 2010. Please
send papers to jhuns@vt.edu, clearly
indicating that your submission is for the Special Issue on learning
in virtual worlds.
(Posted Dec 29, 2008)
AISB'09 Symposium: AI & GAMES Edinburgh Scotland
6th - 7th April 2009 http://www.dcs.shef.ac.uk/~daniela/AISB09/
ALL submissions: 19 January 2009
Notification: 2 Feb 2009
Workshop Dates: 8th-9th April 2009
------------------------------------------------------------------------------------
Please submit using the EasyChair AI&GAMES Web page at http://www.easychair.org/conferences/?c=.109069;conf=a1games by
the 19th JANUARY 2009. selecting the appropriate category
------------------------------------------------------------------------------------
SCOPE
Computer games now form an important sector of the computing and entertainment industries, and they are very sophisticated in many ways. The need for better artificial intelligence (AI) in games
is deeply felt, however, and recognised by the industry. Conversely, games offer new challenges and excellent application domains for AI technology and research. Games are increasingly used for education, serious games or game-based learning, where story and AI techniques create a believable, engaging experience for learners. This symposium focuses on the application of
artificial intelligence or intelligent-like techniques, frameworks and theories to the creation of interactive engaging intelligent games. It will address three main areas and the following questions:
Intelligent Games
# How intelligent games are designed and engineered
# What artificial intelligence brings to games and vice versa
# Application of AI planning, machine learning etc. to games
# Path-planning, crowd simulations, flocking, steering behaviours
# Real-time performance of AI techniques in games
# Intelligent, (semi-)automatic content-generation
# Crucial elements of a believable intelligent games
# How to make AI characters more believable, intelligent and adaptable
# Group behaviours of AI characters
# Crucial elements of believable intelligence in games
# Psychological aspects of intelligent games
# Cognitive, social, and emotional impact of intelligent games
Technology for Intelligent games
# Combining games and technology to produce engagingand immersive
# Emergingtechnologies(e.g. virtual environments and content
# sharing, intelligent agents, human, robotics, wearable computing, artificial vision, mixed reality, and
advances in understanding of human emotion and gesture) and their application to intelligent games
Users and Intelligent Games
# The interaction between players and the game
# Understanding the player's state, in playful and serious games
# Adapting to players, to improve gameplay
We welcome researchers from academia, education and industry, in particular those involved with the design, development and evaluation of AI and games. Their expertise could be in a range of areas including: AI, machine learning, planning, narrative, education and training, multimedia, game design and development, characters design, interaction design and evaluation for children, adults and any other relevant area.
FULL PAPER SUBMISSION
Submissions of full papers to the workshop not to exceed 12 pages, submission of short papers not to exceeed 6 pages, respecting the AISB'09 papers format. They will be judged on relevance to the
symposium themes, impact and contribution, significance, originality, readability, quality and clarity. The review form is available for download on the AISB'09 web site. We welcome and encourage
submissions of original papers. Each paper will be reviewed by three referees and accepted on the
basis of the score given. Authors are asked to take care not to identify themselves in their submissions, as the reviews will be anonymous.
PAPERS PUBLICATIONS
All papers accepted for the workshop will be published in the AISB proceedings produced for the
conference. Best papers will be also invited to submit to either Special Edition "Artificial Intelligence and Games" of the International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), Editor- in-Chief: Richard E. Ferdig, University of Florida, USA, Special Edition Editors: Daniela Romano and David Moffat # or IEEE Transactions on Computational Intelligence and AI in Games, Editor-in-Chief: Simon M. Lucas, University of Essex as appropriate.
Please note that such papers would be resubmitted and re-reviewed for the special issue using the
journal guidelines and the normal standards for acceptance. Further details will be announced to
selected papers after the symposium.
POSTER, DEMO & TUTORIAL SUBMISSION
Posters on relevant topic as highlighted in the scope of the symposium are welcome. Posters should be submitted a one page .pdf file as they would appear as in their final printed version.
Also we are interested in setting a demonstration session where both industry and research tools for AI & GAMES or applications are presented. Please send one page briefly describing the tool/application.
Finally we would encourage researchers from academia, education and industry to request a tutorial
slot in which to present and demonstrate in details a tool (e.g. API or SDK) or application (e.g. a
customizable gaming environment) relevant for AI & GAMES research and creation. Please send one page briefly describing the proposed tutorial and its expected impact.
Please submit a paper using the EasyChair AI&GAMES Web page at
http://www.easychair.org/conferences/?c=.109069;conf=a1games
(Posted Dec 22, 2008)
The Journal of Virtual Worlds Research (http://jvwresearch.org) is soliciting "think pieces" in
response to the following questions:
"In thinking about the spaces of virtual worlds, and the practices we witness within them, how can we
define what counts as culture? Can we see any common cultural trends emerging in different virtual
worlds, or are practices as disparate as the worlds and groups we find within them?"
The formatting guidelines are:
* 1000-1300 words total
* The "think pieces" are brief essays or papers intended to spur discussion amongst the scholarly
community.
* The pieces should aim to ask provocative questions for future research and debate, rather than
provide definitive answers.
* We encourage the use of visual aids such as images, video clips, or links to content in virtual worlds.
* Abstract (no more than 300 words) and keywords (a minimum of 3)
* APA Style (unless it is inappropriate for the type of essay being submitted)
* The website currently only accepts .doc and .rtf formats.
* Single-spaced
The deadline for submissions is: January 9, 2008, 5pm CST
Please send your submissions directly to: Mia Consalvo (consalvo@ohio.edu) and Mark Bell
(typewritermark@gmail.com)
(Posted Dec 19, 2008)
CFP: JISE Special Issue - Impacts of Web 2.0 and Virtual World Technologies on IS Education
http://docrea.org/jise/
Whether it's a social networking site like Facebook, a video stream delivered via YouTube, or
collaborative discussion and document sharing via Google Apps, more people are using Web 2.0
technologies to communicate, express ideas, and form relationships centered around topical interests.
Virtual Worlds immerse participants even deeper in technological realms rife with interaction. Instead of simply building information, people create entire communities comprised of self-built worlds and avatars centered around common interests, learning, or socialization in order to promote information exchange.
Holding business meetings in Second Life is becoming commonplace, MMORPGs are becoming the
entertainment venue of choice, and upcoming generations of students may find the traditional academic means of information exchange--lectures and discussions--less appealing than most, instead opting for a rich multimedia experience infused with information.
With classrooms quickly filling with the Google generation accustomed to being connected to information and social networks all the time in many forms, how can we best use these technologies to transform, supplement, or even supplant current pedagogical practices? Will holding office hours in chat rooms make a difference? What about streaming classroom discussions via iTunes? How about
demonstrations of complex concepts in a Virtual World so students can experiment endlessly?
In this JISE special issue, we will explore these questions and more. We are looking for research
studies, instructional cases, teaching tips, and other discussions that examine the role Web 2.0 and
Virtual Worlds should--or perhaps should not--play within our physical, virtual, or mixed classroom
environment. How can these technological tools be best used in our pedagogical toolbox? Are there
instances where they are a good fit or perhaps merely an instructional band-aid?
Please consider sharing your insights, research, or teaching tips as we examine the promises
presented, and the perils posed, by these ever-growing innovative, immersive (perhaps invasive), and pervasive technologies.
Initial submissions due: January 20, 2009
Notification to authors: March 20, 2009
Revised papers due: April 20, 2009
Notification of final results: May 14, 2009
Publication of the issue: July 2009
(Posted Dec 18, 2008)
Call for Papers: Playful Experiences Seminar, Tampere 2.-3. April, 2009
* UPDATE: the seminar commentators will be Aki Järvinen (ITU Copenhagen) and Oskar Juhlin
(Interactive Institute).
What does it involve to enter the state of play? How games and other playful phenomena stand out
among other everyday experiences, and can playful experiences be designed? Is there a way we can
learn to understand games better by looking at phenomena that are not games, but where playful
behaviours are common? How are play and function intertwined in Facebook, iPhone, Habbo Hotel and the other topical interactive products and services?
As, on the one hand, so-called gamer generations are spreading understanding of play and games
literacy into society, and, on the other, digital information and communication technologies are having an impact on various use contexts and in different social processes, there will be increasing needs for understanding playfulness that is not restricted to games in the classic sense. Play as an attitude and mode of engagement is appearing in social Internet services, and also working life is becoming increasingly open towards playful and creative modes of thought and activity.
`Playful Experiences´ seminar invites presentations from multiple points of view, promoting wider
interdisciplinary dialogue around player studies and games research, and in related fields. The co-
organisers, University of Tampere Games Research Lab and Nokia Research Center invite both
theoretical as well as empirically based studies into `playfulness´. Particular fields of study include, but are not limited to:
- theories and methods for understanding play experiences;
- the social and cultural construction of play experiences;
- the nature of playful phenomena and playful attitude;
- the social character of games and playful experiences;
- the role of technology for playful experiences, e.g. play in mobile user contexts;
- user interface and usability issues related to playful interaction;
- play experiences beyond games.
The seminar is fifth in the annual series of game studies working paper seminars organised by the
Games Research Lab in the University of Tampere, this time co-organised with Nokia Research
Center. Due to the work-in-progress emphasis, we strongly encourage submitting late breaking results, working papers and/or submissions from graduate students. Early considerations from projects currently in progress are most welcome, as the purpose of the seminar is to have peer-to-peer discussions and thereby provide support in refining and improving research work in this area. After the seminar, separate consideration will be given to various options of publishing the seminar papers.
The papers to be presented will be chosen based on extended abstract review. Full papers are
distributed prior the event to all participants, in order to facilitate discussion.
The two-day event consists of themed sessions that aim to introduce current research projects and discuss ongoing work in studies of games, play and their relation to surrounding phenomena. The seminar will be chaired by professor Frans Mäyrä (Hypermedia Laboratory, University of Tampere).
There will be two invited paper commentators: assistant professor Aki Järvinen (ITU Copenhagen) and studio director Oskar Juhlin (Mobility Studio, Interactive Institute).
The seminar will be held in Tampere, Finland and will be free of charge; the number of participants will be restricted.
Important Dates
- Abstract Deadline: January 15, 2009
- Notification of Acceptance: January 30, 2009
- Full Paper deadline: March 6, 2009
- Seminar dates: April 2-3, 2009
Submission Guidelines
The extended abstract submissions should be between 500-1000 words (excluding references).
Abstracts should be sent to <playfulexp{at}gmail.com> as plain text only (no attachments). Guidelines for submitting a full seminar paper will be provided with the notification of acceptance.
Our aim is that everyone participating has been able to read materials submitted to the seminar,
therefore the maximum length for a full paper is set to 6000 words (excluding references). Note also
that the presentations held at the seminar should also encourage discussion, instead of only repeating the information presented in the papers. Tentatively, every paper will be presented for 10 minutes and discussed for 20 minutes.
Seminar web site: http://playfulexperiences.wordpress.com/
Co-organised by: http://gamelab.uta.fi & http://research.nokia.com/
University of Tampere / Hypermedia Laboratory / Games Research Lab Nokia Research Center / Media Laboratory / Human Practices and Design
(Posted Dec 17, 2008)
"Stepping into Science" Next in Popular "Stepping into Virtual Worlds" Series
Using virtual worlds to teach and promote a love of science is the topic of the next installment of the
popular "Stepping into Virtual Worlds" conference series, to be offered January 16th, 2009 in the virtual world of Second Life. Hundreds of people have attended this series, which began with "Stepping into History" in June and has included conferences focusing on literature and on healthcare. The series is sponsored by Alliance Library System and LearningTimes. The day-long conference is open to the public, with more information available at www.steppingintovirtualworlds.org. It will take place entirely in the virtual world of Second Life.
"Many believe that the next step for the Internet is going 3-D" notes John Howard, conference director. "These workshops are intended to give people a glimpse into the possibilities available when people can actually "step into" the web, rather than just reading about it."
During this conference, participants will make virtual "field trips" to some of the best and most creative locations in Second Life that are using virtual worlds to promote science. During these field trips, they may be able to speak with those responsible for creating the simulations, and have time to explore them on their own. One field trip for this conference is Genome Island, a simulation where visitors can learn about genetics in various ways including actually entering a giant cell. Another will allow participants to experience a life-size tsunami as it crashes ashore, destroying all the buildings on the beach.
Some other features of this conference will include:
· A keynote presentation by Troy McConaghy. Troy's educational background is in physics, applied mathematics, space exploration, and astrodynamics. He's been involved with science-related projects in Second Life for over three years and was a founding member of the SciLands, Second Life's science-themed continent.
· Breakout sessions presented by scientists using virtual worlds for collaborative work, and teachers using virtual worlds as a teaching tool.
· A panel discussion, allowing participants to question and interact with a variety of experts in the use of virtual worlds in the promotion of science.
"Second Life is a great communications tool for scientists and science educators," according to Troy McConaghy, keynote speaker, "because it combines audio, video, 3D models, simulations, and real-time interaction under one immersive interface. It's changing the way science is advanced and taught. This conference will give you a glimpse at the cutting edge of this new technology."
Those participating in the conference will also be invited to be part of a live audience for "Science Friday," the popular NPR radio show that is hosted in Second Life and broadcast live to radio stations across the United States.
The participants at a virtual world conference participate from their own computer, while an 'avatar,' or virtual representative of them, navigates through the 3-D environments and interacts with other avatars. Howard points out, however, that there is nothing virtual about the interactions at these conferences. "Behind every avatar is a person" he says. "And the networking and learning that can happen, with people from all over the world, is very real."
Alliance Library System, co-sponsor of the "Stepping Into" series, is a multi-type library system headquartered in East Peoria, Illinois. Alliance has been a leader in developing ways for libraries to expand their missions and serve patrons in virtual worlds. Alliance is on the web at www.alliancelibrarysystem.com.
LearningTimes, is the leading producer of online communities and online conferences for education
and training. Their clients and partners include educational and cultural institutions, non-profit
organizations, associations and membership groups. LearningTimes provides the training, platforms,
applications and expertise these organizations need to make their conferences a success. More
information about LearningTimes can be found at www.learningtimes.net.
The cost for this day-long conference is $65, and participants may
register for the conference at
www.steppingintovirtualworlds.org.
(Posted Dec 17, 2008)
Second Call for Papers Special Issue of Presence: Teleoperators and Virtual Environments
Reflections on the Design and Implementation of Virtual Environment Systems
Guest Editors: Anthony Steed, Dirk Reiners, and Marc Latoschik
Virtual environment technologies are now being used by a wide range of laboratories, industries,
educational establishments and hobbyists around the world. With the burgeoning power of home
consoles, personal computers and mobile devices, we are hardly limited by the power of our
technology, but we remain limited in the expressive power and ease of use of our software. This is not for lack of software; there are dozens, perhaps hundreds of virtual environment systems in use today, ranging from Open Source tool kits maintained by the community through networked game engines, both hobbyist and commercial through to fully-fledged "VR" systems with very broad support for devices. However, this range of software is also a potential achilles heel: there is a huge amount of functional replication in these software, subtle and not so subtle architectural differences which make porting a problem, and incompatible libraries that can not be exchanged.
In this special issue, we invite the community to reflect on what features and design strategies have already or should underpin virtual environment systems of the future. We acknowledge that the field is broad, and it is not our intention to spark a debate on whether there should be a unified architecture for VE systems. We do want to solicit frank discussions about what features or conventions in existing software have proved their worth.
Thus, topics of interest would include:
- Comparisons between software architectures or classes of architecture
- Reports of user experience with software
- Analyses of reusability of application code
- Novel taxonomies of VE systems
- Programming models for VE systems
- Reflections of expressiveness of interaction description code
- Issues of code distribution over multiple processors
- Networking abstracting and issues
- Frank discussions on the failings or flaws of an existing system
- Approaches/experience for the integration/interoperability of different architectures
- Extensibility of existing interactive application standards such as X3D into the VR realm
We would discourage authors from sending papers that describe new software or architectures unless that software and the paper are based on a critical analysis of a problem domain and contain critiques of existing approaches.
Submission Deadline: January 31, 2009
Please send documents in .pdf form to presence@mit.edu Email attachments are preferred.
Include contact information for the corresponding author in the body of the email. Papers should
conform to the submission guidelines available at http://www.mitpressjournals.org/page/sub/pres
Contact:
Anthony Steed
University College London
Dept. of Computer Science
Gower Street
London WC1E 6BT
United Kingdom
Tel: +44 (0)20 7679 4435
Fax: +44 (0)20 7387 1397
Email: A.Steed@cs.ucl.ac.uk
(Posted Dec 16, 2008)
Next Generation Experience Design
Call for Papers
New Review of Hypermedia and Multimedia 2009 (2)
Special Issue
Guest Editors
Mark Blythe, University of York
Marc Hassenzahl, Folkwang University, Essen
Effie Law, University of Leicester
"In the old days and by the old days I mean two years ago..."
Eddie Izzard
Youtube, Facebook, Second Life, Wikipedia, Google Earth and even Google itself are all less than a
decade old and yet for many they are as taken for granted and indispensable as books or pens and
paper. It is not only the pace of technological change which is unprecedented but also the speed of
distribution and acceptance. These technologies affect every aspect of our lives: work, play, sex,
politics and religion. Small wonder then that studies of human computer interaction (HCI) have adopted a term as wide as "user experience" to address their impact. HCI has begun to consider such areas as: fun, enjoyment, beauty, aesthetics and affect. As users become more concerned with the social and environmental impact of their technologies "user experience" is being conceived in still wider terms to include such topics as: ethics, politics and sustainability.
"User experience" has become the default label for almost every study in HCI. It appears to have
replaced usability as a focus for interaction design in both academia and industry. Courses in User
Experience Design are offered at many universities and job titles such as "User Experience Engineer" are commonplace. Yet there are a very wide range of methodological and theoretical approaches to user experience some of which are radically opposed to one another.
A variety of methods and techniques have been developed from social science disciplines such as
psychology, which tend to break user experience into component elements in search for general
models and rules. Others employ more holistic and situated approaches, taking contextual factors into consideration. These two types of approaches have their advantages and disadvantages - together they provide new opportunities to transform HCI into the practice and science of experience with technology.
This special issue will reflect the diversity of approaches to user experience and explore the limits of
current methods. We encourage submissions of both empirical and theoretical work.
Possible topics include but are not limited to -
Fun, enjoyment and affect
Beauty and Aesthetics
Ethics and Religion
Human Computer Sexual Interaction
Green HCI and sustainability
Approaches from Cultural and Critical Theory
The deadline for submissions is the 20th of February. Submissions may take the form of research
papers or shorter technical notes and should be submitted electronically at the Journal's Manuscript
Central site
http://mc.manuscriptcentral.com/tham
Important Dates:
Paper submission 20th February 2009
Notification of Acceptance 3rd April 2009
Final papers due 28th April 2009.
For instructions for authors etc. see:
http://www.informaworld.com/nrhm
(Posted Dec 15, 2008)
Designs on eLearning 2009
2, 3, 4 September 2009
University of the Arts, London
http://www.designsonelearning.net/index.htm
Call for papers
Following on the success of previous Designs on eLearning international conferences since 2005 in
the use of technology for teaching and learning in Art, Design and Communication, Designs on
eLearning 2009 will be held at the University of the Arts, London between 2nd and 4th September
2009. The conference aims to cast light on established practice in the field, on innovations in teaching and learning with technology, on the challenges and successes presented by the visual nature of our discipline, and on the benefits of online and blended learning.
Conference Themes include
1. Mobile computing and its impact on Art, Design and Communication
2. Serious Gaming and Virtual worlds in education
3. Virtual Learning Environments in Art, Design and Communication
4. Copyright and legal issues affecting the visual arts
5. The Social and Educational Interface
6. Innovations in teaching and learning in Art, Design and Communication
Details of the conference including full list of themes, registration and online submission of papers can be found at http://www.designsonelearning.net/index.htm
Submission
Designs on eLearning invites the submission of abstracts for consideration for full research papers,
short papers and posters by 31 March 2009. Full papers will be allotted 30 minutes in the conference
programme.Short papers will be allotted 20 minutes.Full papers will be published in the Conference Proceedings. In the case of Short papers, only the Abstract will be published.
The conference Review Committee, in a blind review process, will make a decision in April based on
the Full paper abstract whether to proceed to full papers. The submission deadline for the full paper
will be 15 July 2009. All abstracts should consist of a description of the proposed paper including
reference to the problem, methodology and conclusions of the work described. The abstract should
not exceed 300 words in length.
Posters
There will be a limited space available for the display of information relating to work in progress,
ongoing projects and research findings relating to the use of computers in teaching and learning in art, design and communication. The Designs on eLearning Committee will consider abstracts of no more than 300 words for proposed posters.
The website is now open for online submission at.
http://www.designsonelearning.net/conferences/face_to_face/sept2009/
del_sept2009_abstractsubmis
sion.php
The conference proceedings will be published in Proceedings of Designs on eLearning 2009 with an
ISDN number.
(Posted Dec 12, 2008)
Intetain 2009, Amsterdam, 22-24th June 2009
Third International Conference on Intelligent Technologies for Interactive Entertainment
http://intetain.org/
Call for Papers
==================
==== OVERVIEW ====
==================
The Human Media Interaction (HMI) department of the University of Twente in the Netherlands and the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (ICST) are pleased to announce the Third International Conference on Intelligent Technologies for Interactive Entertainment to be held on June 22-24, 2009 in Amsterdam, the Netherlands.
INTETAIN 09 intends to stimulate interaction among academic researchers and commercial
developers of interactive entertainment systems. We are seeking long (full) and short (poster) papers as well as proposals for interactive demos. In addition, the conference organisation aims at an interactive hands-on session along the lines of the Design Garage that was held at INTETAIN 2005. Individuals who want to organise special sessions during INTETAIN 09 may contact the General Chair, Anton Nijholt.
The global theme of this third edition of the international conference is "Playful interaction, with others and with the environment".
Contributions may, for example, contribute to this theme by focusing on the Supporting Device
Technologies underlying interactive systems (mobile devices, home entertainment centers, haptic devices, wall screen displays, information kiosks, holographic displays, fog screens, distributed smart sensors, immersive screens and wearable devices), on the Intelligent Computational Technologies used to build the interactive systems, or by discussing the Interactive Applications for Entertainment themselves.
We seek novel, revolutionary, and exciting work in areas including but not limited to:
== Supporting Technology ==
* New hardware technology for interaction and entertainment
* Novel sensors and displays
* Haptic devices
* Wearable devices
== Intelligent Computational Technologies ==
* Animation and Virtual Characters
* Holographic Interfaces
* Adaptive Multimodal Presentations
* Creative language environments
* Affective User Interfaces
* Intelligent Speech Interfaces
* Tele-presence in Entertainment
* (Collaborative) User Models and Group Behavior
* Collaborative and virtual Environments
* Brain Computer Interaction
* Cross Domain User Models
* Augmented, Virtual and Mixed Reality
* Computer Graphics & Multimedia
* Pervasive Multimedia
* Robots
* Computational humor
== Interactive Applications for Entertainment ==
* Intelligent Interactive Games
* Emergent games
* Human Music Interaction
* Interactive Cinema
* Edutainment
* Urban Gaming
* Interactive Art
* Interactive Museum Guides
* Evaluation
* City and Tourism Explorers Assistants
* Shopping Assistants
* Interactive Real TV
* Interactive Social Networks
* Interactive Story Telling
* Personal Diaries, Websites and Blogs
* Comprehensive assisting environments for special populations (handicapped, children, elderly)
* Exertion games
===========================
==== SUBMISSION FORMAT ====
===========================
INTETAIN 09 accepts long papers and short poster papers as well as demo proposals accompanied by a two page extended abstract. Accepted long and short papers will be published in the new Springer series LNICST: Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering. The organisation of INTETAIN 09 is currently working to secure a special edition of a journal, as happened previously for the 2005 edition of the Intetain conference.
Submissions should adhere to the LNICST instructions for authors, available from the INTETAIN 09 web site.
== Long papers ==
Submissions of a maximum of 12 pages that describe original research work not submitted or
published elsewhere. Long papers will be orally presented at the conference.
== Short papers ==
Submissions of a maximum of 6 pages that describe original research work not submitted or published elsewhere. Short papers will be presented with a poster during the demo and poster session at the conference.
== Demos ==
Researchers are invited to submit proposals for demonstrations to be held during a special demo and poster session at the INTETAIN 09. For more information, see the Call for Demos below. Demo proposals may either be accompanied by a long or short paper submission, or by a two page extended abstract describing the demo. The extended abstracts will be published in a supplementary proceedings distributed during the conference.
=========================
==== IMPORTANT DATES ====
=========================
Submission deadline:
Monday, Februari 16, 2009
Notification:
Monday, March 16, 2009
Camera ready submission deadline:
Monday, March 30, 2009
Late demo submission deadline (extended abstract only!):
Monday, March 30, 2009
Conference:
June 22-24, 2009, Amsterdam, the Netherlands
===================
==== COMMITTEE ====
===================
General Program Chair:
Anton Nijholt, Human Media Interaction, University of Twente, the Netherlands
Local Chair:
Dennis Reidsma, Human Media Interaction, University of Twente, the Netherlands
Web Master and Publication Chair:
Hendri Hondorp, Human Media Interaction, University of Twente, the Netherlands
Steering Committee Chair:
mrich Chlamtac, Institute for Computer Sciences, Social-Informatics and Telecommunications
Engineering
========================
==== CALL FOR DEMOS ====
========================
We actively seek proposals from both industry and academia for interactive demos to be held during a dedicated session at the conference. Demos may accompany a long or short paper. Also, demos may be submitted at a later deadline instead, with a short, two page extended abstract explaining the demo and showing why the demo would be a worthwhile contribution the INTETAIN 09's demo session.
== Format ==
Demo submissions should be accompanied by the following additional information:
* A short description of the setup and demo (2 alineas)
* Requirements (hardware, power, network, space, sound conditions, etc, time needed for setup)
* A sketch or photo of the setup
Videos showing the demonstration setup in action are very welcome.
== Review ==
Demo proposals will be reviewed by a review team that will take into account aspects such as novelty, relevance to the conference, coverage of topics and available resources.
== Topics ==
* Topics for demo submissions include, but are not limited to:
* New technology for interaction and entertainment
* (serious) gaming
* New entertainment applications
* BCI
* Human Music Interaction
* Music technology
* Edutainment
* Exertion interfaces
============================
==== PROGRAM COMMITTEE ====
============================
Stefan Agamanolis Distance Lab, Forres, UK
Elisabeth Andre Augsburg University, Germany
Lora Aroyo Vrije Universiteit Amsterdam, the Netherlands
Regina Bernhaupt University of Salzburg, Austria
Kim Binsted University of Hawai, USA
Andreas Butz University of Munich, Germany
Yang Cai Visual Intelligence Studio, CYLAB, Carnegie Mellon, USA
Antonio Camurri University of Genoa, Italy
Marc Cavazza University of Teesside, UK
Keith Cheverst University of Lancaster, UK
Drew Davidson CMU, Pittsburgh, USA
Barry Eggen University of Eindhoven, the Netherlands
Arjan Egges University of Utrecht, the Netherlands
Anton Eliens Vrije Universiteit Amsterdam, the Netherlands
Steven Feiner Columbia University, New York
Alois Ferscha University of Linz, Austria
Matthew Flagg Georgia Tech, USA
Jaap van den Herik University of Tilburg, the Netherlands
Dirk Heylen University of Twente, the Netherlands
Frank Kresin Waag Society, Amsterdam, the Netherlands
Antonio Krueger University of Muenster, Germany
Tsvi Kuflik University of Haifa, Israel
Markus Löckelt DFKI Saarbrücken, Germany
Henry Lowood University of Stanford, USA
Mark Maybury MITRE, Boston, USA
Oscar Mayora Create-Net Research Consortium, Italy
John-Jules Meijer University of Utrecht, the Netherlands
Louis-Philippe Morency Institute for Creative Technologies, USC, USA
Florian 'Floyd' Mueller University of Melbourne, Australia
Patrick Olivier University of Newcastle, UK
Paolo Petta Medical University of Vienna, Austria
Fabio Pianesi ITC-irst, Trento, Italy
Helmut Prendinger National Institute of Informatics, Tokyo, Japan
Matthias Rauterberg University of Eindhoven, the Netherlands
Isaac Rudomin Monterrey Institute of Technology, Mexico
Pieter Spronck University of Tilburg, the Netherlands
Oliviero Stock ITC-irst, Trento, Italy
Carlo Strapparava ITC-irst, Trento, Italy
Mariet Theune University of Twente, the Netherlands
Thanos Vasilikos University of Western Macedonia, Greece
Sean White Columbia University, USA
Woontack Woo Gwangju Institute of Science and Technology, Korea
Wijnand IJsselstein University of Eindhoven, the Netherlands
Massimo Zancanaro ITC-irst, Trento, Italy
(Posted Dec 11, 2008)
Call for contributions to "Presence for everyone"
Presence Researchers:
As part of the outreach work of the Peach project, (www.peachbit.org), a publication titled "Presence for Everyone" is being produced to be ready for spring 2009. This work will consist of a collection of short writings and visual images that illustrate the range of work being carried out within Presence research and the impact it could have on society. It will highlight important ideas and themes that will shape Presence research in the years to come, rather than focusing on the current "state of the art" of Presence technologies. The target audience is the public at large, rather than only academic readers.
We are inviting suggestions for short (600 words max) articles. These may highlight some research work that is being undertaken, or discuss wider themes. In the first instance, and to receive a more detailed author's brief, please email i.helgason (at) napier.ac.uk, by the end of December, giving a suggested title or topic.
About Peach:
Peach is three year Coordination Action on Presence (ending May 2009) funded by the European Commission and coordinated by Starlab under the Future Emerging Technologies (FET) - Information Society Technology (IST) program nursery of novel and emerging scientific ideas. Our main objective is to stimulate, structure and support the interdisciplinary Presence research community and produce visions and roadmaps for the field.
Ingi Helgason
E-zine Editor, Peach
Centre for Interaction Design
Napier University
Merchiston Campus
Edinburgh
EH10 5DT
+44 (0) 131 455 2750
Peach : www.peachbit.org
Centre for Interaction Design : www.cid.soc.napier.ac.uk
(Posted Dec 9, 2008)
CALL FOR CHAPTER PROPOSALS
Proposal Submission Deadline: February 28, 2009
E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments
1. Introduction
The emerging knowledge society places new requirements on the education sector to support the needs of individuals and organisations. In the area of lifelong learning in particular, which is one of the most important motors driving education in the 21st century, e-learning has become a collaborative and community-based process. This calls for tools to support the autonomous and dynamic creation of lifelong learning communities and new distributed e-learning services.
To this end, the integration of innovative models, methods and technologies for the creation, storage, use, and exchange of knowledge resources and user-generated content, learning activities and units of learning, competence development programs and networks for lifelong learning is being investigated world wide. Advanced technologies that employ decentralised solutions where both resources and computation can be distributed have been developed in the form of online communities created by online collaborative tools; blogs, wikis, webcasts, webinars and social networking applications. These applications facilitate the development of a technical, organisational infrastructure for lifelong learning in formal or informal learning contexts. This e-infrastructure is composed mostly of open-source, standards-based, sustainable and innovative technologies and provides easy access to facilities that enable the lifelong development of competencies and expertise in the various occupations and fields of knowledge.
The focus of advanced technologies is moving from building large monolithic systems towards
defining and constructing small components which can be integrated. This method permits the
development of modular and flexible distributed systems, in which components can be added,
removed or replaced more easily than in traditional models of e-learning systems, allowing new
applications or systems to be composed from collections of available services. Furthermore, these technologies can be seamlessly integrated with pedagogic theories in order to be adopted into the everyday practices of educational organisations and independent learners, delivering lifelong learning and engaging learners in an empowering way.
Objective of the Book
The books aims to provide a comprehensive review of state-of-the-art technologies for e-learning and lifelong learning. It will cover theoretical approaches, models, architectures, systems and applications. It will address many issues in the field, providing readers with insight on the various stages of the technological life cycle, as well as applications in real world settings. It will act as a one-stop reference by providing a holistic view of the various issues in the area of advanced technologies for lifelong learning ranging from organisational issues to lifelong learning delivery issues. In the evolving educational landscape it is important to support informed decision-making and planning by successfully matching technologies, curriculum targets, lifelong learner needs, and organisational requirements for technology integration.
Target Audience
The target audience of this book will be composed of professionals and researchers working in the field of e-learning and lifelong learning systems, e.g. educational technologists and software developers, managerial staff involved in assessing the benefits of the various technologies for e- learning and lifelong learning, researchers working on the areas of technology-enhanced learning, web-based learning environments and personalised learning, instructors and e-learning systems developers interested in learning how to embrace new lifelong learning technologies effectively. Moreover, the book will provide a source of reference and a guide for students taking courses or working on projects related to large scale information systems, distributed systems and content delivery systems for e-learning and lifelong learning.
Recommended Topics
The book will aim to cover all aspects of lifelong learning systems, including creating, managing and modelling content and information, organisational strategy and management, technologies, curriculum development, instructional design, learning delivery, open problems, research issues. It will present original work and will be useful to a wide range of audience from different backgrounds working as a one-stop reference for those interested in technologies for e-learning and lifelong learning. Recommended topics include, but are not limited to, the following:
- Creating, managing and modelling content and information for e-learning and lifelong learning
- Organisational strategy and management issues in developing and supporting lifelong learning
- Technological issues
- Curriculum development issues in lifelong learning
- Instructional design issues and impact in lifelong learning
- e-learning and lifelong learning delivery issues
- e-learning and lifelong learning research methods and approaches
- Models of distributed systems for lifelong learning
- Security, trust and privacy considerations in lifelong learning e-infrastructures
- Decentralised user modelling for lifelong learning
- Collaborative web technologies for lifelong learning
- Free and open source software in lifelong learning infrastructures
- Web 2.0 technologies and lifelong learning
- User modelling and personalisation for lifelong learning
- Networked organisations for lifelong learning
- Semantic web technologies for lifelong learning
- Service-oriented architectures for e-learning and lifelong learning
- Interoperability and standards for e-learning and lifelong learning
- Communities of practice and communities of learning.
- Approaches to integration and personalisation of educational systems for lifelong learning
Submission Procedure
Researchers and practitioners are invited to submit on or before February 28, 2009, a 2-3 page
chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by March 31, 2009 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 20, 2009. All submitted chapters will be reviewed on a double-blind review basis. This book is scheduled to be published by IGI Global (www.igi-global.com).
Inquiries and submissions can be forwarded electronically (Word document) or by mail to:
Dr. George D. Magoulas
London Knowledge Laboratory
UNIVERSITY OF LONDON
---------------------
Dr George D. Magoulas
Reader in Computer Science
Programme Director- MSc AIS, MSc IIS, MSc WIM
School of Computer Science and Information Systems
Birkbeck College, University of London
Malet Street, London WC1E 7HX, UK
Office: B34E (Senate House, North Block)
Phone: +44 20 7631 6717
Fax: +44 20 7631 6727
E-mail: gmagoulas@dcs.bbk.ac.uk
Webpage: http://www.dcs.bbk.ac.uk/~gmagoulas
(Posted Dec 8, 2008)
::: Call For Papers * Deadline 19th December 2008 :::
Re:live - Third International Conference on the Histories of Media Art, Science and Technology
Melbourne 26-29 November 2009
www.mediaarthistory.org
The media art history conference Re:live has currently confirmed keynote speakers Stelarc and Zhang Ga.
There are a number of events happening prior to the commencement of the Re:live, making
Melbourne the place to be in November 09.
::: Currently planned events :::
-- The Leonardo education Forum LEF@Re:Live 25th November 09
--- SymbioticA workshop: 16 - 20 November 09
---- Australian Network for Art and Technology (ANAT) are presenting SuperHuman - Revolution of the Species: symposium, exhibition, masterclass, public talk 22 - 25 November 09.
::: Call :::
Following the success of Media Art History 05 Re:fresh in Banff and Media Art History 07 Re:place in Berlin, Media Art History 09 Re:live in Melbourne will host three days of keynotes, panels and poster sessions Media Art History 09 - Re:live, a refereed conference, is calling for papers, panels and posters on the histories of digital, electronic and technological media arts. With the theme of Re:live we are especially interested in expanding the range of topics to include sustainability, live arts and the technological arts of life, both organic and nonorganic. --How do the media arts change? Through innovation, accident, discovery, mutation or crisis? How did contemporary media arts come to look and sound like they do? What options and potentialities and eccentricities in the history of media have been lost or overlooked or suppressed? What hopes have been realised and which dashed? What is the history of speculation on alternate histories, and how have they altered the course of media art history? ---Participants are encouraged to look at the themes suggested to address in submitting abstracts at www.mediaarthistory.org ----We particularly wish to encourage presentations from and about these histories in the Asia-Pacific region. Proposals are welcomed from artists, curators, arts organizers and researchers in media, art history, performance studies, literature, film, and science and technology studies.
Abstracts of 200 words can be submitted as text, rtf, pdf or doc files via the dedicated website with updates and online paper submission system at www.mediaarthistory.org.
Sean Cubitt and Paul Thomas, conference co-chairs.
(Posted Dec 3, 2008)
Special Issue of Virtual Reality on "Mediated Presence: Virtual Reality, Mixed Environments and Social Networks"
Guest Editors:
Prof Luciano Gamberini PhD and Anna Spagnolli PhD
(University of Padova)
Matthew Lombard PhD
(Temple University)
Often described as a sense of "being there" in a mediated environment, presence is broadly defined as a psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience. It is a rich, fascinating subject of scientific investigation, artistic exploration and diverse application, with increasingly important implications for the ways in which people interact and technologies are developed. Designing technologies and imagining practices to modify, prolong and reconfigure the possibilities of being present has been a continuous endeavour of the human species, from early attempts at constructing communication and transportation devices, to the many current technologies we continue to develop to reach other places and people. Originally focused on bringing "presence" from the real world to a simulated one, the phenomenon is today analyzed and investigated in the context of diverse environments and involves questioning simple distinctions between "'real" and "artificial". This opening to a wide range of mediated environments is accompanied by a growing involvement of different research fields that are
continuously updating and modifying the contours of presence scholarship. The phenomenon of presence is challenging from a scientific point of view as much as it is viable in everyday life, where people participate in simultaneous mediated experiences, feeling present or copresent in digital locations without any need for explicit instructions and orchestrating technical and cognitive resources to control and enhance presence. What it means to be present in mediated environments is then an extremely relevant and enticing question, bearing all sorts of implications for the design and application of diverse technologies.
This special issue aims at illustrating the variety of research questions and approaches that are needed in order to tackle the phenomenon of mediated presence in virtual reality, mixed environments and social network. Topics include:
o Presence in shared virtual environments and online communities
o Presence in social interactions with virtual agents and digital counterparts; parasocial interaction and relationships
o Real bodies, avatars and cyborgs
o Presence and ubiquity with mobile and geo-location technologies
o Presence as a socio-cultural achievement; practices, preferences and material resources to
manifest presence
o Linguistic and non-verbal strategies to create, negotiate and challenge presence in mediated
environments
o Realistic action in virtual environments
o Cognitive processes and the sense of presence; neuro-psychology of presence
o Presence affordances in digital technologies
o 3D sound, acoustic environments and presence
o Advanced broadcast and cinematic displays (stereoscopic TV, HDTV, IMAX)
o Haptic and tactile displays
o Holography
o Affective and socio-affective interfaces
o Presence analysis, evaluation, and measurement techniques
o Causes and consequences (effects) of presence
o Presence augmentation through social, physical, and contextual cues
o Presence, involvement and digital addiction
o Presence applications (education and training; medicine; e-health and cybertherapy; entertainment; communication and collaboration; teleoperation; usability and design; art and performance, etc.)
The special issue will appear in the Springer journal Virtual Reality
(www.springeronline.com/journal/10055). Submissions are invited from authors who contributed to 11th Annual International Workshop of Presence, authors who did not contribute to the workshop are also welcome.
SUBMISSION INSTRUCTIONS
Papers should typically be around 8,000 words and of standard journal content: reports of original research, or review papers. Submissions will be peer reviewed in accordance with the journal's normal process.
Papers should be submitted online in Microsoft Word format and uploaded to
http://www.editorialmanager.com/vire/. In order to use this system, authors need first to register in it, wait to receive a password by e-mail and then log in. When choosing 'Submit new manuscript' they are asked to select on article type from a list. They must select: 'S.I. Presence'.
DEADLINES (extended):
Submission of paper: January 31 st, 2009
Notification of acceptance to authors: March 21st, 2009
Revised papers received by April 20th, 2009
Publication: June 2009
(Posted Nov 18, 2008)
3rd INTERNATIONAL CONFERENCE ON EXPERIMENTS/PROCESS/SYSTEM MODELING/SIMULATION/OPTIMIZATION (3rd IC-EpsMsO)
8 to 11 July 2009
Athens, Greece
Contributions related to any aspects from Modeling, Simulation & Optimization of Experimental
Results, Processes and Systems are enthusiastically encouraged. The Conference Proceedings will have an ISBN number.
Web address: http://www.epsmso.gr
Sponsored by: Laboratory of Fluid Mechanics & Energy (LFME), University of Patras
3rd Announcement & Call for Papers
The Laboratory of Fluid Mechanics and Energy (LFME), University of Patras, Greece, is organizing the 3rd International Conference on Experiments/Process/System Modeling/Simulation/Optimization (3r IC-EpsMsO) to be held in Athens, Greece, from July 8th to July 11th, 2009.
The Chairman of the 3rd International Conference on Experiments/Process/System Modeling/Simulation/Optimization (IC-EpsMsO), Professor Demos T. Tsahalis, also Director of LFME, invites all scientists and engineers from the academic, scientific engineering and industrial sector to participate in the Conference and to contribute both in the promotion and dissemination of the scientific knowledge.
Contribution invited
Contribution related to any aspects from Modeling, Simulation and Optimization of Experimental Results, Processes and Systems are enthusiastically encouraged. The contributions will be published in the Conference Proceedings which will have an ISBN number. Indicatively, the following subjects are considered:
Acoustics and Vibrations, Aeronautics and Astronautics, Applied Mathematics, Artificial Intelligence, Automation, Banking and Finance, Biomechanics/Biomedicine, Car Industry, CFD, Chemical Engineering, Civil Engineering, Components and Instrumentation, Computational Mathematics and Applications, Dynamical Systems and Celestial Mechanics, Earthquake and Seismic Analysis, Economics and Management, Electrical Engineering, Energy Systems, Environmental Systems, Expert Systems, Food Industry, Industrial Engineering, Integrating Manufacturing, Marine and Off-Shore Control, Mechanical Engineering, Medicine, Nanotechnology and Microsystems, Neural Networks, Optimization Methods and Applications, Production Industry, Robotics, Signal Processing, Telecommunications, Textile Industry, Transportation Systems, Utilities.
Abstracts of papers proposed for oral or poster presentation at the 3rd IC-EpsMsO should be approximately 200 words in length and must be submitted together with the abstract cover sheet (please refer to Conference´s website). Before acceptance, all contributions will be assessed by experienced reviewers.
Conference Language
The Conference language will be English.
Important Dates
Deadline for submission of Abstracts:
January 10th, 2009
Notification of Acceptance:
February 7th, 2009
Deadline of full paper submission:
March 7th, 2009
(Posted Nov 14, 2008)
14th Annual CyberTherapy (CT14) & CyberPsychology Conference
June 21st to 23rd 2009 in Lago Maggiore, Verbania, Italy
The Interactive Media Institute in collaboration with the Istituto Auxologico Italiano is proud to
announce the call for abstracts for CyberTherapy14 & CyberPsychology. The submission deadline is January 15th, 2009.
Pre-conference Workshops: June 21st, 2009
Conference: June 22nd - 23rd, 2009
Cyberarium: June 22nd, 2009
CyberFashion Show: June 22nd, 2009
Submission and Registration Deadlines:
January 15th, 2009: Oral, Poster, and Symposia abstracts due.
February 15th, 2009: Authors are informed if their submission has been accepted.
March 15th, 2009: Submission deadline for full papers.
May 15th, 2009: Deadline for early registration (see website for details).
June 15th, 2009: Deadline for online registration
All deadlines are firm and will be respected.
To submit your abstract, register for the conference or obtain additional information, please visit the CyberTherapy14 &CyberPsychology website at http://www.interactivemediainstitute.com and click on CyberTherapy 2009. Note that abstracts will be published in a regular issue of the journal Cyberpsychology and Behavior (indexed in Medline and PsychInfo) and presentations will be available in PDF on the CT14 web site shortly after the conference. This year, the Proceedings, an important record of the each year's conference, is published by IOS Press in Amsterdam (http://www.iospress.nl) as part of its Studies in Health Technology and Informatics
(Posted Nov 5, 2008)
CALL FOR PAPERS: PERSONAL AND UBIQUITOUS COMPUTING JOURNAL
SPECIAL ISSUE
*****************************************************************
Player Experiences in Location Aware Games - Methodological Issues
*****************************************************************
Co-edited by Barbara Grüter, Rod McCall, Lynne Baillie and Anne-Kathrin Braun
Location awareness is a feature of an increasing part of digital games, which introduce them to
everyday life. Such games often come under various names including but not limited to: mobile, pervasive, ubiquitous or augmented reality. However what makes all of them location aware is that the player physically navigates within a game world which blends the real world and virtual elements. This combination significantly changes what players, designers and developers have until now understood about digital games. Furthermore as GPS-enabled phones have become more widely available the number of start-ups developing games within this area has also increased. This has all given rise to the need for researchers to not only focus on prototypes and demonstrate the technology but also to aim for a comprehensive understanding of player experiences in location aware games.
This special issue of Personal and Ubiquitous Computing will focus on the methodological issues in studying player experiences of location aware games. All instances of the iterative research cycle are included from modeling to studying, to understanding the underlying assumptions and remodeling and studying again.
Key questions are: what is the particular nature of the player experiences in a location aware game compared to online games, board games or traditional outdoor-games? How do player experiences unfold as they physically navigate within space? What improves or detracts from the mental and physical presence of a player within a particular location of a mixed game world? If we take into account the permeability of the magic circle when influenced by aspects of everyday life, what impact does this have on player experiences? How can we study location aware player experiences? What indicates experiences for the observer? How do we get access to the phenomena? What methods have to be deployed, adapted, or combined? Is it possible to maintain the standards of scientific work outside the lab in an uncontrollable world? As a result the key objective of this special issue is to advance knowledge and the competencies for modeling and studying player experiences of location aware games.
TOPICS
Topics include, although are not limited to
o Models: what is the nature of location aware players´ experiences, what are the various aspects? How do we model them? What are the methodological implications?
o Methods for studying player experiences: how to study the experience taking into account, the situated, dynamic and distributed nature of location aware games.
o Context of evaluation: what is the purpose of the study? Why do we evaluate the game? Do we want to inspire idea creation for design in the early phases of the development? Do we want to falsify our hypotheses on cause-effect relations of particular game mechanics, and to optimize existing game concepts? Do we study game play in everyday life to gain a deeper understanding of the game within a specific culture or to inform marketing decisions?
o Evaluation criteria: playability, functionality and usability are different, but mutual dependent
aspects of the quality of a game. How do we achieve and evaluate that? How do we approach the idea of controlling the unpredicatability and complexity of location-aware games when conducting studies in the wild?
o Technologies and tools for evaluation: What technologies and tools support data collection and
data analysis of mobile games? What experiences have people applying such methods? What kind of
technologies and tools are required?
The special issue has been inspired by the interest in the first workshop on this topic, which was organized in conjunction with HCI2008 "Evaluating Player Experiences in Location Aware Games" (see: http://www.ipcity.eu/?page_id=213). We would like to see a deepening of the discussion and a more thorough analysis of the field. We hope to improve the debate between researchers and practitioners from a variety of scientific, engineering, and design disciplines (e.g. ubiquitous computing, game studies, cultural studies, and HCI) in order to shed light on the current methodological approaches to location aware player experiences, to share experiences and to draw attention to the key issues, challenges, possibilities, limitations and possible solutions.
In order to reach our goals we propose to encourage submissions within the following areas:
o Extended empirical reports from the field describing and analyzing models of player experiences, game concepts, settings, methodological issues foreseen or those which emerged during the evaluation process;
o Theoretical studies of methodological issues, especially the physicality, dynamics and complexity of player activities based on sound empirical analyzes;
o Experience and best practice reports from organizers and producers of location aware games and the methodological quality issues related to evaluation methods, often referred to as quick´n dirty methods.
*****************************************************************
MORE INFORMATION
For more information see:
http://www.pelag09.hs-bremen.de/
*****************************************************************
SUBMISSION DETAILS
Submissions should be no more than 6000 words in length. All Submissions to:
http://www.easychair.org/conferences/?conf=pelag09
The review process consists of submission of an abstract and outline of paper, which, if accepted, will be followed by a full paper. A mentoring process is also available to ensure that full assistance can be provided to authors from submission of the abstract through to the completion of the final version based on reviewer´s comments.
Authors should accord with the Personal and Ubiquitous Computing authors´ instructions available from:
http://www.springer.com/computer/user+interfaces/journal/779
Information about the format and style required for papers can be found at
http://www.springer.com/computer/user+interfaces/journal/779, and templates can be downloaded from ftp://ftp.springer.de/pub/Word/journals.
More information about the Journal of Personal and Ubiquitous Computing can be found at
http://www.springerlink.com/content/106503/.
All submissions will be anonymously reviewed by at least three reviewers and the selection for
publication will be made on the basis of these reviews.
*****************************************************************
IMPORTANT DATES
Abstract and outline: 2nd December 2008
Notification and feedback to authors: 19th December 2008
Submission deadline of full papers: 20th March 2009
Notification and reviews to authors: 24th April 2009
Camera ready submission deadline: 29th May 2009
Publication: Autumn 2009
*****************************************************************
SPECIAL ISSUE EDITORS
Please direct all inquiries to the special issue editors:
Barbara Grüter, Hochschule Bremen, Unversity of Applied Sciences, Germany
Rod McCall, Fraunhofer FIT, Germany
Lynne Baillie, Glasgow Caledonian University (UK) and FTW, Austria
Anne-Kathrin Braun, Fraunhofer FIT, Germany
*****************************************************************
REVIEW COMITTEE
Annika Waern, SICS, Interaction Lab, Sweden
Jörg Niesenhaus, University of Duisberg-Essen, Germany
Jussi Holopainen, Nokia Research Center, Finland
Markus Montola, Nokia Research Center, Finland
Matthew Chalmers, University of Glasgow, UK
Steffen P. Walz, Swiss Federal Institute of Technology Zurich,
Switzerland
Zachary O. Toups, Interface Ecology Lab | Texas A&M
University, United States
(Posted July 30, 2008)
4th Global Conference
Cybercultures - Exploring Critical Issues
Friday 13th March - Sunday 15th March 2009
Salzburg, Austria
Call for Papers
This inter- and multi-disciplinary conference aims to examine, explore and critically engage with the issues and implications created by the growing adoption of information technologies for inter-human communication and focus on examination of the continuing impact of emergent cybermedia for human communication and culture. In particular the conference will encourage equally theoretical and practical debates which surround the cultural contexts within which cybermedial and technological advances are occurring.
Papers, presentations, workshops and reports are invited on any of the following themes:
1. Cyberspace and Cyberculture
Theories and Concepts of Cyberspace and Cyberculture. Identifying Key Features and Issues.
2. Cybercultures, Cybersubcultures and Online Communities
The Rise of Web 2.0. Emerging Practices in Social Networking. The Shaping of Individual and Collective Identities. Cyber-activism and Social Mobilisation. The Role and Use of Multi-user Virtual Environments for Disadvantaged and other Minorities. Multi-national and Cross-continental Communities and Spaces. The changing Social Identity in Cyberspace.
3. Videogame Cultures
The Future of Interactive Entertainment. The Aesthetic Aspects of Videogames. The Spatiology of Videogames and Virtual Worlds. Social Dimension of Online Gaming and Presence in Virtual Worlds. Interaction, Interactivity and Innovative Interfaces. The History of Virtual Worlds and their Cultures.
4. Digital and Interactive Arts
Performative and Collaborative and Use of Crossmedia. Digital Culture. Interactive Storytelling.
5. Cybercultures and Politics
Virtual Policies in 3-D Multi-user Worlds. Cyber-Democracy and the Impact on National and Global Politics. New Media in Political Context. New Forms of Citizenship.
6. Cybermedia and Innovation in Cyberjournalism
Histories and Theories of New Media. Cyberjournalism. Crossmedia and Digital Publishing. Digital Communications and Free Speech.
7. Educational Use of 3-D Videogames and Virtual Worlds
Serious Games and Simulations. Virtual Communities and Collaborative Work. Cultures of Online Learning. Case Studies on Educational Use of Cybermedia and Videogames.
Papers on any other topic related to the theme will also be considered. 500 word abstracts should be submitted by Friday 19th September 2008. The abstract will be double blind peer reviewed (where appropriate). If an abstract is accepted for the conference, a full draft paper should be submitted by Friday 6th February 2009.
500 word abstracts should be submitted to both Organising Chairs; abstracts may be in Word,
WordPerfect, or RTF formats, following this order:
a) author(s), b) affiliation, c) email address, d) title of abstract, e) body of abstract
We acknowledge receipt and answer to all paper proposals submitted. If you do not receive a reply from us in a week you should assume we did not receive your proposal; it might be lost in cyberspace! We suggest, then, to look for an alternative electronic route or resend.
Joint Organising Chairs
Daniel Riha
Charles University
Prague,
Czech Republic
Rob Fisher
Network Leader
Inter-Disciplinary.Net,
Freeland, Oxfordshire,
United Kingdom
The conference is part of the "Critical Issues" programme of research projects. It aims to bring
together people from different areas and interests to share ideas and explore various discussions which are innovative and exciting.
All papers accepted for and presented at this conference will be eligible for publication in an ISBN eBook. Selected papers will be developed for publication in a themed hard copy volume.
For further details about the project please visit
<http://www.inter-disciplinary.net/ci/Cyber/cybercultures/cybercultures.html>
For further details about the conference please visit
<http://www.inter-disciplinary.net/ci/Cyber/cybercultures/c4/cfp.htm>
(Posted February 28, 2008)
Call For Papers
International Journal of Arts and Technology (IJART)
Special Issue on: "Immersive Virtual, Mixed, or Augmented
Reality Art"
Guest Editors:
Maria Roussou, makebelieve design & consulting, Greece
Maurice Benayoun, Université Paris 1 Pantheon-Sorbonne, France
For the past fifteen years, virtual reality (VR) and, more recently,
mixed reality (MR) and augmented reality (AR) environments that immerse
their participants in imaginary space, have emerged to define an area
that blurs the lines between the seemingly different worlds of research,
creativity, and technological practice, while exploring the interdependencies
between the virtual and the physical. From the immersive, yet more
esoteric, CAVE®-based projects of the mid-nineties to the contemporary
open experiences spread out in virtual as well as physical space, creative
VR/MR/AR applications are challenging the ways we perceive both digital
art and the science and engineering behind them.
Early enthusiasm with the use of projection-based display structures
and the development of authoring solutions for application-building
has brought a level of maturity, characterized by the emergence of
new technical and conceptual forms. It is this particular moment in
the evolution of immersive VR/MR/AR art practice that this special
issue seeks to capture. Hence, in this special issue, we aim to bring
forth the topic of immersive art in its current maturity, present the
newest developments and explore its evolving forms, aspiring to shape
a framework that will help us to develop the next generation of environments.
Therefore, this special issue will not include contributions that
deal solely with describing a narrow and specific piece of art or research
without reference to a conceptual framework or a critical analysis;
rather we encourage contributions that take a broad and integrative
view of relevant topics, encompassing both theoretical and empirical
perspectives of digitally-generated creative spaces.
Subject Coverage
Submissions are invited that touch on but are not limited to the following
themes:
- Theoretical discourse on immersive virtual, mixed or augmented reality
art environments.
- Novel design concepts, applications, implementations and experiences
from the actual deployment of immersive VR/MR/AR art applications
- Research or empirical work addressing some of the open questions
in the design of immersive art environments. For example:
- Issues concerning creativity and aesthetics, visual depiction,
storytelling and narrative, triggering other senses, embodiment,
etc.
- The fine line between designing for entertainment or for artistic
pleasure
- Issues in the design of interactivity, interfaces, and interaction
methodologies, such as navigation by and tracking of multiple
users, meaningful group interaction, the integration of multi-modal
interfaces (e.g. tactile and haptic displays, sensing technologies),
etc.
- Issues concerning the design and development process of immersive
artwork, such as the conceptualisation and collaboration challenges
presented by multitalented interdisciplinary teams working together,
the unavailability of resources and work environments, etc.
- Issues in the deployment of different display configurations,
sizes, and installations, as well as challenges in the practical
use with diverse audiences (e.g., the need to guide people in
experiencing the artwork)
Contributions are encouraged from different disciplinary perspectives,
including fine arts, computer science, performance art, theatre, design,
architecture, communications and social sciences, philosophy, cognitive
psychology, and enabling technologies.
Contributions should take a broad and integrative view of relevant
topics, rather than merely describing a narrow and specific piece of
art or research.
Notes for Prospective Authors
Submitted papers should not have been previously published nor be
currently under consideration for publication elsewhere
All papers are refereed through a peer review process. A guide for
authors, sample copies and other relevant information for submitting
papers are available on the Author Guidelines page
Important Dates
Submission intent (title and 300-word abstract): 1 September, 2008
Deadline for full paper submission: 31 October, 2008
Review results returned to authors: February 29, 2009
Deadline for camera-ready papers: June 30, 2009
Editors and Notes
You may send one copy in the form of an MS Word file attached to an
e-mail (details in Author Guidelines) to the following:
Maria Roussou
Founding Director
Makebelieve Design & Consulting
Herodou Attikou 10, Maroussi
GR 15124 Athens
Greece
Tel: +30 697 7325456
E-mail: maria@makebelieve.gr
Maurice Benayoun
Co-founder and Artistic Director of CITU,
Universite Paris 1 Pantheon-Sorbonne
Paris
France
Tel: +33 6 03 40 47 54
E-mail: mb@benayoun.com
with a copy to:
IEL Editorial Office
E-mail: ijart@inderscience.com
Please include in your submission the title of the Special Issue,
the title of the Journal and the name of the Guest Editor.
Notice
Board: CALLS - ARCHIVES
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