Posts tagged: cfp

CFP: CELDA 2014

Cognition and Exploratory Learning in Digital Age, CELDA 2014 will be held in Porto, Portugal October 25-27. Below is the Call for Papers.

The CELDA 2014 conference aims to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways.

Paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches have emerged and are being supported by technological advancements such as simulations, virtual reality and multi-agents systems. These developments have created both opportunities and areas of serious concerns.

This conference aims to cover both technological as well as pedagogical issues related to these developments. Main tracks have been identified (see below). However innovative contributions that do not easily fit into these areas will also be considered as long as they are directly related to the overall theme of the conference – cognition and exploratory learning in the digital age.

Topics of interest include, but are not limited to the following areas:

- Acquisition of expertise
- Assessing progress of learning in complex domains
- Assessment of exploratory learning approaches
- Assessment of exploratory technologies
- Cognition in education
- Collaborative learning
- Educational psychology
- Exploratory technologies (such as simulations, VR, i-TV and so on)
- Just-in-time and Learning-on-Demand
- Learner Communities and Peer-Support
- Learning Communities & Web Service Technologies
- Pedagogical Issues Related with Learning Objects
- Learning Paradigms in Academia
- Learning Paradigms in Corporate Sector
- Life-long Learning
- Student-Centered Learning
- Technology and mental models
- Technology, learning and expertise
- Virtual University

The Conference will be composed of several types of contributions:

  • Full Papers – These include mainly accomplished research results and have 8 pages at the maximum (5,000 words).
  • Short Papers – These include fresh concepts, preliminary research results but may also contain work-in-progress reports. These have 4 pages at maximum (2500 words).
  • Reflection Papers – These might review recent research literature pertaining to a particular problem or approach, indicate what the findings suggest, and/or provide a suggestion – with rationale and justification – for a different approach or perspective on that problem. Reflection papers might also analyze general trends or discuss important issues pertaining to learning and instruction in the digital age. These have two pages at maximum (1500 words). Authors will be asked to display their work in poster format and will take part in panel session.

All submissions will go through a double-blind refereeing process with at least two international experts.

The proceedings of the conference will be published in the form of a book with ISBN and CD-ROM. Selected Papers will be published to a Special Issue of a Journal.


This is a blind peer-reviewed conference.


Important Dates

- Submission Deadline (2nd call): 7 July 2014
- Notification to Authors (2nd call): 31 July 2014
- Final Camera-Ready Submission and Early Registration (1st call): until 23 June 2014
- Late Registration (1st call): after 23 June 2014
- Conference: 25-27 October 2014

More information can be found here.

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Call for Papers – Religion in Digital Games

I received the following in a recent e-mail from Simone Heidbrink and Tobias Knoll at University of Heidelberg. Please pass this information along to interested colleagues:

The editors of “Online – Heidelberg Journal of Religions on the Internet” (http://www.online.uni-hd.de/) are pleased to announce the relaunch of the journal. It will come up with a new design as well as improved navigation and search functions. By establishing a peer-review system, we will renew our mission of publishing articles of a high academic standard from a multitude of disciplines.

We herewith invite researchers of all disciplines to hand in articles on their research dealing with religions on the internet. We are currently planning to publish 2 issues a year, one of which will be a special issue addressing a certain topic. The next issue to be published in December 2013 will broach the issues of “Religion in Digital Games” (for further information see Call for Papers below).

The journal is always keen to collect high quality scholarship on issues relating to religions on the Internet and welcomes submissions pertaining to all aspects of theses matters anytime to be published in a future issue!

Submissions and queries should be send to the following address:
online.religion@zegk.uni-heidelberg.de.

***Call for Papers***

“Religion in Digital Games – Multiperspective and Interdisciplinary Approaches”

Special issue of Online – Heidelberg Journal of Religions on the Internet (http://www.online.uni-hd.de/), due for publication in December 2013!

Over the past few years, the scientific analysis of digital games and their cultural and social impact has become a growing field of research in various scientific disciplines. Sadly, the issue of religion as an (explicit or implicit) factor in the construction and reception of game worlds, rules and mechanics has been vastly underrepresented in most studies on the field. This negligence seems rather unjustified given the vast presence of e.g. religious symbols, narratives and player actions in popular games like The Elder Scrolls: Skyrim , Bioshock: Infinite and many others.

The special issue on “Religion in Digital Games” seeks to contribute to filling this gap in games research through a multi-perspective and interdisciplinary approach. We herewith invite scholars from Religious Studies, Cultural Studies, Social Studies, Media Studies, Game Studies, Educational Studies, Economics, Theology and other related disciplines to hand in proposals for possible articles which deal with all kind of religious aspects in the context of digital games, i.e. computer games, console games, mobile games.

The articles could (among others) broach the issue of
- game aesthetics
- gaming culture
- reception and recipient research
- ludology
- narratology
- content analysis

In order to present a broad insight into the aspects of religion in digital games, we invite theoretical, methodical and empirical studies referring to these or related topics. We are looking forward to receive the title and a short abstract (max. 250 words) of the planned article until June 30th  2013. The language of the Journal is English, for proposals in other languages please contact the editors beforehand.

Further important dates and deadlines are:

July 15th – Notification on the acceptance of your proposal by the editors.
September 30th – Submission deadline for full article.
October 15th – Deadline for comments, requests of revisions by the editors (if necessary).
November 15th – Submission deadline for revised articles.
December 1st – Publication of the Online Journal.

Please send your abstract and / or further inquiries to the following e-mail address: online.religion@zegk.uni-heidelberg.de.

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CFP: Special Issue of IEEE CG&A

IEEE CG&A Call for Papers
Serious Games

Guest Editors
Tiffany Barnes, L. Miguel Encarnação, and Chris Shaw

Special Issue of IEEE CG&A, March/April 2009
Submissions due: 30 July 2008
Author notification: 31 October 2008
Final versions due: 28 November 2008

URL: http://www.computer.org/portal/pages/cga/content/cfpjan09.html

Videogames for entertainment have been pushing the boundaries of graphics research and capabilities for the past two decades. More recently, these technologies have been extended to include interaction with and modification of data-driven, complex 3D models, performed in real time on graphics processing units. As this industry has matured, other applications of videogame technologies have become apparent for the purposes of scientific simulation and visualization, industrial and military training, medical and health training and education, and geographic information systems, as well as public awareness and policy change. The models used in these serious game applications may contain millions of 3D primitives, from point sets to voxels, to complex higher-dimensional data sets. The use of serious games for education, decision-making, health, and training applications makes the realistic, real-time representation of models and data through geometry, appearance, illumination, visibility, and behavior critically important.

Another significant set of problems concerns the representation and animation of avatars and other life-like characters in a game and the interaction of the player with his or her own avatars as well as the avatars of other players. For training scenarios, a significant challenge is the provision of artificially intelligent characters for players to interact with. For persuasive applications, the realism of the characters’ social behavior bears additional importance.
Characters must react to the players in a way that supports the application goals and is immediately and realistically responsive.

Serious games require the real-time acquisition, processing, and visualization of changing data sets at high bandwidth and low latency, often with multiple simultaneous users. Rendering rates and interaction in these games are ideally at or above 30-60 frames per second. Advances that accelerate the management and interaction of large data sets, including techniques based on sample-based representation and rendering, polygon rasterization and shader hardware, and ray tracing are important for serious games, but the examination of the effects of these techniques on fidelity for decision making and training is particularly salient.

Toward maximizing real-world training effects, as well as making game play a more ubiquitous aspect of everyday life, serious games increasingly aim at bridging players’ real world behavior and virtual world performance. The emergence of sophisticated low-cost sensor technologies to monitor activities, biometrics, geospatial location, proximity, and contextual influences promises to greatly enhance players’ direct and indirect interaction with games and therefore has great potential to improve their effectiveness. However, the richness of these new modalities will also require a rethinking of the general interaction paradigms commonly associated with videogames in order to draw maximum benefit from multimodal input capabilities.

This special issue seeks articles examining some of the latest advances with respect to data representation, algorithms and data structures, systems issues, and applications for serious games that include real-time interaction with complex models. Topics of interest include, but are not limited to

* multiplayer systems architectures,
* player-to-player coordination,
* automated and semiautomated modeling techniques,
* compression and playback of simulation data,
* scripting and control of animated characters,
* training scenario planning and execution,
* human figure animation for training,
* intelligent characters,
* individual, group, and crowd behavior modeling and simulation,
* lighting, and relighting sampled models,
* representation and storage of large data sets,
* scalable parallel algorithms and architectures,
* rendering of complex and hybrid data sets,
* sampling and filtering for complex models,
* image- or sample-based representations,
* simplification and compression,
* visibility computations,
* data-driven procedural modeling,
* hardware for processing large data sets,
* data and resource management,
* configuration management and change control,
* delivery considerations (networking and system configuration),
* novel interaction techniques for massive data sets,
* sensor-based input and interaction technologies and techniques, and
systems and applications.

Articles should be no more than 10 magazine pages, where a page is 800 words and a quarter-page image counts as 200 words. Cite only the 12 most critical references, and consider providing technical background in sidebars for nonexpert readers. Color images can be interspersed throughout the article and should be limited to a total of 10. Visit IEEE CG&A style and length guidelines at
http://www.computer.org/cga/author.htm.

Please submit your article using our online manuscript submission service at https://mc.manuscriptcentral.com/cs-ieee. When uploading your article, please select the appropriate special issue title under the category “Manuscript Type.” Also include complete contact information for all authors and coauthors in the submission. If you
have any questions about submitting your article, please contact Alkenia Winston.

Please direct any correspondence prior to submission to one of the guest editors:

Tiffany Barnes
Woodward 403E
Computer Science Department
UNC Charlotte
9201 University City Blvd.
Charlotte, NC 28223
tbarnes2 at uncc. edu
Phone: +1 704 687 8577
Fax: +1 704 687 3516

L. Miguel Encarnação
500 W Main St., HUM10
Innovation Center
Humana Inc.
Louisville, KY 40202
lme at computer. org
Phone: +1 502 580 8691
Fax: +1 502 508 0042

Chris Shaw
13450 102 Ave.
Simon Fraser University Surrey
Surrey, BC, V3T 5X3
Canada
shaw at sfu. ca
Phone: +1 778 782-7506
Fax: +1 778 782-7488

CFP: Electronic Commerce Research

Thanks to the Virtual Economy Research Network:

Electronic Commerce Research: Special Issue Call / Deadline 1st December 2007

http://www.ebusiness-newcastle.com/news/article.php?id=40

I HAVE AN AVATAR THEREFORE I EXIST: OPPORTUNITIES AND CHALLENGES IN METAVERSES

Millions of users from around the globe participate in massive multiplayer online role playing games (MMORPG), such as Second Life and World of Warcraft, 3D worlds that are often considered the next generation Web. With their user base growing at an exponential rate we are already experiencing the development of a phenomenon that may be as significant as the Web itself. The rapid development of MMORPGs and metaverses is likely to bring about significant business as well as social, legal, policy, methodological and technological opportunities and challenges.

This special issue aims to explore these and contribute to this rapidly expanding field by focusing on issues relevant to electronic business and management. Academics and practitioners are invited to submit conceptually and empirically based original papers addressing areas such as those listed below:

-Business opportunities and challenges
-Marketing implications
-Identity management issues
-Virtual economies and economic policies
-Virtual entrepreneurship and metaverse ebusiness models
-Developing MMORPGs and related strategies and ebusiness models
-Real money trading
-Consumer and business ethics in metaverses
-Case studies (e.g. Second Life, World of Warcraft etc)
-Human-computer interaction issues in metaverses
-Psychological aspects of participating in metaverses
-Legal issues (e.g. copyright and ownership of virtual property)

The above areas are just indicative and this special issue would welcome papers discussing other relevant topics. For the manuscripts guidelines please -visit the journal’s web site. All papers, accompanied by a short biographical note for each author (approximately 200-250 words per author), should be -submitted as an email attachment to the Guest Editors (Email: savvas.papagiannidis insert at symbol here ncl.ac.uk). All papers will be double blind refereed.

Important dates:

-Last date for submitting the manuscript: 1st December 2007
-End of the first review cycle: 1st of March 2008
-Tentative date for completing the revised papers: 15th April 2008
-Tentative date for completing the second review cycle: 15th May 2008
-Submission of the final manuscripts for print: August 1 2008