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May 16, 2017

New Frontiers research topic on Positive Technology (Manuscript submission: 28 Feb 2018)

We are very excited to present this new Frontiers research topic on Positive Technology

Frontiers in Psychology is the #1 largest and the #2 most cited psychology journal in the world. Impact Factor: 2.463 (as accessed May 2017)

Submission Deadlines

30 September 2017 -> Abstract

28 February 2018 -> Manuscript

We look forward to receive your contribution!

6202

About this Research Topic

In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness.

Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. Positive Technology is an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. It’s focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being.

At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.

This Research Topic aims to explore the potential of interactive technology for well-being applications by focusing on the following issues:
- methodological issues in designing and evaluating positive technologies;
- technology-based strategies for promoting positive emotions and fostering eudaimonic and self-actualizing experiences;
- computer-based applications in stress prevention, monitoring, and management;
- online positive interventions;
- interactive technologies and positive change;
- digital tools & strategies for enhancing individual and team creativity;
- videogames and serious games for mental health prevention and promotion;
- technology and spirituality;
- positive technologies for healthy ageing;
- technology-based interventions to promote life skills and social connectedness;
- self-help applications to learn affective regulation strategies (at their multiple levels: e.g., interpersonal, intrapersonal; automatic, explicit; covert, overt).

Keywords: human-media interaction, positive psychology interventions, cyberpsychology, mental health

Nov 24, 2013

Call for papers IDGEI 2014 - International Workshop on Intelligent Games for Empowerment and Inclusion

Call for papers IDGEI 2014 - International Workshop on Intelligent Games for Empowerment and Inclusion - associated with "Intelligent User Interfaces IUI 2014"

2nd International Workshop on Intelligent Digital Games for Empowerment and Inclusion.

http://idgei2014.joanneum.at/

Digital Games for Empowerment and Inclusion possess the potential to change our society in a most positive way by preparing selected groups in a playful and fun way for their everyday life’s social and special situations. Exemplary domains span as far as from children with Autism Spectrum Condition to young adults preparing for their first job interviews or migrants familiarizing with their new environment. The current generation of such games thereby increasingly demands for computational intelligence algorithms to help analyze players’ behavior and monitor their motivation and interest to adapt game progress. The development of such games usually thus requires expertise from the general gaming domain, but in particular also from a game’s target domain, besides technological savoir-faire to provide intelligent analysis and reaction solutions. IDGEI 2014 aims at bridging across these communities and disciplines by inviting respective researchers and experts to discuss their latest perspectives and findings in the field of Intelligent Digital Games for Empowerment and Inclusion.

 Suggested workshop topics include, but are by no means limited to:

  • Machine Intelligence in Serious Games
  • Mobile and Real-World Serious Gaming
  • Emotion & Affect in Serious Games
  • Player Behavior and Attention Modeling
  • Player-Adaptation and Motivation
  • Security & Privacy Preservation
  • Novel Serious Games
  • User Studies & Tests of Serious Games

Paper submission deadline 4 December 2013.

Associated with International Conference on Intelligent User Interfaces 2014.

For more info, download Call for Papers (PDF; 582 KB)

 

Nov 20, 2013

Call for Papers on Physiological Computing for Intelligent Adaptation: A Special Issue of Interacting with Computers

Special issue editors:
• Hugo Gamboa (Universidade Nova de Lisboa, Portugal)
• Hugo Plácido da Silva (IT – Institute of Telecommunications, Portugal)
• Kiel Gilleade (Liverpool John Moores University, United Kingdom)
• Sergi Bermúdez i Badia (Universidade da Madeira, Portugal)
• Stephen Fairclough (Liverpool John Moores University, United Kingdom)

Contact:
s.fairclough@ljmu.ac.uk

Deadline for Submissions:
30 June 2014

Physiological data provides a wealth of information about the behavioural state of the user. These data can provide important contextual information by allowing the system to draw inferences with respect to the affective, cognitive and physical state of a person. In a computerised system this information can be used as an input control to drive system adaptation. For example, a videogame can use psychophysiological inferences of the player’s level of mental workload during play to adjust game difficulty in real-time.

A basic physiological computer system will simply reflect changes in the physiological data in its system adaptations. More advanced systems would use their knowledge of the individual user and the context in which changes are occurring in order to “intelligently” adapt the system at the most appropriate time with the most appropriate intervention.

In this special issue we call for the submission of cutting edge research work relating to the creation, facilitation of and issues involved in intelligent adaptive physiological computing systems (PCS). The focus of this special issue is on Physiological Computing for Intelligent Adaptation, and within this the scope includes but is not limited to:

• Applications of intelligent adaptation in PCS
• Mobile and embedded systems for intelligent adaptation in PCS
• Adaptive user interfaces driven by physiological computing
• Assistive technologies mediated by physiological computing
• Pervasive technologies for physiological computing
• Affective interfaces
• Context aware interfaces
• The user experience of intelligent adaptive PCS
• Ethics of intelligent adaptation in PCS

All contributions will be rigorously peer reviewed to the usual exacting standards of IwC. Further information, including submission procedures and advice on formatting and preparing your manuscript, can be found at:http://iwc.oxfordjournals.org/

Feb 08, 2013

IEEE Special Issue: Technologies for Affect and Wellbeing

Technologies for Affect and Wellbeing- Special Issue of theIEEE Transaction on Affective Computing.

Guest Editors

  • Rafael A. Calvo (The University of Sydney)
  • Giuseppe Riva (ICE-NET Lab- Universitta Catolica del Sacro Cuore, Milan Italy)
  • Christine Lisetti (Florida International University)

Background and Motivation
There is an increased interest in using computer interaction to detect and support users’ physical and psychological wellbeing.  Computers can afford multiple forms of transformational experiences. Some of these experiences can be purposely designed to, for example, detect and regulate students’ affective states to improve aspects of their learning experiences. They can also be used in computer-based psychological interventions that treat psychological illness or that preventively promote wellbeing, healthy lifestyles, and mental health.
The application domain, so far referred to as ‘positive computing’, ‘positive technologies’, and ‘positive design’, draws on ideas from positive psychology, particularly the extensive research on developing human strengths and wellbeing. It is closely linked to the HCI work on personal informatics, and the development of tools that help people learn more about themselves through reflection.
This special issue will focus on ideas, methods and case studies for how affective computing can contribute to this goal. Articles should discuss how information that computers collect about our behaviour, cognition – and particularly affect can be used in the further understanding, nurturing or development of wellbeing and human strengths: e.g. self-understanding, empathy, intrinsic motivation toward wellbeing healthy lifestyles.

Topics include, but are not limited to:

  • Systems to detect or support positive emotions and human strengths for example Reflection, Empathy, Happiness, Gratitude, Self-understanding/ interpersonal skills, Emotional intelligence/ emotion regulation, Social intelligence/ intrapersonal skills, Motivation.
  • Using affect and motivation for physical and psychological health.
  • Cyberpsychology for positive psychology and wellbeing
  • HCI design strategies for support of wellbeing and human strengths
  • Virtual Reality for support of wellbeing or human strengths
  • Positive personal health informatics for health promotion
  • Patient-centered technologies for healthy behaviour change
  • Empathic intelligent virtual agents for lifestyle monitoring and behaviour change
  • Mobile applications of affective computing for health and wellbeing
  • Informatics technologies for patient empowerment

Timetable

  • Call for Papers out: Feb 2013
  • Submission Deadline:  July 1st, 2013
  • Notification of Acceptance:  October 1st, 2013
  • Final Manuscripts Due:  December 1st, 2013
  • Date of Publication: March or July 2014

Review process

The Transactions on Affective Computing Special Issue on “Affect and wellbeing” will consist of papers on techniques, methods, case studies and their evaluation. Some papers may survey various aspects of the topic, particularly in ways that bring the psychological, health and wellbeing, and technical literature together. The balance between these will be adjusted to maximize the impact of the special issue. All articles are expected to follow the standard review procedures for the IEEE TAC.

Jan 14, 2011

Final Call for Abstracts 16th Annual CyberPsychology & CyberTherapy Conference

June 19th to 22nd 2011 in Gatineau, Canada

This year the Interactive Media Institute (IMI) and Université du Québec en Outaouais (UQO) are organizing the 16th Annual CyberPsychology and CyberTherapy Conference (CT16), the official conference of the International Association of CyberPsychology, Training, & Rehabilitation (iACToR). The abstract submission deadline is January 15th, 2011.

To submit your abstract, register for the conference or obtain additional information, please visit the CT16 website at http://www.interactivemediainstitute.com/CT16.

Note that abstracts will be published in a regular issue of the Journal of CyberTherapy & Rehabilitation (JCR).

Outstanding features this year:

  • 12 hands-on / “how to” workshops
  • Two and a half day of scientific presentations
  • WorldViz offering one-day seminars on Virtual Reality development.
  • Presence of experts in clinical therapy and rehabilitation, cognitive sciences, neurosciences, social sciences, and computer sciences.
  • Interactive Cyberarium open to the general public.
  • Representatives of funding agency, policymakers, and industrial partners present on site.


Conference website: http://www.interactivemediainstitute.com/CT16

Dec 27, 2010

Metaverse Creativity

Intellect has announced the publication of the groundbreaking new journal Metaverse Creativity, which is the first refereed journal focusing on the examination of creativity in user-defined online virtual worlds such as Second Life.

While such creative activity includes artistic activity, this definition should in no way be limited to artistic output alone but should encompass the output of the various disciplines of design – such as fashion and object design, landscaping and virtual architecture – that are currently all amply manifest in Second Life.

Creativity in a metaverse manifests under unique conditions and parameters that are engendered by the virtual environment itself and it is intrinsically related to these in its very act of realization. Thus metaverse creativity cannot be separated from the underlying Metanomic system (metaverse economy), the legal issues of ownership and copyright, the very geography and related atmospheric/lighting conditions upon which the output is rendered, or the underlying computational system which generates this.

The inaugural issue includes a fascinating editorial by Elif Ayiter and Yacov Sharir.

For a complete list of articles with accompanying abstracts visit: http://www.atypon-link.com/INT/toc/mecr/1/1.

Issue 1 is FREE to view online: http://www.atypon-link.com/INT/toc/mecr/1/1

To subscribe please visit the journal's page for details: http://bit.ly/epvHg3

A Call for Papers is available here

Dec 26, 2010

Call for papers for Journal of Participatory Medicine: Special issue on Mental Health

Open to consumers, clinicians, researchers and all interested in mental health issues

Flexible deadline: February 15, 2011 ( ~4-6 weeks for response)

Submission Categories: Research Articles, Reviews, Case Studies, Narratives, Commentary, Letters to the Editor, Innovations in Participatory Medicine, Books & Literature, On the Web, Conference Reports See www.jopm.org/submissions for specific guidelines concerning word count and expected components for each category.

For more information please contact organizers: Marcela Musgrove, musgrove[AT]ohsu.edu; Leticia Villarreal Sosa, leticia.villarr[AT]gmail.com; or Madalyn Marcus, madalyn[AT]yorku.ca.

Participatory medicine is centered around the concept that "e-patients" (meaning equipped, enabled, empowered and engaged), are valued by their providers as full partners. We hope in this special issue to elicit contributions that will open discussion and establish mental health within the wider participatory medicine community.

The Journal of Participatory Medicine (JoPM), the online peer-reviewed, open access publication of the Society for Participatory Medicine, is the result of the belief that health care must involve much more active collaboration between patients and providers.

For more information about JoPM, visit: www.jopm.org.

22:29 Posted in Call for papers | Permalink | Comments (0)

Mar 25, 2008

Physicality and Interaction: A Special Journal Issue of Interacting with Computers

Planned publication date: September 2008

Following the successful Physicality 2006 and Physicality 2007 International Workshops, which demonstrated the growing multi-disciplinary interest in this area of work, we invite submissions for this special issue on Physicality and Interaction for the interdisciplinary journal Interacting with Computers.

We live in an increasingly digital world yet our bodies and minds are naturally designed to interact with the physical. The products of the 21st century are and will be a synthesis of digital and physical elements embedded in new physical and social environments. As we design more hybrid physical/digital products, the distinctions for the user become blurred. It is therefore increasingly important that we understand what we gain, lose or confuse by the added digitality.

Augmented physical artefacts can be tailored and adapted to operate within a wide range of ecological settings. However, they also become more complex and require a fairly intensive design process to make them not simply practical and functional but also engaging. As a result, the need becomes even more pressing to comprehend the underlying computational intricacies, the physical form, properties and behaviour, the physical and social contexts, and the issues of aesthetics and creativity.

The issues in this field impact many areas of study: architecture, art, cognitive science, geography, human-computer interaction, philosophy, product design, sociology, tangible interface and ubiquitous computing.

We invite contributions that address physicality at various levels, including:

- design at the physical-digital frontier
- the philosophy of physicality
- artefact-focussed social interaction
- physically-inspired interaction in virtual worlds
- creativity and materiality
- interactive art and performance
- digital emulation of the physical
- the evolving role of digital artefacts in material culture

SUBMISSION DETAILS
Length guide: 4000 - 7000 words
Paper deadline: 1st April 2008

To expedite the reviewing process prospective authors are encouraged to send an abstract at their earliest convenience. Detailed author guidelines can be found here


Mar 13, 2008

CfP: Physicality and Interaction, a Special Journal Issue of IwC

Via usability news

 

Call for Papers

PHYSICALITY AND INTERACTION
A Special Journal Issue of Interacting with Computers
Planned publication date: September 2008

Following the successful Physicality 2006 and Physicality 2007 International Workshops, which demonstrated the growing multi-disciplinary interest in this area of work, we invite submissions for this special issue on Physicality and Interaction for the interdisciplinary journal Interacting with Computers.

We live in an increasingly digital world yet our bodies and minds are naturally designed to interact with the physical. The products of the 21st century are and will be a synthesis of digital and physical elements embedded in new physical and social environments. As we design more hybrid physical/digital products, the distinctions for the user become blurred. It is therefore increasingly important that we understand what we gain, lose or confuse by the added digitality.

Augmented physical artefacts can be tailored and adapted to operate within a wide range of ecological settings. However, they also become more complex and require a fairly intensive design process to make them not simply practical and functional but also engaging. As a result, the need becomes even more pressing to comprehend the underlying computational intricacies, the physical form, properties and behaviour, the physical and social contexts, and the issues of aesthetics and creativity.

The issues in this field impact many areas of study: architecture, art, cognitive science, geography, human�computer interaction, philosophy, product design, sociology, tangible interface and ubiquitous computing.

We invite contributions that address physicality at various levels, including:

� design at the physical-digital frontier
� the philosophy of physicality
� artefact-focussed social interaction
� physically-inspired interaction in virtual worlds
� creativity and materiality
� interactive art and performance
� digital emulation of the physical
� the evolving role of digital artefacts in material culture

SUBMISSION DETAILS
Length guide: 4000 - 7000 words
Paper deadline: 1st April 2008
To expedite the reviewing process prospective authors are encouraged to send an abstract at their earliest convenience.
Detailed author guidelines can be found at http://www.elsevier.com/wps/find/journaldescription.cws_home/525445/authorinstructions
Note: For the initial submission a single PDF copy will suffice, i.e. text and figures need not be separate.
Any further queries, please contact Devina@physicality.org

GUEST EDITORS
Devina Ramduny-Ellis, InfoLab 21, Lancaster University, UK
Alan Dix, InfoLab 21, Lancaster University, UK
Joanna Hare, National Centre for Product Design & Development Research, UWIC, UK
Steve Gill, National Centre for Product Design & Development Research, UWIC, UK

Jan 09, 2008

Convergence: The International Journal of Research into New Media Technologies:

Via Networked Performance

convergence.jpg

Submission Deadline: February 29, 2009 :: All research articles are refereed and should be between 7000 - 10000 words in length :: We also welcome submission of debates (1500 - 3000 words) or Feature Reports (3000 - 4000 words). This call invites submissions for a special issue related to Digital Cultures of California. Internationally, California is a phenomenon in terms of its relationship to creating, consuming and reflecting upon the era of digital technologies. From the legendary garage entrepreneurs, to the multi-billion dollar culture of venture capital, to stock back-dating scandals, to the epic exodus of California’s IT teams during the Burning Man Festival, this state plays an important role in the cultures of digital technologies.

The Bay Area of California (often referred to somewhat incorrectly as Northern California) is often perceived as a hot-bed of technology activity. Silicon Valley serves as a marker for the massive funding of enterprises that shape many aspects of digital culture. The new interaction rituals that have come to define what social life has become in many parts of the world can often be traced back to this part of the state. New forms of presence awareness and digital communication such as Twitter and Flickr have found a comfortable home in the Bay Area. Complimenting the Bay Area s activities in social software is Southern California - Los Angeles in particular - where Hollywood sensibilities bring together entertainment with technology through such things as video games and 3D cinema.

California is also the home of several colleges and universities where digital technologies are developed in engineering departments and reflected upon from social science and humanities departments. This curious relationship between production and analysis creates the promise of insightful interdisciplinary approaches to making culture. Many institutions have made efforts to combine engineering and social science practices to bolster technology design. Xerox PARC probably stands as the canonical example of interdisciplinary approaches to digital technology design. Similarly, combining arts practices with technology as a kind of exploratory research and development has important precedent at places like PARC and at the practice-based events such as the San Jose California-based Zero One Festival and Symposium.

In this special issue we welcome submissions which investigate, provoke and explicate the California digital cultures from a variety of perspectives. We are interested in papers that approach this phenomenon in scholarly and practice-based ways.

* What are the ways that social networks have been shaped by digital techniques?

* How has the phenomenon of the digital entrepreneur evolved in the age of DIY sensibilities?

* What are the ways that new ideas succeed or fail based on their dissemination amongst the elite, connected digerati, as opposed to their dissemination amongst less more quotidian communities?

* What is the nature of the matrix of relationships between Hollywood entertainment, the military and digital technology?

* Can the DIY culture explored in the pages of Make magazine produce its own markets?

* How does the Apple Inc. culture of product design and development shape and inform popular culture?

* How have the various interdisciplinary approaches undertaken at corporate research centers connected to universities such as Intel Berkeley Labs shaped digital cultures?

Contact for further information: Julian Bleecker - julian [at] nearfuturelaboratory.com

Jul 06, 2007

Epigenetic Robotics 2007 (Extended Deadline)

Via NeuroBot

5-7 November 2007, Piscataway, NJ, USA

Seventh International Conference on Epigenetic Robotics: Modeling Cognitive Development in Robotic Systems

http://www.epigenetic-robotics.org


Email: epirob07@epigenetic-robotics.org

Location:
Rutgers, The State University of New Jersey,
Piscataway, NJ, USA

*Extended* Submission Deadline: 1 August 2007

 

Jun 14, 2007

Special Issue on Wireless Technologies, Mobile Practices

Via Networked performance

Special Issue on Wireless Technologies, Mobile Practices :: Mobile wireless devices such as handheld pdas, cellular telephones, and portable computers are part of a changing landscape of communications and culture. In the last decade alone, for instance, the use of cell phones has increased fourfold in Canada signaling a remarkable shift in the telecommunications industry, the convergence of a number of technologies onto a single platform, and new ways of conducting person-to-person communication and creating community. In addition to these devices, Wi-Fi networks, Bluetooth, WANS, and GPS comprise integrated segments of the new infrastructure of the so-called wireless world as well as an emergent vocabulary for citizens and consumers.

The Canadian Journal of Communication invites submissions, in English or in French, for a forthcoming special issue on mobile communications and wireless technologies. We are interested in innovative, critical approaches that decipher a range of mobile technologies and practices in wireless contexts. Possible themes include:

 

  • Everyday uses: sharing our lives via the mobile (text, voice, video)
  • Civic engagement, activism and mobile technologies
  • Wireless services and emergency communication
  • Privacy, surveillance and mobile phones
  • Community Wireless Networks
  • Policy: CRTC regulations and spectrum policy
  • Mobility, Labour: new conditions of work
  • Shifting notions of space, place and time in a mobile world
  • Rhetoric and discourses on mobility and wireless worlds
  • Art, design and mobile technologies
  • Mobile genres and cellular convergence
  • Global and international perspectives on mobile technologies

Full-length papers (@ 7000-9000 words) should be submitted electronically following the guidelines laid out on the CJC submissions website.

May 09, 2007

Fourth special issue in the series Cognition and Technology

From Usability News

Learning technologies have been taking an increasing role in almost all learning environments. They are used in a variety of informal and formal educational environments, from early years to university level and throughout adulthood, as well as in many commercial, industrial, and governmental settings. With the greater use of learning technologies it is critical to better understand how they interact with human cognition. Both in terms of how they may facilitate and enhance (as well as hinder) learning, and also in terms of how they affect the way we learn and acquire information, and the nature of cognition.

These issues pertain to specific technologies and to learning objectives. Specific technologies (and their usage) are important to understand in their own right; for example, how the use of electronic boards and visualization tools, e-learning, synchronic vs. a-synchronic remote learning, blackboard, simulation, virtual realities, and other technological learning environments affect learning and the learner. But also the learning technologies need to be considered and understood in light of learning objectives: not only the acquisition of information, but also the ability to retain and use it and the assessment of the effectiveness of the learning process. When considering how best to use learning technologies (and their vulnerabilities) one needs to be able to determine which learning materials and objectives are best suited for these technologies, which learning tools are most appropriate, and how to best use them. Furthermore, a fundamental issue to address is if and when learning technologies should replace traditional learning and when and how should learning technologies be blended with traditional learning.

Original and high quality papers that examine learning technologies either from an academic or from a practical perspective will be considered for publication. The first special issue of Pragmatics & Cognition devoted to Cognitive Technologies is now going to be published as a book. It is hoped that the Learning Technologies special issue will also appear in book form in the future.

Deadline for submissions: 30 June 2007 Publication: Summer 2008

More info here 

Apr 24, 2007

Special Issue on Mobile Learning and Knowledge Management: Issues in Intellectual Proximity

Enterprises have turned to explicit - and even conceptualising on tacit - knowledge management to elaborate a systematic approach to develop and sustain the intellectual capital needed to succeed, the knowledge normally attributed to knowledge workers. This is complemented by structural capital, i.e. the structures, technologies, practices put in place by an organisation as an attempt to manage their specialist knowledge. Mobile learning would equally come under such an umbrella, enticing knowledge workers and managers within organisations to conduct work in a mobile manner.

One of the challenges for future mobile organisations will deal with how they can enhance communication channels and collaborate within and between their employees, customers and stakeholders. According to Liebowitz (Liebowitz, 2006), one technique that can help address this issue is social network analysis. Mobile organisations also need to develop new knowledge and learning strategies possibly under the umbrella of a knowledge exchange or sharing system, and especially as related to recognition and reward systems. Uden (Uden, 2006) suggests that activity theory, as a social and cultural psychological theory, can be used to design a mobile learning environment.

Existing theoretical work has paid limited attention to the role of intellectual proximity in facilitating knowledge exchange within clusters of organisations that operate within the same domain of knowledge.

A consensus suggests that users build a mental model from their interactions with artificial systems. Design of mobile devices needs tp to take into consideration the existence of a gap between the user’s viewpoint [interaction-oriented] and the designer’s viewpoint [development-oriented]. Enhancing mobile learning effectiveness requires narrowing this gap between execution and conception. Implementing new solutions for improving the effective use of mobile systems needs new methodological tools and a better understanding of the complexity of user’s mental construction, in line with their containment of the domain knowledge.

The purpose of this special issue is to expose writers and the eventual readership to topics aiming at the facilitation of mobile learning for knowledge workers, from differing and multidisciplinary perspectives.

 

  • Knowledge management and mobile learning
  • Knowledge flow and mobile learning
  • Dissemination of practice and mobile learning
  • Currently implemented applications for mobile learning
  • Technologies that directly support mobile learning systems (devices, networks, tools etc.)
  • Studies of mobile learning in practice
  • Reviews of the application of mobile learning in multiple contexts
  • Uses of mobile learning in professional learning environments, e.g., mobile health, mobile commerce
  • Constraints in the delivery of mobile learning, e.g., human-computer interaction issues in mobile learning environments
  • Mobile games for learning
  • The role of Wikis, blogs, podcasts, messaging, other on-line tools and Web 2.0 components in mobile learning systems and as mechanisms to exchange/distribute knowledge
  • Support for learner interaction and mobile collaborative learning
  • Privacy and security issues in mobile learning
  • Knowledge expropriation or hoarding issues in mobile learning
  • The role of location based services in learning and sharing knowledge
  • Organisational structures and mobile learning
  • Management issues from mobile learning
  • Design of user-friendly mobile devices
  • Mental models emerging from interactions with mobile systems
  • User's characteristics (age, gender, culture, expertise, etc.) and mobile learning
  • Graphic user interface (GUI) design and mobile learning
  • Mobile learning interactions and cognitive modeling
  •  

 

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

The IEICE Transactions on Communications: Special Section on Brain Communication

Recent progress in brain science, especially in non-invasive methods, has enabled quantitative evaluation of human behavior and operation of electronic communication devices by direct brain-derived signals. Neural activities in cerebral cortex and peripheral nerves have been analyzed using imaging techniques, providing us with several models associated with human recognition and action. These advancements have lowered the barrier to realize the seamless communication between human and machine. In view of these circumstances, an interdisciplinary and comprehensive approach incorporating basic research is important to develop future brain-communication networks and to facilitate human communication effectively. The approach should include biosignal-based communication network technology, novel intelligent device technology, and preference-based neuromarketing technology. This special section on Brain Communication is planned to review and mine for relevant research in the IEICE Transactions on Communications.

Topics

 

  • Multiunit recording and analysis technology and its applications to interface
  • Brain-machine interface and neural prosthesis
  • Biofeedback control in biomechanical system
  • Brain functional imaging and signal processing techniques
  • Communication of thoughts and kansei
  • Memory and learning models in cerebral cortex and its application to information communication
  • Analysis of human behavior and its application to information communication engineering
  • Neurodecoding and its application to communication
  • Sensor network and its fusion technology
  • Sensor technology and biomechanics
  • Neuroinfomatics and retrieval methods
  • Network management and control incorporating brain computation 
  •  

 

Prospective authors are requested to prepare a manuscript according to the guideline given in the “Information for Authors.” Its latest version is available at the web site. It is recommended that the length of a paper and a letter for this special section are within 8 and 2 pages, respectively.

Apr 11, 2007

IJHCS Special Issue on Mobility: Understanding Mobile Use

Via Usability News 

Call for Papers: International Journal of Human-Computer Studies Special Issue on Mobility: Understanding Mobile Use and Users

23:16 Posted in Call for papers | Permalink | Comments (0) | Tags: mobile

Future Networked Interactive Media Systems and Services for the New-senior Communities

Via Usability News 

This Special issue of the Journal of Computers in Human Behavior is a consequence of a UbiComp 06 workshop and looks at understanding crucial design issues of incoming scenarios of pervasive networked systems for elderly people

Mar 17, 2007

CFP: "Online Communities and People with Disabilities" Special Issue of TACCESS

 

Via Usability News 

 

Call for papers: Special Issue of ACM Transactions on Accessible Computing (TACCESS) on "Online Communities and People with Disabilities"
Guest Editors: Panayiotis Zaphiris & Ulrike Pfeil
Centre for HCI Design
City University London

The focus of this special issue will be on papers that address the design and study of online communities for people with disabilities and for older people. Theoretical issues and practical challenges in these areas such as analysis of empathic communities, design and evaluation methodologies as well as implementation will be of interest to this issue.

The term 'online community' is generally used to refer to people who meet and communicate in an online environment. Rather than physical proximity, researchers use the nature and strength of relationships among the members to determine the characteristics of an online community. Online communities are formed around similar interests (for example discussions around a disability) of the members. People who have similar needs or experiences meet in online communities in order to exchange valuable resources and/or to engage in social support. An increasing number of people spend time in online communities to make friends, develop relationships, and exchange emotional support. Social interaction online can especially be beneficial for people with special needs (and for older people) as it allows them to stay in contact with family and friends despite the disability or time-constraints.

The emphasis for TACCESS publications is placed on experimental results, although strong papers presenting new theoretical insights or positions are also given consideration. Additional information for prospective authors can be found at: http://www.is.umbc.edu/taccess/authors.html


THEMES
Contributions from both the academic community and industry are most welcomed. Potential topics include (but are not limited to) the following:

*Design approaches and techniques suitable for empathic online communities
* Usability and accessibility studies regarding online communities for people with disabilities
* Theoretical foundations for analysing empathic online communities
* Social and Cultural Issues of online communities for people with disabilities
* New methods and techniques (eg Social Network Analysis)
* Ethical issues to be considered when studying online communities for people with disabilities
* The potential of 3D Virtual Worlds for such communities

SUBMISSION PROCESS
Prospective authors should as soon as possible (but before 15th of May 2007) submit a tentative title and a short abstract (maximum 150 words) to Panayiotis Zaphiris (zaphiri@soi.city.ac.uk). Authors of abstracts that are judged to fit the themes of the special issue will be promptly invited to submit a full paper. Full paper should follow the journal�s suggested writing format viewable at http://www.is.umbc.edu/taccess/authors.html and should be submitted directly to the editors of this special issue (zaphiri@soi.city.ac.uk)



Important dates:


o Abstract submission: By 15th of May 2007
o Full paper submission: 15th July 2007
o Response to authors: 25th September 2007
o Final version of papers: 25th October 2007

14:45 Posted in Call for papers | Permalink | Comments (0) | Tags: accessibility

Dec 28, 2006

Games and Culture special issue: Gaming in the Asia-Pacific

From G&C website 

Games and Culture: A Journal of Interactive Media Special issue: Gaming in the Asia-Pacific

 As a region, the Asia-Pacific is marked by diverse penetration rates of gaming, mobile and broadband technologies, subject to local cultural and socio-economic nuances. Two defining locations – Seoul (South Korea) and Tokyo (Japan) – are seen as both “mobile centres” and “gaming centres” to which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile) IT revolution and mobile consoles such as playstation2, South Korea – the most broadbanded country in the world – has become a centre for MMOs (online massively multiplayer) games and convergent mobile DMB (Digital Multimedia Broadband i.e. TU mobile).

Adorned with over 20,000 PC bangs (PC rooms) in Seoul alone and with professional players (Pro-leagues) making over a million US per year, locations such as South Korea have been lauded as an example of gaming as a mainstream social activity. In a period marked by convergent technologies, South Korea and Japan represent two opposing directions for gaming – Korea emphasizes online MMOs games played on stationary PCs in public spaces (PC bangs) whilst Japan pioneers the mobile (privatized) convergent devices. These two distinct examples, with histories embroiled in conflict and imperialism, clearly demonstrate the importance of locality in the uptake of specific games and game play.

This issue seeks to explore the politics of game play and cultural context by focusing on the burgeoning Asia-Pacific region. Housing sites for global gaming production and consumption such as China, Japan and South Korea, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and trans-cultural flows of cultural capital, this issue will provide an interdisciplinary model for thinking through the politics of gaming production, representation and consumption in the region.

Topics of papers will discuss the region in terms of one of the following areas:

- Case study analysis of specific games and game play

- Is there such thing as a culturally specific aesthetic to the production and consumption of certain games?

- What is the “future” of gaming?

- Emerging and re-occurring productions of techno-nationalism in the region

- New media and experimental gaming in the region

- Convergent technologies and the impact on established modes of game play

- Gendered consumption and production of games

- Government regulations and types of game play

- Pervasive gaming and the role of co-presence

Deadline for this special issue of Games and Culture: 15th March 2007. Authors should submit all inquiries, expressions of interest and papers to Larissa Hjorth (RMIT University) larissa.hjorth [AT] rmit.edu.au.

Games and Culture: A Journal of Interactive Media invites academics, designers and developers, and researchers interested in the growing field of game studies to submit articles, reviews, or special issues proposals to the editor. Games and Culture is an interdisciplinary publication, and therefore it welcomes submissions by those working in fields such as Communication, Anthropology, Computer Science, English, Sociology, Media Studies, Cinema/Television Studies, Education, Art History, and Visual Arts.

All submissions are peer reviewed by two or more members of the distinguished, multi-disciplinary editorial board. Games and Culture aims to have all papers go through their initial review within three months of receipt. Manuscripts should be submitted with four paper copies and electronically in Word or Word Perfect format and conform to the Publication Manual of the American Psychological Association (Fifth Edition)0,000 words in length. Papers that do not conform to these guidelines will be returned to the author(s).

Sep 18, 2006

Relevant psychology journals in new media/communication technology

The website of University of Twente (faculty of Behavioral Sciences) has a list of relevant journals in HC/ergonomics; ISI impact factors is also provided for most of them.

The complete list can be accessed here

 

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