Thursday, December 13, 2012

CfP 4th Augmented Human (AH) International Conference, March 7–8 2013


Call for Papers

The 4th Augmented Human (AH) International Conference in cooperation with ACM SIGCHI will be held in Stuttgart, Germany, on March 7–8 2013, focusing on augmenting human capabilities through technology for increased well-being and enjoyable human experience.
As in previous years, the conference proceedings will be published in the ACM Digital Library as a volume in its International Conference Proceedings Series with ISBN.

Topics

  • Wearable Computing and Ubiquitous Computing
  • Bionics, Biomechanics, and Exoskeletons
  • Brain-Computer Interfaces, Muscle Interfaces, Implanted Interfaces
  • Sensors and Hardware
  • Smart Artifacts and Smart Textiles
  • Augmented Sport, Health, & Well-being, Training/Rehabilitation Technology
  • Augmented and Mixed Reality, Tourism and Games and Context-Awareness
  • Augmented Fashion and Art
  • Trust, Privacy, and Security of Augmented Human Technology

Program committee

Submission Categories for Papers

  • Full papers
    8 pages, anonymized, 30 minutes presentation, and invited demo
  • Short papers
    4 pages, anonymized, 15 minutes presentation
  • Demonstration papers
    2 pages, anonymized, demonstration at conference
  • Poster papers
    2 pages, anonymized, presented at conference
  • Art pieces
    1–2 pages, not published, exhibited at conference
The four paper categories will be published in the ACM digital library and follow the ACM paper format. We encourage authors to submit supporting video material in addition to the PDF submission. Authors of all accepted papers will also be invited and encouraged to participate in the demo session.

Submission site

Important Dates

  • January 8, 2013
    paper submission deadline
  • February 5, 2013
    author notification
  • February 12, 2013
    camera-ready and ACM copyright form due
  • March 7–8, 2013
    scientific conference in Stuttgart

Art and Exhibition

Augmented Human 2013 will feature contributions by art researchers and practitioners. Artists participating and exhibiting at Augmented Human 2013 will have to be self-funded to attend the conference.
All art pieces will be included in a video to be published on the Augmented Human YouTube channel. Additionally, an exhibition catalog will be published on the Augmented Human website, including full-page pictures and the descriptions provided by the authors.

Submission of Art Pieces

Authors may choose the format to present their art pieces for submission. The submission should include the requirements of space, light, electricity, and equipment.

Wednesday, September 12, 2012

Third Call for Papers for Philosophy & Technology’s special issue on Philosophy of Computer Games: New Deadline

Third Call for Papers for Philosophy & Technology’s special issue on Philosophy of Computer Games: New deadline NB: Due to popular demand we have extended the paper submission deadline to 1st November 2012 and invite papers of 3k-8k words. GUEST EDITORS Patrick Coppock, Olli Leino, Anita Leirfall INTRODUCTION Over the last decade, computer games have received growing attention from academic fields as diverse as engineering, literary studies, sociology and learning studies. The international game philosophy initiative (http://www.gamephilosophy.org) aims to broaden the scope of this effort by facilitating discussion of philosophical issues emergent on our growing engagement with computer games. In doing so, we want to contribute to our own understandings of this phenomenon and to the establishment of a new philosophical focus area: the philosophy of computer games, capable of taking its place alongside analogous areas such as the philosophy of film and the philosophy of literature. The initiative is the result of a seminar held in 2005, after Filosofisk Prosjektsenter, Oslo and the Department of Philosophy, Classics, History of Art and Ideas  at the University of Oslo, contacted Center for Computer Games Research at the IT-University of Copenhagen about organizing a workshop on philosophical problems linked to games research. Since then, an expanding group of partners have been involved in the effort. The network is informally organized, with an Interim Steering Group: Olav Asheim (Oslo), Patrick Coppock (Reggio Emilia), Stephan Günzel (Potsdam),  Gordon Calleja (Copenhagen), Olli Leino (Hong Kong), Anita Leirfall (Bergen) and John Richard Sageng (Oslo). The effort is interdisciplinary and our conferences serve as a fertile meeting place for philosophers and scholars in game studies, and many other academic fields. CALL Following the Sixth International Conference on the Philosophy of Computer Games in Madrid, Spain from 29th to 31st January 2012 (http://2012.gamephilosophy.org/), organized by ArsGames (http://www.arsgames.net/), a special issue of Springer’s Philosophy & Technology journal (http://www.springer.com/13347) is now being planned. It will contain a selection of recently revised, peer reviewed articles from the Philosophy of Computer Games international conference series. Previous conferences in the series have been held in Copenhagen, Reggio Emilia, Potsdam, Oslo & Athens. • Authors who have presented a paper at a Philosophy of Computer Games conference are invited to submit an original, recently revised, version of their paper. • Other interested authors are invited to submit original papers related to the topics mentioned below. NB: Prospective authors DO NOT have to have presented at Philosophy of Computer Games conferences. • All submissions will be double-blind, peer reviewed according to usual standards. • Papers submitted for this Call must not have been published previously in academic journals or article collections, including proceedings of the 2008 and 2009 Philosophy of Computer Games conferences online or in print with ISSN/ISBN codes. However, submissions may be new elaborations of ideas previously developed in such publications, as long as they represent new, original papers. TOPICS Computer games and conceptions of reality; ontological status of game objects and events; computer game entities, metaphysical issues; epistemological foundations of game studies; player identity, perceptual experience; ethical and political issues in game design and consumption; experiential, interactional, cognitive dimensions of gameplay; ethical responsibilities of game-makers; ethical norms in gaming contexts; the “magic circle” of games and actions/interactions transcending it; fictionality and interaction; defining computer games; player-avatar identity; player identity and conceptions of self; identity and immersion; imagination and interpretation; world, space and experience; technology, process, experience; time experience in gameplay; embodiment, emotion and player experience; aesthetics, ethics and player experience, “gamification”. TIMETABLE Please note the revised schedule as follows: November 1st 2012: Deadline papers submissions February 1st  2013: Deadline reviews papers April 1st 2013: Deadline revised papers Summer 2013: Publication of the special issue SUBMISSION DETAILS The papers should preferably be between 3000 and 8000 words. To submit a paper for this special issue, authors should go to the journal’s Editorial Manager (EM) http://www.editorialmanager.com/phte/
The author (or a corresponding author for each submission in case of co-authored papers) must register with EM. Authors must select article type: "SI on PCG” from the pull-down list during the submission process. This is necessary for assignment of submissions to Guest Editors. Submissions will be assessed according to the following procedure: New Submissions > Journal Editorial Office > Guest Editors > Reviewers > Reviewers’ recommendations > Guest Editors’ recommendations > Editor-in-Chief’s final decision > Author Notification of Decision. The process will be reiterated in case of requests for revisions. For any further information please contact: Patrick Coppock patrick.coppock@unimore.it Anita Leirfall anita.leirfall@umb.no Olli Leino otleino@cityu.edu.hk DOWNLOAD Call in pdf format: http://game.unimore.it/Springer/CFP_special_issue.pdf

Saturday, August 18, 2012

Second Call for Papers for Philosophy & Technology’s special issue on Philosophy of Computer Games (revised version)


Second Call  for Papers for Philosophy & Technology’s special issue on Philosophy of Computer Games (revised version)

GUEST EDITORS
Patrick Coppock, Olli Leino, Anita  Leirfall

INTRODUCTION

Over the last decade, computer games have received growing attention from academic fields as diverse as engineering, literary studies, sociology and learning studies. The international gamephilosophy initiative  (http://www.gamephilosophy.org)  aims to broaden the scope of this effort by facilitating discussion of philosophical issues emergent on our growing engagement with computer games. In doing so, we want to contribute to our own understandings of this phenomenon and to the establishment of a new philosophical focus area: the philosophy  of computer games, capable of taking its place alongside analogous areas such as the philosophy of film and the philosophy of literature. The initiative is the result of a seminar held in 2005, after Filosofisk Prosjektsenter, Oslo and the Department  of Philosophy, Classics, History of Art and Ideas  at the University of Oslo, contacted Center  for Computer Games Research  at the IT-University of Copenhagen about organizing a workshop on philosophical problems linked to games research. Since then, an expanding group of partners have been involved in the effort.

CALL

Following the Sixth International Conference on the Philosophy of Computer Games  in Madrid, Spain from 29th to 31st  January 2012 (http://2012.gamephilosophy.org/), organized by ArsGames (http://www.arsgames.net/),  a special issue of Springer’s Philosophy  & Technology journal (http://www.springer.com/13347)  is now being planned. It will contain a selection of recently revised, peer reviewed articles from the Philosophy of Computer Games international conference series. Previous conferences in the series have been held in Copenhagen, Reggio Emilia, Potsdam, Oslo  & Athens.


• Authors who have presented a paper at a Philosophy of Computer Games conference are invited to submit an original, recently revised, version of their paper.

• Other interested authors are invited  to submit original papers of 3000-8000 words related to the topics mentioned below.

• All submissions will be double-blind, peer reviewed according to usual standards.

• Papers submitted for this Call must not have been published previously in academic journals or article collections, including proceedings of the 2008 and 2009 Philosophy of Computer Games conferences online or in print with ISSN/ISBN codes. However, submissions may be new elaborations of ideas  previously developed in such publications, as long as they represent new, original papers.


TOPICS

Computer games and conceptions of  reality; ontological status of game objects and events; computer  game entities, metaphysical issues; epistemological  foundations of game studies; player  identity, perceptual experience; ethical and political issues in game design and consumption; experiential, interactional, cognitive dimensions of gameplay; ethical responsibilities of game-makers; ethical norms in gaming contexts; the “magic circle” of games and actions/interactions transcending it; fictionality  and interaction; defining computer games; player-avatar  identity; player identity and conceptions of self; identity and immersion; imagination and interpretation; world, space and experience; technology, process, experience; time experience in gameplay; embodiment, emotion and player experience; aesthetics, ethics and player experience, “gamification”.

TIMETABLE

September 15th 2012: Deadline papers submissions
December 15th  2012: Deadline reviews papers
February 15th 2013: Deadline revised papers
Summer 2013: Publication of the special issue  

SUBMISSION DETAILS
To submit a paper for this special  issue, authors should go to the journal’s Editorial Manager (EM) http://www.editorialmanager.com/phte/

Authors must select article type: "SI on PCG” from the pull-down list during the submission process. 
This is necessary for assignment of submissions to Guest Editors.  
Submissions will be assessed according to the following procedure:  
New Submissions > Journal Editorial Office > Guest Editors > Reviewers > Reviewers’ recommendations > Guest Editors’ recommendations > Editor-in-Chief’s final decision > Author Notification of Decision

The process will be reiterated in case of requests for revisions.

For any further information please  contact:

Anita Leirfall anita.leirfall@umb.no



Monday, July 9, 2012

Reminder: The submisson deadline for the IJGCMS special issue on Ludic Simulations is fast approaching


IJGCMS 2012 : International Journal of Gaming and Computer-Mediated Simulations

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When
N/A
Where
N/A
Submission Deadline
Jul 15, 2012

Call For Papers

The International Journal of Gaming and Computer-Mediated Simulations (http://www.igi-global.com/ijgcms) announces a call for papers for a for a special issue dedicated to the topic of Ludic Simulations, co-guest edited by Patrick Coppock (University of Modena & Reggio Emilia, Italy) and IJGCMS Editor-in-Chief Rick Ferdig (Kent State University, USA).

Call - Ludic here refers to Latin definitions of ludus, referring to fun, play or playfulness. It might also widened to include the notion of entertaining facilitation, ease or pleasure of use. Simulations are computer-mediated environments that provide opportunities for users to explore a world, an occupation, a task, etc.. We are making a broad assumption that all electronic games are simulations, but not all simulations are games.

We expect electronic games to be fun. Games that are not fun are not played, understanding that "fun" is unique to each player. However, we do not often expect simulations to be fun. If a pilot or anesthesiologist is learning their vocation through virtual experiences, we seem to care more about their learning than whether they are having fun. We want better doctors and better pilots first and foremost.

What does it mean, therefore, to have a simulation that could be called ludic? Does making a more playful, fun, and pleasing to use simulation impact learning, retention, or practice? Does a ludic simulation receive more critical reviews for not being serious enough? What does it mean to make a simulation ludic, without turning it into a game?

The purpose of this special issue is to address the ludic nature of simulations. Authors are invited to submit manuscripts that:

· Present empirical findings on the use of ludic simulations

· Push the theoretical knowledge of ludic simulations

· Conduct meta-analyses of existing research on ludic simulations

· Present innovative interfaces for ludic simulations, including testing/evaluation data

Potential authors are encouraged to contact Dr. Coppock (patrick.coppock@unimore.it) or Dr. Ferdig (rferdig@gmail.com) to ask about the appropriateness of their topic.

Deadline for Submission: July 15, 2012.

Manuscripts should be submitted in APA format. They will typically be 5000-8000 words in length. Full submission guidelines can be found at: http://www.igi-global.com/journals/guidelines-for-submission.aspx

Mission - IJGCMS is a peer-reviewed, international journal devoted to the theoretical and empirical understanding of electronic games and computer-mediated simulations. IJGCMS publishes research articles, theoretical critiques, and book reviews related to the development and evaluation of games and computer-mediated simulations. One main goal of this peer-reviewed, international journal is to promote a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. A second goal is to help build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers.

Thursday, June 21, 2012

Call for Papers: Piracy Effect – english version


Call for Papers: Piracy Effect – English version


Edited by Roberto Braga and Giovanni Caruso

The CFP is accessible at: 


Digital piracy is a very unpredictable phenomenon. It’s quite hard to keep its power under control and to identify its legal, technological and social implications and repercussions.

After Napster's success, P2P traffic has grown exponentially up to recent years when it has shown a constant decrease compared to total Internet traffic. This reduction is related to the large market penetration of real time entertainment services, cyberlockers and tothe steady and pervasive strengthening of legal distribution platforms. Economic literature on piracy effects doesn’t have a shared and clear interpretation of the phenomenon and of its effects on cultural industries. 

Furthermore, the recent shutdown of Library.nu and Megaupload has superficially affected illegal download and streaming, but, as a result, it has fed the conflict between media industries lobbies and a large amount of Internet users and consumers. Digital piracy has changed deeply after the wide diffusion of video-sharing platforms like YouTube, implying new forms of violation of copyright. In this multifaceted scenario users have deeply transformed their media consumption behaviors, new forms of entertainment have arisen and distribution platforms and the related business models are continuously reinventing themselves.

The main aim of the book Piracy Effect is to investigate the complexity of digital piracy focusing on its impact on the changing relationship between production, distribution and consumption of cultural products. Here some key topics we would like to be investigated by contributors –  although we encourage the submission of proposals on other subjects that could better explore digital piracy.

- Piracy and business models: piracy has often been depicted as a consequence of cultural industries’ lacks and failing. Which is the reply to piracy pervasiveness in terms of innovative business and production models? Which are the media industry local and globalimplications related to piracy fighting?

- Piracy and cultural behaviors: piracy cannot be considered only as an answer to market inadequacy and malfunction. Piracy plays an important role in defining forms of cultural criticism. How do these forms of resistance to cultural industries show up and how do they relate to cultural industries strategies and production patterns?

- Piracy and related economies: is digital piracy able to create new markets capable to compete with the traditional ones? How are gift economy, sharing economy, affective economy related to illegal file-sharing and are able to maintain a parallel cultural production and distribution? How are these parallel economies resetting the entire media ecosystem? 

Potential contributors can send a 300-500 word abstract together with a brief bio by July 10th 2012 to roberto.braga@unibo.it and nrgiga@gmail.com

Communications of acceptance will be sent by July 30th 2012

The final paper is due by November 30th 2012

Papers can be in Italian or English but the book will be published in Italian. Curators will take care of translations from English to italian. On author’s request, the English version of the papers will be published on a dedicated site.

The final book would be published in March 2013

Monday, June 18, 2012

PhD positions in New Zealand

Open PhD Position

Virtual reality exploration for multi-dimensional land use management

The goal of this PhD project is to explore how virtual-reality technology and super-computing capability can be used to assist decision-makers in understanding the impact of alternative optimal solutions in land management. Over 50 years worth of spatial data showing land use changes over time has been collected. An evolutionary algorithm has been developed to find optimal solutions for land use, using this data set. However the output of this algorithm is difficult to visualize and understand. So the PhD work will cover visualising this preprocessed multi-dimensional data on a virtual reality (VR) immersive display. The system will allow users to explore the solution space interactively using motion-tracking technology and get greater understanding of the data set and evolved solutions. This is a joint project between the University of Canterbury, SCION and the US NSF-funded BEACON Center. This project has a duration of three years and is funded by a NZD 25K p.a. scholarship.

The Eligible Student Should have the Following background:

· MSc or first class honours graduate degree;
· Programming in Python and C++ desirable;
· Graphics programming ability
· Experience with scientific visualization and/or virtual reality
· Interest in GPU programming/CUDA development
· Only for a full-time student.

About the Lab

The Human Interface Technology Laboratory New Zealand (HIT Lab NZ) is developing and commercializing technology that improves human computer interaction and by doing so unlocks the power of human intelligence. The HIT Lab NZ conducts research with new emerging technologies such as Augmented Reality, Next Generation Video Conferencing, Immersive Visualization and Human-Robot Interaction. Interaction Design techniques are used to adapt these technologies to the needs of end users and solve real world problems. The end goal is to improve the user experience with technology.

Duties

International applicants will be required to arrange for their NZ student visa after an offer of a place. Please check http://www.immigration.govt.nz for information about what type of visa might be most suitable and the process of acquiring it. The university has various types of accommodation available on campus. Please check http:/www.canterbury.ac.nz/accom/ for information about the options and prices. International students should also consult the International Student website at http://www.canterbury.ac.nz/international/ to learn about the cost of living, fees, and insurances.

Application.

Your application must include your resume, academic records, two references and your preferred starting date. Please send you complete application by July 18th to our online system at:http://www.hitlabnz.org/index.php/jobs/job/34/1/table . Please contact christoph.bartneck@canterbury.ac.nz if you have any questions about the opening or the application process.

---

PhD in Visualization of volumetric data from the MARS spectral scanner 

The goal of this project is to develop a medical visualization software to visualize volumetric data coming from the MARS spectral scanner. This is a new type of medical x-ray scanner that measures functional tissue information of medical specimens and small animals. The technology uses spectral photon counting detectors. (http://www.bioengineering.ac.nz/mars/) This project will involve developing software for distributed graphics rendering and also new visualization techniques for showing 3D volumetric data. This project has a duration of three years and is funded by a NZD 16K p.a. scholarship.

The MARS Team
You are joining a vibrant multidisciplinary group at the forefront of developing, manufacturing, and applying new technology for biomedical use. We are strongly interlinked with industry and with international partners. We have academic, clinical, manufacturing and commercial goals, which are all interconnected. Our strength internationally is our multidisciplinary team structure. Others marvel at how engineers, physicists, mathematicians, biologists, and medical folk can work together. We are dependent on each other to deliver. By working together, and publishing together, every team member advances towards their own personal goals.

Your skills
You should have experience in range of computer languages such as C/C++, Python, OpenGL, or Cuda. You should have knowledge of the user centered software design process and be interested in our your users, which include biologists, physicist and engineers. You should have the ability to understand 3D data and the skill to create visualizations that are useful for the users. This will require an understanding of computer graphics.

Duties
International applicants will be required to arrange for their NZ student visa after an offer of a place. Please check http://www.immigration.govt.nz for information about what type of visa might be most suitable and the process of acquiring it. The university has various types of accommodation available on campus. Please check http://www.canterbury.ac.nz/accom/ for information about the options and prices. International students should also consult the International Student website at http://www.canterbury.ac.nz/international/ to learn about the cost of living, fees, and insurances.

Application
Your application must include your resume, academic records, two references and your preferred starting date. Please send you complete application by July 6th to our online system at:http://hitlabnz.org/index.php/jobs/job/26/1/table . Please contact christoph.bartneck@canterbury.ac.nz if you have any questions about the opening or the application process.

Tuesday, June 12, 2012

Call for Papers: Special issue of Philosophy & Technology’


Call for Papers for Philosophy & Technology’s special issue on Philosophy of Computer Games


GUEST EDITORS
Patrick Coppock, Olli Leino, Anita Leirfall

INTRODUCTION
Over the last decade, computer games have received growing attention from academic fields as diverse as engineering, literary studies, sociology and learning studies. The international gamephilosophy initiative (http://www.gamephilosophy.org) aims to broaden the scope of this effort by facilitating discussion of philosophical issues emergent on our growing engagement with computer games. In doing so, we want to contribute to our own understandings of this phenomenon and to the establishment of a new philosophical focus area: the philosophy of computer games, capable of taking its place alongside analogous areas such as the philosophy of film and the philosophy of literature. The initiative is the result of a seminar held in 2005, after Filosofisk Prosjektsenter, Oslo and the Department of Philosophy, Classics, History of Art and Ideas  at the University of Oslo, contacted Center for Computer Games Research at the IT-University of Copenhagen about organizing a workshop on philosophical problems linked to games research. Since then, an expanding group of partners have been involved in the effort.

The network is informally organized, with an Interim Steering Group: Olav Asheim (Oslo), Patrick Coppock (Reggio Emilia), Stephan Günzel (Potsdam),  Gordon Calleja (Copenhagen), Olli Leino (Hong Kong), Anita Leirfall (Bergen) and John Richard Sageng (Oslo). The effort is interdisciplinary and our conferences serve as a fertile meeting place for philosophers and scholars in game studies, and many other academic fields.

CALL
Following the Sixth International Conference on the Philosophy of Computer Games in Madrid, Spain from 29th to 31st January 2012 (http://2012.gamephilosophy.org/), organized by ArsGames (http://www.arsgames.net/), a special issue of Springer’s Philosophy & Technology journal (http://www.springer.com/13347) is now being planned. It will contain a selection of recently revised, peer reviewed articles from the Philosophy of Computer Games international conference series. Previous conferences in the series have been held in Copenhagen, Reggio Emilia, Potsdam, Oslo & Athens.

• Authors who have presented a paper at a Philosophy of Computer Games conference are invited to submit an original, recently revised, version of their paper.
• Other interested authors are invited to submit original papers related to the topics mentioned below.
• All submissions will be double-blind, peer reviewed according to usual standards.
• Papers submitted for this Call must not have been published previously in academic journals or article collections, including proceedings of the 2008 and 2009 Philosophy of Computer Games conferences online or in print with ISSN/ISBN codes. However, submissions may be new elaborations of ideas previously developed in such publications, as long as they represent new, original papers.

TOPICS
Computer games and conceptions of reality; ontological status of game objects and events; computer game entities, metaphysical issues; epistemological foundations of game studies; player identity, perceptual experience; ethical and political issues in game design and consumption; experiential, interactional, cognitive dimensions of gameplay; ethical responsibilities of game-makers; ethical norms in gaming contexts; the “magic circle” of games and actions/interactions transcending it; fictionality and interaction; defining computer games; player-avatar identity; player identity and conceptions of self; identity and immersion; imagination and interpretation; world, space and experience; technology, process, experience; time experience in gameplay; embodiment, emotion and player experience; aesthetics, ethics and player experience, “gamification”.

TIMETABLE
September 15th 2012: Deadline papers submissions
December 15th  2012: Deadline reviews papers
February 15th 2013: Deadline revised papers
Summer 2013: Publication of the special issue  

SUBMISSION DETAILS
To submit a paper for this special issue, authors should go to the journal’s Editorial Manager (EM) http://www.editorialmanager.com/phte/  
The author (or a corresponding author for each submission in case of co-authored papers) must register with EM.
Authors must select article type: "SI on PCG” from the pull-down list during the submission process. This is necessary for assignment of submissions to Guest Editors.  
Submissions will be assessed according to the following procedure:  
New Submissions > Journal Editorial Office > Guest Editors > Reviewers > Reviewers’ recommendations > Guest Editors’ recommendations > Editor-in-Chief’s final decision > Author Notification of Decision.
The process will be reiterated in case of requests for revisions.

For any further information please contact:
Anita Leirfall anita.leirfall@umb.no
Olli Leino otleino@cityu.edu.hk