Mar 102021
 

Authors are invited to submit papers from all areas related to digital art, but also art installations, interactive art or media artworks, for review by the international committee. Both research and applications papers are of relevance to ARTECH 2021.

Topics of interest include (but are not limited to):

  • AI and Art
  • Art, Science and Sustainability
  • Art and Science Theory
  • Art and Technology
  • Audio-Visual and Multimedia Design
  • Creativity Theory
  • Design and Data Visualization
  • Digital Games
  • Digital Storytelling
  • Digital Technologies and Making
  • e-Learning in Art and Media Studies
  • Electronic Music
  • Generative and Algorithmic Art & Design
  • Gesture Interfaces
  • Human-Computer Interaction
  • Immersive Art
  • Interactive Art
  • Interactive Systems for Artistic Applications
  • Interaction Design
  • Interfaces
  • Media Art History
  • Web Art and Digital Culture
  • Digital Media, Apps and eBooks
  • Digital Preservation
  • Parametric Design
  • Praxis and Poesis
  • STEAM Education
  • Sustainability and Bioremediation Activism
  • Tangible Interfaces
  • Technology in Art Education
  • Virtual and Augmented Reality

Datas importantes:
• Full and Short papers submissions: May 3, 2021
• Artwork proposals: May 3, 2021
• Full/short papers acceptance notice: July 5, 2021
• Artwork’s acceptance notice: July 5, 2021
• Early registration deadline: August 2, 2021
• Submission full/short paper final version: August 2, 2021
• Author registration deadline: September 6, 2021
• ARTECH 2021 Conference: October 13-15 , 2021

+infos(oficial): http://2021.artech-international.org/conference/

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Feb 072021
 

“​Multidisciplinary conference, transversal to all the sectors of activity that involve Information Technologies and systems in Educational area, namely: Higher Education Institutions, Research and Development, Business & Finance; Public Administration; Economics; Management Science; Information and Communications Technology.

Topics
ICT and Virtual learning
Apps for education
Augmented and Virtual Reality
Collaborative Virtual Environments
Distance Education
E/B- Learning
Emergency Remote Learning / Teaching
ICT and Education
ICT skills and competencies among teachers
Learning Management Systems
Massive Open Online Courses (MOOC)
Social media in education
Technology enhanced Learning
Virtual Learning Environments
Virtual Universities
Web 2.0 and Social Networking
Web classroom applications

Pedagogical & Didactical Innovations
Active Learning
Educational Experiences
Educational Leadership
Educational Practice and Case Studies
Language Education and Literacy
Learning / Teaching Methodologies
Learning models
Lifelong Learning
Tutoring and Coaching
Transferable skills
Evaluation and Assessment of Student Learning
Collaborative and Problem-based Learning
Flipped Learning
Experiences in STEM Education
Next Generation Classroom
Vocational Education and Training

Technologies issues in the Education in the different scientific areas
Accounting
Anthropology
Arts
Business and Economics
Entrepreneurship and Management
Financial education
Health
Hospitality and Tourism
Information systems
Language Education and Literacy
Mathematics
Natural Sciences
Philosophy
Physical education and Sports
Science Education
Social Sciences
Special and Inclusive Education

Quality in Education
Accreditation / assessment processes
Assessment software tools
Learning / Teaching methodologies and assessment Academic experiences and best practice contributions
Learning analytics
Online courses accreditation / assessment
Quality standards at national and international level
Virtual learning assessment

Technological Issues in Education and Research
Challenges of information technology for the workplace
E-commerce
Educational Research Experiences
Research on Technology in Education
Links between Education and Research
Research Methodologies
Engineering Research Centres
Human Capital, Creativity and Innovation
Impacts of digital transformation in education and in the workplace
Preparation of digital workers

Educational Software and Serious Games
Educational Software experiences
Experiences in Educational/Serious Games
Gamification
Videos for Learning
3D Applications and Virtual Reality

Curriculum Design and Innovation
Curriculum Development
Forecasting of labour market and skill needs
Generic skills and their development
New Experiences for Curriculum Design
One to One/Laptop Curriculum
Personal Learning Environments
Strategies, Principles and Challenges

University-Industry Collaboration
Continuous Education
Entrepreneurship Education
Higher Education
University/Industry Experiences
Work Employability
Workplace Learning​​

Submission and Decision
Articles submitted in English (up to a 10-page limit) must comply with the Smart Innovation, Systems and Technologies book series format (see Instructions for Authors at Springer Website / Word Template​). Articles submitted in Spanish or Portuguese (up to a maximum of 10 pages) must comply with the Thomson Reuters format.
Submitted papers must not have been published before, not be under review for any other conference or publication and not include any information leading to the authors’ identification. Therefore, the authors’ names, affiliations and bibliographic references should not be included in the version for evaluation by the Scientific Committee. This information should only be included in the camera-ready version, saved in Word or Latex format and also in PDF format. These files must be accompanied by the Consent to Publish form filled out, in a ZIP file, and uploaded at the conference management system.
All papers will be subjected to a “double-blind review” by at least two members of the Scientific Committee.
Based on Scientific Committee evaluation, a paper can be rejected or accepted by the Conference Chairs. In the later case, it can be accepted as the type originally submitted or as another type.
The authors of accepted papers will have 15 minutes to present their work in a Conference Work Session; approximately 5 minutes of discussion will follow each presentation.
The authors of accepted poster papers must also build and print a poster to be exhibited during the Conference.
This poster must follow an A1 or A2 vertical format. The Conference can includes Work Sessions where these posters are presented and orally discussed, with a 7 minute limit per poster.​

Important Dates
Paper Submission: March 31, 2021
Notification of Acceptance: April 30, 2021
Payment of Registration, to ensure the inclusion of an accepted paper in the proceedings: May 17, 2021
Camera-ready Submission: May 17, 2021

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Oct 192020
 

Gostava de ter acesso a este livro: “Meeples Together How and Why Cooperative Games Work” de Christopher Allen and Shannon Appelcline

+infos(oficial): LINK

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Aug 192020
 

“Games and Culture: A Journal of Interactive Media is an international journal that publishes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies.

Games and Culture’s scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other arenas include the following:

Issues of gaming culture related to race, class, gender, and sexuality
Issues of game development
Textual and cultural analysis of games as artifacts
Issues of political economy and public policy in both US and international arenas
Of primary importance will be bridging the gap between games studies scholarship in the United States and in Europe.

One of the primary goals of the journal is to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts. A second goal is to examine how gaming and interactive media are being used outside of entertainment, including in education, for the purposes of training, for military simulation, and for political action.

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 electronically in Word or Word Perfect format and conform to the Publication Manual of the American Psychological Association (Fifth Edition) and should not exceed 8,000 words in length. Papers that do not conform to these guidelines will be returned to the author(s).”

https://journals.sagepub.com/description/gac

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Aug 192020
 

European Journal of Information Systems
https://www.scopus.com/sourceid/15074

Journal of Information Technology
https://www.scopus.com/sourceid/12815

Computers & Education
https://www.sciencedirect.com/journal/computers-and-education

Review of Research in Education
https://www.scopus.com/sourceid/16514

Studies in Higher Education
https://www.scopus.com/sourceid/20853
https://www.tandfonline.com/toc/cshe20/current

procurar outros locais no scopus:
https://blog.scopus.com/posts/titles-indexed-in-scopus-check-before-you-publish
https://www.scopus.com/sources.uri

 

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Aug 102020
 

É sempre bom quando encontramos malta que seguimos a escrever sobre o tema de videojogos. Desta vez numa revista de acesso aberto e que todos podem ler 🙂
Vol. 5 No. 1 (2020): Videogames and Culture: Design, Art and Education, do qual destaco:
‘Videogametism’: Consolidating the recognition of video games as an art form” por Marco Fraga da Silva
The relation between gamers audiences and gaming industry workforce” por Ivan Barroso

+infos(oficial): LINK

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Aug 102020
 

Meaningful Play 2021 Conference Overview
Whether designed to entertain or to achieve more “serious” purposes, games, virtual reality, augmented reality, and mixed reality have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior.

Meaningful Play 2021 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

Conference Audience and Themes
The conference is primarily for:
industry and academic game researchers
industry and academic game designers and developers
game educators
students
government and NGOs interested in games

The three primary themes of the conference are:
exploring meaningful applications of games
issues in designing meaningful play
learning, education & games
The first theme includes an examination of games (of all types) from primarily an academic research perspective.

The second theme focuses on much more practical knowledge from the front-line of actual design, development, and use of games, virtual reality, augmented reality, and mixed reality experiences for meaningful purposes.

The third theme is focuses the use of games for learning and education, as well as the teaching of game making and game studies within academia.

+infos(oficial): https://meaningfulplay.msu.edu/index.php

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Aug 102020
 

Describing Nature Through Visual Data, Connecting Art, Culture, Science, and Technology por Jing Zhou

gostava de ter acesso a este livro..

“This chapter presents the motivation, background, and implementation of “Living Mandala: The Cosmic of Being 1,” an interactive graphics installation that combines real-time data, multi-cultural mandalas, scientific imagery, and cosmological symbols. Built with an open source programming language and environment, this living contemporary symbol is an exploration into uncharted territories of the human soul sculpted by our present time. Its interactive revolving graphical system visualizes our perceptions of life (microcosm) and the universe (macrocosm); our connections to ancient mythology, cosmology, and cultural heritage; and the relationships among humankind, science, technology, and nature in a globalized society. Merging rich historical, cultural, scientific imagery and symbols with real-time data and relaxing sound, this living organism alters every moment responding to the movement, color, light, sound, and temperature of its surroundings.”

+infos(oficial): LINK

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Aug 102020
 

The WorldCist’21 – 9th World Conference on Information Systems and Technologies, to be held in Terceira Island, Azores, Portugal, 30-31 March to 1-2 April 2021, is a global forum for researchers and practitioners to present and discuss the most recent innovations, trends, results, experiences and concerns in the several perspectives of Information Systems and Technologies.
We are pleased to invite you to submit your papers to WorldCist’21. All submissions will be reviewed on the basis of relevance, originality, importance and clarity.

Themes
Submitted papers should be related with one or more of the main themes proposed for the Conference:
A) Information and Knowledge Management (IKM);
B) Organizational Models and Information Systems (OMIS);
C) Software and Systems Modeling (SSM);
D) Software Systems, Architectures, Applications and Tools (SSAAT);
E) Multimedia Systems and Applications (MSA);
F) Computer Networks, Mobility and Pervasive Systems (CNMPS);
G) Intelligent and Decision Support Systems (IDSS);
H) Big Data Analytics and Applications (BDAA);
I) Human-Computer Interaction (HCI);
J) Ethics, Computers and Security (ECS)
K) Health Informatics (HIS);
L) Information Technologies in Education (ITE);
M) Technologies for Biomedical Applications (TBA)
N) Information Technologies in Radiocommunications (ITR);

+infos(oficial): http://www.worldcist.org/index.php

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Jul 312020
 

“New ACM Journal to Cover Games and Gaming
Forthcoming in 2020, the ACM Games Review: Research and Practice will be a research and practice journal that publishes and publicizes major scientifically rigorous and practically useful research related to games. The journal covers the following topics in relation to games: games computing; games AI and analytics; graphics and visual art; audio, design and UX; interactive narrative; production and business; user research and HCI; education; society; audience and communities; immersive experiences; applied gaming; and alt.play. The new journal will be led by Sebastian Deterding of University of York, UK, together with a board of leading international academic and practice researchers.

The goal of the journal is to focus on scientifically rigorous major contributions in the field of games. The journal encourages a combination of original research papers, practitioner reports, critical reviews, special issues, tutorials, and more. All contributions will be reviewed carefully and will be transparently grounded in evidence and argument, valid and reliable against the standards of the particular methods employed, and novel against the body of knowledge it builds on.”

+infos(oficial): LINK

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