Feb 242020

Call for Papers IJFMA Vol 5 No 1 (2020), Videogames and culture: Design, Performance, Art and Education

The next chapter of IJFMA is dedicated for the contemporary culture of videogames, encouraging authors to present original studies oriented to this immersive media that have a huge impact in modern life.

IJFMA welcomes papers addressing one or more of the following themes:

Videogames as an art form;
Visual culture and games;
Videogames and animation for media literacy
Ubiquitous games research;
Games and learning;
Pedagogies of play;
Education and games;
Non-traditional gaming approaches;

+infos(oficial): LINK

Feb 242020




“The annual Conference of International Council of Educational Media (ICEM) is a meeting place for researchers and practitioners in the field of educational media and technology enhanced learning. ICEM is one of the oldest associations in the field, being established by European ministries of education and UNESCO in 1950. The ICEM 2020 Conference will take place at Polytechnic Institute of Santarém, Portugal on 14 – 16 October. Come and join us in the celebration of ICEM’s 70th birthday! It will be an exquisite event.
With ICEM Conference there is the opportunity for presenting and discussing new educational tools and environments, experiences and best practices and case studies on innovative technology-based learning strategies, and institutional policies on educational media and computer supported education. It will provide an overview of current technologies as well as upcoming trends, and promote discussion about the pedagogical potential of educational environments and technologies in the academic field. The Conference programme will include presentations of research results and best practice, hands-on workshops, poster session, roundtable sessions, demos and showcases.

Conference Topics (but not limited to)
Educational Media and Media and Information Literacy
Innovative and Inclusive Educational Approaches and Environments
Learning Ecosystems and Learning Design
Online and Mobile Learning and Ubiquitous Technologies for Learning
Learning and Skills for the Digital Era
Open Science and Open Educational Resources
3D Fabrication for Learning
Augmented Reality, Virtual Reality and Artificial Intelligence in Education and Training
Virtual Worlds, Gamification and Serious Games in the Classroom
Learning and Collaborative Technologies
STEAM Learning
Smart Education and Smart Cities
Technology Enhanced Learning”

• Submission deadline for proposals through EasyChair: May 31, 2020
• Notification of acceptance: June 29, 2020
• Submission deadline for final versions of proposals: September 20, 2020

+infos(oficial): http://icem2020.ipsantarem.pt/

Feb 202020

The 21st annual Simulation and AI in Games Conference
Department of Communication and Art
University of Aveiro
Aveiro, Portugal
September 23-25, 2020

The aim of the 21st annual European GAME-ON® Conference (GAME-ON®’2020) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants.

GAME-ON®’2020 consists of five core tracks, which cover, Gaming Methodology, Game Theory, Gamification, Artificial Intelligence and Simulation, while the other tracks cover peripheral technologies closely linked to games design, like 3-D scalability, facial and skeletal animation, 3D in-game animation etc, Mobile Gaming and Gaming
Applications such as Serious games and Gamification in different sectors; Organizational issues when implementing games; Designing games for learning; Technologies, tools and platforms for developing games for learning; Games to teach arts, science, or business; Social and collaborative aspects of game-based learning; Multi-modal aspects of game-based learning (e.g. audio, augmented reality, virtual reality, etc); Motivational aspects of game-based learning.

This year’s event features the following new topics Deep Learning, Evolutionary (Genetic) approaches combined with Deep Learning. Procedural Generation, Real-Time Ray-Tracing (RTRT), Real-Time Path-Tracing (RTPT), Hybrid Rendering and Mesh Shaders.

Procedural Content Generation Techniques applied to Game Design and Development
Davide Gadia, Università degli Studi di Milano, Milan, Italy

The Highs and Lows of Natural Language Learning Gamification
Maxim Mozgovoy, The University of Aizu, Aizuwakamatsu, Fukushima, Japan
Evaluation of a VR system for Pain Management using Binaural Acoustic Stimulation
Dr. Francisco José Perales López, Catedrático de Universidad CCeIA,
Dep. Matemáticas e Informatica, UIB, Palma de Mallorca, Illes Balears, Spain

Tutorials can be proposed in the following three categories:
* T1- Introductory Tutorials
* T2- State of the Art Tutorials
* T3- Software and Modelware Tutorials

Tutorial proposals should be emailed to Philippe.Geril@eurosis.org, by indicating the type of tutorial you would like to suggest. (T1, T2 or T3) before MARCH 1, 2020. A confirmation email will be sent to verify that the proposal was received.

All submissions will be peer reviewed by at least three members of the International Program Committee. Accepted papers will be published in the conference Proceedings (both print and electronic format), that will be copyrighted and widely disseminated.

Contributions to the technical program are solicited in the following general areas;

The conference will cover the following themes
– Games Development Methodology
– Game Theory/Multi-Agent Systems
– Gamification and Social Game Mechanics
– Artificial Intelligence and Deep Learning
– Learning, Adaptation and Procedural Generation
– Intelligent/Knowledgeable Agents
– Collaboration & Multi-agent Systems
– Opponent Modelling
– Physics and Simulation/Graphical Simulation
– 3D Scalability
– Facial, Avatar, NPC, 3D in Game Animation
– Modelling of Virtual Worlds
– AI and Simulation Tools for games design
– Game Design
– Rendering Techniques, RTRT, RTPT
– Cognitive Psychology
– Affective Computing and Emotional Gaming
– Voice Interaction
– Artistic input to game and character design
– Storytelling and Natural Language Processing
– Online Gaming – Security Issues in Online Gaming
– MMOG’s
– Serious games and Gamification
– Wargaming Aerospace Simulations, Board Games etc…
– Games for training
– Games Applications in education, Government, health, Corporate
– Games Consoles
– Games Console Design
– Mobile Gaming and Vr Gaming
– Perceptual User Interfaces for Games

Workshops on gaming, AI, simulation or software topics can be
proposed by MARCH 1, 2020.

The poster session only features work in progress. Next to the actual
poster presentation, these submissions also feature as short papers in
the Proceedings.

8 pages, single spaced, double column, including abstract, conclusions, diagrams, references).
During review, the submitted 8 PAGE EXTENDED papers can be accepted either as a regular 5 page paper or if excellent, full 8 page papers can be accepted by the program committee as an extended (8-page) paper for the conference proceedings.
Each submission will be reviewed by at least three members of the GAME-ON®’2020 International Program Committee.
Accepted extended papers are automatically published in a journal.

At least five pages, single spaced, double column).
Participants may also submit a 5 page paper for a regular (5 pages).
During review, the submitted 5 PAGE FULL papers can be accepted either as regular 5 page papers or if excellent, full 5 page papers can be accepted by the program committee as extended (8-page) papers for the conference proceedings.
Each submission will be reviewed by at least three members of the GAME-ON®’2020 International Program Committee

At least three pages, single space, double column.
Participants may also submit a 3 page short paper. During review, the submitted 3 PAGE papers can be accepted either as a short 3 page paper or poster. or if excellent, 3 page papers can be accepted by the program committee as full five (5-page) paper for the conference proceedings.by the International Program Committee. All accepted
papers will be published in the GAME-ON®’2020 Conference Proceedings.

Philippe Geril
European Simulation Office
Greenbridge NV
Ghent University Campus Ostend
Wetenschapspark 1
Plassendale 1
B-8400 Ostend Belgium
Tel: OO32.59.255330
Email: philippe.geril@eurosis.org

The 2020 GAME-ON Conference Committee will select the Outstanding Paper of the Conference. The author of this paper will be awarded a free registration for a EUROSIS conference. Only papers SUBMITTED AS FULL papers will be eligible for the Outstanding Paper Award.
The free registration is valid for 2 years after the event

The official conference language for all papers and presentations is English

Authors provide camera-ready manuscript: AUGUST 10TH, 2020
Conference at University of Aveiro, Aveiro, Portugal, SEPTEMBER 23-25, 2020

+infos(oficial): https://www.eurosis.org/conf/gameon/2020/

Feb 152020

“The Irish Conference on Game-Based Learning (iGBL), formerly the Irish Symposium on Game-Based Learning, now in its 10th year, will be hosted in Cork on 25th and 26th June 2020.

This conference provides a forum for all stakeholders interested in exchanging ideas, projects, and best practices on the use of games and game-based approaches to support motivation, learning, and change.

  • Researchers will be able to present and share their latest findings.
  • Students will have an opportunity to present their research or showcase their games, and meet specialists in this field to obtain constructive feedback.
  • Instructors will have the opportunity to share how they have used games in their classroom, discover new game-based teaching approaches and share new game-based skills that they can integrate into their teaching.
  • Companies will be able to showcase their products and explain how these can be used in the context of learning and motivation.

Prospective presenters can submit their abstracts through the online submission system.

We welcome abstracts from a wide range of stakeholders, including researchers, teachers, or students, who will have the opportunity to conduct workshops, present research results, or provide insights on how they managed to design or use games for educational or motivational purposes.

Important Dates

  • 22nd of February: Final Abstract submission deadline.
  • 25th of March: Notification of abstract acceptance.
  • 25th of March: Successful abstracts are invited to submit an extended version to be published in the conference proceedings.
  • 12th of April: Registration deadline for presenting authors.
  • 12th of April: Submission of extended abstracts.
  • 22nd of April: Notification of acceptance of extended papers.

Feb 152020

Uma lista das conferências acerca de videojogos..

DiGRA (the Digital Games Research Association) +infos(https://digra2020.org/)
Foundations of Digital Games (FDG) +infos(http://fdg2020.org/)
The Irish Conference on Game-Based Learning (iGBL) +infos(http://www.igbl-conference.com/)
PUDCAD Universal Design Education Practice Conference +infos(http://pudcad2020conf.itu.edu.tr/)
Replaying Japan +infos(https://replaying.jp/)


Jan 212020

“20ª Conferência da Associação Portuguesa de Sistemas de Informação (APSI), nos dias 16 e 17 de outubro de 2020, na Universidade Portucalense, numa organização conjunta com a Faculdade de Engenharia da Universidade do Porto (FEUP), o Instituto Superior de Engenharia do Porto (ISEP), o Instituto de Contabilidade e Administração do Porto (ISCAP) e a Escola Superior de Gestão e Tecnologias de Felgueiras (ESGTF), em que o tema principal será “Artificialização, Humanização: Os desafios dos Sistemas de Informação na transformação da sociedade”.

IS Curriculum and Education
Societal impacts IS & the future of work
IS for a green and sustainable world
Cyber-security, privacy, and ethics of IS
Blockchain, cryptocurrencies, and new business models
Sharing Economy
Human-computers interaction
Design Science
IS Development and Project Management
IT Adoption and use
IT Value
Social Media
IS in Healthcare
IS research methods
Human Behavior in IS and Marketing
Data Science and predictive analytics
Business, data, and process modelling
Smart cities
Data Science and Good

Datas importantes:
Prazo para submissão de trabalhos: até 10 de maio de 2020;
Notificação de aceitação/rejeição: até 11 de junho de 2020;
Submissão da versão final: até 08 de julho de 2020.

Regras para a submissão de trabalhos:
As submissões podem ser feitas como artigos de trabalhos completos, artigos de trabalhos em curso e pósters, devendo seguir estritamente as diretrizes de submissão disponíveis na página da conferência (https://capsi2020.apsi.pt/index.php/pt/submissoes-pt/chamada-de-trabalhos).
Cada artigo será revisto no mínimo por dois revisores em double-blind-review. Os trabalhos são submetidos eletronicamente através da plataforma EasyChair, conforme indicado na página da Conferência (https://capsi2020.apsi.pt/index.php/pt/submissoes-pt/submeter-trabalho), até ao dia 10 de maio de 2020.

Serão aceites na Conferência os seguintes tipos de trabalhos:
Artigos de trabalhos completos (full paper): Um artigo completo corresponde a um trabalho de investigação completo ou terminado, incluindo a discussão dos resultados da investigação, contendo entre 4000 a 6000 palavras.
Artigos de trabalhos em curso (research-in-progress paper): Um artigo de trabalho em curso apresenta resultados preliminares de um trabalho de investigação em curso, devendo conter entre 2000 a 4000 palavras.
Póster: Um póster apresenta investigação inicial, ideias e modelos em discussão, devendo conter apenas um resumo com 500 a 1000 palavras.

+infos(oficial): https://capsi2020.apsi.pt

Dec 072019

Um desvio para falar de videojogos..

“The Digital Games Research Section wants to extend the call to all scholars working in game studies. The section invites contributions dealing with digital games as cultural objects, digital gaming as a social practice, digital games as media for communication and related topics. Particular interest goes to understanding the cultural, psychological and sociological implications of digital gaming and of digital games as cultural objects and mass-market products, as well as serious applications of digital games. The section offers an interdisciplinary platform for exploring the impact and meaning of game culture(s). We welcome contributions dealing with topics traditionally associated with specific fields such as communication, but also humanities, media psychology, education science, economics and others. We deliberately aim for both qualitative and quantitative work in the belief that both deserve equal attention and are able to reinforce one another. We employ an inclusive definition of digital games as any game played on any digital device and explicitly do not limit the scope for submissions in this regard. The call is open for works dealing with both more traditional forms of digital gaming, ranging from nostalgia and retro gaming to newer innovations such as virtual reality, augmented reality, or location-based games.”

See the full call at http://www.ecrea2020braga.eu/2019/10/09/http-www-ecrea2020braga-eu-call-for-papers/

Deadline for abstracts is January 15, 2020.

Sep 052019

#Desenvolvimento de jogos educativos
As teorias de aprendizagem e os jogos educativos
Inteligência Artificial e Machine Learning
Ambientes Imersivos
Realidade Virtual
Realidade Aumentada

Serious games
Game-based learning
Social learning games

#Mobile learning
Apps para aprender
Apps e educação inclusiva
Abordagens mobile learning inovadoras / criativas
Avaliação da aprendizagem com dispositivos móveis
Internet das Coisas

Datas importantes:
Até 1 de fevereiro de 2020, Submissão de comunicações (textos completos) e relatórios de experiências
Até 6 de março de 2020, Notificação aos autores
Até 26 de março de 2020, Envio da versão final da comunicação
A partir de 1 de março de 2020, Inscrições e pagamento para participantes


+infos(oficial): https://labteuc.wixsite.com/ejml2020/

Aug 062019

“O Colóquio Inovação em educação: balanços e perspetivas futuras inscreve-se nas atividades do CIDInE e pretende constituir-se como um momento de reflexão sobre as questões que a inovação e a intervenção em educação levantam aos investigadores, formadores, professores e outros profissionais de educação em sociedades cada vez mais complexas.”

Os temas:
Contextos e dimensões do desenvolvimento humano
Aprendizagem e construção de conhecimento
Desenvolvimento curricular e formação
Supervisão e desenvolvimento profissional e institucional
Docência e inovação no Ensino Superior

Envio de resumos – 23 de agosto de 2019
Comunicação da aceitação da proposta – 14 de setembro de 2019
Divulgação do programa – 10 de setembro de 2019

+infos(oficial): http://coloquiocidine2019.web.ua.pt/

Jul 222019

O consórcio IPB/USAL/UAberta/UCM, formado pelo Departamento de Tecnologia Educativa e Gestão de Informação da Escola Superior de Educação do Instituto Politécnico de Bragança em Portugal, o Departamento de Didáctica, Organización y Métodos de Investigación da Universidad de Salamanca em Espanha, a Unidade de Desenvolvimento dos Centros Locais de Aprendizagem da Universidade Aberta em Portugal e o Departamento de Estudios Educativos/ Didáctica y Organización Escolar da Facultad de Educación da Universidad Complutense de Madrid em Espanha, apresentam a VI edição da conferência Ibérica de Inovação na Educação com Tecnologias da Informação e Comunicação (ieTIC2020).

Eixos temáticos: Lista de Tópicos / List of Topics
1 – Movimentos e ocorrências emergentes da e-sociedade
– Novas perspetivas de integração das TIC na educação e na formação
– TIC e sociedade
– Open source e open access
– Ética, valores e comportamentos no mundo digital
– Semantic web na Educação
– Big data e learning analitics em educação
– Internet das coisas e educação.

2- Comunicação e interação em redes de aprendizagem e formação
– Redes sociais, comunidades online e tecnologias Web 2.0
– e-learning, b-learning e m-learning, MOOCs e comunidades virtuais
– Videoconferência e outros serviços de interação síncrona e assíncrona
– Ferramentas colaborativas
– Computação em nuvem.

3 – Produção e integração de recursos educativos digitais
– Desenvolvimento de aplicações web
– Tecnologias multimédia e dispositivos associados
– Tecnologias para criação de objetos de aprendizagem multimédia
– Programação e robótica
– Realidade virtual, realidade aumentada e realidade mista
– Mundos virtuais 3D
– Serious games e virtual games
– TIC e necessidades educativas especiais.

4 – Políticas e projetos para a aprendizagem e formação com TIC
– Perspetivas nacionais e internacionais de projetos educativos com TIC
– TIC e formação inicial e contínua de professores
– TIC e aprendizagem ao longo da vida
– TIC e transformação da escola
– Projetos inovadores e experiências educativas com TIC
– Aprendizagem assistida por tecnologias.

Datas importantes:
30/11/2019 Prazo final para a submissão de resumos
31/12/2019 Prazo final para envio de revisões
06/01/2020 Notificação aos autores
12/01/2020 Prazo final para a submissão da versão revista dos resumos
05/02/2020 Publicação do livro de resumos (digital)
27 e 28/02/2020 VI Conferência Ibérica de Inovação na Educação com TIC (ieTIC2020)
29/03/2020 Prazo final para a submissão de artigos (textos integrais das comunicações orais e em poster)
26/04/2020 Notificação aos autores da aceitação dos textos
10/05/2020 Prazo final para a submissão da versão final dos textos
junho, 2020 Publicação do livro de textos selecionados da ieTIC2020

+infos(ieTIC2020): http://www.ietic.ipb.pt/