May 022023
 

Understanding Interactive Digital Narrative Immersive Expressions for a Complex Time” de Hartmut Koenitz
onde consta..
“This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) untangles the range of theories and arguments that have developed around IDN over the past three decades.

Looking back over the past 30 years of theorizing around interactivity, storytelling, and the digital across the fields of game design/game studies, media studies, and narratology, as well as interactive documentary and other emerging forms, this text offers important and insightful correctives to common misunderstandings that pervade the field. This book also changes the perspective on IDN by introducing a comprehensive conceptual framework influenced by cybernetics and cognitive narratology, addressing limitations of perspectives originally developed for legacy media forms. Applying its framework, the book analyzes successful works and lays out concrete design advice, providing instructors, students, and practitioners with a more precise and specific understanding of IDN.

This will be essential reading for courses in interactive narrative, interactive storytelling, and game writing, as well as digital media more generally.”

+infos(oficial): LINK

HOMO LUDENS (ESP) VIDEOJUEGOS PARA ENTENDER EL PRESENTE” de CARRUBBA, LUCA (ED.)
onde consta..
“Homo ludens presenta diferentes posiciones respecto al videojuego yplantea preguntas que obligan a poner en cuestión nuestras certezas. Adiferencia de otras exposiciones sobre el tema, basadas en aspectoshistóricos, simbólicos y visuales, esta adopta una perspectiva crítica:invita al espectador a reflexionar y a tomar partido, al tiempo quemuestra todas las interpretaciones y potencialidades de los videojuegos:desde su impacto en el mundo del arte, la computación y la ciencia a losindie games que aportan visiones alternativas que permiten romperestigmas y estereotipos y contribuir a la aparición de una nuevasensibilidad social o medioambiental.”

+infos(oficial): LINK

May 022023
 

Seminário de Ensino de Videojogos e a Conferência Videojogos’23

“28-30 de Novembro de 2023 porque a 13ª edição Videojogos regressa novamente num moliceiro sob inspiração marítima, sendo adocicada por receitas divinas na Universidade de Aveiro. A data para submissão dos artigos é 31 de julho de 2023. Não se esqueçam de passar também a palavra nas vossas redes nacionais e internacionais.”

+infos(oficial): https://videojogos2023.spcvideojogos.pt/

May 022023
 

Gostava de ler este artigo “The Pursuit of Fun in Digital Games: From the Sandpit to the Console and Beyond” d eDiego Fellipe Tondorf, e Marcelo da Silva Hounsell

“Fun has long been considered inherent in the act of playing. Some authors argue that it is an element always present in games, and others that it is not, that there are several types of fun and several factors that change the perception of fun, but fun has always been associated with positive effects on players. As a subjective concept, and dependent on context and player experience, understanding fun in games is a challenge for developers. With the development of the industry and the research on digital games, it became necessary to create new artifacts for the design and validation of fun. Understanding fun is also essential for serious games, which have been criticized for not being fun. Thus, better understanding fun and how to achieve it is a big challenge where crucial outcomes could benefit application areas such as education, health, and others. But the roadmap for such an area of research has not been established. This chapter presents fun as a grand challenge in games and digital entertainment and proposes a path for future research.”

+infos(oficial): LINK

Gostava de ler este artigo “Platform for Interactive Audiovisual Productions and Generative Art Using Processing” de P. D‘Amato e Diana Karina Leon

“Through computers, artists have found a way to enhance their production, discovering new ways for communicating their productions and devising new forms of expression. Being able to make the most of these facilities requires interdisciplinary groups that seek to enhance creativity and at the same time generate new forms of creation. In particular, an artist takes advantage of the different tools available, from sound to draws in order to provide immersive experiences. This paper presents a platform that implements image and audio processing algorithms, to facilitate the artist’s task, in what is called generative art. With the platform it is possible to create animated digital images in real time that adapt to the sound’ properties and that can be used in live audiovisual performances.”

+infos(oficial): LINK

Apr 212023
 

“Call for Papers KuI 2023
To this day, our understanding of technology has been shaped by the idea of industrialisation as progress that makes our daily life safer and easier, but at the same time more diverse. In our post-digital age, physical and virtual systems are becoming more and more inseparable. Concepts for new products and systems are often conceived, implemented, and tested in digital and real environments at the same time. This is especially true for extended reality applications in which code and materiality, virtuality and reality form a unit.
Discussions of new materiality go hand in hand with physical and hybrid realities. At the same time, software and computer programs are increasingly helping to develop physical innovative materials for product design and other application fields. However, this new understanding of materiality is not only found in product design, but also in arts and culture created and/or presented in combination with digital technologies such as extended reality (VR, MR, AR).
The entanglement between the physical world and computer-generated data cuts across and expands far beyond disciplines such as human-computer interaction, machine-to-machine communication, computer graphics, sensor systems, humanities, and artistic sciences such as sound, visual, culture and design studies. With our 21st International Conference on Culture and Computer Science we want to address the multifaceted bridges between physicality and virtuality, between culture, arts, and engineering.
The Culture and Computer Science conference series will focus on best practice examples, challenges and future trends in the fields of physical and virtual spaces, mixed, extended, augmented, and virtual reality, hybrid systems, 3D technology, data collection and management, media integration, modelling, visualisation, and interaction. The conference addresses employees of cultural and creative industries, art and culture professionals, media, and communication scientists as well as computer scientists and engineers, who conduct research and development on cultural topics.

topicos:
Physical and virtual spaces, especially hybrid spaces
Code and materiality
Mixed reality, augmented reality, augmented virtuality, and virtual reality systems, applications, and technologies
Hybrid applications
Analogue and digital exhibition design
Collections – exploitation, design, exhibition, and conveyance
Cultural heritage (tangible and intangible)
Influence of art and culture on future technical developments and vice versa
Interdependence between culture and computer science
Human–computer interaction
Intuitive usage of media systems
Natural user interfaces
Sketching
Simulation of cultural sites (acoustic, visual, and material)
Machine Learning for cultural applications
Cultural techniques
Ethics in culture and computer science

Further Key Aspects of the Conference:
Technologies for physical and virtual spaces
3D technologies
Digitalisation in the cultural and creative industries
Visualisation and interaction technologies
Interactive multimedia solutions for museums, theatres, concert halls, exhibitions etc.
Collaboration in physical and virtual spaces
Digital exhibitions, science centres, museums, and galleries
Virtual reconstructions
Location-based and context-sensitive services in a cultural context
Documentation, visualisation and interaction in museums and archives
Digital and hybrid storytelling”

+infos(oficial): https://kui.htw-berlin.de/call-2023/

Apr 212023
 


“CEEGS (Central and Eastern European Game Studies conference) is a gathering of game scholars organised annually by DiGRA Central and Eastern Europe, but its thematic scope is not limited to regional topics, and it welcomes participants from anywhere in the world. The 2023 conference will be hosted by Macromedia University in Leipzig, Germany.

temas:

Games as culture and forms of artistic expression
How games shape human discourse about society and contribute to new forms of game design and development; how they negotiate certain topics such as gender diversity, ecology, AI, human and nonhuman, politics, human philosophy.

Player experience
Game analytics and player behaviour, preferences, and the multifaceted effects of games and play.

World building and design
Cultural and ecological constructions and representations of gameworlds and the ways in which these worlds reflect and shape our understanding of reality; how gameworlds negotiate empirical reality, what elements (aesthetic, artistic traditions, etc.) they borrow, and how they re-arrange them in a coherent gameworld.

Character art and design
Artistic history and cultural expression in character design, diversity, stereotypes and breaking with them; representation of gender, monstrosity, etc., and the impact of these representations on players and society.

Narrative design
Recurring plot structures, master narratives; how ancient, literary, and transmedia plot structures influence the design of games, and how they shape our understanding of storytelling and ways of communication in the digital age.

Rules, mechanics, dynamics,
…and their relation.

Systems and ideological or utopian structures
Mechanics as metaphors; games as miniature-labs for systemic confrontations, learning from systems and cultural ramifications; if games can be seen as miniature laboratories that teach systematic thinking, which new ludic developments will influence our established systems? Which new systems will emerge and how may game design help?

Game production
Investigating the production processes involved in the creation of games, with a focus on the ethical, ecological, social, and political implications of these processes.

Gaming communities
Intercultural aspects, confrontations, groupings and forum discussions about games and culture and their interaction with game designers.

Playful communities and gamification practices
The homo ludens as a new labourer and the use of game design elements in non-gaming contexts.

AI and future technologies
How AI may inform and help game design; how AI may help in the creation of systems and meaning production; questions of authorship, etc.; the potential of virtual and augmented reality for game design and player experience.

Game accessibility and inclusivity
Examining how game design can be made more accessible to players with disabilities, and how games can promote diversity and inclusivity.

Aesthetics and design of experimental and independent games
Avant-garde experimentation in games and their theoretical input for game studies; serious games, health games, etc.; examining the impact of these games on players and society.

Game design research process
Game preproduction and research, and their influence on game design and AAA productions.”

+infos: LINK

Apr 082023
 


We encourage everyone to submit novel and innovative work in areas including but not limited to:
Computer programming standardization and interoperability
– Programming language concepts and methodologies
– Programming exercises standards and specifications
– E-learning Data analytics
– Learning tools interoperability
– Learning cloud services
– Data and graph visualization languages

Computer programming environments, tools and services
– Learning Management Systems
– Massive Open Online Courses
– Repositories of programming exercises
– Intelligent Tutors
– Automatic assessment tools
– Program/Algorithm animation tools
– Automatic program evaluation tools
– Plagiarism tools

Computing programmes, curricula, and courses
– E-learning and B-learning in computer programming courses
– Programming languages teaching methods
– Developing, implementing, or evaluating computing programmes, curricula, and courses
– Pedagogies to foster learning in CS areas (e.g. programming, database systems, physical computing, computer security)
– Social and global challenges in computing education

Innovative use of technologies
– Novel educational methods
– Educational resources recommendation
– Sequencing of educational resources
– Gamification in computer programming education
– Game based learning
– Virtual Reality and Augmented Reality
– AI to drive student progress (e.g. bot coaching)

Dates:
Paper Submission 25 April 2023
Paper Author Notification 24 May 2023
Final Paper Submission 31 May 2023
Accepted Papers Author Registration Deadline 15 June 2023
Conference 26-28 June 2023

+infos(oficial): https://icpeconf.org/

Apr 082023
 

“Main Topics
Authors are invited to submit papers from all areas related to digital art and art installations, interactive art or media artworks for review by the international committee. Both research and applications papers are of relevance to ARTECH 2023

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

Full and Short papers submissions: June 16, 2023
Artwork proposals: June 16
Full/short papers acceptance notice: September 15
Artwork’s acceptance notice: September 15
Early registration deadline: September 22
Submission full/short paper final version: October 20
Author registration deadline: October 27
ARTECH 2023 Conference: (28) 29, 30 November 2023

+infos(oficial): http://2023.artech-international.org/

Mar 192023
 

Eighteenth European Conference on Technology Enhanced Learning
ECTEL 2023
Aveiro, Portugal | 4-8 September 2023

Temas:

The topics of interest are grouped into the following eight blocks:
Pedagogical and theoretical underpinning
Educational Technologies
Individual, social, and organisational learning processes
Students’ skills and competences
Supporting teacher professional development
Ethics, privacy, regulations and policies
Fairness, equity and equality
Educational Technology in lifelong learning contexts
Global teaching and learning

From both research and innovative practice perspectives the following topics of interest to the conference include, but are not limited to:

Pedagogical and theoretical underpinning
Active learning
Problem-and project-based learning
Flipped classroom
Competency-based education and training
Inquiry-based, exploratory, and discovery learning
Computer-supported collaborative learning and cooperative work
Communities of learners and communities of practice
Learning design and design approaches
Teaching techniques and strategies for digital learning
Game-based and simulation-based learning
Storytelling and reflection-based learning
Technology-enhanced orchestration of learning
Learner well-being, affect, motivation, engagement, skills, attitudes, and value
Technological underpinning
Mobile, wearable, and pervasive technologies
Sensors, sensor networks, and Internet of Things
Roomware, ambient displays, and ubiquitous devices
Robots
Remote and virtual labs
Augmented reality, virtual reality, and mixed reality
Serious games, simulations, and 3D virtual worlds
Interactive, context-aware, personalised, and adaptive learning systems
Visualisation techniques and dashboards
Learning analytics
Artificial intelligence
Educational data mining and process mining
Recommender systems
Natural language processing and latent semantic analysis
Semantic Web
Social computing and social media
Infrastructures and architectures
Large-scale learning systems
Specifications and standards
Interoperability and sharing of devices, tools, architectures, and data
Individual, social & organisational learning processes
Cognitive and metacognitive mechanisms in knowledge acquisition and construction
Self-regulated and self-directed learning
Reflective learning
Strategies for the development of 21st century skills
Computational thinking
Social processes in teams and communities
Bring your own device (BYOD)
Group and collaborative work
Assessment of/for/as learning (formative, summative, self-, peer- assessment)
Social awareness
Sensemaking and Meaning Making
Knowledge management and organisational learning
Collaborative knowledge building
Ethics, privacy, regulations and policies
Ethics and privacy for data gathering, storage, processing, and presentation
Data privacy
Regulations and policies related to educational data
Strategies to handle ethics and privacy for handling educational data
Learning communities and contexts
Formal education: K-12
Formal education: higher education
Lifelong learning
Informal and non-formal learning
Interprofessional and Interdisciplinary Learning
Vocational education and training
Seamless learning
Teacher education and professionalization
Tutoring and student support
Global teaching and learning
Global challenges
Massive Open Online Courses (MOOC)
Smart Learning Environments (SLEs)
Open educational resources (OER)
Learning Networks
Teacher Networks
Learning ecologies, learning ecosystems, fitness and evolvability of learning environments
Business models
Micro-credentials
Quality education for underrepresented groups
Fairness, equity, and equality
Digital and generation divide and learning
Teaching and learning in rural and isolated areas
Inclusive, equitable, and accessible learning
Standards about accessibility and learning
Promotion of learning and employability within underrepresented groups and communities
Learning of students of underrepresented groups, including students with special needs
Psycho-pedagogical support for users

+infos(oficial): https://ea-tel.eu/ectel2023

Mar 142023
 

O Simpósio Internacional de Informática Educativa (SIIE) é um fórum internacional para a apresentação e discussão dos mais recentes avanços na investigação sobre tecnologias educativas e a sua aplicação prática em processos educativos. Também visa reunir investigadores, representantes institucionais e docentes para partilharem perspetivas, conhecimentos e experiências.

A 25.ª edição do Simpósio terá como foco sistemas, plataformas, pedagogias e educação baseada na prática em e-learning e b-learning, incluindo o uso de simuladores, sistemas de realidade aumentada, sistemas de realidade virtual e laboratórios virtuais, bem como pensamento computacional, programação e robótica educativa.

Contributos
O Simpósio procura contributos de qualidade com a apresentação de trabalhos originais na área da Informática Educativa relacionados com os temas de interesse. Os contributos podem ser submetidos em espanhol, português ou inglês. O título e o resumo também devem ser em inglês. A apresentação de trabalhos no simpósio poderá ser em espanhol, português ou inglês. Todas os contributos devem ser enviados como arquivos DOC, DOCX ou PDF e estar em conformidade com as instruções de formatação do IEEE
(http://www.ieee.org/conferences_events/conferences/publishing/templates.html).

Os contributos serão limitados a um máximo de 6 páginas.

As submissões devem ser feitas através da plataforma CMT Microsoft através do seguinte link (https://cmt3.research.microsoft.com/SIIE2023/Submission/Index)

Os trabalhos aceites serão publicados digitalmente nas atas do simpósio, que serão distribuídos aos participantes antes do simpósio.

Os trabalhos submetidos serão incluídos numa edição de post-proceedings que será submetida ao IEEE para ser considerada para publicação no IEEEXplore (indexado por Clarivate WoS e SCOPUS).

Os artigos a serem publicados como atas do IEEE devem ser escritos em inglês. Os melhores trabalhos também serão selecionados para publicação em versões desenvolvidas em várias revistas.

Edições especiais estão atualmente confirmadas em:
Revista IEEE RITA (http://rita.det.uvigo.es/)
Revista da ADIE, IE Comunicaciones (http://www.adie.es/)
Revista Educação na Sociedade do Conhecimento (EKS) (https://revistas.usal.es/tres/index.php/eks)

Datas Importantes
Submissão de artigos: 31 de maio de 2023
Notificação de aceitação: 21 de julho de 2023
Prazo para submissão de versão para publicação: 25 de setembro de 2023
Prazo de inscrição antecipada: 14 de outubro de 2023
Simpósio: 16 a 18 de novembro de 2023

Temas
Segue-se uma lista de temas de interesse para o simpósio:
Teorias pedagógicas aplicadas à concepção de software educativo
Aplicações de web semântica na educação
Aplicações de software educativo em domínios específicos
Ensino a distância, online e híbrido
Aprendizagem colaborativa
Aprendizagem ubíqua e móvel
Desenvolvimento de conteúdos educativos
Conhecimento aberto em contextos educativos
Concepção e padronização de tecnologias educativas, metadados e linguagens de modelação
Concepção, desenvolvimento e avaliação de software educativo
e-Avaliação: Teoria, métodos, ferramentas e práticas
Ambientes de aprendizagem personalizados
Análise da aprendizagem
Formação de professores em TIC
Gestão do conhecimento, tecnologia e competências em contextos educativos
Inteligência artificial na educação
Interacção homem-computador em contextos educativos
Laboratórios virtuais e remotos
Metodologias e práticas de utilização de software educativo
Exploração de dados educativos
Multimédia, hipermédia e visualização na educação
Mundos virtuais educativos
Pensamento Computacional, programação e robótica educativa
Recursos baseados na Web
Sistemas de gestão da aprendizagem: arquiteturas e plataformas
Apoio à aprendizagem não formal e informal no local de trabalho
Simulações educativas e jogos de vídeo
Web social e comunidades de aprendizagem
Realidade virtual, realidade aumentada e realidade mista.
Aprendizagem inclusiva e Educação Especial

Contactos
Para questões relacionadas com submissões: siie.2023@ese.ips.pt

+infos(oficial): https://eventos.ese.ips.pt/siie2023/

Mar 102023
 

A conferência: 8th EAI International Conference on Design, Learning & Innovation
“The EAI DLI conference focuses on advancing research in design, learning, and innovation related to digital and emergent technology, and promoting inclusive and playful discourse. It brings together researchers, practitioners, and educators from various fields. This year’s theme is accessible digital technologies for an inclusive digital society. The conference accepts various submissions, including full and short papers, work-in-progress, workshops, and symposiums. DLI 2023 will be held at Aalborg University in Denmark”

datas importantes:
Full Paper Submission deadline: 1 August 2023
Notification deadline: 10 September 2023
Camera-ready deadline: 5 October 2023

“All registered papers will be submitted for publishing by Springer and made available through SpringerLink Digital Library.

Proceedings will be submitted for inclusion in leading indexing services, such as Web of Science, Compendex, Scopus, DBLP, EU Digital Library, IO-Port, MatchSciNet, Inspec and Zentralblatt MATH.

All accepted authors are eligible to submit an extended version in a fast track of:

Additional publication opportunities:


+infos(oficial): https://designlearninginnovation.eai-conferences.org/2023/