Jul 282022
 

Vai decorrer uma conferências sobre videojogos em Sevilha em setembro, a chamada de trabalhos já decorreu pelo que agora é desfrutar do evento. Para arquivo fica a apresentação do evento:
“El séptimo congreso Internacional de “Videojuegos y Educación” se celebrará los días 20, 21 y 22 de septiembre de 2022 en València. Organizado por la Cátedra: Ludificación y Gobierno Abierto (según convenio firmado entre la Universitat de València y el Ayuntamiento) y el Grupo Internacional de Investigadores Asociación ALFAS.

Los videojuegos son herramientas transformadoras que han ido adquiriendo cada vez más notoriedad en la sociedad, no solo como un objeto de entretenimiento sino también como una herramienta de formación. Se trata de aportar para la transformación digital en ámbitos como la educación, la cultura, el arte, la inclusión social, la innovación y el trabajo.

Áreas temáticas
ÁREA ESPECÍFICA: LA CIUDAD Y EL ARTE EN LOS VIDEOJUEGOS
La relación con la ciudad es objeto de múltiples perspectivas que se construyen tanto desde el punto de vista físico como del simbólico y de los diversos lenguajes que la van configurando. En estos momentos los lenguajes están, en gran medida, protagonizados por tecnologías y entre ellas el videojuego es claramente el protagonista.

Los videojuegos permiten la interacción con la realidad y la simulación de nuevas realidades imaginadas que se convierten en modelos para la toma de decisiones.
• Creaciones artísticas curriculares con videojuegos
• Aproximación a la creación artística con videojuegos
• El arte como transmisor de valores y estéticas
• El patrimonio artístico y cultural en los videojuegos
• Datos abiertos para la toma de decisiones con videojuegos

ÁREA 1: LOS VIDEOJUEGOS EN LA EDUCACIÓN FORMAL:
¿Cómo influye la sociedad de la información en la organización de la práctica educativa? ¿Qué papel pueden desempeñar los videojuegos en las nuevas estrategias de formación? ¿Se pueden mantener las mismas metodologías docentes utilizadas tradicionalmente, para alcanzar las exigencias del actual sistema educativo? ¿Cómo modular la incorporación de recursos tecnológicos para conseguir las competencias y valores a los nuevos tiempos? ¿Cómo preparar a los educadores para estos cambios?

En esta área se incluirían los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación formal:

Las comunicaciones pueden tratar temas como:
• Videojuegos y currículum
• Formación del profesorado en la utilización y creación de videojuegos
• Experiencias de buenas prácticas con videojuegos en educación formal
• Videojuegos en la atención a la diversidad.

ÁREA 2: LOS VIDEOJUEGOS EN LA EDUCACIÓN NO FORMAL:
Niños, niñas, jóvenes y adultos, como usuarios de videojuegos pueden obtener una experiencia que contribuya a su alfabetización digital, lo que significa no sólo jugar sino controlar su discurso, conocer las reglas desde las que han sido construidos o sumergirse en el mundo virtual que nos presentan. Pero todo ello debe realizarse de una forma consciente y, en este sentido, crítica para contribuir a la formación de las personas.

Esta área recogerá los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación no formal:
• Desarrollo de valores a través de los videojuegos
• La formación de profesionales a través de videojuegos de simulación (Serious games)
• Videojuegos en las terapias de rehabilitación
• Experiencias de buenas prácticas con videojuegos en educación no formal
• Construir puentes entre la educación formal y no formal

ÁREA 3: LA EDUCACIÓN INFORMAL Y LOS VIDEOJUEGOS:
Videojuegos y sus efectos
No cabe duda que hoy en día, los videojuegos ocupan gran parte del tiempo libre de muchos niños, adolescentes y jóvenes.

En esta área se englobarán temas de investigación y reflexión sobre la utilización, consecuencias, creación, de los videojuegos en su utilización en el ámbito de la educación informal:
• La violencia en los videojuegos
• Familia y videojuegos
• Género y videojuegos
• Los videojuegos en la tercera edad
• Creación y desarrollo de videojuegos
• Videojuegos en redes sociales”

+infos(oficial): https://www.uv.es/cive2022/

Dec 182021
 

Encontrei esta conferência com coisas interessantes de se ler..

E tudo começou com:
“This seminar invites artistic researchers of all disciplines to discuss and reflect on method. Method is the framework for the activities undertaken during the research, it decides what and how the researcher is going to do: how he/she recognizes particular phenomenon, reviewing the existing theories, data collection and analysis, understanding a foreign practice, describing the tacit and ineffable experience, organizing the arguments and evaluating empirical results etcetera. Method is, therefore, the steering wheel that guides the researcher to unknown territories and knowledge, and the supporter and stimulator to the artistic researcher’s intuitive ideas.

Method can take shape through a vast array of approaches, such as experimentation, hypothesis, theorization and creation, while each step is defined by the researcher’s aims, position and interests. I argue that artistic research method is idiosyncratic in nature and no two artistic research methods are identical. The configuration of method is always up to the researcher. Same as each culture has their own principles of baking bread, artistic research method can develop from different methodologies, for example, a deconstructive approach, an exploratory-oriented experimentation, or growing out of the clusters between different musical cultures.

Given the permission to design our own methods, we are left with various questions and doubts. On sustainability: can we reuse a method in different artistic research domains? If not, are we facing the problem of ambiguity of classifying artistic research method? Or should we embrace diversity without labeling? Other questions concern the practicality, effectiveness and feasibility of method: how do we know this is “the way” that directs us to the answers of our central questions? How do we evaluate the quality of a method? Eventually, is method the element that defines artistic research, and the element that distinguishes research from pure artistic manifestations”

+infos(oficial): https://www.methodartseminar.com/

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

May 162020
 

THEME
Inspired by the rich history of Malta which spans over 7 millennia, the theme for FDG 2020 is “Games and their Heritage”. While this theme seems especially suited for academics interested in archeology and games, its topics are not limited to social sciences. For game criticism, the theme is appropriate for a reflection on ethics in video games—as well as ethics in game academia, which is becoming ever-more relevant. Games for a purpose around cultural heritage, history education etc. can be highlighted. The theme can challenge current practices in game technology and AI, focusing on ensuring replicability and the creation of persistent repositories, corpora or shared wiki-spaces. For game design and player experience, the theme motivates comparisons of past and current games in the same genre, or remakes of the same game. More broadly, “games and their heritage” is a relevant theme to incentivize surveys and meta-reviews of past work.

PAPER SUBMISSIONS
FDG invites authors to submit papers up to 10 pages long, excluding references, reporting new research. Papers need to be anonymized and submitted in the ACM SIGCONF version of the ACM Master Template to a paper track. Accepted papers will be included in the proceedings under their track. When submitting, authors are requested to select one of the following tracks that fits most closely with their submission.

GAME ARTIFICIAL INTELLIGENCE
This track focuses on the many applications of computational and artificial intelligence to the playing, design, development, improvement, and testing of video games. Topics include general game-playing AI, procedural and player-driven content generation, mixed-initiative authoring tools, computational narrative, believable agents, and AI assisted game design.

GAME DESIGN AND DEVELOPMENT
This track focuses on research that furthers the practice of game design and development. Submissions that examine, validate, invalidate, or create game making practices, patterns, mechanics, dynamics or aesthetics are encouraged to submit. Such work includes innovative and alternative methods of design, practical examinations of implementation protocol, socio-cultural critique of game-making culture, and empirical analysis of game-making processes and more. The focus of this track is scholarly examination of game design and development, as produced through case studies, A/B testing, review of literature, comparative analysis or other such appropriate efforts.

GAME CRITICISM AND ANALYSIS
This track calls for papers that approach the criticism and analysis of games from humanities-informed perspectives. Submissions are encouraged from scholars engaging in narrative, visual and software studies approaches to games and games criticism using methodologies such as archival research, hermeneutics, and oral history. This track will also consider critical theoretical and/or historical analysis of games, and game genres from perspectives such as (but not limited to) postcolonial theory, feminism, historicism, subaltern studies, queer theory, the environmental humanities, and psychoanalysis.

COMPUTER-HUMAN INTERACTION AND PLAYER EXPERIENCE
This track focuses on the exploration of different ways for designing and implementing interaction between the player and the game, as well as on understanding the experiences derived from those interactions. This track will consider qualitative and quantitative experimental studies. Topics include, but not limited to, persuasive games, augmented reality, virtual reality, novel controllers, user research, and player psychology.

GAME ANALYTICS AND VISUALIZATION
This track is suitable for all papers pertaining to aspects of game data science, analytics and game data visualization. This includes work based on player behavioral data analysis, including player modeling, churn analysis, and creating or understanding players’ profiles as well as aspects of business intelligence, such as performance evaluation or workflow optimization. Papers submitted to this track should present contributions that advance the current state-of-the-art, taking into account the knowledge bases in academia and industry, of players, play behaviors, processes or performance. We encourage submissions that span methodological approaches including quantitative, qualitative and mixed-methods, as well as novel contributions to methodological approaches. Examples of topics include visualization of game data, analysis of behavioral (or other) game data, advances in methodological approaches to analyze and visualize game data, as well as applying or expanding statistical methods, machine learning, including deep learning, and AI, as well as visualization algorithms used to collect or analyze game data.

GAME TECHNOLOGY
This track is suitable for papers on game engines, frameworks, computer graphics techniques, rendering, animation, networking, novel interaction techniques (such as virtual reality, augmented reality, and alternate controller schemes) and other technical areas. Papers submitted to this track should advance our technical knowledge in creating games. Papers on analytics, visualization and artificial intelligence should be submitted to the more specific track and not this one.

GAMES BEYOND ENTERTAINMENT
This track calls for papers showing results on the use of games, gaming, and game design for primary goals that are not entertainment. Topics include serious or transformational games, games with a purpose, advergames and exergames, gamification and gameful design, game-based learning and curricula, informal learning in games, and educational and other ‘serious’ uses of entertainment games and gaming practices. Authors are encouraged to highlight the importance of the target problem that the game is addressing, and how their design or research findings makes a contribution to the current state of research on games for a purpose.

GAME EDUCATION
This track is concerned with the teaching of games, game development and design, and game-related concepts at all levels of education and training. Topics include design and development of curricula, instructional methods, teaching tools and techniques, assessment methods, learning/instructional activities, collegiate game programs, e-sports and educational program management. (Note: for research in gamified and game-based learning, please submit to Games beyond Entertainment track, unless it is work on game-based/gamified learning of game concepts).

+infos(oficial): http://www.fdg2020.org/

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.

Jul 222019
 

Acerca:
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/

Mar 222016
 

Building on the theme “Information Systems Fostering Innovation and Business Opportunities”, MCIS2016 seeks high quality submissions that explore the opportunities and challenges related to IS as a driving force for Innovation in Business and Society.

Conference proceedings will be published in the AIS digital library: http://aisel.aisnet.org/mcis/

Conference Tracks

General Track
Big Data and Business Analytics Ecosystems
Cloud Computing Services
Digital Currencies, Digital Payments and Blockchain Applications
Digital Media Ecosystems
Digital Transformation
E-learning
Electronic Markets
Entrepreneurship
ICT for Healthcare
ICTs and Organisations
Innovation through Gamification
IS Case Studies
IS Curriculum & Education
Social Influence and Product Diffusion
Trust, Security and Privacy
User-centered Business Information Visualisation
Virtual Collaborations for Business Innovation
Submission Types

Research Papers are full-length papers (up to 12 pages).
Research-in-Progress papers are promising but incomplete research projects that will benefit from the feedback of other MCIS participants (up to 7 pages).
Abstracts will be presented in a poster session (up to 3 pages).
All accepted papers will be presented at MCIS2016 and published in the MCIS2016 proceedings.

Doctoral Consortium, Panels, and Tutorials

To participate in the Doctoral Consortium, or to organize a Panel discussion, or a Tutorial, please see the separate calls for these events on the MCIS 2016 website.

Important Dates
15 March 2016: Open submission
22 May 2016: Submissions deadline
19 June 2016: Decision notification
8 July 2016: Camera ready paper
8 July 2016: Doctoral consortium applications deadline
8 July 2016: Panel proposals due
8 July 2016: Tutorials proposals due
4-6 September 2016: Conference

+infos: http://mcis2016.eu/

Jun 252014
 

CALL FOR SUBMISSIONS

ACE 2014

CHILDREN CREATIVITY LAB

11th ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY CONFERENCE
Incorporating 9th International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA)

Funchal, Madeira
1114 November 2014

www.ace2014.info


ACE – the leading scientific forum for dissemination of cutting-edge research and innovation in the area of entertainment computing is inviting the submission of proposals to the children creativity lab that will take place as part of its 11th conference to be held in Funchal, Madeira, on1114 November 2014.

The ACE Children Creativity Lab offers a unique opportunity for local children and researchers from around the world to come together and inspire one another in exploring and creating the future of entertainment technology and unleashing its potential to empower as well as entertain.

The ACE Children Creativity Lab is fueled by imagination and technology.  Children offer a boundless amount of imagination and creativity and given half a chance will breath new life and find a new purpose to any object be it a discarded cardboard box or a cherished pen with the pen turning into a spaceship and the cardboard box transformed into a space port with the beat of an eyelid.  Present day technology offers the availability of smart materials capable of changing their color, shape, stiffness and so forth and of cheap and simple to use electronics capable of controlling and driving these materials.  The ACE Children Creativity Lab offers a space in which the two can meet.  We are currently seeking catalysts capable of sparking novel and interesting interactions between children and technology.

In order to take part in the ACE Children Creativity Lab participants are expected to propose imaginative approaches to conducting creative lab sessions with children.  Each proposal should seek to empower and support children in exploring materiality and functionality using any mixture of physical materials and digital technology.

Selected participants will be invited to run their proposed creative lab session with a group of local children and to present and discuss their work during the conference.  Submitted proposal papers will be included in the conference proceedings and presented as part of the poster session.  ACE 2014 proceedings will be published in the ACM Digital Library as part of the ACM International Conference Proceedings Series (ICPS).

Submission deadline: July 14, 2014, 23:59:59 Samoa Standard Time (UTC -11)

Decision notification date:  August 11, 2014.

Detailed submission instructions can be found at http://www.ace2014.info/

For further information feel free to contact us via email at: kids@ace2014.info

Hope to see you all in Funchal

The ACE 2014 organizing committee

http://www.ace2014.info

Feb 182014
 

ISD2014

The theme of ISD2014 conference is Transforming Organisations and Society through Information Systems. The conference focuses on mutual influences between information systems and organizational structures, processes and people and promotes research of methodological issues and ways in which the IS designers and developers are transforming organizations and society through information systems.

Conference papers will be published in ISD2014 Proceedings with ISBN. Presented papers will be eligible to be extended and sent to review for publishing by Springer.

Datas importantes:

Important Dates:

  • April 15, 2014 – Paper Submission Deadline
  • June 13, 2014 – Notification of Acceptance
  • June 30, 2014 – Camera-ready Paper
  • July 15, 2014 – Early-bird Registration
  • August 15, 2014 – Late Registration
  • September 2-4, 2014 – ISD2014 Conference

+infos():http://isd2014.foi.hr/

Aug 012013
 

daihoctonducthang

The International Conference on Information Resources Management (Conf-IRM) is an affiliated conference of the Association for Information Systems (AIS). It provides a peer-reviewed forum for researchers from across the globe to share contemporary research on developments in the fields of information systems and information management. It seeks to promote effective and vibrant networking among researchers and practitioners from around the world who are concerned about the effective management of information resources in organizations.

This network of researchers views fostering the development of emerging scholars in the information systems and information management fields as its primary task. Consequently the conference is designed to provide a venue for researchers to get substantive and beneficial feedback on their work. Conf-IRM builds on the traditions of the Information Resources Management Association (IRMA) Conferences. Under new leadership, the IRMA Conference has been re-positioned and is now known as Conf-IRM.
TRACKS:
1. Management of Web and Heterogeneous Data (Theme Track).
2. Knowledge Management and Business Intelligence.
3. IT Design, Development and Services Management.
4. Green IS/IT Strategies and Technologies.
5. ICT for Development and Economic Prosperity.
6. Information Security, Privacy, and Risk Management.
7. ICT in Government, Education, and Healthcare.
8. Impacts of ICT on People, Organizations, and Society.
9. Management and Governance of IT.
10. E-Business, Web 2.0 and Social Networks.
11. ICT in ASEAN, Latin America and the Caribbean.
12. Panels and Tutorials.

Prazos:
Submission deadline: January 05, 2014

+info: http://conf-irm2014.tdt.edu.vn/home.htm
+infos: http://conf-irm2014.tdt.edu.vn/confirm2014_callforpapers.pdf

PS: não compreendo como é que em 2013 aceitaram artigos em PT como por exemplo http://aisel.aisnet.org/confirm2013/32/