e-Learning

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ISSN: 
2032-9253
Scope: 

Education is one domain that has accompanied civilization throughout the centuries, adapting its tools to fulfill the expectations of students and the needs of teachers. Such tools can be as obvious and traditional as pencils and notebooks, or as complex and innovative as websites or multi-user virtual environments. Typical in-person learning environments, such as classrooms and meeting rooms, are at times not the best solution to enable and maximize a student’s ability to learn. Although they do fulfill their purpose of giving students the opportunity to understanding course material and of reaching their instructors, they sometimes can create barriers that cannot be easily overcome.

Web-based instruction and multi-user virtual environments allow more freedom in terms of time restraints and the physical limitations innate to typical lectures and classroom settings. Through these innovative mediums we can explore concepts while being a part of a learning community through socialization and collaboration online. Many universities, public institutions and private businesses are projecting themselves on the Internet and in virtual worlds to reach the customer at any time, giving them the notion of a virtual presence that cannot be delivered through a simple website. This observation sparks the idea that is at the very foundation of this publication with a focus on e-learning and e-education.

This journal’s aim is to become a central repository of information about the utilization of on-line education through web-based instruction and multi-user virtual environments. With this journal we wish to create a one-stop resource to teachers, researchers and practitioners who wish to access information of high quality and broad coverage. Topics to be discussed in this journal focus on (but not limited to) the following concepts:

  • Accessibility and usability of web-based instruction in the classroom  
  • Assessment
  • Best Practices  
  • Collaborative learning and social networks
  • e-Learning workflow  
  • Educational/learning repositories  
  • Mobile learning  
  • Security and privacy in education and e-learning systems  
  • Social and organizational perspectives  
  • Standards and infrastructures  
  • Student engagement  
  • Teaching/Educational Models and Frameworks  
  • Virtual Learning Environments

Editors-in-Chief

Giovanni Vincenti joined the University of Baltimore in 2013 as  Assistant Professor. Before this position he spent several years at  Towson University as Lecturer and recently as Associate Director of the  Master's Program in Applied Information Technology. The primary focus of  his research revolves around e-learning solutions for programming  language education, creating material that students can utilize to learn  and review key concepts in Java, Visual Basic, C++ and Python.

Ambient Systems

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ISSN: 
2032-927X
Scope: 

The design of Ambient Systems is a cross disciplinary endeavour aimed at supporting and augmenting people’s activities in everyday life, by embedding computational intelligence in the distributed network of devices available in their living environment. While technology needs to become more and more invisible to provide smart support, novel forms of user experience and multimodal interaction need to be devised to enable fluid, intuitive and appealing transitions between the physical and digital world.

This journal seeks contributions from leading experts and visionary thinkers in industry and research, about the principles, interaction paradigms, methods and applications that best can drive the future design of Ambient Systems and their human-centred, situated interfaces.

Relevant topics covered by this journal concern:

  • Methods and tools for the development of Pervasive Environmental infrastructure
  • Design of highly immersive contents for Ambient Media
  • Trustful mechanisms for context awareness, social sensing and inference
  • AIterative design and evaluation studies of multimodal interfaces
  • Adaptive and personalized solutions for ambient intelligence
  • Embodied agents and affective interfaces
  • Personal, social, safety and ethical issues raised by Ambient system applications, such as Domotics, Ambient Assisted Living, Pervasive Edutainment Environments

Editors-in-Chief

Silvia Gabrielli is a senior researcher in the Ubiquitous Interaction group at the CREATE-NET Research Consortium, Trento (Italy), which she joined in 2010. Since 2008 she is also adjunct Professor of Human-Computer Interaction at the University of Trento (Faculty of Cognitive Sciences) within the Interfaces and Communication Technologies BSc Program.

Serious Games

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ISSN: 
2034-8800
Scope: 

Games are structured contexts where players have clear objectives, with victory as the end goal. In a game, players must solve problems, overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games are highly interactive products that keep the player in a state of focused motivation, or “flow” as defined by Csikszentmihalyi. The player is always on the edge of his/her abilities, with the permanent feeling that he/she is about to reach the goal, about to go to the next level. This motivates the player to try, to give his/her best and to evolve.

 

Serious Games are not designed for the sole purpose of entertainment but rather for training, educational, marketing or awareness raising objectives. These games are designed to create a skill development environment for the player while retaining the same focused motivation context of “fun” games. The player must perform tasks, analyze processes and draw conclusions in order to increase his/her productivity and knowledge following the game’s positive and negative feedback, sometimes after risks or events that, in real life, would be harmful or even fatal. Serious Games are used in numerous areas like engineering, health, education, defense, military, emergency management, and scientific exploration, among many others.

 

Although it is a growing research subject, the use of Serious Games is still limited. This has mainly to do with social concerns and stereotypes about games. Other issues relate to physical and cost barriers, hardware and license cost, access (for online games), maintenance and support, and the lack of a solid theoretical background for its use. A dedicated journal can help in demonstrating the validity of this methodology. The EAI Endorsed Transactions on Serious Games is a multidisciplinary approach to the presentation of research, theory, application, practice and validation in this field. Topics to be addressed by the journal include but are not limited to:

  • Serious games applications
  • Games for marketing and advergames
  • Games for training and skill development
  • Games for research
  • Games for social awareness
  • Games for business, banking and finance
  • Games for community engagement
  • Games for healthcare and wellness
  • Games for human resource training and development
  • Games for patient rehabilitation and physiotherapy
  • Games for senior citizens
  • Serious games technology
  • Virtual and augmented reality
  • New interaction devices, toys and playthings
  • Simulations
  • 3D rendering technologies
  • Games development for mobile devices
  • Game engines and development tools
  • Location-based games
  • Artificial intelligence
  • Serious games analytics
  • Assessment and evaluation of serious games
  • Serious game design and storyboarding
  • User experience design
  • Serious gamer psychology
  • Serious game gender and age issues
  • Social and collaborative serious games
  • Security and confidentiality in serious games
  • Case studies in serious games
  • Classification, categorization of types of serious games
  • Serious game research

The EAI Endorsed Transactions on Serious Games is indexed in Crossref and DBLP and and was submitted for indexing by Scopus, Elsevier EI, Thompson Scientific Web of Science, Microsoft Academic Search and Google Scholar

Editor-in-Chief

Carlos Vaz de Carvalho has a Ph.D. in Information Systems and Technology by the School of Engineering of the University of Minho (2001). He has been a Professor for the last 24 years in the Computer Engineering Department of Instituto Superior de Engenharia do Porto (ISEP), the School of Engineering of the Porto Polytechnic. He was responsible for several disciplines in the fields of Algorithms, Programming and Multimedia and responsible for introducing innovative online components and methodologies (e-learning/b-learning) in these disciplines.

Complex Systems

Submit an article to EAI Endorsed Transactions on Complex Systems

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ISSN: 
2032-9229
Scope: 

Interdisciplinary studies on complex systems have gained extensive research interests. Significant impacts have been made by such studies in a wide range of different areas including physics, biology, economics, social sciences, computer sciences, electrical, mechanical and civil engineering, etc. In the long-term future, the way we understand and cope with the world may all be revolutionized.

This journal aims to reflect the interdisciplinary features of the exciting studies on complex systems. The scope include, but are not limited to, complex networks, complex social and economic systems, complex biological systems, complex engineering systems, complex system methods, and general complexity sciences, etc. On a peer-review basis, we publish full papers, letters, surveys, as well as essays. We welcome quick work-in-progress reports on preliminary research results with novelty. We also welcome comprehensive reports on finished projects. Innovative ideas and more insights into complex systems and their applications are what we are looking for. You are cordially welcome to join us to make this journal a success.

Editor-in-Chief

Dr. Gaoxi Xiao received the B.S. and M.S. degrees in applied mathematics from Xidian University, Xi’an, China, and the Ph.D. degree in computing from the Hong Kong Polytechnic University. He is now an Associate Professor in the School of Electrical and Electronic Engineering, Nanyang Technological University, Singapore. His research interests include complex systems and networks, optical and wireless networking, and Internet technologies, etc.

Book on broadbad and ICT development via Public Private Partnerships

Book on broadbad and ICT development via Public Private Partnerships

Following PPP workshop @ Innovation Ecosystem summit, CREATE-NET, UNECE and EAI are currently working on a white paper / innovation book on PPP for Broadband and ICT development and we are looking for institutions and people willing to contribute. Please contact me asap

Thematic: 
ICT for Development
Internet and Mobility
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Thematic:

Innovation Cycle - Summit tracks

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Innovation Diversity

 

The present brief paper is based on the content of the book (“Social Innovation” whose authors are Aleardo Furlani and Francesco Lutman and has been written in October 2011 by Aleardo Furlani, CEO of INNOVA SpA, Italy as a contribution to the European Alliance for Innovation Strategic Forum event hold in Rome in December 2011. 

 

Author: Aleardo Furlani, INNOVA SpA, Italy

European Young Innovators Forum - EYIF

The European Young Innovators Forum is an independent non-profit association founded in February 2011 with the conviction that Europe must do more to promote the creativity and innovative spirit of its youth.  EYIF's mission is to change the mindset for innovation in Europe, encouraging young Europeans, society and government to share risks, and empowering youth to play a transformative role in Europe's future by turning innovative ideas into action to stimulate the economy and generate employment.

 

The European Young Innovators Forum is an independent non-profit association founded in February 2011 with the conviction that Europe must do more to promote the creativity and innovative spirit of its youth.  EYIF's mission is to change the mindset for innovation in Europe, encouraging young Europeans, society and government to share risks, and empowering youth to play a transformative role in Europe's future by turning innovative ideas into action to stimulate the economy and generate employment.

YMIR - Internet and Communication

 

Ymir was founded in 2003 by Michele Kettmajer and Francesco Lunelli, two experienced informatics who decided to join their competences to offer a better service for their customers.The founding idea was to promote the use of Internet and the WEB in public administration, private companies and among citizens.

 

Ymir was founded in 2003 by Michele Kettmajer and Francesco Lunelli, two experienced informatics who decided to join their competences to offer a better service for their customers.

The founding idea was to promote the use of Internet and the WEB in public administration, private companies and among citizens.

Throughout the same year, the collaboration with the public administration of ProvinciaAutonomadiTrento has begun to develop customized web-based services, among others:

OLBS: Open, Linked and Big Data for Science

Nowadays three top trending topics like Open, Linked and Big Data, (OLB) are changing the perspective of the use of data. Going OLB together may boost the chances of increased innovative knowledge, technology and business for the future. This is true also for the scientific environment, where the opportunities if we go OLB are huge both in terms of increased scientific results and business opportunities.

 

Author: F. Xavier Gil Mur, Universitat Politècnica de Catalunya

 

Nowadays three top trending topics like Open, Linked and Big Data, (OLB) are changing the perspective of the use of data. Going OLB together may boost the chances of increased innovative knowledge, technology and business for the future. This is true also for the scientific environment, where the opportunities if we go OLB are huge both in terms of increased scientific results and business opportunities.

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