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.

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.

Big Graph Data: Billions of Fresh Relations to Digest

Every year the frontier of big data is being pushed further and new systems appear that are able to ingest and extract information from new data available. Facebook serves more than half a billion users per day, Twitter published 140 million tweets per day in 2011, and IBM estimates that more than an Exabyte of data are generated worldwide per year... and the trend is to grow. Those data sources are far from being homogeneous and well structured and solutions for their management and analytic exploitation are required with urgency.

Authors: David Dominguez-Sal, Josep L. Larriba-Pey, Sparsity Technologies

The Information Revolution & Civil Society

After the Guttenberg print revolution, information, mainly through newspapers and books, became widely distributed, people were more informed and better educated, and fundamental social change occurred, with political and industrial revolution following suit.

 

Author: Uri Savir, Shimon Peres Center For Peace

After the Guttenberg print revolution, information, mainly through newspapers and books, became widely distributed, people were more informed and better educated, and fundamental social change occurred, with political and industrial revolution following suit.

Challenges to Innovation in Europe - Creating an Organizational Structure for Innovation

To many people innovation means small agile companies implementing a good idea. There are some exceptions, Bose and Apple spring to mind as large companies that are consistently cited as innovative. Many large companies have problems demonstrating their innovative credentials but all companies can be innovative. The people who work in large companies are just as creative as those in startups. In a large company there may be innovation challenges with company policies, processes and measurement that are absent in a startup or smaller company. In addition to the generic large company issues there are a number of additional challenges in Europe that may be restricting a large companies innovation strategy.

To many people innovation means small agile companies implementing a good idea. There are some exceptions, Bose and Apple spring to mind as large companies that are consistently cited as innovative. Many large companies have problems demonstrating their innovative credentials but all companies can be innovative. The people who work in large companies are just as creative as those in startups. In a large company there may be innovation challenges with company policies, processes and measurement that are absent in a startup or smaller company.

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