Mobile Communications and Applications

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EAI Endorsed Transactions on Mobile Communications and Applications is a scholarly archival journal that is committed to the timely publication of high-quality original research papers on all aspects of mobile communications theories, technologies, systems, and applications. All submissions will go through a rigorous peer-review process, and be reviewed by expert referees and evaluated by the editorial board.

Areas of interests include but are not limited to:

  • Mobile cellular networks
  • Mobile ad hoc networks
  • Mobile Internet
  • WiMAX networks
  • Vehicular networks
  • Wireless sensor networks
  • Satellite communications systems
  • Mobile system and network architectures
  • Network control and management
  • Mobility management
  • Modulation and coding techniques
  • Quality of service
  • Reliability and fault tolerance
  • Security and privacy
  • Mobile applications and services
  • Performance modelling and analysis


Dr. Jun Zheng is a Full Professor with the School of Information Science and Engineering, Southeast University (SEU), Nanjing, China. He received his Ph.D. degree in Electrical and Electronic Engineering from The University of Hong Kong, Hong Kong, China. Before joining SEU, he was with the School of Information Technology and Engineering, University of Ottawa, Ottawa, Canada.

Future Intelligent Educational Environments

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As the world moves steadily to become a knowledge-based economy, education and learning have never been more important. Technology is playing an increasingly crucial role in the delivery of education, which in turn is driving research into finding ever better technological solutions. Each wave of technological advance has opened new opportunities for teachers and students. First the arrival of personal computers popularized computer aided learning, next the internet introduced eLearning; now the age of intelligent environments is bringing such pedagogical advances as smart classrooms, intelligent campuses, immersive reality, affective learning, mobile learning, intelligent learning clouds and personalised intelligent avatar-like tutors to revolutionize current learning practices, and to challenge the traditional notion of a university or school. Intelligent Environments have been heralded as a technology to radically transform our society, and the nature of teaching and learning. There is an urgent need for a journal that acts as a focus for researchers and practitioners to pool knowledge together and to advance the science and art of teaching, learning, and pedagogical practice, making it more efficient, cost-effective, and fun.

To achieve the above outcomes, this Journal (TOFIEE) will focus on showcasing new technologies that can help to make a difference to teaching and learning experiences, by enriching the learning process and the teaching infrastructure. Central to our forum will be enriched physical and environments such as smart classrooms, virtual / mixed reality environments, intelligent learning clouds or mobile and augmented reality systems that can interact with students and teachers at a pedagogical level, so as to bring true innovations to education. We will also include the systems that support the learning of practical skills, such as those typified by science and engineering laboratories that are critical to students following technology courses. The journal will also include consideration of the wider campus infrastructure which can also impact the cost and effectiveness of education. Examples include smart signage that can guide people around a campus or smart applications for timetabling or managing the environment of the teaching facilities. Education is increasingly global and multicultural in nature and thus, the cultural dimension is a topic we would seek to include.
This Journal will serve as a forum for researchers and practitioners to discuss the latest intelligent technologies that can support the development of new educational technologies and environments around the world. Given the multi-disciplinary nature of the areas involved, the journal aims to promote participation from several different communities covering a variety of topics: pedagogical strategies, technical (infrastructure), social-cultural influences; interaction, inclusion, and socialization in intelligent educational environments and systems, etc.

The journal will aim to attract reports on research and development related to a number of areas, including:

  • Smart classrooms;
  • Intelligent campus;
  • Virtual & Mixed Reality Learning Environments;
  • Digitally Enhanced Teaching Laboratories;
  • Technologically supported Pedagogy;
  • Affective Learning;
  • AI Tutoring Systems;
  • Learning clouds;
  • Mobile Learning;
  • Instructional design methods, models and Tools;
  • Smart global and multi-cultural learning environments;
  • Curriculum Development for Intelligent Education systems;
  • Evaluation of intelligent learning environments;


Victor Callaghan is Professor of Computer Science, leader of the Intelligent Environments Group (IEG) and a director of the interdisciplinary Digital Lifestyles Centre (DLC) at Essex University. He established and directed mobile robotics research at Essex before founding the intelligent environments group (IEG). Both areas now host world-class teams and facilities.


Submit an article to EAI Endorsed Transactions on e-Learning

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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


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.


Submit an article to EAI Endorsed Transactions on e-Business

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Electronic Business (or “e-Business”) is the utilization of information and communication technologies (ICT) in support of various types of business activities. As the economy becomes globalised and organisations are evolving to become service-oriented, together with recent rapid advancement of ICT, especially the Internet, many challenges as well as opportunities have arisen. For example, recent advancement in service computing, mobile computing, and intelligent applications has wide and deep impact to how businesses are being performed. Efficiencies and effectiveness have general been much improved, while complexities have emerged. Various emerging social, legal, and ethnical issues have also drawn wide attention. Therefore, knowledge from various disciplines is required to achieve excellence in e-Business in response to the ever complicating requirements in the rapidly evolving global environment. The industry and academia has also been shifting the focus to a cross-disciplinary and holistic approach.

The creation, operation, and evolution of the research and practice in e-Business raise concerns that range from high-level requirements and business modelling through to the deployment of specific implementation technologies and paradigms, as well as involve a wide (and ever growing) range of methods, tools, and technologies. They also cover a broad spectrum of vertical domains, industry segments, and even government sectors.

As such, this journal aims at providing an open, formal publication for high quality articles developed by theoreticians, researchers, managers, educators, developers, and practitioners for professionals to face the multiple dimensions and aspects of the opportunities and challenges of e-Business.

Articles of this journal are encouraged to present novel combination of multiple aspects of e-Business such as (but are not limited to):

  • Principles, theories, opportunities, and challenges
  • Strategies, modelling, requirement elicitation, and methodologies
  • Innovations, designs, architectures, infrastructures, implementations, standards, tools, applications,  systems, and experiences
  • Social, legal, ethnical, organizational, international, economics, and values issues
  • Adoption, diffusion, and governance issues
  • Experimental, behavioural, survey-based, case-based, computation, and empirical research

Analytical attention is suggested in (but not limited to) the following areas related to e-Business:

  • e-Business collaboration such as supply chains, value chains, virtual organizations, and virtual societies
  • Interchange and integration of information, processes, services, and payment
  • Management and transformation of business processes, services, and organizations
  • Enterprise resources management and human resources management
  • e-Business marketing, personalization, and relationship management
  • Electronic marketplace, matchmaking, recommendation, negotiations, and auctions
  • Business intelligence technologies and applications such as agents, machine learning, cybernetics, ontology, semantics, data mining, planning, and optimization
  • Trust, reputation, security, forensic, and privacy
  • Business channels and globalisation
  • Mobile and pervasive computing for e-business
  • Knowledge, content, and metadata management
  • Decision support and strategic information systems
  • Digital rights management and property management
  • e-Business in government and NGO sectors
  • Emergency preparedness and crisis management
  • Electronic education and training
  • Integration of research and practice
  • Emerging architectures, computing paradigm, and applications such as Web X.0, Cloud / Grid Computing, autonomous computing, and peer-to-peer systems
  • Services and systems in new application domains (e.g., Aviation services)


Dr. Dickson K. W. Chiu received the B.Sc. (Hons.) degree in Computer Studies from the University of Hong Kong in 1987. He received the M.Sc. (1994) and the Ph.D. (2000) degrees in Computer Science from the Hong Kong University of Science and Technology (HKUST). He started his own computer company while studying part-time. He has also taught at several universities in Hong Kong.

Ambient Systems

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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


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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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


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

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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.


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

ICT for Development
Internet and Mobility
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Innovation Cycle - Summit tracks




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

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