-------- Forwarded Message --------
Subject: [AISWorld] CFP: IMHE Workshop @ ITS 2020
Date: Tue, 31 Mar 2020 20:41:11 +0300 (EEST)
From: Elvira Popescu <popescu_elvira(a)software.ucv.ro>
To: aisworld(a)lists.aisnet.org
First International Workshop on Intelligence Support for Mentoring
Processes in Higher Education (IMHE 2020)
at ITS 2020 (16th International Conference on Intelligent Tutoring Systems)
Athens, Greece, 8-12 June 2020
https://its2020.iis-international.org/
Mentoring is the activity of a senior person (the mentor) sharing domain
knowledge to a less experienced person (the mentee). Mentoring support is
based on a trustful, protected and private atmosphere between the mentor
and the mentee. The goal is to develop a professional identity and to
reflect the current situation. At universities, mentors are senior
academics or skilled employees while mentees are mostly students with
different competences. Intelligent tutoring systems have a long tradition,
focusing on cognitive aspects of learning in a selected domain. They were
successfully applied especially in such areas, where the domain knowledge
can be well formalised with the help of experts. Nevertheless, in the
learning process also motivations, emotions and meta-cognitive competences
play a crucial role. These can be nowadays quite well recognised and
monitored through big educational data and a wide spectrum of available
sensors. This enables the support also for the mentoring process, which is
more spontaneous, holistic and depends on the needs and interests of the
mentee.
Psychological and emotional support are at the heart of the mentoring
relationship, underpinned by empathy and trust. Various roles and success
factors for mentoring have been identified as well.
We want to look at these aspects and investigate how they were
technologically supported, in order to specify the requirements for
intelligent mentoring systems. This should help us to answer the following
questions: How can we design educational concepts that enable a scalable
individual mentoring in the development of competences? How can we design
intelligent mentoring systems to cover typical challenges and to scale up
mentoring support in universities? How can we design an infrastructure to
exchange data between universities in a private and secure way to scale up
on the inter-university level? How can we integrate heterogeneous data
sources (learning management systems, sensors, social networking sites) to
facilitate learning analytics supporting mentoring processes?
== Topics include but are not limited to:
* Pedagogical models of mentoring
* Peer mentoring & crowdsourcing mentoring
* Workplace & career mentoring
* Meta-cognitive competences of mentoring
* Chatbots in Mentoring
* Mixed Reality Mentoring
* Wearables and Sensors for mentoring
* Self-regulated mentoring, nudging & behaviour change
* Mentoring analytics
* Mentoring support in learning management systems
* Mobile mentoring support
* Design and research methodologies for mentoring support
* Measuring and Analysing mentoring support
* Visualization techniques for mentoring support
* Motivation and gamification of mentoring support
* Deep learning, machine learning and data mining in mentoring support
* Recommender technologies for mentoring support (mentor-mentee matching)
* Semantic technologies for mentoring support (ontologies, domain &
mentoring models)
* Distributed mentoring environments (cloud & p2p platforms)
* Mentoring for specific domains & subjects (math, engineering, social
sciences, pedagogy)
* Affective computing for mentoring
* Requirements of intelligent mentoring systems
== Paper submission and publication
Position papers should be written in English and they should be 6-8 pages
in LNCS format. Please submit your papers as a PDF document via EasyChair:
https://easychair.org/conferences/?conf=imhe2020.
All submissions will be subject to a double-blind review process. A
publication of the accepted papers is planned as a volume in the
CEUR-WS.org series. We will also develop the workshop contributions into
an article collection in Frontiers of Artificial Intelligence.
== Important dates
20 April 2020 – Paper submission deadline
8 May 2020 – Notification of acceptance/rejection
20 May 2020 – Deadline for authors to submit final manuscript for
publication
TBA - Deadline for at least one author of each paper to register for the
workshop
== Workshop Organizers
Ralf Klamma (RWTH Aachen University, Germany)
Milos Kravcik (DFKI, Germany)
Elvira Popescu (University of Craiova, Romania)
Viktoria Pammer-Schindler (Graz University of Technology, Austria)
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [AISWorld] CFP | Engaging Governance | 54th HICSS 2021
conference | fastracks Internet Research (IF 3.8) and Electronic Markets
(IF 3.8) | AIS Transactions on Human-Computer Interaction | Deadline
June 15 2020
Date: Mon, 30 Mar 2020 21:32:08 +0300
From: Lobna Hassan <lobnasamir(a)gmail.com>
To: AISWorld(a)lists.aisnet.org
Link to full CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-ann…
<https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-ann…>
=== Engaging Governance track
Part of the “Digital Government” – track 54th annual Hawaii
International Conference on System Sciences HICSS January 5-8, 2020 |
Grand Hyatt, Kauai
=== IMPORTANT DATES
- June 15: Submissions deadline
- August 17: Notification sent to authors
- September 4: Revision deadline
- September 10: Final acceptance notifications sent to authors
- September 22: Deadline for authors to submit the final manuscript
(camera ready)
- October 1: Registration deadline
- January 5-8: Conference
- February 15, 2019 (date subject to change) (Optional) Submission
deadline for extended versions of selected papers for Internet Research
or AIS Transactions on Human-Computer Interaction
Authors of accepted papers have the option to fast-track extended
versions of their HICSS papers either to Internet Research (Impact
factor 3.838)
(http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int
<http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int>
or AIS Transactions on Human-Computer Interaction
(https://aisel.aisnet.org/thci/ <https://aisel.aisnet.org/thci/>).
Moreover, the Engaging Governance mini-track is part of the Gamification
Publication Track aimed at the persistent development of gamification
research: http://gamifinconference.com/gamification-track/
<http://gamifinconference.com/gamification-track/>
Submission instructions: https://hicss.hawaii.edu/authors/
<https://hicss.hawaii.edu/authors/>
=== Topics include (but are not limited to) the intersections between
engagement and governance:
1) Engagement
- Game-based approaches: games, gamification, gamefulness, urban
gamification, simulations, policy games, serious games, games with a
purpose, game-based learning
- Motivational technology: persuasive technology, affective technology,
quantified self, motivational theory
- Play: playfulness, toys, toyification
- Storytelling: narratives, stories, digital storytelling, interactive
narrative, storification, roleplay
- Immersive technology: AR, VR, XR, digital twins
- User generated content: social media, social networks, memes, streaming
2( Governance
- Participation: e-participation, e-democracy, empowerment, co-creation,
integration, diversity, accessibility
- Urban planning: smart cities, public spaces, resource management,
commons, sustainability, IoTs
- Public data: open data, big data, data ownership, citizen sensing,
crowdsensing visualization, information and misinformation
- Economy: national economy, sharing economy, information economy,
taxation, market regulation
- Security and law enforcement: cybersecurity, surveillance, privacy,
deception, organized crime, information warfare, digital forensics,
e-justice
- Policy and politics: policymaking, law-making, voting, petitioning,
post-truth politics, campaigning, elections, nudge politics, top-down vs
bottom-up regulations
- Emergency response: disaster and resources management volunteer work
We encourage a wide range of submissions from any disciplinary
backgrounds: empirical and conceptual research papers, case studies, and
reviews.
We additionally welcome submissions to connected minitracks of
Gamification, CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-haw…
<https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-haw…>
Streaming Media in Entertainment:
https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-haw…
<https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-haw…>
=== CHAIRS
Lobna Hassan
University of Turku / Tampere University
Email: lobna.hassan(a)tuni.fi
Mattia Thibault
Tampere University
Email: mattia.thibault(a)tuni.fi
Juho Hamari
University of Turku / Tampere University
Email: juho.hamari(a)tuni.fi
See you in Hawaii!
====
Public engagement in the governance of shared resources and commons is
often inhibited by several factors, such as the growing complexity of
modern life, constraints of time or space, and the lack of interest to
engage from both individuals and governing bodies. On the other hand,
the increased digitalization of society and exponential technological
developments have made participation in governance more technologically
feasible than ever. Research and practice have sprung to investigate how
emerging technologies could impact engagement in governance under such
umbrellas as e-democracy (16), e-participation (21, 25), e-voting (26),
e-petitioning (3), and online, participatory campaigning (11, 31),
amongst many other governance engagement strategies.
Engagement with governance is often facilitated through various
technological means and strategies. Among others, games, game-based and
playful approaches (10, 22, 23) have been utilized in governance and
public engagement practices, for example through simulations and policy
games (10). Emerging and connected technologies and strategies are
similarly being utilized to foster engagement with governance through
social media (2, 8), gamification & gameful design (12, 13, 18, 19),
serious games (7, 32), persuasive technology (24), virtual (28) and
augmented reality (4, 27). For example: serious games are being utilized
to foster civic learning (9), gamification to promote formal interaction
between citizens and policy makers (10, 13, 15), and virtual reality as
means of promoting empathy, integration and social connection (5). Many
have, additionally, explored how public spaces, and especially smart
cities, could be made more engaging to citizens, often in playful ways
(14, 23). Smart cities can become playgrounds, where inhabitants, for
better or for worse, shape the city’s landscape: its public areas,
walkways, social interactions and makeups through technologies (8, 14,
20, 23, 30). Location-based games such as Pokémon Go (4) were able to
attract millions of players, making cities friendlier as spaces where
individuals felt safer and were more likely to create social connections
with their neighbors. Concepts such as Hackable Cities (20, 34),
Playable Cities (23), and Urban Gamification (33) highlight the
large-scale change that emerging technologies are bringing about in the
smart cities of the future. Moreover, social media and user generated
content have become a key player in public life through, for example,
political memes (2, 8, 11), and organization of political and city
activities (20).
These emerging technologies and engagement strategies, amongst others,
have shown and still hold a great potential for public engagement in
governance. Nonetheless, engagement with governance and the public good
can be seen to exist outside the common hurdles of the everyday life,
where the effects of engagement are often invisible or take a long time
to materialize (13, 18). While we could argue that the basic
technological means for facilitating engagement in governance are
available to remedy to the modern physical challenges that hinder
exactly such engagement, public engagement with governance often swings
between the extremes of being passive or active through logistically
unsustainable online and offline movements engagement, such as has been
seen with the Arab Spring (1, 17), occupy Wall Street movements (6), and
some city alteration movements (20, 29, 34). Both, the lack of
engagement in governance and unsustainable engagement with it are of
detriment to governance and democratic practices.
Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do
people play location-based augmented reality games: A study on Pokémon
GO. Computers in Human Behavior, 93, 114-122.
Blascovich, J., & Bailenson, J. (2011). Infinite reality: Avatars,
eternal life, new worlds, and the dawn of the virtual revolution.
William Morrow & Co.
Connolly, T. M. Boyle, E. A., MacArthur, E., Hainey, T. & Boyle, J. M.
(2012). A systematic literature review of empirical evidence on computer
games and serious games. Computers & Education, 59, 661-686.
Deterding, S. (2015). The lens of intrinsic skill atoms: A method for
gameful design. Human–Computer Interaction, 30(3-4), 294-335.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing
video games. American psychologist, 69(1), 66.
Hamari, J. (2019). Gamification. In G. Ritzer & C. Rojek (Eds.), The
Blackwell Encyclopedia of Sociology. New York John Wiley & Sons. DOI:
https://doi.org/10.1002/9781405165518.wbeos1321
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people
watch it? Internet research, 27(2), 211-232.
Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-self
or social networking? Matching users’ goals with motivational
technology. User Modeling and User-Adapted Interaction. 28(1), 35-74.
Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback
increases user’s benefits and continued use: A study on gamification,
quantified-self and social networking. International Journal of
Information Management, 46, 151-162.
Huotari, K., & Hamari, J. (2017). A definition for gamification:
anchoring gamification in the service marketing literature. Electronic
Markets, 27(1), 21-31.
Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful Experience
Questionnaire (GAMEFULQUEST): An instrument for measuring the perceived
gamefulness of system use. User Modeling and User-adapted Interaction.
Kiili, K. (2005). Digital game-based learning: Towards an experiential
gaming model. The Internet and Higher Education, 8(1), 13-24.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information
systems: A review of gamification literature. International Journal of
Information Management, 45, 191-210.
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018).
Gamification science, its history and future: Definitions and a research
agenda. Simulation & Gaming, 49(3), 315-337.
Malone, T. W. (1981). Toward a theory of intrinsically motivating
instruction. Cognitive science, 5(4), 333-369.
Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games: theory
and design. Morgan Kaufmann Publishers Inc.
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017).
Gamified crowdsourcing: Conceptualization, literature review, and future
agenda. International Journal of Human-Computer Studies, 106, 26-43.
Mäyrä, F. (2016). Pokémon GO: Entering the Ludic Society. Mobile Media &
Communication, 2050157916678270.
Nijholt, A. (2017). Playable Cities The City as a Digital Playground.
Springer.
Oinas-Kukkonen, H., & Harjumaa, M. (2009). Persuasive Systems Design:
Key Issues, Process Model, and System Features. Communications of the
Association for Information Systems, 24(1).
Peng, W., Crouse, J. C., & Lin, J. H. (2013). Using active video games
for physical activity promotion: a systematic review of the current
state of research. Health education & behavior, 40(2), 171-192.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational
pull of video games: A self-determination theory approach. Motivation
and emotion, 30(4), 344-360.
Sotamaa, O. (2010). When the game is not enough: Motivations and
practices among computer game modding culture. Games and Culture, 5(3),
239-255.
Squire, K. D. (2008). Video games and education: Designing learning
systems for an interactive age. Educational Technology, 48(2), 17-26.
Taylor, T. L. (2012). Raising the Stakes: E-sports and the
Professionalization of Computer Gaming. MIT Press.
Thibault, M. (2019) “Towards a Typology of Urban Gamification” in In
Proceedings of the 52nd Annual Hawaii International Conference on System
Sciences (HICSS), Hawaii, USA, January 8-11, 2019., pp. 1476-1485.
Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Aspects of online
popularity: What do content creators believe to affect their popularity
on Twitch and YouTube? In Proceedings of the 2nd International GamiFIN
conference, Pori. Finland, May 21-23, 2018.
Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose.
Communications of the ACM, 51(8), 58-67.
Wexelblat, A. (Ed.). (2014). Virtual reality: applications and
explorations. Academic Press.
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement
and equity? A study in online brand communities, Journal of Business
Research, 109, 449-460.
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [AISWorld] Call for contributions - Agile IT Service
Management - Tenets, Approaches, Frameworks and Practices
Date: Mon, 30 Mar 2020 18:36:36 +0000
From: Jose Manuel Mora Tavarez <jose.mora(a)edu.uaa.mx>
To: aisworld(a)lists.aisnet.org <aisworld(a)lists.aisnet.org>
CC: jorge.marx.gomez(a)uni-oldenburg.de <jorge.marx.gomez(a)uni-oldenburg.de>
EEE'20 - The 19th Int'l Conf on e-Learning, e-Business, Enterprise
Information Systems, and e-Government | Jul 27-30, 2020 | Las Vegas,
Nevada, USA
Special on live or virtual Session: Agile IT Service Management -
Tenets, Approaches, Frameworks and Practices
https://americancse.org/events/csce2020/conferences/eee20/special_workshop_…
Type of Submissions/Papers for this session:
1. Full/Regular Research Papers (maximum of 10 pages).
2. Short Research Papers (maximum of 6 pages).
3. Extended Abstract/Poster Papers (maximum of 3 pages).
IMPORTANT DATES
· Submission of papers --- March 29, 2020 - April 25, 2020
· Notification of acceptance (+/- two days) --- April 19, 2020 - May 08,
2020
· Submission of accepted papers + Copyright + Registration --- May 05,
2020 - May 22, 2020
------------------------------------------------------------
Prof. Dr. José Manuel Mora Tavarez
Depto. de Sistemas de Información
Centro de Ciencias Básicas
Universidad Autónoma de Aguascalientes
Ave. Universidad 940
Aguascalientes, AGS. México 20131
Email: jose.mora(a)edu.uaa.mx
<https://www.researchgate.net/profile/Manuel_Mora>
ResearchGate Weblink<https://www.researchgate.net/profile/Manuel_Mora>
<https://scholar.google.com.mx/citations?user=97rTgbkAAAAJ&hl=en&oi=sra>
Scholar Google
Weblink<https://scholar.google.com.mx/citations?user=97rTgbkAAAAJ&hl=en&oi=sra>
Linkedin Weblink<https://www.linkedin.com/in/manuel-mora-engd-37b03a1/>
SCOPUS
Weblink<https://www.scopus.com/authid/detail.uri?authorId=25823339800>
------------------------------------------------------------
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [AISWorld] CFP | Gamification | 54th HICSS 2021 conference |
fastracks Internet Research (IF 3.8) and Electronic Markets (IF 3.8) |
AIS Transactions on Human-Computer Interaction | Deadline June 15 2020
Date: Mon, 30 Mar 2020 21:56:44 +0300
From: Lobna Hassan <lobnasamir(a)gmail.com>
To: AISWorld(a)lists.aisnet.org
Link to full CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-haw…
<https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-haw…>
=== GAMIFICATION track
Part of the “Decision Analytics, Mobile Services, and Service Science” –
track 54th annual Hawaii International Conference on System Sciences
HICSS January 5-8, 2020 | Grand Hyatt, Kauai
=== IMPORTANT DATES
- June 15: Submissions deadline
- August 17: Notification sent to authors
- September 4: Revision deadline
- September 10: Final acceptance notifications sent to authors
- September 22: Deadline for authors to submit the final manuscript
(camera ready)
- October 1: Registration deadline
- January 5-8: Conference
- February 15, 2019 (date subject to change) (Optional) Submission
deadline for extended versions of selected papers for Internet Research
or AIS Transactions on Human-Computer Interaction
Authors of accepted papers have the option to fast-track extended
versions of their HICSS papers either to Internet Research (Impact
factor 3.838)
(http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int
<http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int>
or AIS Transactions on Human-Computer Interaction
(https://aisel.aisnet.org/thci/ <https://aisel.aisnet.org/thci/>).
Moreover, the Gamification mini-track is part of the Gamification
Publication Track aimed at the persistent development of gamification
research: http://gamifinconference.com/gamification-track/
<http://gamifinconference.com/gamification-track/>
Submission instructions: https://hicss.hawaii.edu/authors/
<https://hicss.hawaii.edu/authors/>
=== TOPICS (but are not limited to):
- Users: e.g. Engagement, experience, motivations, user/player types
- Education: e.g. Serious games, game-based learning, simulation games
- Media: e.g. eSports, streaming
- Commerce: e.g. Game business models, free-to-play, gamification as
marketing, adoption
- Work: e.g. Organizational gamification, gameful work,
games-with-a-purpose, playbour
- Technology: e.g. VR, AR, MR, gameful wearables and IoT
- Toys & playfulness
- Health: e.g. Quantified-self, games for health, health benefits
- Cities: e.g. smart cities, urban gamification, playable cities,
community engagement, governance
- Theories/concepts/methods: Contributions to science around gamification
We encourage a wide range of submissions from any disciplinary
backgrounds: empirical and conceptual research papers, case studies, and
reviews.
We additionally welcome submissions to connected minitracks of
Engaging Governance, CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-ann…
<https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-ann…>
Streaming Media in Entertainment:
https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-haw…
<https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-haw…>
=== CHAIRS
Juho Hamari
University of Turku / Tampere University
Email: juho.hamari(a)tuni.fi
Lobna Hassan
University of Turku / Tampere University
Email: lobna.hassan(a)tuni.fi
Nannan Xi
Tampere University
Email: nannan.xi(a)tuni.fi
See you in Hawaii!
====
Interaction with games is considered to have positive effects on our
cognitive, emotional, social abilities and motivation (5; 9; 10; 13; 15;
22; 30). It isn’t surprising, then that our reality and lives are
increasingly becoming game-like (6). This is not limited to the fact
that digital games have become a pervasive part of our lives, but
perhaps most prominently with the fact that activities, systems and
services that are not traditionally perceived as game-like are becoming
either intentionally or unintentionally gameful (4; 6; 10; 13; 14).
Gamification refers to a “process of transforming any activity, system,
service, product or organizational structure into one which affords
positive experiences, skills and practices similar to those afforded by
games, and is often referred to as the gameful experience. This is
commonly but optionally done with an intention to facilitate changes in
behaviours or cognitive processes. As the main inspirations of
gamification are games and play, gamification is commonly pursued by
employing game design” (6).
Gamification has become an umbrella concept that, to varying degrees,
includes and encompasses other related technological developments such
as serious games (3), game-based learning (12; 24), exergames &
quantified-self (8; 9; 21), games with a purpose/human-based computation
games (17; 28), and persuasive technology (20).
Secondly, gamification also manifests in a gradual, albeit
unintentional, cultural, organizational and societal transformation
stemming from the increased pervasive engagement with games, gameful
interactions (6), game communities and player practices. For example,
recently we have witnessed the popular emergence of augmented reality
games (16; 17) and virtual reality technologies (2; 29) that enable a
more seamless integration of games into our physical reality. Case in
point are urban spaces that are increasingly becoming playgrounds for
different games and -play activities. While location-based games such as
Pokémon Go (1) were able to attract millions of players, concepts such
as Playable Cities (19) and Urban Gamification (26) highlight the large
scale changes that games are bringing about in the smart cities of the
future. Moreover, the media ecosystem has also experienced a degree of
ludic transformation: with user generated content becoming an important
competitor for large media corporations. This transformation has led to
the development of several emerging phenomena such as the Youtube and
modding cultures (23; 27) and esports (7; 25), that have penetrated the
cultural membrane allowing games to seep into domains hitherto dominated
by traditional media.
Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do
people play location-based augmented reality games: A study on Pokémon
GO. Computers in Human Behavior, 93, 114-122.
Blascovich, J., & Bailenson, J. (2011). Infinite reality: Avatars,
eternal life, new worlds, and the dawn of the virtual revolution.
William Morrow & Co.
Connolly, T. M. Boyle, E. A., MacArthur, E., Hainey, T. & Boyle, J. M.
(2012). A systematic literature review of empirical evidence on computer
games and serious games. Computers & Education, 59, 661-686.
Deterding, S. (2015). The lens of intrinsic skill atoms: A method for
gameful design. Human–Computer Interaction, 30(3-4), 294-335.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing
video games. American psychologist, 69(1), 66.
Hamari, J. (2019). Gamification. In G. Ritzer & C. Rojek (Eds.), The
Blackwell Encyclopedia of Sociology. New York John Wiley & Sons. DOI:
https://doi.org/10.1002/9781405165518.wbeos1321
Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people
watch it? Internet research, 27(2), 211-232.
Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-self
or social networking? Matching users’ goals with motivational
technology. User Modeling and User-Adapted Interaction. 28(1), 35-74.
Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback
increases user’s benefits and continued use: A study on gamification,
quantified-self and social networking. International Journal of
Information Management, 46, 151-162.
Huotari, K., & Hamari, J. (2017). A definition for gamification:
anchoring gamification in the service marketing literature. Electronic
Markets, 27(1), 21-31.
Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful Experience
Questionnaire (GAMEFULQUEST): An instrument for measuring the perceived
gamefulness of system use. User Modeling and User-adapted Interaction.
Kiili, K. (2005). Digital game-based learning: Towards an experiential
gaming model. The Internet and Higher Education, 8(1), 13-24.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information
systems: A review of gamification literature. International Journal of
Information Management, 45, 191-210.
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018).
Gamification science, its history and future: Definitions and a research
agenda. Simulation & Gaming, 49(3), 315-337.
Malone, T. W. (1981). Toward a theory of intrinsically motivating
instruction. Cognitive science, 5(4), 333-369.
Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games: theory
and design. Morgan Kaufmann Publishers Inc.
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017).
Gamified crowdsourcing: Conceptualization, literature review, and future
agenda. International Journal of Human-Computer Studies, 106, 26-43.
Mäyrä, F. (2016). Pokémon GO: Entering the Ludic Society. Mobile Media &
Communication, 2050157916678270.
Nijholt, A. (2017). Playable Cities The City as a Digital Playground.
Springer.
Oinas-Kukkonen, H., & Harjumaa, M. (2009). Persuasive Systems Design:
Key Issues, Process Model, and System Features. Communications of the
Association for Information Systems, 24(1).
Peng, W., Crouse, J. C., & Lin, J. H. (2013). Using active video games
for physical activity promotion: a systematic review of the current
state of research. Health education & behavior, 40(2), 171-192.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational
pull of video games: A self-determination theory approach. Motivation
and emotion, 30(4), 344-360.
Sotamaa, O. (2010). When the game is not enough: Motivations and
practices among computer game modding culture. Games and Culture, 5(3),
239-255.
Squire, K. D. (2008). Video games and education: Designing learning
systems for an interactive age. Educational Technology, 48(2), 17-26.
Taylor, T. L. (2012). Raising the Stakes: E-sports and the
Professionalization of Computer Gaming. MIT Press.
Thibault, M. (2019) “Towards a Typology of Urban Gamification” in In
Proceedings of the 52nd Annual Hawaii International Conference on System
Sciences (HICSS), Hawaii, USA, January 8-11, 2019., pp. 1476-1485.
Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Aspects of online
popularity: What do content creators believe to affect their popularity
on Twitch and YouTube? In Proceedings of the 2nd International GamiFIN
conference, Pori. Finland, May 21-23, 2018.
Von Ahn, L., & Dabbish, L. (2008). Designing games with a purpose.
Communications of the ACM, 51(8), 58-67.
Wexelblat, A. (Ed.). (2014). Virtual reality: applications and
explorations. Academic Press.
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement
and equity? A study in online brand communities, Journal of Business
Research, 109, 449-460.
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [AISWorld] CFP | Streaming Media in Entertainment | 54th HICSS
2021 conference | fastracks Internet Research (IF 3.8) and Electronic
Markets (IF 3.8) | AIS Transactions on Human-Computer Interaction |
Deadline June 15 2020
Date: Mon, 30 Mar 2020 21:59:25 +0300
From: Lobna Hassan <lobnasamir(a)gmail.com>
To: AISWorld(a)lists.aisnet.org
Link to full CFP:
https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-haw…
<https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-haw…>
=== GAMIFICATION track
Part of the “Decision Analytics, Mobile Services, and Service Science” –
track 54th annual Hawaii International Conference on System Sciences
HICSS January 5-8, 2020 | Grand Hyatt, Kauai
=== IMPORTANT DATES
- June 15: Submissions deadline
- August 17: Notification sent to authors
- September 4: Revision deadline
- September 10: Final acceptance notifications sent to authors
- September 22: Deadline for authors to submit the final manuscript
(camera ready)
- October 1: Registration deadline
- January 5-8: Conference
- February 15, 2019 (date subject to change) (Optional) Submission
deadline for extended versions of selected papers for Internet Research
or AIS Transactions on Human-Computer Interaction
Authors of accepted papers have the option to fast-track extended
versions of their HICSS papers either to Internet Research (Impact
factor 3.838)
(http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int
<http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int>
or AIS Transactions on Human-Computer Interaction
(https://aisel.aisnet.org/thci/ <https://aisel.aisnet.org/thci/>).
Moreover, the Streaming Media in Entertainment mini-track is part of the
Gamification Publication Track aimed at the persistent development of
gamification research: http://gamifinconference.com/gamification-track/
<http://gamifinconference.com/gamification-track/>
Submission instructions: https://hicss.hawaii.edu/authors/
<https://hicss.hawaii.edu/authors/>
=== TOPICS include (but are not limited to):
Topics by types of media:
Live streaming
Social Live Streaming (e.g., YouNow, Periscope, Ustream)
Live stream function in other services (Facebook Live, IGTV)
eSports (e.g., Twitch, Mixer)
Audio (live radio, podcasts)
On-Demand streaming
User-generated video (e.g., YouTube) or audio (e.g., SoundCloud)
Commercial video (e.g., Netflix, Disney Plus) or audio (e.g., Spotify,
Apple Music)
Learning/educational video (e.g., Udemy, Udacity)
Short-form video formats in digital media (e.g., TikTok, Snapchat)
Instagram/Facebook stories
WhatsApp stories
We encourage a wide range of submissions from any disciplinary
backgrounds: empirical and conceptual research papers, case studies, and
reviews.
We additionally welcome submissions to connected minitracks of
Engaging Governance, CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-ann…
<https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-ann…>
Gamification, CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-haw…
<https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-haw…>
=== CHAIRS
Kaja Fietkiewicz Heinrich Heine University Düsseldorf
kaja.fietkiewicz(a)hhu.de
Franziska Zimmer
Heinrich Heine University Düsseldorf
franziska.zimmer(a)hhu.de
Maria Törhönen
Tampere University
maria.torhonen(a)tuni.fi
Juho Hamari
Tampere University
juho.hamari(a)tuni.fi
See you in Hawaii!
====
Although nowadays live and on-demand streaming is an important aspect of
digital and social media, it is still not well studied by system
sciences and HCI research. We possess only limited knowledge on this
research area. What demographic characteristics do users of streaming
services exhibit? What is their information behavior? Are there any
violations of law? What are the motivations of the streamers, the
participants and the consumers? What are the gratifications sought, and
what are gratifications obtained? Do gender-, age- or culture-specific
differences in motives, gratifications, and streamed contents exist? How
do (wannabe) influencers and micro-celebrities make use of live and
on-demand (e.g. YouTuber) streaming?
In this minitrack, we are looking for theoretical or empirical papers
investigating on-demand streaming services concerning video streaming
(e.g., Netflix, Hulu, Disney Plus, Amazon Prime), music streaming (e.g.,
Apple Music, Spotify, SoundCloud), and education (e.g., in academia
Camtasia, Lecture2Go as well as general e.g., Udemy, or Udacity).
Furthermore, we welcome research fostering our understanding on the
production and usage of and user participation on general social live
streaming services (e.g., Periscope, Ustream or YouNow), embedded
systems in other services (e.g., Instagram Live, niconico or Facebook
Live) and e-sports streaming services (e.g., Twitch). We anticipate
submissions including (but not limited to) the following topics:
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [AISWorld] WETICE 2020 CFP- Second round
Date: Mon, 30 Mar 2020 13:29:20 +0200
From: Nour El Houda Nouar <nennouar(a)laas.fr>
To: commsoft(a)IEEE.ORG, CNOM(a)ComSoc.org, itc(a)comsoc.org,
CHI-ANNOUNCEMENTS(a)LISTSERV.ACM.ORG, ecoop-info(a)ecoop.org,
ifip-tc11(a)dlist.uni-frankfurt.de, dmanet(a)zpr.uni-koeln.de,
bull-i3(a)irit.fr, sma(a)loria.fr, info-ic(a)listes.irisa.fr, ln(a)cines.fr,
rsd-forum(a)cines.fr, annonces(a)listes.societe-informatique-de-france.fr,
seworld(a)sigsoft.org, icse-publicity(a)lists.ifi.uzh.ch,
aisworld(a)lists.aisnet.org, dbworld(a)cs.wisc.edu
[Apologies for multiple
messages]==================================================================
WETICE 2020
The 29th International Conference on Enabling Technologies:
Infrastructure for Collaborative Enterprises
9-11 June 2021, Basque Coast - Bayonne, France
Website: http://wetice2020.org
==================================================================
First-round process
· Submission deadline: March 22, 2020 (Closed)
· Notification to authors: April 25, 2020
· Camera-ready deadline: May 5, 2020
· Authors registration deadline: September 10, 202 Second-round process
· Submission deadline: July 15, 2020
· Notification to authors: August 15, 2020
· Camera-ready deadline: September 10, 2020
· Authors registration deadline: September 10, 2020 Context and ScopeThe
International Conference on Enabling Technologies: Infrastructure for
Collaborative Enterprises WETICE is an international conference on the
state-of-the-art research in enabling technologies for collaboration,
consisting of several conference tracks. The 29th WETICE edition will be
held on June 2021 in Bayonne (French Basque country), France.
With the presence of internationally distinguished keynote speakers:
· Barbara Pernici, Politecnico di Milano, Italy
· Sabri Skhiri, Eura Nova, Belgium
· Luigi Atzori, University of Cagliari, Italy
WETICE topics of interest include but are not limited to:
* Cloud-Based Collaborative Technologies in IoT
* Adaptive and Reconfigurable Systems and Architectures
* Complex Networks Monitoring, Security and Fraud Detection for
Enterprises==================================================================
The International Conference on Enabling Technologies: Infrastructure
for Collaborative Enterprises WETICE (http://wetice2020.org) is an
international conference on the state-of-the- art research in enabling
technologies for collaboration, consisting of several conference tracks.
Due the COVID-19 pandemic, the 29th WETICE edition will be co-located
with the 30th edition held on June 9-11, 2021 in Bayonne (French Basque
country), France. * Convergence of Distributed Clouds, Grids and their
Management
* Data Exploration in the Web 3.0 Age
* Collaborative Software Processes
* Formal Verification of Service Based Systems
* Future Internet Services and Applications
* Semantic Technologies in Smart Information Sharing and Web Collaboration
* Security, Safety and Trust Management
List of Tracks· Adaptive Computing (and Agents) for Enhanced Collaboration
· Adaptive and Reconfigurable Systems and Architectures
· Convergence of Distributed Clouds, Grids and their Management ·
Collaborative Modeling & Simulation
· Complex Networks Monitoring and Security and Fraud Detection for
Enterprises
· Future Internet Services and Applications
· Security, Safety and Trust Management
· Validating Software for Critical Systems
· Semantic Technologies for Smart Information Sharing and Web Collaboration
· Smart Living Space
Manuscript Guidelines and SubmissionPapers up to six (6) pages
(including figures, tables and references) should contain original
contributions not published or submitted elsewhere and are to be
formatted according to the IEEE template.
Accepted papers will be included in the proceedings published by the
IEEE Computer Society Press and will be archived in the IEEE digital
library.
The page limit for Full papers is 6 pages. No extra pages are allowed.
The page limit for Short papers is 4 pages. No extra pages are allowed.
At least one author for each accepted paper should register and attend
WETICE 2020 to have the paper published in the proceedings.
Papers should be submitted through the EasyChair platform using the
following link: https://easychair.org/conferences/?conf=wetice2020
==================================================================General
ChairsErnesto Exposito, Université de Pau et des Pays de l’Adour, France
Khalil Drira, LAAS-CNRS, FranceProgram ChairsStefania Monica, Università
degli Studi di Parma, Italy Sami Yangui, LAAS-CNRS,
France==================================================================
Please contact the Program Chairs for any additional information or request.
--
Nour elhouda NOUAR, Ph.D candidate
CNRS-LAAS : SARA team - Advanced networks
Tel : +33 (0) 767636623
Mail: nouar(a)laas.fr / nlh.nouar(a)gmail.com
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [AISWorld] Your Contribution to a research on Smart Devices
and Human Computer Interaction
Date: Mon, 30 Mar 2020 09:37:14 +0000
From: F. Lelli <F.Lelli(a)tilburguniversity.edu>
To: aisworld(a)lists.aisnet.org <aisworld(a)lists.aisnet.org>
Dear Colleagues,
I am writing to you because together with Dr. Heidi Toivonen (*) we are
running a multidisciplinary research on human-smart devices interaction.
We are inviting you to take part in a little survey regarding your
relationship with smart devices. In doing this survey, you will be able
to reflect on how you relate to technology, while contributing to a
study that aims to foster a deeper understanding of human interaction
with personal smart devices that are becoming a more and more pervasive
element of our everyday life.
We sincerely appreciate your support and collaboration.
Completing the survey will take you no more than 5 minutes.
Follow this link to the Survey:
https://tilburgss.co1.qualtrics.com/jfe/form/SV_8GMjalxLgvKO1ox
Or copy and paste the URL below into your internet browser:
https://tilburgss.co1.qualtrics.com/jfe/form/SV_8GMjalxLgvKO1ox
You are also welcome to forward this invitation to anybody you think may
be interested in participating in this research.
Obviously, you are very welcome to contact us by replying to this email
if you have any questions. In addition, if you have done work that you
believe is relevant for this research, please get in touch. We look
forward to learning from you!
All the Best,
Francesco Lelli and Heidi Toivonen
(*) Doing research on agency in the field of Psychology, more info at
http://www.heiditoivonen.com/
Check out my free guides on how to do a better thesis and on how to be a
better programmer. You are welcome to share and to use them in the way
you prefer!
--
--
--
===================================================
Dr.ir.Francesco Lelli
Tilburg School of Economics and Management
Department of Management
Web: https://www.francescolelli.info/
eMail: f.lelli(a)TilburgUniversity.edu ===================================================
The contents of this e-mail and its attachments ("message") are confidential and may be subject to legal privilege. The contents may not be disclosed, copied or distributed without the prior written consent of the sender
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [WI] CFP - Recent Published Research Track (KR 2020)
Date: Sat, 28 Mar 2020 09:11:48 +0200
From: Theofanis I. Aravanis <taravanis(a)upatras.gr>
Reply-To: Theofanis I. Aravanis <taravanis(a)upatras.gr>
Organization: University of Patras
To: taravanis(a)upatras.gr
CALL FOR PAPERS
KR 2020 -- RECENT PUBLISHED RESEARCH TRACK
A special track of the 17th Conference on Principles of Knowledge
Representation and Reasoning (KR2020)
September 12-18th, 2020
Rhodes, Greece
------------------
Important Dates
------------------
Submission deadline: 15 June 2020
Notification: 13 July 2020
Conference dates: 12--18 September 2020
------------------
Web site: https://kr2020.inf.unibz.it/page/recent_published_research_track
(For the KR 2020 web site see https://kr2020.inf.unibz.it/ and for the
KR 2020 CFP see https://kr2020.inf.unibz.it/page/call_for_papers.)
We invite submissions of abstracts of papers previously published in
journals and conference proceedings for the Recent Published Research
Track. The track is designed to provide a forum to discuss recent
research on topics related to KR that may not be immediately familiar or
easily accessible to the KR community. The track seeks papers that fall
into one or both of the following two categories:
1) Papers that
-- connect KR to other areas of AI and to other areas of computer
science such as database theory, game theory, social choice, logic and
philosophy;
-- connect KR to areas that make use of KR, such as multi-agent systems,
planning, natural language understanding; or
-- go beyond the commonly-understood boundaries of KR.
2) Papers that are strongly related to KR and
-- have been published in journals but have not been presented at
workshops or conferences;
-- have been presented at workshops or conferences that are not
typically attended by the KR community; or
-- have been accepted at general high-profile AI conferences such as
IJCAI, ECAI, or AAAI, where the time allotted has not allowed for full
discussion of all key aspects of the paper.
SUBMISSION GUIDELINES:
Authors should supply the following materials:
-- A cover page (single page) listing the title, the authors, a full
reference to the original paper, and a public or privately accessible
url from which the paper can be downloaded.
-- A one-page (preferred) and no more than two-page extended abstract of
the paper following the format for regular paper KR 2020 submissions.
The abstract should present the main contributions of the paper, discuss
the relevance of the paper to KR, and explain the significance of the
results.
A single pdf file with the materials should be submitted to the KR
submission site at EasyChair:
https://easychair.org/conferences/?conf=kr2020.
The authors should mark the submission as Recent Published Research.
Submissions must meet the following criteria:
a. Candidate papers must have been published in a journal or a
conference proceedings in 2018 or later.
b. Papers that are in press may be submitted as long as the final
camera-ready version is available.
c. Extensions of papers that have been previously presented at a KR
conference are not eligible for this track.
Extended abstracts of the accepted papers will be linked from the
conference web site.
Authors of accepted papers will present their work, focussing on its
significance and relevance to KR. Significant time will be allocated for
discussion of the interdisciplinary aspects of the work and its
potential impact on the future research opportunities for KR.
For any questions regarding suitability of a submission or of any other
aspect of the track, please email the special track program co-chairs:
Jim Delgrande, jim(a)cs.sfu.ca
Mirek Truszczynski, mirektruszczynski(a)gmail.com
--
Mailing-Liste: wi(a)lists.kit.edu
Administrator: wi-request(a)lists.kit.edu
Konfiguration: https://www.lists.kit.edu/wws/info/wi
-------- Forwarded Message --------
Subject: [AISWorld] ICKG 2020 Call for Papers (Due April 15)
Date: Fri, 27 Mar 2020 19:29:02 +0100
From: ICDM 2019 <icdmxw(a)gmail.com>
To: events_calendar(a)acm.org
CC: conferences(a)computer.org, aisworld(a)lists.aisnet.org,
k.valavanis(a)ieee.org, IR(a)jiscmail.ac.uk, aimagazine19(a)aaai.org,
calendar(a)computer.org, Deborah Sims <dsims(a)computer.org>,
crossroads(a)acm.org
11th IEEE International Conference on Knowledge Graph (ICKG-2020)
August 9-11, 2020, Nanjing, Chinahttp://ickg2020.bigke.org/
ICKG 2020 Call for Papers
*************************
Aims and Scope
==============
Knowledge Graph deals with fragmented knowledge from heterogeneous,
autonomous information sources for complex and evolving relationships,
in addition to domain expertise. The 11th IEEE International
Conference on Knowledge Graph (ICKG-2020), provides a premier
international forum for presentation of original research results in
Knowledge Graph opportunities and challenges, as well as exchange and
dissemination of innovative, practical development experiences. The
conference covers all aspects of Knowledge Graph, including
algorithms, software, platforms, and applications for knowledge graph
construction, maintenance, and inference. ICKG 2020 draws researchers
and application developers from a wide range of Knowledge Graph
related areas such as knowledge engineering, big data analytics,
statistics, machine learning, pattern recognition, data mining,
knowledge visualisation, high performance computing, and World Wide
Web. By promoting novel, high quality research findings, and
innovative solutions to challenging Knowledge Graph problems, the
conference seeks to continuously advance the state-of-the-art in
Knowledge Graph.
Accepted papers will be published in the conference proceedings by the
IEEE Computer Society. Awards will be conferred at the conference on
the authors of the best paper and the best student paper. A selected
number of best papers will be invited for possible inclusion, in an
expanded and revised form, in the Knowledge and Information Systems
Journal (http://kais.bigke.org/ ) and the Journal of Database
Management (special issue on "Knowledge Graph and Deep Learning")
(https://www.igi-global.com/journal/journal-database-management/1072
).
Topics of Interest
==================
Topics of interest include, but are not limited to:
- Foundations, algorithms, models, and theory of Knowledge Graph processing.
- Knowledge engineering with big data.
- Machine learning, data mining, and statistical methods for
Knowledge Graph science and engineering.
- Acquisition, representation and evolution of fragmented knowledge.
- Fragmented knowledge modelling and online learning.
- Knowledge graphs and knowledge maps.
- Knowledge graph security, privacy and trust.
- Knowledge graphs and IoT data streams.
- Geospatial knowledge graphs.
- Ontologies and reasoning.
- Topology and fusion on fragmented knowledge.
- Visualisation, personalisation, and recommendation of Knowledge
Graph navigation
and interaction.
- Knowledge Graph systems and platforms, and their efficiency, scalability,
and privacy.
- Applications and services of Knowledge Graph in all domains including web,
medicine, education, healthcare, and business.
- Crowdsourcing, deep learning and edge computing for graph mining.
- Rule and relationship discovery in knowledge graph computing.
Submission Guidelines
=====================
Paper submissions should be no longer than 8 pages, in the IEEE
2-column format
(https://www.ieee.org/conferences_events/conferences/publishing/templates.ht…
), including the bibliography and any possible appendices. Submissions
longer than 8 pages will be rejected without review. All submissions
will be reviewed by the Program Committee on the basis of technical
quality, relevance to Knowledge Graph, originality, significance, and
clarity. You can choose to identify a Track Topic number in your
submission title (e.g.,your_paper_title-Track01) during submission.
All manuscripts are submitted as full papers and are reviewed based on
their scientific merit. The reviewing process is confidential. There
is no separate abstract submission step. There are no separate
industrial, application, short paper or poster tracks. Manuscripts
must be submitted electronically in online submission system
(https://www.wi-lab.com/cyberchair/2020/ickg20/scripts/submit.php?subarea=KG
). We do not accept email submissions.
LaTeX and Word Templates
To help ensure correct formatting, please use the style files for U.S.
Letter as template for your submission. These include LaTeX and Word.
Important Dates
===============
All deadlines are at 11:59PM Pacific Daylight Time.
- Paper submission: April 15, 2020
- Notification of acceptance/rejection: May 31, 2020
- Camera-ready deadline and copyright forms: June 18, 2020
- Early Registration Deadline: June 30, 2020
- Conference: August 9-11, 2019
More Information
================
More information about ICKG 2020 is at http://ickg2020.bigke.org/
_______________________________________________
AISWorld mailing list
AISWorld(a)lists.aisnet.org
-------- Forwarded Message --------
Subject: [WI] RuleML+RR 2020: now Free, Virtual, deadline extended
until May 1st
Date: Fri, 27 Mar 2020 16:27:44 +0100
From: Jean Jung <jeanjung(a)uni-bremen.de>
Reply-To: Jean Jung <jeanjung(a)uni-bremen.de>
To: wi(a)aifb.uni-karlsruhe.de
**** RULEML+RR GOES FREE AND VIRTUAL, SUBMISSIONS BY MAY 1st ****
=================================================================
RuleML+RR 2020 CALL FOR PAPERS
RuleML+RR 2020: 4th International Joint Conference on Rules and Reasoning
29 June - 1 July 2020
Virtual
http://2020.ruleml-rr.org
Part of "Declarative AI 2020: Rules, Reasoning, Decisions and Explanations"
(DeclarativeAI 2020, https://2020.declarativeai.net)
==================================================================
== SUMMARY ==
High-quality papers related to theoretical advances, novel technologies,
and artificial intelligence applications concerning explainable algorithmic
decision-making that involve rule-based representation and reasoning are
solicited.
Theme for 2020 edition: Explainable algorithmic decision-making
Important paper submission dates:
****EXTENDED DEADLINE - SUBMISSIONS DUE MAY 1st****
- Full paper: 1st May 2020
== THE CONFERENCE ==
The 4th International Joint Conference on Rules and Reasoning (RuleML+RR
2020)
is the leading international joint conference in the field of rule-based
reasoning.
Stemming from the synergy with the DecisionCAMP summit, which brings
together
leading decision management authorities, vendors, and practitioners, one
of the
main goals of RuleML+RR is to build bridges between academia and
industry in the
area of rule-based reasoning and applications. RuleML+RR 2020 is part of
the event
"Declarative AI: Rules, Reasoning, Decisions, and Explanations" to be
held between
29 June - 1 July 2020.
RuleML+RR 2020 aims to bring together rigorous researchers and inventive
practitioners,
interested in the foundations and applications of rules and reasoning in
academia,
industry, engineering, business, finance, healthcare, environment, and other
application areas. It provides a forum for stimulating cooperation and
cross-fertilization between the many different communities focused on
the research,
development, and applications of rule-based systems.
== TOPICS ==
RuleML+RR welcomes research from all areas of Rules and Reasoning,
including topics
from our 2020 theme: explainable algorithmic decision-making. The topics
of the
conference include:
* Machine learning approaches involving rules (e.g, extracting rules
from Deep
Neural Networks or rule-based classification)
* Rules for knowledge graphs and ontology learning
* Rule-based approaches to natural language processing
* Explainable AI approaches based on rules, psychological aspects of
rule learning
* Rules of ethics, biases, laws, policies, and regulations
* Production & business rule systems
* Communicating rule models with Decision Model and Notation (DMN)
* Applications of rule technologies with explainable AI (xAI) elements
* Foundations of declarative AI architectures and languages
* Rule-based approaches for intelligent systems and intelligent
information access
* Vocabularies, ontologies, and business rules
* Ontology-based data access
* Rule-based data integration
* Data management and data interoperability for web data
* Distributed agent-based systems for the web
* Rule-based approaches to agents
* Scalability and expressive power of logics for the semantic web
* Reasoning with incomplete, inconsistent and uncertain data
* Non-monotonic, common-sense, and closed-world reasoning for web data
* Non-classical logics and the Web
* Constraint programming
* Logic programming
* Streaming data and complex event processing
* Higher-order and modal rules
* Web reasoning and distributed rule inference and execution
* Rule markup languages and rule interchange formats
* Rule-based policies, reputation, and trust
* Rules, blockchain, and smart contracts
* Scalability and expressive power of logics for rules
* System descriptions, applications and experiences
* Rules and human language technology
* Rules in online market research and online marketing
* Applications of ontologies and rules in environmental protection
* Applications in climate change monitoring, mitigation & adaptation
* Applications in healthcare and life sciences
* Applications in peace and conflict studies
* Applications in equity and social welfare
* Applications in law, regulation, and finance
* Applications in Digital Twins
* Industrial applications of rules
== SUBMISSIONS ==
We accept the following submission formats for papers:
* Long papers (up to 15 pages in LNCS style)
* Short papers (up to 8 pages in LNCS style)
Long papers should present original and significant research
and/or development results.
Short papers should concisely describe general results or specific
applications, systems, or position statements.
Submitted papers must not substantially overlap with papers that have been
published or that are simultaneously submitted to a journal or a
conference/workshop with formal proceedings. Double submission to a
workshop with informal proceedings is allowed.
Submissions: via EasyChair
https://easychair.org/conferences/?conf=rulemlrr2020
In addition to regular submissions, RuleML+RR 2020 will include the 14th
International Rule Challenge, a Doctoral Consortium, an Industry Track, and
a Posters and Interactions session.
RuleML+RR 2020 is co-located with DecisionCAMP 2020 and the 16th Reasoning
Web Summer School (RW 2020), as part of the Declarative AI 2020 event.
== PUBLICATION ==
The conference proceedings will be published by Springer in the Lecture
Notes in Computer Science series (LNCS). The proceedings will be published
after the conference.
All submissions must be prepared in Springer's LaTeX style LNCS
(http://www.springer.com/comp/lncs/authors.html).
== JOURNAL PARTNERSHIP AND BEST PAPER AWARD ==
A selection of the best accepted papers of RuleML+RR 2020 (2-6 papers) will
be invited for submission to the Journal of Theory and Practice of Logic
Programming (TPLP)
published by Cambridge University Press. All accepted papers will also
be considered
for the best paper award sponsored by Spring
== INDEXING AND HISTORY ==
The RuleML+RR conference is part of umbrella event DeclarativeAI.
The conference is indexed in bibliographic databases such as Scopus or
Web of science under
the acronym RuleML+RR, and in the widely recognized CORE Rank under the
acronym RuleML,
used before its merger with the RR conference in 2016. The Web Reasoning
and Rule Systems conference
series was held independently between 2007-2016 and the RuleML series
between 2002-2016.
== IMPORTANT DATES ==
***DEADLINE EXTENSION ***
Full papers submission: 1st May 2020
Notification of acceptance: 29 May 2020
Camera-ready submission: 7 June 2020
Conference: 29 June - 1 July 2020
== REGISTRATION ==
This year, the registration fee has been dropped. The original fee was
up to 550 Euro.
== KEYNOTES ==
* Prof. Eyke Hullermeier, Univ. Padeborn, Germany: Multilabel rule learning
* Prof. Dieter Fensel, STI Innsbruck, Austria: Knowledge Graphs:
Methodologies, Tools, and Selected Use Cases
* Derek Miers, Sr Director at Gartner, United Kingdom: What The Real
World Needs From Decision Management, Reasoning and AI
* Prof. Arild Waaler, Sirius Centre for Scalable Data Access, Norway:
title TBA
== ORGANISATION ==
- General Chairs:
* Dumitru Roman (SINTEF AS / University of Oslo, Norway)
* Martin Giese (University of Oslo, Norway)
* Ahmet Soylu (NTNU / SINTEF AS, Norway)
- Program Chairs:
* Victor Gutierrez Basulto (Cardiff University, UK)
* Tomas Kliegr (University of Economics, Prague, Czech Republic)
- Doctoral Consortium Chairs
* Paul Fodor (Stony Brook University, USA)
* Daniela Inclezan (Miami University, USA)
- Rule Challenge Chairs
* Sotiris Moschoyiannis (University of Surrey, U.K.)
* Jan Vanthienen (KU Leuven, Belgium)
- Industry Track Chairs
* Francisco Martin-Recuerda (DNVGL, Norway)
* Nicolay Nikolov (SINTEF AS, Norway)
* Ioan Toma (Onlim, Austria)
- Posters & Interactions Chairs
* Carlos A. Iglesias (Universidad Polit�cnica de Madrid, Spain)
* Dia Trambitas-Miron (UMFST, Romania / John Snow Labs, USA)
- Publicity chair
* Jean Christoph Jung (Bremen University, Germany)
- Program Committee
https://2020.declarativeai.net/events/ruleml-rr/ruleml-rr-organization
--
Mailing-Liste: wi(a)lists.kit.edu
Administrator: wi-request(a)lists.kit.edu
Konfiguration: https://www.lists.kit.edu/wws/info/wi