-------- Forwarded Message --------
Subject: [ACSOS] International Workshop on Cyber Resilience and
Antifragility in Complex, Distributed Systems (CyRA) - Call for Papers
Date: Thu, 2 Apr 2020 05:46:12 +0000
From: Baruwal Chhetri, Mohan (Data61, Docklands GS)
<Mohan.Baruwalchhetri(a)data61.csiro.au>
To: 'acsos(a)lists.uni-wuerzburg.de' <acsos(a)lists.uni-wuerzburg.de>
******************************************CyRA 2020 – Call for Papers
**********************************************
1st International Workshop on Cyber Resilience and Antifragility in
Complex, Distributed Systems (CyRA 2020)
21 August 2020 - Washington DC, USA & online at
1st IEEE International Joint ICAC/SASO Conference on Autonomic Computing
& Self-Organizing Systems (ACSOS)
https://cyra2020.github.io/https://2020.acsos.org/
***************************************************************************************************************
COVID Statement:
-------------------------
We would like to express our empathy and condolences to those affected
by COVID-19. The CyRA organizing committee has been monitoring the
situation surrounding COVID-19, and considering the impact this may have
on the event.
At this point, we would like to announce and confirm that CyRA will
follow the arrangements of the main ACSOS Conference as follows:
* CyRA will take place, on its original date of 21 August 2020.
* There will be an opportunity to present virtually, for anyone who
cannot or chooses not to travel.
* All accepted papers will be published in the conference proceedings by
IEEE, irrespective of whether a physical or virtual presentation is given.
* A decision about whether the conference will be entirely virtual or
hybrid will be made in early June at the latest. This is to ensure that
people have ample time to make travel arrangements, in the case of
physical attendance.
Overview:
--------------
From inter-connected medical devices, traffic lights and autonomous
vehicles, to air-traffic control systems, data centres and large-scale
enterprise applications, software systems of varying levels of
complexity are increasingly being used to either control or support
essential business services and operations. Ongoing advances in various
edge-oriented computing paradigms, inclusive of the Internet of Things
(IoT), Edge computing, Fog computing and others, have served to
significantly increase the complexity and ubiquity of these software
systems (indeed, the IoT paradigm can be seen as an evolution of
ubiquitous computing from the 1990s), and, as a result of this, to make
them more critical. Given their criticality, in addition to being able
to resist malicious attacks (security) and handle accidental failures
(reliability), the resilience of such systems, namely, their ability to
`bounce back’ from both attacks and failures and autonomously maintain
operation, is becoming increasingly important. Going beyond resilience,
in some situations (e.g. in highly dynamic, unpredictable environments)
it is also desirable, and sometimes even essential, for software systems
to have the ability to improve their own functionality and `bounce back’
even more resilient than before. This characteristic is termed
antifragility.
Both resilience and antifragility can be achieved through a variety of
means, but one particularly promising approach is to apply techniques
from autonomic and/or self-adaptive computing – realizing various self-*
properties via adaptation, including the special property of
self-improvement via meta-adaptation – in conjunction with AI and other
research areas such as distributed computing and software engineering.
This workshop aims to disseminate the latest research ideas and results
that are based on, or arrived at by using, autonomic and/or
self-adaptive computing (but also self-aware computing, CAS, and related
variants), as these ideas and results pertain to cyber resilience and
antifragility in complex, distributed systems; and to stimulate
discussion on a range of topics within this overarching theme. Topics
include, but are not limited to the following, as they apply to
resilience and/or antifragility in complex, distributed systems via
self-adaptive/autonomic/etc. computing:
- decentralized decision-making and decision coordination
- multi-agent systems/distributed AI
- decentralized learning and meta-learning for self-improvement
- decentralized architectures, including the use of micro-service
architectures
architectural patterns
- self-organisation and self-assembly techniques, including
self-organization/self-assembly of the adaptation logic
- realizing self-* properties in a cross-cutting fashion
- model-driven approaches and domain-specific languages
- formal adaptation and meta-adaptation guarantees, in conjunction with
learning
Paper Submission:
-------------------------
We invite original research papers that have not been previously
published and are not currently under review for publication elsewhere.
All papers will be peer reviewed by at least 3 international experts in
the field. Acceptance/rejection will be based on relevance to the
workshop topics, technical quality, originality and presentation
(coherent structure, readable figures, etc.). Novel ideas, papers
showing promising early results (prior to comprehensive validation), or
papers which are more controversial and could trigger discussions, are
especially welcome. For such submissions, criteria pertaining to
originality and sound argumentation will be given greater weight during
the review process.
All accepted papers will be published in the ACSOS proceedings and
submitted for inclusion to IEEE Xplore. Papers must thus be in the same
format as the conference proceedings and must not be more than 6 pages
in length.
Submission site: https://easychair.org/conferences/?conf=cyra2020
<https://easychair.org/conferences/?conf=cyra2020>
Important Dates:
-----------------------
- Paper Submission Deadline: June 15, 2020
- Notification of Acceptance: July 1, 2020
- Camera Ready Submission: July 8, 2020
Organizing Committee:
-------------------------------
- Dr. Surya Nepal, CSIRO Data61 & Cyber Security CRC, Australia
- Dr. Anton V. Uzunov, DST Group, Australia
- Dr. Mohan Baruwal Chhetri, CSIRO Data61, Australia
Program Committee:
----------------------------
- Barry Porter, Lancaster University
- Christian Krupitzer, University of Würzburg
- Claudia Szabo, University of Adelaide
- Danny Weyns, Katholieke Universiteit Leuven
- David Garlan, Carnegie Mellon University
- Kjell Jørgen Hole, Simula Research Laboratory
- Mohamed Abdelrazek, Deakin University
- Partha Pal, BBN Technologies
- Ryszard Kowalczyk, Swinburne University of Technology
- Thomas Vogel, Humboldt University of Berlin
-------- Forwarded Message --------
Subject: [computational.science] [Changes to deadline] Graphical Models
for Security (GraMSec 2020) - CFP
Date: Wed, 1 Apr 2020 20:54:39 +0200
From: Barbara Fila (Kordy) <barbara.kordy(a)irisa.fr>
To: computational.science(a)lists.iccsa.org
GraMSec 2020: The Seventh International Workshop on Graphical Models for
Security
http://gramsec.uni.lu
June 22, 2020 *Online event*
Co-located with CSF 2020
*LNCS post-proceedings confirmed*
SCOPE
The use of graphical security models to represent and analyse the
security of systems has gained an increasing research attention over the
last two decades. Formal methods and computer security researchers, as
well as security professionals from the industry and government, have
proposed various graphical security models, metrics, and measurements.
Graphical models are used to capture different security facets and
address a range of challenges including security assessment, automated
defence, secure services composition, security policy validation, and
verification. The International Workshop on Graphical Models for Security
is an established scientific event dedicated to study and exchange
of experiences on graphical security and safety modelling.
TOPICS
This year, we encourage excellent submissions related, but not
restricted, to the following broad headings:
1. Graph representations: mathematical, conceptual, and implemented
tools for describing and reasoning about security and safety
2. Logical approaches: formal logical tools for representing and
reasoning about graphs and their use as modelling tools in security
3. Machine learning: modelling and reasoning about the role of big data
and machine learning in security operations
4. Networks in national security: terrorist networks, counter-terrorism
networks; safety in national infrastructure (e.g., utilities and
transportation)
5. Risk analysis and management: models and graphical methodologies for
security and privacy risk management in business and organisational
architectures
6. Social networks: using and reasoning about social graphs, network
analysis, network protocols, social mapping, sociometry.
7. Semantics: developing or studying semantic approaches to graph-based
models used in security like set theoretic models, categorical models,
logical models, etc.
8. Threat modelling: modelling and analysing software systems security,
models for DevSecOps, etc.
9. Security requirements: models and tools for describing and analysing
requirements on system security and privacy.
10. Visual security: modelling and analytics for security visualisations.
11. Secure systems: safe and secure system design, quantification of
security/safety, models for system security/safety evaluation.
We welcome a broad range of contributions: from theory to tools and
experience reports. Preference will be given to papers likely to
stimulate high-quality debate at the Workshop.
SUBMISSION GUIDELINES
We solicit two types of submissions:
- Regular papers (up to 18 pages, excluding the bibliography and
well-marked appendices) describing original and unpublished work within
the scope of the workshop.
- Short papers (up to 10 pages, excluding the bibliography and
well-marked appendices) describing original and unpublished work in
progress.
The reviewers are not required to read the appendices, so the papers
should be intelligible without them. All submissions must be prepared
using the LNCS style. Each paper will undergo a thorough review process.
Submissions should be made using the GraMSec 2020 EasyChair website:
https://easychair.org/conferences/?conf=gramsec2020.
PUBLICATION
As in previous editions, we the post-proceedings will be published
in the Lecture Notes in Computer Science (LNCS) series,
published by Springer. Proceedings will be published after the
workshop, thus permitting the authors to incorporate feedback.
VENUE
Due to the current coronavirus outbreak, the IEEE CSF Symposium
and its associated workshops, including GraMSec, will be held
online this year. Details about registration and participation will
be soon made available.
IMPORTANT DATES
Given the situation and the fact that the workshop will be held online,
we will keep only one submission deadline.
- Paper submissions due: Friday, April 24, 2020
- Notifications: Friday, May 29, 2020
- Workshop: Monday, June 22, 2020
- Camera ready versions due: Friday, August 7, 2020
PROGRAM CHAIRS
Harley Eades III, Augusta University, United States of America
Olga Gadyatskaya, Leiden Institute of Advanced Computer Science,
Leiden University, The Netherlands
STEERING COMMITTEE
Sushil Jajodia, George Mason University, United States of America
Barbara Fila, INSA Rennes, IRISA, France
Sjouke Mauw, University of Luxembourg, Luxembourg
Christian W. Probst, Unitec, New Zealand
Ketil Stølen, SINTEF Digital and University of Oslo, Norway
PUBLICITY CHAIR
Barbara Fila, INSA Rennes, IRISA, France
WEB CHAIR
Reynaldo Gil Pons, University of Luxembourg, Luxembourg
-------- Forwarded Message --------
Subject: [ACSOS] 8th Interntional Workshop on Self-Improving Systems
Integration / Call for Papers & Talks
Date: Wed, 1 Apr 2020 15:40:56 +0200
From: Prof. Dr.-Ing. Sven Tomforde <st(a)informatik.uni-kiel.de>
To: acsos(a)lists.uni-wuerzburg.de
********* SISSY 2020 - Call for Papers & Talks *********7th
International Workshop on Self-Improving Systems Integration (SISSY)21
August 2020 – Washington, DC, USA& online At the 1st IEEE International
Joint ICAC/SASO Conference on Autonomic Computing & Self-Organizing
Systems(ACSOS)
https://sissy.telecom-paristech.fr/https://2020.acsos.org/
*******************************************************
COVID statement:
We would first like to express our empathy and condolences with those
affected by COVID-19 so far, and those who will have a difficult 2020.
The SISSY Organising Committee has been monitoring the situation
surrounding COVID-19 and considering what impact this may have on events
scheduled for later in the year, such as ours.
At this point we would like to announce and confirm that:
* SISSY will take place, and on its original dates in August (17th or 21st).
* Depending on the travel restrictions being in place in August, we'll
decide about oportunites to present virtually.
* All accepted contributions will become part of the IEEE proceedings of
ACSOS, regardless of whether a physical or virtual presentation is given.
* Whether the main conference (ACSOS 2020) and its workshops become
entirely virtual or hybrid is a decision that we will make when we know
more, and by the end of May/begin of June at the latest. This is to
ensure people have ample time to make travel arrangements, in the case
of physical attendance.
-----------------------------------------------------------------------------
Call for Papers
Information and communication technology (ICT) pervades every aspect
of our daily lives. This inclusion changes our communities and all of
our human interactions. It also presents a significant set of
challenges in correctly designing and integrating our resulting
technical systems. For instance, the embedding of ICT functionality in
more and more devices (such as household appliances or thermostats)
leads to novel interconnections and a changing structure of the
overall system. Not only technical systems are increasingly coupled, a
variety of previously isolated natural and human systems have
consolidated into a kind of overall system of systems - an interwoven
system structure.
This change of structure is fundamental and affects the whole
production cycle of technical systems standard system integration
and testing is not feasible any more. The increasingly complex
challenges of developing the right type of modelling, analysis, and
infrastructure for designing and maintaining ICT infrastructures has
continued to motivate the self-organising, autonomic and organic
computing systems community.
In this workshop, we intend to study novel approaches to system of
system integration and testing by applying self-* principles;
specifically we want approaches that allow for a continual process of
self-integration among components and systems that is self-improving
and evolving over time towards an optimised and stable solution.
Although research in self-organising systems such as the Organic
Computing (OC) and Autonomic Computing (AC) initiatives has seen
an exciting decade of development, in which there has been
considerable success in building individual systems, OC/AC is faced
with the difficult challenge of integrating multiple self-organising
systems, and integrating self-organising systems with traditionally
engineered ones as well as naturally occurring human
organisations. Meanwhile, although there has been important
development in system of systems methodologies (e.g., Service-oriented
Architectures, clouds technology etc.), many of these developments
lack scalable methods for rapidly proving that new configurations of
components/subsystems are correctly used or their changes verified or
that these frameworks have pulled together the best possible
context-sensitive configuration of resources for a user or another
system.
The SISSY workshop continues the successful predecessors held at IEEE
International Conference on Self-Adaptive and Self-Organising Systems
(SASO14) 2014 in London, UK, IEEE/ACM International Conference on
Autonomic Computing (ICAC15) 2015 in Grenobles, France, at
IEEE/ACM International Conference on Autonomic Computing (ICAC16) 2016
in Würzburg, Germany, at the IEEE International Conference on
Self-Adaptive and Self-Organising Systems (SASO17) 2017 in Tucson, AZ,
US, at the IEEE Foundations and Applications of Self* Systems
Conference (FAS*18) 2018 in Trento, Italy, and at the IEEE Foundations
and Applications of Self* Systems Conference (FAS*19) 2018 in Umea,
Sweden.
The workshop intends to focus on the important work of applying
self-X principles to the integration of "Interwoven
Systems" (where an "Interwoven System" is a system cutting across
several technical domains, combining traditionally engineered systems,
systems making use of self-X properties and methods, and human
systems). The goal of the workshop is to identify key challenges
involved in creating self-integrating systems and consider methods to
achieve continuous self-improvement for this integration process. The
workshop specifically targets an interdisciplinary community of
researchers (i.e. from systems engineering, complex adaptive systems,
socio-technical systems, and the OC/AC domains) in the hope that
collective expertise from a range of domains can be leveraged to drive
forward research in the area.
-------------------------------------------------------------------------
Paper Submission
Papers must represent original and unpublished work that is not
currently under review. Papers will be judged on originality,
significance, interest, correctness, clarity, and relevance to the
broader community. Authors are strongly encouraged to report on
concepts, experiences, measurements, user studies, and provide an
appropriate quantitative evaluation if at all possible.
We ask for two types of papers:
a) 2 to 4 page position papers as a basis for discussion.
b) 6 page full papers
The proceedings of all ACSOS workshops will be published by IEEE
Computer Society Press and made available as a part of the IEEE digital
library. In addition, papers will be part of the conference proceedings
with ISBN number. Indexing by IEEE explore and DBPL is expected.
Submissions should be formatted according to the IEEE Computer Society
Press proceedings style guide and submitted electronically in pdf
format. Please submit your papers using the conference management system:
https://easychair.org/conferences/?conf=sissy2020
-------------------------------------------------------------------------
Important Dates
Paper Submission Deadline: May 27th, 2020
Paper Acceptance Notification: June 24th, 2020
Camera-Ready Papers due: July 8th, 2020
Workshop August 21st or 17th, 2020
-------------------------------------------------------------------------
Workshop Organisation
Kirstie Bellman
Topcy House Consulting, USA
bellmanhome(a)yahoo.com
Ada Diaconescu
Telecom Paris-Tech, France
ada.diaconescu(a)telecom-paristech.fr
Lukas Esterle
Aarhus University, Denmark
lukas.esterle(a)eng.au.dk
Sven Tomforde
Christian-Albrechts-Universität zu Kiel, Germany
st(a)informatik.uni-kiel.de
-------------------------------------------------------------------------
Programme Committee
- Kirstie Bellman, Topcy House, USA
- Jean Botev, University of Luxembourg, Luxembourg
- Uwe Brinkschulte, University of Frankfurt, Germany
- Ada Diaconescu, Telecom Paris, France
- Lukas Esterle, Aarhus University, Danmark
- Rose Gamble, University of Tulsa, USA
- Kurt Geihs, Universität Kassel, Germany
- Christian Gruhl, Universität Kassel, Germany
- Joerg Haehner, Universität Augsburg, Germany
- Heiko Hamann, University of Lübeck, Germany
- Wolfgang Karl, Karlsruhe Institute of Technology
- Christian Krupitzer, Universität Würzburg, Germany
- Chris Landauer, The Aerospace Company, USA
- Peter Lewis, Aston University, Birmingham, UK
- Gero Mühl, Universität Rostock, Germany
- Phyllis Nelson, Cal Poly Pomona, USA
- Evangelos Pournaras, Leeds University, UK
- Wolfgang Reif, Universität Augsburg, Germany
- Stefan Rudolph, Universität Augsburg, Germany
- Gregor Schiele, University of Duisburg-Essen, Germany
- Jan-Philipp Steghöfer, University of Gothenburg, Sweden
- Anthony Stein, Universität Augsburg, Germany
- Christopher Steward, Ohio State University, USA
- Sven Tomforde, Christian-Albrechts-Universität zu Kiel, Germany
- Stefan Wildermann, Universität Erlangen-Nürnberg, Germany
-------- Forwarded Message --------
Subject: Call for Papers - DELTA 2020 (Position/Regular Paper Extension)
Date: Tue, 31 Mar 2020 22:00:20 +0000
From: DeLTA Secretariat <delta(a)scitevents.net>
Reply-To: DeLTA Secretariat <delta(a)scitevents.net>
To: gustaf.neumann(a)wu.ac.at
CALL FOR PAPERS
1st International Conference on Deep Learning Theory and Applications
New Position/Regular Paper Submission Deadline: *April 07, 2020 *
*Exceptionally, due to COVID-19, we accept regular paper submissions
until the deadline defined for position papers; furthermore, alternative
forms of presentation will be made available for those that cannot
travel to be able to present their papers. *
*http://www.delta.scitevents.org*
<http://VZUO.trk.elasticemail.com/tracking/click?d=8UA5Qonbm2d2AirR8Qzem3g64…>
July 08 - 10, 2020
Lieusaint - Paris, France
*Due to many requests, the position papers submission deadline of this
conference has been extended. *
Deep Learning and Big Data Analytics are two major topics of data
science, nowadays. Big Data has become important in practice, as many
organizations have been collecting massive amounts of data that can
contain useful information for business analysis and decisions,
impacting existing and future technology. A key benefit of Deep Learning
is the ability to process these data and extract high-level complex
abstractions as data representations, making it a valuable tool for Big
Data Analytics where raw data is largely unlabeled.
Machine-learning and artificial intelligence are pervasive in most
real-world applications scenarios such as computer vision, information
retrieval and summarization from structured and unstructured multimodal
data sources, natural language understanding and translation, and many
other application domains. Deep learning approaches, leveraging on big
data, are outperforming state-of-the-art more “classical” supervised and
unsupervised approaches, directly learning relevant features and data
representations without requiring explicit domain knowledge or human
feature engineering. These approaches are currently highly important in
IoT applications.
*DeLTA is organized in 5 major tracks: *
1 - Models and Algorithms
<http://VZUO.trk.elasticemail.com/tracking/click?d=kjcUjDISYg5vK6nzTrsvoY3Hw…>
2 - Machine Learning
<http://VZUO.trk.elasticemail.com/tracking/click?d=kjcUjDISYg5vK6nzTrsvoY3Hw…>
3 - Big Data Analytics
<http://VZUO.trk.elasticemail.com/tracking/click?d=kjcUjDISYg5vK6nzTrsvoY3Hw…>
4 - Computer Vision Applications
<http://VZUO.trk.elasticemail.com/tracking/click?d=kjcUjDISYg5vK6nzTrsvoY3Hw…>
5 - Natural Language Understanding
<http://VZUO.trk.elasticemail.com/tracking/click?d=kjcUjDISYg5vK6nzTrsvoY3Hw…>
*Conference Chair(s)
<http://VZUO.trk.elasticemail.com/tracking/click?d=qQovZxdJ5wp3meXW0UFP2cQWR…>*
Kurosh Madani, University of Paris-EST Créteil (UPEC), France
*Program Chair(s)
<http://VZUO.trk.elasticemail.com/tracking/click?d=kSVKUEsZmzrzqAR8uNc_gR5uW…>*
Ana Fred, Instituto de Telecomunicações and University of Lisbon, Portugal
*Endorsed by: *
International Association for Pattern Recognition
*In Cooperation with *
ACM Special Interest Group on Artificial Intelligence
International Neural Network Society
With the presence of internationally distinguished keynote speaker:
Petia Radeva
<http://VZUO.trk.elasticemail.com/tracking/click?d=tSHpYY4JjgUa7j248uqMNPyzR…>,
Universitat de Barcelona, Spain
Proceedings will be submitted for *indexation by: *
The DBLP Computer Science Bibliography
Thomson Reuters
Engineering Index (EI)
SCOPUS
Semantic Scholar
Google Scholar
Microsoft Academic
A short list of presented papers will be selected so that revised and
extended versions of these papers will be published by Springer
<http://VZUO.trk.elasticemail.com/tracking/click?d=IUkHIchreuWNesWRwGI8jt6vW…>
in a CCIS Series book.
All papers presented at the conference venue will also be available at
the SCITEPRESS Digital Library
<http://VZUO.trk.elasticemail.com/tracking/click?d=TqOgEHPpYWZ-t4vKmbNK_NnpL…>.
Kind regards,
Ana Rita Paciência
DeLTA Secretariat
*Address: * Av. S. Francisco Xavier Lote 7 Cv. C, Setubal 2900-616,
Portugal
*Tel: * +351 265 520 185
*Web: * http://www.delta.scitevents.org
<http://VZUO.trk.elasticemail.com/tracking/click?d=8UA5Qonbm2d2AirR8Qzem3g64…>
*e-mail: * delta.secretariat(a)insticc.org
<mailto:delta.secretariat@insticc.org>
If you no longer wish to receive mail from us, you can unsubscribe
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SCITEVENTS, Av. S. Francisco Xavier Lote 7 Cv. C, Setúbal, 2900-616,
Portugal
-------- Forwarded Message --------
Subject: [AISWorld] 2nd Call For Book Chapters: Handbook of Research on
Intelligent Analytics with Multi-Industry Applications
Date: Wed, 1 Apr 2020 10:19:50 +1000
From: Zhaohao Sun <zhaohao.sun(a)gmail.com>
To: aisworld(a)lists.aisnet.org
BOOK: Handbook of Research on Intelligent Analytics with Multi-Industry
Applications
EDITED BY PROF. DR. ZHAOHAO SUN
TO BE PUBLISHED BY IGI Global, USA
https://www.igi-global.com/publish/call-for-papers/call-details/4539
or
http://www.wikicfp.com/cfp/servlet/event.showcfp?eventid=96711
or
https://www.researchgate.net/project/Intelligent-Analytics-with-Applications
Introduction
Intelligent analytics is an emerging scientific paradigm that integrates
big data/information/knowledge/wisdom, analytics and artificial
intelligence (AI) to provide smart services to our work, business, life,
industry and society. From a fundamental perspective, intelligent analytics
at least includes intelligent big data analytics, intelligent big
information analytics, intelligent big knowledge analytics, intelligent big
wisdom analytics. Intelligent analytics has been revolutionizing our work,
life, business, management, organization and industry. It becomes
disruptive technology for healthcare, web services, service computing,
cloud computing, 5G development, blockchain and social networking
computing. However, many fundamental, technological and managerial issues
in developing and applying intelligent analytics with multi-industry
applications remain open. For example, what is the foundation of
intelligent analytics? what are the elements of intelligent analytics? What
are the real big characteristics of intelligent analytics? How can apply
intelligent analytics to improve healthcare, mobile commerce, web services,
cloud services, blockchain, 5G development, digital transformation and
industries? What is the effect of intelligent analytics on business,
management, the Internet of things, cloud computing, blockchain, service
and society? This book will address these issues by exploring the
cutting-edge theory, technologies and methodologies of intelligent
analytics with multi-industry applications and emphasize integration of AI,
business intelligence, big data/information/knowledge/wisdom, and analytics
from a perspective of computing, service and management. This book also
provides applications of the proposed theory, technologies and
methodologies of intelligent analytics to e-SMACS (electronic, social,
mobile, analytics, cloud and service) commerce and services, healthcare,
the Internet of things, sharing economy, cloud computing, blockchain, and
Industry 4.0 in the real world.
This book titled “Intelligent Analytics with Multi-industry Applications”
is the first book to reveal the cutting-edge theory, technologies,
methodologies of intelligent analytics with applications. This is also the
first book demonstrating that intelligent analytics is an important enabler
for developing cloud computing, 5G, blockchains, digital transformation,
business, management, governance and services in multi-industry
applications. The proposed approaches will facilitate research, development
and applications of intelligent analytics, big
data/information/knowledge/wisdom analytics, data science, digital
transformation, e-business and web service, service computing, cloud
computing and social computing.
Aims, Scope and Target Audience
This book’s primary aim is to convey the foundations, technologies,
thoughts, and methods of intelligent analytics with multi-industry
applications to scientists, engineers, educators and university students,
business, service and management professionals, policy makers and decision
makers and others who have interest in big data, big information, big
knowledge and big intelligence and wisdom, intelligent analytics, AI, cloud
computing, the Internet of things (IoT), digital transformation, SMACS
intelligence and computing, commerce and service as well as data science,
information science, and knowledge science.
Primary audiences for this book are undergraduate, postgraduate students
and variety of professionals in the fields of big data, data science,
information science and technology, knowledge technology and engineering,
intelligence science, analytics, AI, computing, commerce, business,
services, management and government. The variety of readers in the fields
of government, consulting, marketing, business and trade as well as the
readers from all the social strata can also be benefited from this book to
improve understanding of the cutting-edge theory, technologies,
methodologies and applications of intelligent analytics with applications.
Papers as book chapters of all theoretical and technological approaches,
and applications of intelligent analytics are welcome.
Submissions that cross multiple disciplines such as management, service,
business, artificial intelligence, intelligent systems, data science,
optimization, statistics, information systems, decision sciences, and
industries to develop theory and provide technologies and applications that
could move theory and practice forward in intelligent analytics, are
especially encouraged.
Topics
Topics of contributions to this book include four parts: foundations,
technologies, applications and emerging technologies and applications of
intelligent analytics as follows.
Part I. Foundations of intelligent analytics
Topics: fundamental concepts, models/architectures, frameworks/schemes or
foundations for developing, operating, evaluating, managing intelligent
analytics. The following topics might also include, but not limited to.
• Intelligent analytics as a Science and Technology (IAaaST)
• Big Data science
• Big Data intelligence
• Intelligent Analytics for big data, information, knowledge, intelligence
and wisdom
• Intelligent analytics in business ecosystems
• Decision science for intelligent analytics
• Computing and foundations of intelligent analytics
• New computational models for Big Data
• Mathematical fundamentals of intelligent Big Data analytics
• Fuzzy logic approach to intelligent analytics
• Graph theory for intelligent analytics
• ICT fundamentals for analytics
• Intelligent visualization techniques for analytics
• Statistical modelling for intelligent analytics
• Machine learning for intelligent analytics
• Optimization techniques for intelligent analytics
• Data mining for intelligent analytics
• Business models for intelligent analytics
• Real-time algorithms for intelligent analytics
• Computing thinking for intelligent analytics
Part II. Technologies for intelligent analytics
Topics: Technologies for developing intelligent analytics might also
include the following topics, but not limited to.
* Intelligent Analytics as a System (IAaaSy)
* Intelligent Analytics as a Service (IAaaSe)
* Intelligent Analytics as a Management (IAaaM)
* Intelligent Analytics as a Business (IAaaB)
* Rule-based systems,
* Machine learning,
* Multi-agent systems,
* Neural networks systems,
* Fuzzy logic,
* Cased-based reasoning,
* Genetic algorithms,
* Data mining algorithms,
* Intelligent agents,
* Intelligent user interfaces
* Web technologies,
* Intelligent big data/information/knowledge technologies,
* Intelligent service technologies,
* Social networking technologies,
* Intelligent decision technologies,
* Intelligent management technologies and business technologies.
* Machine-to-machine communication
Part III. Multi-industry Applications of intelligent analytics
Topics: cases for using foundations and technologies in Part I, II in
multi-industry applications and various domains such as digital
transformation, blockchain, 5G, SMACS computing, commerce and services,
financial services, legal services, healthcare services, educational
services, and military services taking into account intelligent diagnostic,
descriptive, predictive and prescriptive analytics. The following topics
might also include, but not limited to.
* Intelligent Analytics as an application
* Intelligent analytics with applications
* Intelligent analytics-based innovation and entrepreneurship
* Intelligent analytics in business ecosystems
* Intelligent analytics with public and open data
* Intelligent analytics and markets
* Intelligent analytics for e-commerce
* Intelligent analytics for cloud computing
* Intelligent analytics for IoT
* Intelligent analytics for blockchain
* Intelligent analytics for 5G applications
* Intelligent analytics in business decision making
* Intelligent analytics in healthcare
* Marketing Analytics
* Intelligent analytics in banking industry
* Intelligent analytics in social networking services
* Intelligent analytics for Big Data, information, knowledge and
intelligence
* Cybersecurity and privacy issues in Intelligent analytics.
* Intelligent analytics for management
* Intelligent analytics for risk management
* Organization analytics
Part IV. Emerging technologies and applications for intelligent analytics
Topics: Emerging technologies, methodologies, and applications for
intelligent analytics. The following topics might also include, but not
limited to
* Emergent AI-based technologies
* Emergent intelligent analytics technologies
* Challenges for intelligent big data analytics
* Challenges for intelligent big information analytics
* Challenges for intelligent big knowledge analytics
* Challenges for intelligent analytics research
* Challenges for intelligent analytics applications
* Challenges for intelligent analytics tools
Submission Procedure
Please submit a brief summary (abstract) consisting of title and round
150-200 words for the proposed chapter clearly identifying the main
objectives of your contribution online by clicking “propose a chapter” at
https://www.igi-global.com/publish/call-for-papers/call-details/4539 or to
the editor at zhaohao.sun(a)gmail.com by April 30, 2020. Authors of the
accepted proposals will be notified and provided with detailed guidelines.
Full chapters are to be submitted by May 30, 2020.
Submission Format and Evaluation
This book will be developed using the eEditorial Discovery™ online
submission manager. Therefore, all manuscripts of book chapter must be
submitted online using
https://www.igi-global.com/submission/submit-chapter/?projectid=8480e8ad-d6…
Every book chapter submission should consist of 8,000-12,000 words, and
be structured into sections including Abstract, Introduction, background
(or related work), main sections, future research directions, conclusion,
references. Every book chapter must be submitted in Microsoft® Word, and be
typewritten in English in APA style based on “manage source” and “insert
citation” function.
Every book chapter submission is original. Only ORIGINAL articles will be
accepted for publication by IGI-Global. Upon acceptance of your article,
you will be required to sign a warranty that your article is original and
has NOT been submitted for publication or published elsewhere.
All chapter submissions undergo a double-blind peer-review using the
eEditorial Discovery™ online submission manager. Conditioned chapters will
have an additional opportunity for being improved and evaluated. In the
second evaluation, a definitive editorial decision among: accepted or
rejected will be reported. All of the accepted chapters must be submitted
according to the Editorial publishing format rules timely. Instructions for
authors can be downloaded at:
http://www.igi-global.com/Files/AuthorEditor/guidelinessubmission.pdf.
The final chapters are copy edited/proofed by the authors prior to
submission, following the IGI Global chapter formatting and submission
guidelines.
Important Dates
* April 30, 2020: Proposal Submission Deadline
* May 10, 2020: Notification of Acceptance
* May 30, 2020: Full Chapter Submission
* July 8, 2020: Review Results Returned
* August 19, 2020: Final Acceptance Notification
* September 2, 2020: Final Chapter Submission.
* September – November 2020: estimated publishing period.
Editor Information
Prof. Dr. Zhaohao Sun, Ph.D.
Editor of Handbook of Research on Intelligent Analytics with Multi-Industry
Applications
Research Centre of Big Data Analytics and Intelligent Systems (BAIS)
Department of Business Studies
PNG University of Technology
Morobe, PNG
&
Federation University Australia
zhaohao.sun(a)gmail.com; z.sun(a)federation.edu.au
_______________________________________________
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-------- Forwarded Message --------
Subject: [AISWorld] Call for Papers - Service Analytics on HICSS 2021 -
Hawaii International Conference on System Sciences
Date: Tue, 31 Mar 2020 20:46:33 +0000
From: Kühl, Niklas <niklas.kuehl(a)kit.edu>
To: aisworld(a)lists.aisnet.org <aisworld(a)lists.aisnet.org>
Dear Colleague,
we want to invite you to submit a paper to the SERVICE ANALYTICS
Minitrack on the HICSS-54: January 5-8, 2021 Grand Hyatt Kauai, Hawaii
(hicss.hawaii.edu).
Full papers will be included in the Conference Proceedings published by
the IEEE Computer Society and maintained in the IEEE Digital Library.
HICSS publications account for the top 2% downloads of all IEEE
conferences, and have been consistently ranked as the most cited papers
in top journal publications.
SERVICE ANALYTICS comprise the application of data analytics and
optimization techniques to service systems. SERVICE ANALYTICS is a field
of research that
receives more and more interest and importance in today’s service-driven
societies and industries.
On HICSS-54, the Service Analytics Minitrack will be run for the 8th time.
We are seeking contributions applying
Data Mining, Predictive Modeling, Machine Learning, Artificial
Intelligence, Usage Behavior Analysis, Simulation, Visualization,
Mathematical Optimization
to service situations in
Healthcare, Retail, Travel and Transport, Traffic (Connected Car),
Electricity Consumption (Smart Meters), Telecommunications (Mobile Phone
Usage),
Social Networks, IT, Finance, Manufacturing (Industrial Services), Logistics
Important Dates (details on
http://hicss.hawaii.edu/tracks-and-minitracks/authors/):
June 15: Paper Submission Deadline (submission system opens on April 20)
Select track “Decision Analytics, Mobile Services, and Service Science”
and Minitrack “Service Analytics”
August 17: Notification of Acceptance/Rejection
If you know colleagues who could be interested in a submission, please
forward this mail to them.
Thanks and best regards,
Hansjörg Fromm – Niklas Kühl - Gerhard Satzger - Thomas Setzer
Prof. Dr. Hansjoerg Fromm
Karlsruhe Service Research Institute
Karlsruhe Institute of Technology (KIT)
Kaiserstrasse 89, 76133 Karlsruhe, Germany
Phone: (49) 171-5538591
Sec.: Helga Neher / Maria-Theresia Simon; email:
office(a)ksri.kit.edu<mailto:office@ksri.kit.edu>; phone (49) 721-608-43227
_______________________________________________
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-------- 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)
_______________________________________________
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-------- 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
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-------- 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>
------------------------------------------------------------
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-------- 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.
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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.
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