| |||||||||||||||
ISCC 2014 : International Symposium on Creative Computing | |||||||||||||||
Link: http://rcbd.buaa.edu.cn/iscc/ | |||||||||||||||
| |||||||||||||||
Call For Papers | |||||||||||||||
Scope and Vision
Creative computing emphasises computing activities at a high abstraction level, or at macro level. Traditionally, computing was to help accomplish a known task better while Creative Computing is to seek to accomplish a task in a novel way through computing. It is important to differentiate between the terms “creative computing”, i.e., a more poetic endeavour of how the computing itself is done, and “computational creativity”, which is about achieving creativity through computation, i.e., using formal computational methods to mimic creativity as a human trait. The theme of the symposium is CROWDSOURCING for Creative Computing. Track I: Crowdsourcing Worker behavior, ranking, evaluation, collaboration Data cleansing, validation, analysis Declarative languages for crowdsourcing Tagging, resolution, trust models Incentive scheme, game theory, competition models, stochastic models System support for crowdsourcing, architecture, SaaS, PaaS Scalable crowdsourcing, models Human computation, experts participation, models Social networks, social media, search Quality Evaluation and voting, Use cases, data, Semantic modeling, reasoning, data linking Software Crowdsourcing Process and Methodology Track II: Creative Computing and Technology and Enterprise Creativity support systems Autonomous creative systems Cognitive and psychological issues in creativity research Creative interaction techniques Creative social computing Software-based stimulation of creativity Methods, tools and techniques for observing and studying creative processes Design cases illustrating the role of creativity Theoretical insights into creative design processes Visions on teaching & research in creative design Creative computing for digital multimedia; Computer-generated contents for film, games and animation; Special visual effects; Edutainment; Generative art; Aesthetic evaluation, etc. Creative research environments and their performance Enterprise creativity idea, practice and case studies, tools Feature selection/extraction in big data Large big data stream processing Big Data Solutions for Creative Computing Hardware/software infrastructure for creativity Data mining for creativity Big data and creative applications (health care, medicine, finance, business, law, education, transportation, telecommunication, science, engineering, ecosystem, etc.) Track III: Massive Open Online Course (MOOCs) Pedagogy, Adaptive and Personalized Learning, collaborative learning Learning Systems Platforms and Architectures Mobile and Ubiquitous Learning Ambient Intelligence and Smart Environments for Learning Digital Game and Intelligent Toy Enhanced Learning Web 2.0 and Social Computing for Learning and Knowledge Sharing Semantic Web and Ontologies for Learning Systems Data Mining and Web Mining in Education Cloud-based Learning and Assessment MOOCs Learning Data Management Virtual Labs and Simulation in MOOCs Intelligent Tutoring System |
|