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Creative Technologies 2016 : Handbook of Research on Creative Technologies for Multidisciplinary Applications (DEADLINE EXTENDED)


When Jan 1, 2016 - Jan 1, 2016
Where N/A
Submission Deadline Mar 20, 2015
Notification Due Jul 10, 2015
Final Version Due Aug 7, 2015
Categories    computer science   multimedia   design   art

Call For Papers

Proposal Submission Deadline: February 28th 2015
Handbook of Research on Creative Technologies for Multidisciplinary Applications

A book edited by
Dr Andy M. Connor (Auckland University of Technology, New Zealand)
Dr Stefan Marks (Auckland University of Technology, New Zealand)

To be published by IGI Global:

For release in the Advances in Media, Entertainment, and the Arts (AMEA) Book Series

ISSN: Pending

Propose a chapter for this book

The Advances in Media, Entertainment, and the Arts (AMEA) book series aims to explore current research surrounding the music, film, television, and news industries, artistic expression, as well as popular culture as a whole. Encompassing titles which focus on the latest research surrounding digital and print media, journalism, gaming, television and film, as well as both the fine and performing arts, the AMEA book series is ideally suited for researchers, students, cultural theorists, and media professionals.

Creative Technologies refers to a multiplicity of design, communication, computing, engineering, entertainment, and manufacturing media; employed to produce ideas, intellectual property and artifacts that characterise the outputs of emerging occupations and professions operating across a wide range of entrepreneurial creative industries contexts. By its very nature, research in the field of Creative Technologies is a transdisciplinary undertaking. Transdisciplinary research is conducted by investigators from different disciplines working jointly to create new conceptual, theoretical, methodological, and translational innovations that integrate and move beyond discipline-specific approaches to address a common problem. Transdisciplinary research does not displace the role and value of other forms of mixed disciplinary inquiry and undertaking; in reality it relies on and enriches such capabilities.

Creative Technologies is an emerging field that draws together knowledge from different disciplines for the creation of new media, the design of innovative technologies and the enabling of new services. Fueled by the burgeoning creative economy, the Creative Technologies field combines applied computing, the science of human experience, the analysis of media, art and culture, and the implementation of new technologies.

This book looks to both discuss the historical emergence of Creative Technologies as a transdisciplinary research and and to provide a snapshot of the range of current research that fits within the Creative Technologies field. The editors will seek chapters that embrace the diversity of this field. Additionally, the book will explore the potential impact that Creative Technologies may have in the future evolution of our society.

Objective of the Book
The objective of the title is to provide a record of current research activities in Creative Technologies in the context of historical developments, and to use this to inform a future direction for research in the field. It will act as an essential reference source to support the Creative Technologies community.

Target Audience
The target audience is predominantly academic researchers and policy makers, however there will be a secondary audience of community practitioners and industry who are current faced with intractable problems who will find the content useful in understanding the role of transdisciplinarity in solving these problems.

Recommended topics include, but are not limited to, the following:
Augmented, pervasive, immersive, interactive, multi-modal and tangible technologies.
Game development, including serious games and simulations.
Transmedia, including interactive storytelling, mobile media and new media applications.
Data intensive computing, including high performance computing, big data, data visualisation and dynamic data-driven applications.
Intelligent systems, including smart homes, smart textiles, autonomous robotics, affective computing and applied artificial intelligence.
New media art, including digital art, interactive art, augmented performance, generative and aleatoric systems.
Interactivity, including social signal processing, verbal and nonverbal, explicit or implicit interactions, interacting robots and sensors, motion capture and human-computer interaction.
Urban futures, including smarter living, sustainability, resilience and and mobility.
Entrepreneurship, including social, creative and technological entrepreneurial thinking.
Creative education, including innovative pedagogical models, disruptive educational technologies, novel learning systems platforms, curriculum development and transdisciplinary education.
Innovative manufacturing technologies, including additive manufacturing and smart materials.
Theoretical studies that reside at the intersection of art, computing, design, engineering and technology.

Submission Procedure
Researchers and practitioners are invited to submit on or before January 30, 2015, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by April 1, 2015 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by May 15, 2015. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Handbook of Research on Creative Technologies for Multidisciplinary Applications. All manuscripts are accepted based on a double-blind peer review editorial process.

Full chapters may be submitted to this book here:

This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the "Information Science Reference" (formerly Idea Group Reference), "Medical Information Science Reference," "Business Science Reference," and "Engineering Science Reference" imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit This publication is anticipated to be released in 2016.

Important Dates
February 20, 2015: Proposal deadline
May 15, 2015: Full chapter submission
May 15, 2015 – June 26, 2015: Review process
July 10, 2015: Review results returned
August 7, 2015: Revised chapter submission
October 4, 2015: Submission of Final Chapters

Inquiries can be forwarded to
Andy Connor and Stefan Marks
Auckland University of Technology
Private Bag 92006
Wellesley Street
Auckland 1142
New Zealand
Tel.: +64 9 921 9999

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