Category Archives: Call for Papers

Call for Chapters: Human-Computer Interaction and Technology Integration in Modern Society

The human condition is affected by numerous factors in the modern society. At this modern time, technology is so integrated into culture and life that it has become necessary to perform even daily functions.

Human-Computer Interaction and Technology Integration in Modern Society is an authoritative reference source for the latest scholarly research on the widespread integration of technological innovations around the globe and examines how human-computer interaction affects various aspects of people’s lives. Featuring emergent research from theoretical perspectives and case studies, this book is ideally designed for professionals, students, practitioners, and academicians.

*Topics Covered*

– ICTs and citizen participation
– ICTs and commerce
– ICTs and culture
– ICTs and education
– ICTs and ethics
– ICTs and gender equality
– ICTs and governance
– ICTs and health
– ICTs and human empowerment
– ICTs and human rights
– ICTs and international cooperation
– ICTs and political development
– ICTs and poverty alleviation
– ICTs and rural development
– ICTs and social change
– ICTs and social media
– ICTs and social networks
– ICTs and socio-economic development
– ICTs and the environment
– ICTs and urban development
– Knowledge for human development
– Policy making with regard to ICTs for development

Please submit your full book chapter by December 30, 2019 for the review process. You may limit the word count to 10000 words for a full book chapter. The book will be published by the IGI Global, USA ( .

Call for Chapters: “Handbook of Research on Adult Learning in Higher Education”

Please consider submitting a chapter for “Handbook of Research on Adult Learning in Higher Education” textbook.
The editorial team is soliciting chapters on a broad range of topics that focus on teaching, learning, innovations, challenges, and trends in adult education. You can find additional information in the attached call for chapter proposals document.
The purpose of the handbook is to provide a critical review of adult education as an academic discipline. It will examine foundations and trends in adult education from different academic lens. The focus of the handbook is to use emerging knowledge, data, and artifacts to expand the understanding of adult education. This handbook will also examine empirical research in adult education focusing on the impact of culture, globalization, and emerging technology.
Some chapter topics are:
  • Foundations of Adult Education and the Principles of Andragogy
  • Emerging Theories in Adult Education
  • Emerging Trends and Issues in Adult Education
  • The Changing Characteristics of Adult Learners
  • Online Learning and Effective Use of Online Discussion
  • Virtual Reality
  • Artificial Intelligence
  • Graphics (Infographics) and Learning
  • Gamification
  • Simulation in Adult Learning
  • Globalization and Adult Education
If you are interested, please submit a two-page Chapter Proposal to by the following dates, early submission is January 6th and late submission is February 5, 2019. Note that full chapter submission should be submitted to by May 6, 2019.

Call for Chapters: “Storytelling outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality, relates to a serious context, and is a matter of thoughtful process”

In human culture, storytelling has a long tradition. The reasons why stories have been told are manifold: to entertain, to transfer knowledge between generations, to keep cultural heritage, or to warn others of dangers. With the emergence of the digitalization of media many new possibilities to tell stories emerged in serious and non-entertainment contexts. A very simple example is the idea of serious gaming – thus digital games without primarily an entertainment purpose. Within this handbook, we generalize the approach of serious games, on other genres of digital storytelling, and call for handbook typical contributions which introduce „serious storytelling: storytelling with a purpose beyond entertainment“ as new approach. We seek for handbook alike contributions, reviews of existing application areas, established theories and methods, fundamental concepts, ground breaking research results in a transdisciplinary approach. The handbook shall range across domains, and illustrate storytelling outside an entertainment context in e.g. data science, artificial intelligence, well-being and health, medicine, psychology, education, ethical problem solving, eLeadership, and business/management, robotics, storytelling in deep learning and big data, qualitative journalism, serious games, storytelling in simulations, HCI research and storytelling, VR/AR training, user-experience studies, and online communication.

Themes and Topics

The handbook is suited for people with interest in entertainment computation, human-computer-interaction, media technology and design, information systems research, multimedia, data science, digital games, eLearning, eHealth, new media scholars, and visualisation.

  • Storytelling in/for data science, AI, Big Data, and deep learning
  • Storytelling in HCI and User-Experience research
  • Human-Computer-Interaction supporting serious storytelling
  • Animation, graphics, 3D, VR, and AR storytelling
  • Serious storytelling in business, leadership, and law
  • Education and serious storytelling
  • Digital forensics and storytelling
  • Storytelling and social media
  • Anthropological perspectives of serious storytelling
  • Storytelling as part of the innovation process
  • Medicine, wellness, and therapy and storytelling
  • Storytelling in science, and scientific PR and publishing
  • Automated generation of stories
  • New computational paradigms (e.g. quantum computing) in storytelling
  • Narrative form, structure, and expression
  • Media technology, multimedia, and entertainment computation
  • Theories, methods, frameworks, and concepts
  • Your idea?


We seek for full research papers, literature surveys, technical solutions, surveys of the field, theory of storytelling, essays, state of the art descriptions, best practices in real life projects, and point of views and critique of the topic. As it’s a handbook, contributions not essentially need to be new, we also seek for proofed concepts, methods, existing projects, and ideas that contribute to a handbook type of book.

We would like to focus on shaping a NOVEL research direction, and define Digital Serious Storytelling as a new research pathway. Therefore, we are seeking for establishing theory. As we would like to have a tightly controlled editing process, we will mix authors of different contributions as well as we will step into the chapter authoring processes as it is required to get a red line through the book. We would not like to have an edited book consisting of a set of loosely connected chapters. We want to create a reference book, which will have impact, and act as teaching reference.

Submission Deadlines

  • June 30th 2018 : Expression of Interest and Intend to Submit a Chapter (or Final Chapters)
  • July 30th 2018 : Invitation of a Selected set of Expression of Interests as Final Full Chapter
  • Sept. 30th 2018 : Final Full Chapters (also authors who did not submit an expression of interest can
  • Nov. 30th 2018 : Review Results to Authors after (Double Blinded Review)
  • Jan., 15th 2019 : Final Chapters Due

Submission Guidelines

  • Please format your submission according the guidelines in: (Microsoft Word) or (LaTeX)
  • Expressions of interests should contain title, author information, short one sentence pitch of the proposed chapter, perspective of the chapter (technical, business, computer science, HCI, new media, data science….), author short bios, author pictures, 1500 word description of the contribution, own research publication contributing the final book chapters, and list of references to be considered for the final contribution.
  • Authors are encourage to submit final chapters as their expression of interest, and these efforts will be rewarded and help us to decide upon the final accepted chapters. However, we also fully consider thoroughly written expression of interests, which are contributing directly to the book, and will invite a selected set of high quality contributions to submit a final full chapter. Authors who did not submit an expression of interest, are encouraged to submit a final chapter at the final chapter due date.
  • We only accept submissions through the submission system. If you have multiple files (e.g. word document, pdf, and multiple figures) to submit, please upload ALL THE FILLES AS A .ZIP ARCHIEVE to the submission system.
  • The submission system can be found on:

CALL for Book Chapter Proposals: “Integrating Multi-User Virtual Environments in Modern Classrooms”

Call for Book Chapter Proposals for an Edited Book on “Integrating Multi-User Virtual Environments in Modern Classrooms,” to be published by IGI Global.

Since its inception in 1975 as an adventure game and dubbed as MUD (multi-user dungeon), multi-user virtual environment (MUVE) has emerged as one of the most exciting instructional platforms in education. As both an instructional tool and approach, MUVE holds great potential in engaging and challenging learners in a socially situated and distributed learning environment that simulates real-life tasks and situations. However, MUVE has long been mixed with other similar technologies, such as computer game, computer simulation, virtual reality, and augmented reality. In addition, like any other emerging learning tools that hold great promises for education, the design, development, and implementation of MUVE are still facing significant challenges before its potential can be fully unleashed and realized. This book therefore will provide the latest technological and pedagogical development, empirical research findings, and best practices in using MUVE in modern classrooms.

This book will aim to (1) explore and identify the unique technological affordances and distinct instructional benefits of MUVE that distinguish itself from other emerging technologies, (2) examine the pedagogical underpinnings and frameworks that guide the design, development, and implementation of MUVE in education, (3) identify current exemplary uses of MUVE in various fields across different educational settings, and (4) identify challenges and future trends in the use of MUVE in education.

Researchers and practitioners are invited to submit on or before December 30, 2016, a chapter proposal of 750 to 1,500 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by February 15, 2017 about the status of their proposals and sent chapter guidelines.

You may refer to the following website for more information: All proposals should be submitted through the E-Editorial DiscoveryTM online submission manager:

Inquiries should be sent to Dr. Jennifer Yufeng Qian at

Call for Proposals: “Transforming books and the reading experience through interactive technologies”

Focus section on
“Transforming books and the reading experience through interactive technologies”

to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)
*** Since 2012 also in Scopus ***

*** Since 2015 also in Emerging Sources Citation Index and Web of Science ***
IxD&A implements the Gold Open Access (OA) road to its contents
with no charge to the authors (submission & paper processing)

If you wish to help us in improving the quality of the journal, please donate:

Guest Editors:
• Mohammad Obaid, Chalmers University of Technology, Sweden
• Ilgim Veryeri Alaca, Koç University, Turkey
• Pawel W. Wozniak, University of Stuttgart, Germany
• Lars Lischke, University of Stuttgart
• Mark Billinghurst, University of South Australia

Important dates:
• Deadline: January 31, 2017
• Notification to the authors: February 28, 2017
• Camera ready paper: March 15, 2017
• Publication of the special issue: end of March, 2017

Innovative systems in Human-Computer Interaction (HCI) alter the way we read and understand texts fundamentally. The novel reading experiences shifts our perception and deliver the visual, textual and sensory data in exploratory ways. HCI altered reading systems can take into account the needs and the preferences of the user and transform reading environments with design features. The aim of this focus section is to investigate emerging book formats and reading experiences supported by HCI that can have benefits in education, well-being, sustainability and creativity. Visionary and artistic work as well as research in connection to reading via emerging interactive technologies will be overviewed.

Focus Section in IxDxA Journal stems out of a NordiCHI 2016 Workshop entitled, “The Future of Books and Reading in HCI”. It builds on the exchanges through the workshop, and it aims to reflect on how book systems will be altered in the future in radical ways.

Topics of Interest

• HCI transformed reading experiences evaluation methods and instruments
• HCI transformed reading in education
• HCI transformed reading case studies
• HCI transformed reading and play
• Augmented reality & novel reading experiences
• Transformations in relation to the future of books and reading in HCI
• Visionary interactive book experiences and their benefits
• Sensory books, reading experiences supported with special materials
• Accessories and inserted gadgets, altered vision in books
• Interactive books that support reading in special needs
• Interactive books that support creative thinking, cognition and narrative development especially in children
• Spatial transformations during interactive reading experiences
• The pros and cons of various interactive books and methodologies used
• The influence of novel book representations on understanding and cognitive processes
• Evaluation methods and approaches for interactive books and reading experiences.

Submission procedure

The manuscripts should be submitted either in .doc or in .rtf format.
All papers will be blindly peer-reviewed by at least two reviewers.
Authors are invited to submit 8-20 pages paper (including authors’ information, abstract, all tables, figures, references, etc.).
The paper should be written according to the IxD&A authors’ guidelines

Authors’ guidelines

Link to the paper submission page:
(when submitting the paper, please, choose Domain Subjects under:
“IxD&A focus section on: ‘Transforming books and the reading experience’)

More information on the submission procedure and on the characteristics
of the paper format can be found on the website of the IxD&A Journal
where information on the copyright policy and responsibility of authors,
publication ethics and malpractice are published.

For scientific advices and for any query please contact the guest-editors:

• mobaid (at) chalmers (dot) se
• ialaca(at) ku (dot) edu(dot) tr
• pawel (dot) wozniak(at) vis (dot) uni-stuttgart (dot) de
• lars.lischke (at) vis (dot) uni stuttgart (dot) de
• Mark (dot) Billinghurst (at) unisa (dot) edu (dot) au

marking the subject as: ‘IxD&A issue on: Transforming books and the reading experience”.

*** 2015: IxD&A in figures ***
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Forthcoming issues:

• Spring 2017
includes also a special issue on
‘The Future of Human-Building Interaction: An HCI Perspective’
Guest Editors: Hamed S. Alavi, Denis Lalanne

• Summer 2017
‘Connecting Learning Design and Learning Analytics”
Guest Editors: Davinia Hernandez Leo, Yishay Mor, Maria Jesus-Triana, Paul Salvador
with a focus section on:
‘Temporalities of Engagement: challenges of co-design in public spaces’
Guest Editors: Alma Leora Culén, Dagny Stedahl

• Autumn 2017
‘Emerging Design: Transforming the STEAM Learning Landscape with the Support of Digital Technologies’
Guest Editors: Daniel Spikol, Jalal Nouri, Teresa Cerratto Pargman, Marcelo Milrad

• Winter 2017
‘Citizen, Territory and Technologies: Smart Learning Contexts and Practices’
Guest Editors: Óscar Mealha, Monica Divitini, Matthias Rehm