#CFP call for papers Journal of Digital Media & Interaction (JDMI)
Special Issue on Cultural Heritage in the Digital Age: Innovative Approaches to Preservation and Promotion
We invite original and unpublished contributions addressing theoretical advances and practical applications of emerging technologies, methodologies, and cross-disciplinary collaborations in Cultural Heritage preservation and promotion. Contributions from computer science, digital humanities, cultural studies, anthropology, and media studies are encouraged to foster an interdisciplinary dialogue on the future of cultural heritage preservation in the digital era.
Digital Heritage Congress is the big meta-conference of the digital heritage/virtual heritage field. I have been to the first one in Marseille (2013) and reviewed for others.
While they are increasingly popular in urban settings, digital escape rooms can be experienced physically, digitally, virtually, or in hybrid form, inside or outside (Lucarelli 2019), or a combination of both. Their potential as learning environments has been well-researched (Makri, Vlachopoulos, and Martina 2021; Charlo 2022), as has their potential for a range of domains: engaging audiences with museum and gallery collections (Smith 2017; Antoniou, Dejonai, and Lepouras 2019; Back et al. 2019; Schaffman 2017), showcasing tourism attractions (Pakhalov and Rozhkova 2020) or even visualising big data (Lior 2020).
They have also been used to test educational techniques (McFadden and Porter 2018; Karageorgiou, Mavrommati, and Fotaris 2019; Pozo-Sánchez, Lampropoulos, and López-Belmonte 2022) and allow the training of unlikely skills and concepts, such as computer programming (Yllana-Prieto, González-Gómez, and Jeong 2023). They can integrate analogue and digital content (Krekhov et al. 2021), exist purely in the virtual realm (Pozo-Sánchez, Lampropoulos, and López-Belmonte 2022), or combine human-driven, mechanical or “smart” interaction and sensory devices (Karageorgiou et al. 2021).
But what makes a creative digital escape room? How can creative experiences be shared? How can creative content be explored and appreciated? How can creative decision-making, insight, and teamwork be fostered and encouraged? Are there digital escape rooms that allow themselves to be creatively reframed, reconfigured, or otherwise modified or extended?
We are equally open to submissions on hybrid (digital and physical) escape rooms, virtual escape rooms, and escape rooms that redefine, provoke or extend stereotypes and conventions of escape room design.
Examples include but are not limited to:
Creative content, creative design, creative user input, or creative experiences arising from digital escape room design;
The implications of different genres, platforms, equipment or the mode of delivery on creative engagement;
Trends, relationships, and influences relating to digital escape room design;
The dynamic relationships between tools, interaction, surroundings, and environment;
Design tools and design methods;
Historical, pedagogical, and/or auto-ethnographic accounts of digital escape rooms;
Critical reflections and interventions on the relationship of digital escape rooms, changing social phenomena, culture, and creativity;
Accounts and analyses of engagement and evaluation of digital escape room experiences.
Submission requirements:
Submission to this special issue is a two-stage process. Authors interested in contributing are invited to submit an extended abstract (500 words) for review. The extended abstract should include the following information: (1) Name of author(s) with email addresses and affiliation, if applicable, (2) Title of the paper, (3) Body of the abstract, (4) Preliminary bibliography, (5) Short bio(s). Please email abstracts directly to the editors listed below. Authors whose abstracts are accepted will then be invited to submit a full paper (up to 7000 words). Full papers will then be double blind peer reviewed for acceptance into the special issue. Note that acceptance of an abstract alone does not imply acceptance for publication in the journal. Upon acceptance of the abstract, you will be sent further authors’ guidelines based on the Digital Creativity guidelines (Instructions for Authors) at https://www.tandf.co.uk/journals/NDCR.
Reference
Important Dates
Abstracts due: January 13, 2025;
Full papers due: March 31, 2025 – full essays due via ScholarOne;
Final versions due: June 30, 2025– deadline for final/revised articles;
Antoniou, Angeliki, Marios Ilias Dejonai, and George Lepouras. 2019. ‘Museum escape’: A game to increase museum visibility. Paper presented at the Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings 8.
Back, Jon, Svante Back, Emma Bexell, Stefan Stanisic, and Daniel Rosqvist. 2019. The quest: An escape room inspired interactive museum exhibition. Paper presented at the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts.
Charlo, José Carlos Piñero. 2022. “The Rise of Educational Escape Rooms: Designing Games as Formative Tasks.” In Handbook of Research on the Influence and Effectiveness of Gamification in Education, 143-63. IGI Global.
Karageorgiou, Zoi, Eirini Mavrommati, and Panagiotis Fotaris. 2019. Escape room design as a game-based learning process for STEAM education. Paper presented at the ECGBL 2019 13th European Conference on Game-Based Learning.
Karageorgiou, Zoi, Konstantinos Michalakis, Markos Konstantakis, Georgios Alexandridis, and George Caridakis. 2021. Smart Escape Rooms for Cultural Heritage: A Systematic Review. Paper presented at the Proceedings of the European Conference on Games-based Learning.
Krekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. 2021. “Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games.” Review of. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY):1-24.
Lior, Solomovich. 2020. “Studying big data using virtual escape rooms.” Review of. International Journal of Advanced Statistics and IT&C for Economics and Life Sciences 10 (1):23-30.
Makri, Agoritsa, Dimitrios Vlachopoulos, and Richard A Martina. 2021. “Digital escape rooms as innovative pedagogical tools in education: A systematic literature review.” Review of. Sustainability 13 (8):4587.
McFadden, Colin, and S Porter. 2018. Augmented reality escape rooms as high-engagement educational resources. Paper presented at the ICERI2018 Proceedings.
Pakhalov, Alexander, and Natalia Rozhkova. 2020. “Escape rooms as tourist attractions: Enhancing visitors’ experience through new technologies.” Review of. Journal of Tourism, Heritage & Services Marketing (JTHSM) 6 (2):55-60.
Pozo-Sánchez, Santiago, Georgios Lampropoulos, and Jesús López-Belmonte. 2022. “Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms.” Review of. Journal of New Approaches in Educational Research 11 (2):307-22.
Schaffman, A. 2017. “Escaping the Mundane: Using Escape Rooms in a Museum Setting.” In MuseumNext: RISK. Melbourne, Australia: MuseumNext.
Yllana-Prieto, Félix, David González-Gómez, and Jin Su Jeong. 2023. “The escape room and breakout as an aid to learning STEM contents in primary schools: an examination of the development of pre-service teachers in Spain.” Review of. Education 3-13:1-17. doi: 10.1080/03004279.2022.2163183.
#CFP three-day DiGRA Australia Game Studies conference 5th – 7th of February, 2025, University of South Australia, Adelaide, South Australia. Abstracts due 4 October. Theme: “Communities of Practice and Play”. Free registration.
I should note a potential conflict of interest. I am a keynote, but looks like they haven’t yet used my sent bio! Anyway, hope to see you there, happy to receive links and news about big GLAM data viz and immersive and game-like experiences!
Yes the venue is very close (walking distance I think) to that site…
Edit image from conference site, not my own. I’ll add attribution when I find the details.
“Over the years, the CIPA Symposium has been an important international crossroad for a wide community of researchers, professionals, and site managers interested in documenting, understanding, and preserving cultural heritage. CIPA was jointly founded in 1968 by ICOMOS (International Council of Monuments and Sites) and ISPRS (International Society for Photogrammetry and Remote Sensing) to facilitate the transfer of technology from the measurement sciences into the heritage documentation and recording disciplines. Since then, the biennial symposia have enabled an ever-growing community to meet, debate, network, and get up-to-date. After the very sad and long period that forced us to stay separated, we will meet again in person during CIPA2023 in Florence, from 25-30 June 2023.”
Authors of selected papers will have the opportunity to present their work during the Symposium as long or short presentations.
Proceedings will collect all the papers that have passed a peer-review process in the ISPRS Archives and Annals.
Selected contributors will be invited to submit an extended version of their papers to Special Issues of Journals linked to the Conference (e.g. Applied Geomatics, Ananke, Sensors, Virtual Archaeology Review – list to be updated).
The 26th International Conference on 3D Web Technology (Web3D 2021) is organized by the Web3D Consortium and the Institute of Information Science and Technologies (ISTI-CNR). The conference focuses on the 3D ecosystem on the web platform, addressing research, development, and applicative use.
Due to the uncertainties related to the pandemic, the conference will be run as a fully virtual event.
This year’s theme is
::::::::::::::::::::::: A Shared 3D Workspace” ::::::::::::::::::::::::
Working together online has been the staple of this last year. Web3D technologies can create a shared, online workspace, with multiple users able to connect and work together in the same environment.
:::::::::: Conference Tracks
Main Track
The conference seeks to cover the world of 3D on the Web across multiple levels: from low-end layers enabling the use of 3D in browsers to high-level applications. The Main Track is the more technical- and research-oriented part of the conference, focusing on original, innovative content.
Session: Web3D for COVID response
The sudden switch to remote teaching/working/interacting prompted many urgent requests for new tools, systems, and paradigms. And the research community answered.
In this track, we intend to bring to the fore all the work done to virtually shorten the distance across people during the emergency, presenting results, innovative approaches, interaction paradigms, and subsequent evaluations.
:::::::::::::::: Special Track: Digital Fashion in the Web
The future of fashion is presented from Italy, one of the historic centers of fashion. We invite experts in various fields of Fashion who have effectively used Web3D technologies in their research and academic and public educational activities.
In the last years, the Fashion industry has been going through impressive virtualization of its production chain. The Web is a great way to reach the global public: Web3D makes this reaching out interactive.
This special track is dedicated to the results and new challenges to bring the fashion industry in the 3D Web: import of assets, collaborative tools, virtual fashion shows, clothes simulation are just a few examples.
:::::::::::::::: Special Track: Online Legacies and Cultural Heritage
The Cultural Heritage domain is increasingly using Web3D technologies to share data for teaching, research, and dissemination among peers and the general public. In this special track, we seek to explore how 3D web technologies contribute to knowledge production once data have been processed, shared, and used through online platforms. What is the legacy and impact of virtual content in documenting, interpreting, and showcasing Cultural Heritage?
To answer this question, we invite experts in various fields of Cultural Heritage that have effectively used Web3D technologies in their research and academic and public educational activities. Particular emphasis is placed on mobile objects: from archaeological finds to reference collections, up to closed and open online repositories; from pipelines to process 3D models for the Web to visualization and design methods. We are particularly interested in experiences stemming from (but not limited to) scholarly research, teaching, curatorial and museum practices, scientific dissemination, and public engagement in general.
:::::::::::::::: Submissions ::::::::::::::::
Technical Papers
We welcome original scientific works presenting 3D web research and applications, in either Full or Short format (9 or 5 pages, respectively). Submissions will undergo a single-blind peer-review process. Accepted papers will be published in the ACM Digital Library and submitted to major indexing services. Works selected for the Best Paper awards will be invited to submit extended versions to the following journals: Computers & Graphics, Journal of Engineered Fibers and Fabrics, Journal on Computing and Cultural Heritage
Interactive Posters
This year, we would like to push forward the concept of a poster: instead of an A1 sheet of paper, the authors are requested to make the posted available online in an interactive format. Posters are an ideal method to present applicative works, tech demos, ongoing research, applications.
Tutorials
Tutorials are a way to present new tools to students, researchers, and professionals. Short courses, possibly with hands-on examples and interactive materials are encouraged and proposals targeting naïve and entry-level audiences are well welcomed
Industrial Use Cases
Web3D is an ecosystem with a strong Industrial presence. The Industrial Use Cases are a way for companies and practitioners working with Web3D to present their solutions and technologies. An online, interactive version of the submission is encouraged.
Workshops/Roundtables
Web3D conferences have always been an opportunity to connect with other experts. Researchers, practitioners, standard committees, workgroups may propose to organize a workshop on specific themes of interest for the Web3D community. Workshops may be either presentation sessions moderated by workshop organizers or open discussions on a specific topic of interest.
Hanim 3D Competition
Who can create the best animated-to-music 3D humanoid? We seek for talented animators who want to show their work and win a prize by submitting their creations to the competition.
3D Logo Competition
We are looking for talented 3D artists and designers to jazz up the 2021 Meeting!
The logo and its author(s) will be presented at the opening ceremony and will have the opportunity to present their logo to the audience in a short talk.
Submission deadlines:
Papers: July 30 Interactive Posters: September 3 Tutorials: July 30 Industrial Use Cases: July 30 Workshops: July 30
Topics
Topics of interest include but are not limited to:
● HTML5 3D, WebGL, X3D ● 3D data formats, compression, transmission, and streaming ● Web-based rendering, advanced shading ● VR/AR ● 3D content creation, authoring, modeling ● Web-based Geometry Processing ● 3D printing ● 3D API, middleware, toolkits, frameworks ● AI for Web3D ● Human modeling on Web3D ● Semantic Web ● Cloud-based services for large-scale datasets ● Shared virtual spaces, collaborative environments ● Virtual humans, avatars, motion capture ● 3D repositories, marketplaces, asset galleries ● Mobile platforms ● 3D web-based teaching facilities ● Multi-modal 3D interaction paradigms, 3D navigation, gesture, natural interfaces ● Visual analytics ● Diffusion and adoption of 3D Web technologies, comparative studies, historical perspectives, WWW integration ● Novel interactive 3D web applications in all areas and sectors such as entertainment, education, training, cultural heritage, digital twin, medicine, military, smart manufacturing/industry 4.0, information & data visualization, science, geographic information systems (GIS), digital globes, subsurface exploration, and mining, integrated marine data management and visualization, building information modeling (BIM), and architecture.
More information
All the instructions, updates, and the link to the online submission system can be found on the conference webpage:
Macquarie University in Sydney, NSW, Australia, plan to hold the above conference 5-7 November 2021 in Sydney Australia (and remotely). I imagine the CFP will be out soon, website is at:
“Integrating the Past into the Present and Future”
Modern, innovative data collection and digital visualisation capabilities are able to capture ancient artefacts and structures, contexts, and traditions faster and in greater detail than ever before. Their sophistication and multi-dimensionality promise engagement with the past at many levels offering opportunities for deeper analyses and experiences to increasingly broader audiences.
This conference will be organised and hosted by the Centre for Ancient Cultural Heritage and Environment (CACHE). CACHE is a multi-disciplinary research centre focused on research on cross-cultural interaction in ancient cultures from Western Europe to China. Concentrating not only on the history of the societies concerned, but on the languages used, with a special focus on the close study of physical artefacts from antiquity. CACHE engenders transdisciplinary research into ancient knowledge by gathering leading MQ researchers across several disciplines (archaeological science, ancient history and literature, bioarchaeology, biology, environmental sciences) and departments (Human Sciences, International Studies, Biological Sciences, Environmental Sciences, Ancient History, Geography and Planning). CACHE particularly welcomes contributions reflecting the Indigenous Australian context – submissions concerned with Indigenous issues are especially relevant to the symposium and will be warmly welcomed.
The goal of the conference is to share innovative and creative ideas about web-based interactive 3D applications, including content creation, 3D printing, fabrication, publishing technologies, web tools, annotation, VR/AR, rendering, and many others. This year the conference will be held in full virtual mode, next November 8-12, 2021.
Here the important dates:
July 30 submission deadline August 2 bidding deadline August 31 reviews assignment September 1 reviews due
Culture and Computing is an important research area which aims to address the human-centred design of interactive technologies for the production, curation, preservation and fruition of cultural heritage, as well as developing and shaping future cultures. There are various research directions in the relations between culture and computing: to preserve, disseminate and create cultural heritages via ICT (cf. digital archives), to empower humanities research via ICT (cf. digital humanities), to create art andexpressions via ICT (cf. media art), to support interactive cultural heritage experiences (cf. rituals), and to understand new cultures born in the Internet, Web and Entertainment (cf. net culture, social media, games). The International Conference on Culture and Computing provides an opportunity to share research issues and discuss the future of culture and computing
Submissions
Paper abstracts are due 16 October 2020. Full papers are due 29 January 2021.
This special issue solicits research related to Virtual and Mixed Reality in Culture and Heritage. Authors are encouraged to submit articles presenting original and innovative studies that address new challenges and implications and explore the potential of immersive technologies in museums, galleries, heritage sites and art/cultural institutions.
Guest Editors: Damianos Gavalas, University of the Aegean, Greece dgavalas@aegean.gr Stella Sylaiou, Hellenic Open University, Greece, sylaiou@gmail.com Vlasios Kasapakis, University of the Aegean, Greece, v.kasapakis@aegean.gr Elena Dzardanova, University of the Aegean, Greece, lena@aegean.gr
Important Dates: Submission: July 31, 2019 1st round notification: Sept 30, 2019 Revision deadline: Nov 15, 2019 Final notification: Dec 31, 2019 Expected publication: 4nd Q 2020