[game_edu] CFP: International Journal of People-Oriented Programming (IJPOP)

Yusuf Pisan yusuf.pisan at uts.edu.au
Fri Mar 5 01:03:44 EST 2010


********************* CALL FOR PAPERS *********************
***INAUGURAL ISSUE***

SUBMISSION DUE DATE: 1st May 2010


International Journal of People-Oriented Programming (IJPOP)

Official publication of the Information Resources Management Association
www.igi-global.com/IJPOP

Co-Editors-in-Chief: Steve Goschnick & Sandrine Balbo
Published: Semi-annual (both in Print and Electronic form)

Mission of IJPOP:

The International Journal of People-Oriented Programming (IJPOP) is
cross-discipline in range yet singularly focused on empowering
individuals to conceptualise, design, program, configure and
orchestrate Internet-powered mashups, game mods (modifications),
aggregate and structure personal media and build standalone
cloud-based and client-side applications (on smartphones, netbooks,
laptops, desktops, home network and novel appliances) – into
self-fashioned tools and products that ultimately suit the user's own
unique needs and aspirations. Other individuals may well take up such
apps, mods and mashups for themselves, further customising, enhancing
and embellishing them, or they may in part be used in a social or
family context (to the benefit of the collective aspirations of those
Social Worlds of which the individual is a part) – nonetheless, the
focus of composition, development and customisation is on a product
for oneself, upon theory, concepts, techniques, methodologies and
ultimately tools that service a market of one. Our mission is to be
the first journal that comes to mind to academics and practitioners
alike and remain the best with regard to all aspects of
People-Oriented Programming. Our papers and reviews will be insightful
and compelling to both educators and researchers, and often to a wider
audience too – the people for whom this paradigm of software
development has come about.

International Editorial Review Board:

* Prof. David Benyon,
School of Computing, Edinburgh Napier University, UK
* Prof. Birgit Bomsdorf,
Applied Computer Science, Fulda University, Germany
* Dr. Lawrence Cavedon, Senior Researcher, National ICT Australia (NICTA)
* Ass. Prof. Erik Champion, Auckland School of Design, Massey University, NZ
* Prof. Karin Coninx, EDM, Hasselt University, Belgium
* Prof. Larry Constantine, University of Madeira, Portugal
* Ass. Prof. Virginia Dignum,
Policy & Management, Delft University of
Technology, NL
* Dr. Anke Dittmar, University of Rostock, Germany
* Prof. Alan Dix, InfoLab21, Lancaster University, UK
* Dr. Rod Farmer, Experience Strategy, Vodafone Hutchison Australia
* Prof. Geraldine Fitzpatrick, Vienna University of Technology, Austria
* Prof. Peter Forbrig, Rostock University, Germany
* Dr. Martin Gibbs, DIS, University of Melbourne, Australia
* Prof. Patrick Girard,
LISI, Ensma, France
* Dr. Judith Good,
Director, IDEAs Lab, The University of Sussex, UK
* Prof. Michael N. Huhns, University of South Carolina, USA
* Prof. Christophe Kolski, LAMIH, University of Valenciennes, France
* Prof. Ryszard Kowalczyk, CS3, Swinburne University, Australia
* Prof. Jiming Liu, Hong Kong Baptist University
* Prof. Kris Luyten, Expertise Centre for Digital Media, Hasselt
University, Belgium
* Prof. Philippe Palanque,
IRIT, University Paul Sabatier, France
* Dr. Fabio Paterno,
CNR, Italy
* Ass. Prof. Philippe Pasquier,
SIAT, Simon Fraser University, Canada
* Dr. John Rooksby, Computer Science, University of St Andrews, UK
* Dr. Mark Rouncefield,
Computing Department, Lancaster University, UK
* Dr. Dominique Scapin, INRIA, France
* Prof. Graeme Shanks, DIS, University of Melbourne, Australia
* Prof. Ian Sommerville, University of St Andrews, UK
* Prof. Ulrike Spierling, University of Applied Sciences, Erfurt, Germany
* Prof. Constantine Stephanidis, ICS, Greece
* Prof. Leon Sterling, Faculty of ICT, Swinburne University, Australia
* Prof. Christian Stary, Kepler University, Linz, Austria
* Peter J. Wild, Independent Researcher, Cambridge, UK
* Prof. Gerrit van der Veer,
School of Computer Science, Open University, NL

Associate Editors

* Dr. Connor Graham, Independent Researcher, Singapore
* Ass. Professor Yusuf Pisan, University of Technology Sydney, Australia
* Ass. Professor Aaron Quigley, HITLab, University of Tasmania, Australia
* Dr. Christine Sun, www.taiwan.com.au, Australia
* Dr. Daniel Sinnig, Concordia University, Canada

SCOPE:

People-Oriented Programming requires high-level tools to empower both
the technical and non-technical user, which in turn calls upon
research into meta-models that inform design and construction, that
aid comparisons of these tools, and facilitates the interchange of
content between them. The meta-models of most interest to POP
initially, are drawn from two disparate disciplines – the Task
Analysis (TA) and Agent-Oriented (AO) paradigms– both of which often
have models with representations of entities matching the needs of
POP, e.g. goal, task, object, agent, individual, role, intention and
communication. Several AO architectures and methodologies have called
upon branches of Psychology to formulate AO meta-models that
incorporate mentalistic notions such as perception, motivation and
intention, but which are most often aimed at constructing artificial
humans and the like. In POP we too call upon those same Psychologies
and similarly enhance and formulate meta-models and methodologies
influenced by them, but with the intention of augmenting and
empowering the individual human, in areas where they themselves desire
aid or have identified a gap in their own abilities or resources,
which they want to enhance.


>From Sociology, POP draws upon ethnography with a focus on

self-ethnography using tools such as cultural probes, life blogs and
life logs to capture aspects of the individual's own life, themselves
(or through a life coach), from which they draw the desire and/or
frame the need for new technological artefacts to be used in their own
lives. Interactivity, with respect to facilitating and streamlining a
regular user's intention to build their own artefacts, and
situatedness in terms of the individual's current location and
activities, are two other facets of HCI (human computer interaction)
that POP encompasses.

Video gaming is the first application area where large numbers of
everyday users have been able to envisage and then developed their own
innovations within existing games. So-called game mods are working
examples of POP where players have appropriated userfriendly tools,
usually built into the game engines by the vendors (e.g. The Sims,
World of Warcraft, etc.). Video games have joined other media (e.g.
movie, novel, comic) in the new genre of transmedia storytelling (e.g.
franchises such as Tomb Raider, The Matrix, Harry Potter), allowing
the player to enter the story 'so far', extending it in the 'now',
constructing their own individualised narratives and increasingly,
with the capability to enhance and extend the realm of the game
itself. These individual constructed game mods allow players to extend
virtual realms and narratives in real-time, in directions often
unforeseen by the game engine makers. Such activities are
increasingly a part of an individual's entertainment and education.
Game modding as described, and the engines and tools that enable it,
are within the scope of POP.

Internet-based mashup tools (e.g. Google Wave) have opened up a second
application front beyond game mods, where POP is likely to gain mass
adoption and occasionally produce radical user innovation. The
selection and orchestration of disparate distributed services (e.g.
web services; information feeds; the Cloud) by an individual within a
user-friendly toolkit or framework, is also in the scope of POP. While
the formal protocols and the technical enactment of such specific
services are of little interest here, the quality, access, usage,
aggregation and orchestration of them by the individual themselves,
into a personalised synergy of capability made available through some
enacting technology, are of acute interest to POP. Modeling techniques
and people-friendly notations that bridge and coordinate distributed
services together with local resources within POP tools – ones that
the layperson can understand and use in conceptualising their designs
- encompasses another cross-discipline facet of POP.


RECOMMENDED TOPICS:

Topics to be discussed in this journal include (but are not limited
to) the following:

* Activity theory and modeling
* Agent meta-models, mental models
* Alert filter and notification software, automated task assistance
* Augmented reality, augmented interaction
* Automating personal ontologies, personalised content generation
* Client-side conceptual modeling
* Computational models from psychology
* Context-aware systems, location-aware computing, ubiquitous computing
* Cultural probes, self-ethnography
* End-user composition, end-user multi-agent systems
* Game development support tools
* Game mods, game engines, open game engines
* Home network applications
* Human-centred software development
* Interface generators, XML-based UI notation generators
* Interface metaphors
* Life logs, life blogs, feed aggregators
* Mashups, mashup tools, cloud mashups
* Model-driven design, didactic models, model-based design and implementation
* New generation visual programming
* Personal interaction styles, touch and gestures
* People-Oriented Programming (POP)
* People-Oriented Programming case studies
* Personal ontologies and taxonomies
* Personalisation, individualisation, market of one
* Personas and actors
* Real-time narrative generation engines
* Role-based modeling
* Service science for individuals
* Situated computation, social proximity applications
* Smart-phone mashups, home network mashups, home media mashups
* Software analysis & design, software process modeling
* Software component selection
* Speech and natural language interfaces
* Storyboarding, scenarios, picture scenarios
* Task flow diagrams, Task-based design
* Task models, task analysis, cognitive task models, concurrent task modeling
* Use case models, user interface XML notations
* User-centered design, usage-centered design
* User interface tools, XML-based UI notations
* User modelling, end user programming, end user development
* Wearable computing, bodyware
* Web-service orchestration, web-service co-ordination

SUBMITTING TO IJPOP:
Prospective authors should note that only original and previously
unpublished articles will be considered. INTERESTED AUTHORS MUST
CONSULT THE JOURNAL’S GUIDELINES FOR MANUSCRIPT SUBMISSIONS at
http://www.igi-global.com/development/author_info/guidelines
submission.pdf PRIOR TO SUBMISSION. All article submissions will be
forwarded to at least 3 members of the Editorial Review Board of the
journal for double-blind, peer review. Final decision regarding
acceptance/revision/rejection will be based on the reviews received
from the reviewers. All submissions must be forwarded electronically
to stevenbg at unimelb.edu.au.

PUBLISHER:
The International Journal of People-Oriented Programming (IJPOP) is
published by IGI Global (formerly Idea Group Inc.), publisher of the
“Information Science Reference” (formerly Idea Group Reference),
“Medical Information Science Reference”, “Business Science Reference”,
and “Engineering Science Reference” imprints. For additional
information regarding the publisher, please visit www.igi-global.com.

All inquiries and submissions should be should be directed to the attention of:

Steve Goschnick
Co-Editor-in-Chief
International Journal of People-Oriented Programming
E-mail: stevenbg at unimelb.edu.au
www.igi-global.com/IJPOP


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