fredag, juni 20, 2008

CFP: First International Workshop on Story-Telling and Educational Games (STEG'08)

First International Workshop on
Story-Telling and Educational Games (STEG'08) - The power of
narration and
imagination in technology enhanced learning

http://www.prolearn-academy.org/Events/steg08


The STEG workshop is held in conjunction with the 3rd European
Conference on
Technology Enhanced Learning (EC-TEL'08 - http://www.ectel08.org/),
Maastricht School of Management, Maastricht, The Netherlands, September
17-19, 2008.

CONTEXT AND MOTIVATION

Stories and story-telling are cultural achievements of significant
relevance
even in modern times. Nowadays, story-telling is being enhanced with the
convergence of sociology, pedagogy, and technology. In recent times,
computer gaming has also been deployed for educational purposes and has
proved to be an effective approach to mental stimulation and
intelligence
development. Many conceptual similarities and some procedural
correlation
exist between story-telling and educational gaming. Therefore these two
areas can be clubbed for research on Technology Enhanced Learning (TEL).
Many facets of story-telling and educational gaming emulate real life
processes, which can be represented either as complex story graphs or as
interleaved sub-problems. This model is congruent with that used for
Technology Enhanced Learning in vocational training. TEL in vocational
training requires learning models that focus more on the process and
less o=
n the content.

The main difference between educational games and story-telling lies
in the
users motivational point of view. Story-telling aims at reliving real
life
tasks and capturing previous experiences in problem-solving for
reuse, whil=
e educational games reproduce real life tasks in a virtual world in an
(ideally) engaging and attractive process. Nevertheless, educational
games
require highly specialized technical and pedagogical skills and learning
processes to cover the topics in sufficient depth and breadth. Imbalance
between depth and breadth of study can lead to producing trivial games,
which in turn can lead to de-motivating the learner.

While the integration of learning and gaming provides a great
opportunity,
several motivational challenges (particularly in vocational training)
must
also be addressed to ensure successful realization. Non-linear digital
stories are an ideal starting point for the creation of educational
games,
since each story addresses a certain problem, so that the story
recipient
can gain benefit from other user experiences. This leads to the
development
of more realistic stories, which then provide the kernel for developing
non-trivial educational videogames. These stories can cover the
instructional portion of an educational game, while the game would
add the
motivation and engagement part.

In summary, this workshop aims at bringing together researchers,
experts and
practitioners from the domains of non-linear digital interactive
story-telling and educational gaming to share ideas and knowledge.
There is
a great amount of separate research in these two fields and the
celebration
of this workshop will allow the participants to discover and leverage
potential synergies.


Workshop topics

* Story-telling and game theorie
* Story and game design paradigms for Technology Enhanced Learning
* Augmented story-telling and gaming
* Story-telling and educational gaming with social software
* Story-telling and educational gaming with mobile technologies
* Cross-media/transmedia story-telling and gaming
* Computer gaming for story-telling (Game design for narrative
architectures)
* Multimedia story and game authoring
* Story-telling and educational gaming applications
* User experience and empirical research in story-telling and gaming
for TEL

SUBMISSIONS

Authors are invited to submit original unpublished research as full
papers
(max. 10 pages) or work-in-progress as short papers (max. 5 pages). All
submitted papers will be peer-reviewed by three members of the program
committee for originality, significance, clarity and quality. Accepted
papers will be published online as EC-TEL workshop proceedings as
part of
the CEUR Workshop proceedings series. CEUR-WS.org is a recognized ISSN
publication series, ISSN 1613-0073.

Moreover, the two best papers of the workshop will be published in a
special
issue of the International Journal of Technology-Enhanced Learning
(IJTEL -
http://www.inderscience.com/browse/index.php?journalCODE=ijtel)

Authors should use the Springer LNCS format (http://www.springer.com/

lncs).
For camera-ready format instructions, please see "For Authors"
instructions
at http://www.springer.de/comp/lncs/authors.html.

All questions and submissions should be sent to: steg08@dbis.rwth-
aachen.de

IMPORTANT DATES

Paper Submission: June 30, 2008
Notification of acceptance: July 15, 2008
Camera Ready Submission: August 20, 2008
Workshop date: September 17,18 or 19, 2007

>


onsdag, juni 04, 2008

2nd CFP: ECML/PKDD Workshop WBBTMine'08

2nd Call for Papers
Wikis, Blogs, Bookmarking Tools - Mining the Web 2.0 (WBBTMine'08)

http://www.kde.cs.uni-kassel.de/ws/wbbtmine2008/

Workshop at ECML/PKDD 2008 - Antwerp, Belgium, 15 Sept. 2008

Important dates
===============
* Paper submission deadline: June 16
* Author Notification: July 16
* Camera Ready Papers: August 14
* Workshop: September 15

Overview
========
Many Web 2.0 applications have rapidly emerged on the Web. This
indicates a currently ongoing grass-root creation of knowledge spaces
on the Web. The reason for the success of cooperative Web tools (wikis,
blogs, etc.) and resource sharing (social bookmark systems, photo
sharing systems, etc.) lies mainly in the fact that no specific skills
are needed for publishing and editing. Web 2.0 applications are a very
interesting application area for data mining. Unlike in traditional data
mining scenarios, data does not emerge from a small number of
(heterogeneous) data sources, but virtually from millions of different
sources. As there is only minimal coordination, these sources can
overlap or diverge in many ways. These fundamental features of
heterogeneity and independence, known from collaborative filtering, are
not limited to ratings and recommendations but extend to arbitrary
complex data and data mining tasks. Steps into this new and exciting
application area are the analysis of this new data, then the adaptation
of well-known data mining and machine learning algorithm and finally
the development of new algorithms.

As research analyzing Wikis, Blogs and the structure underlying Social
Bookmarks matures (and Web 2.0 workshops and conferences begin to
proliferate), this workshop seeks contributions focused on
state-of-the-art data mining algorithm and machine learning methods on
Web 2.0 data. Papers describing new algorithms working on Web 2.0 data
or work discussing aspects on the intersection of Web 2.0 and Knowledge
Discovery are also highly welcome. In short, we want to accelerate the
process of identifying the power of advanced data mining operating on
Web 2.0 data, as well as the process of advancing data mining through
lessons learned in analyzing these new data.

Topics of interest
==================
include, but are not limited to:
* network analysis of social resources sharing systems
* analysis of wikis and blogs
* analysis of social online communities
* discovering social structures and communities
* analysis of network dynamics
* discovering misuse and fraud
* Web 2.0 personalization
* Web 2.0 technologies for recommender systems
* information retrieval in the Web 2.0
* community detection
* emergent semantics
* Web 2.0 based ontology learning
* predicting trends and user behavior
* semantic association identification by link analysis
* Web 2.0 crawling
* mining information from distributed and re-combined Web 2.0
sources / mash-ups
* mobile Web 2.0: social search; mobile communities; ?
* usage interfaces for mining: parallelization of Web and mobile
interfaces; mash-up interfaces
* interactions between usage interfaces and data collection,
mining,
and presentation
* privacy challenges in Web 2.0 and mobile Web 2.0 applications
* applications of any of the above methods and technologies

Workshop chairs
===============
* Bettina Berendt, K.U. Leuven, Belgium
* Natalie Glance, Google, USA
* Andreas Hotho, University of Kassel, Germany
---> Please contact us at wbbtmine08@gmail.com

Program committee
=================
Sarabjot Singh Anand, University of Warwick, UK
Mathias Bauer, mineway, Germany
Janez Brank, Jozef Stefan Institute, Slovenia
Michelangelo Ceci, University of Bari, Italy
Ed H. Chi, PARC, USA
Brian Davison, Lehigh University, USA
Marco de Gemmis, University of Bari, Italy
Miha Grcar, Jozef Stefan Institute, Slovenia
Marko Grobelnik, Jozef Stefan Institute, Slovenia
Pasquale Lops, University of Bari, Italy
Ernestina Menasalvas, Universidad Politecnica de Madrid, Spain
Dunja Mladenic, Jozef Stefan Institute, Slovenia
Ion Muslea, SRI International, USA
Giovanni Semeraro, University of Bari, Italy
Ian Soboroff, National Institute of Standards and Technology, USA
Myra Spiliopoulou, Otto-von-Guericke-Universitaet Magdeburg, Germany
Gerd Stumme, University of Kassel, Germany
Maarten van Someren, Universiteit van Amsterdam, The Netherlands
Michael Wurst, University of Dortmund, Germany


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