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Newton Fernando <[log in to unmask]>
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Newton Fernando <[log in to unmask]>
Wed, 11 Mar 2009 11:14:14 +0800
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Special Issue of Virtual Reality

“Virtual Reality and Culture Technology”

Guest Editors:

Adrian Cheok, Professor at Keio University, Japan.
Woontack Woo, Professor at Gwangju Institute of Science and Technology,
Tomoe Moriyama, Curator of the Museum of Contemporary Art Tokyo, and
Associate Professor at the University of Tokyo

Most of current information and computing systems are developed to handle
logical information, and most virtual reality technology related to culture
are mainly related to heritage applications. However these systems and
applications do not consider deeply the contents, form, and meaning
ofcultures. Until recently it has been believed that a complex and non
system such as culture could not be modeled by computers. Nevertheless
recently computing and interactive media directed at the analysis and
modeling and prediction of culture or “culture technology” has emerged [1].
For example if the underlying structures of historical culture can be
determined, then it can not only be modeled in virtual reality, but it can
be used to predict new forms of modern or pop culture, some which can be
based purely in the virtual world.

Through culture technology with virtual reality we can develop novel forms
of cultural activity in the arts and humanities, for example creating
virtual instruments which merge Electric Guitar with Japanese Shamisen. Or
combining intelligent virtual characters of different eras or cultures (e.g.
Confucius with Plato) and see new types of interaction that is impossible in
the physical world. Essentially this could lead to new forms
oftransformation and blending
of the domains of science, arts and humanities.

In this special issue we call for scientific based virtual reality based
research which  has a goal to create and disseminate transformative,
innovative cultural works and will lead to new paradigms that will
positively transform culture.

Topics of interest include (but are not limited to) the following areas:

•       VR for modelling culture
•       Using VR to transform historical and contemporary or pop culture
•       Generating new virtual cultures
•       New interfaces that can develop in VR for cultural computing (e.g.
new virtual musical instruments)
•       Complex and dynamic systems of cultural computing

The special issue will appear in the Springer journal Virtual Reality (**). Papers should typically be less than
8,000 words and of standard journal content: reports of original research,
review papers, essays and discussions. Papers will be peer reviewed in
accordance with the journal’s normal process. Prospective authors can their
intention to submit by notifying the editor with a planned title for the
submission and names of authors.

Papers should be submitted in Microsoft Word or Latex formats by
Please direct correspondence to email address: adriancheok (at)

Papers should be submitted to
the relevant
special issue category.

Important Dates:

Deadline for submission of full papers: 24th April 2009
Notification of acceptance: 10 July 2009

[1] Tosa N., Matsuoka S., Ellis B., Ueda H., and Nakatsu R. (2005). Cultural
Computing with Context-Aware Application: ZENetic Computer, Lecture Notes in
Computer Science, vol. 3711, pp. 13-23.

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