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Carlo Giovannella <[log in to unmask]>
Reply To:
Carlo Giovannella <[log in to unmask]>
Tue, 28 Jul 2020 10:17:59 +0200
text/plain (180 lines)
/Apologize for unintended cross-mailing/

*Deadline extension:  September 2, 2020*
/ =========================================================

Special Issue on
*Augmenting Space: The role of immersive technologies in future cities*

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)

Help us in improving the quality of the editorial process and of the 
journal, please donate:

*Guest Editors:*

/• Callum Parker, The University of Sydney, Australia
• Soojeong Yoo, The University of Sydney, Australia
• Waldemar Jenek, Queensland University of Technology, Australia
• Youngho Lee, Mokpo National University, South Korea/
*Important dates:*
• Deadline: *September 3, 2020 *(extended)
• Notification to the authors:  October 15, 2020
• Camera ready paper: November 10, 2020
• Publication of the special issue: end of November, 2020

As digital technologies are advancing, contemporary interactions within 
cities are beginning to emerge. These interactions are commonly enabled 
through sensors to implicitly automate manual processes, such as turning 
on lights or walking up stairs. However, cities were not necessarily 
built from the ground up to be smart, rather they are gradually becoming 
smarter over time as technology becomes more extensible and embedded 
within them. These digital technologies create information layers that 
exist over the physical space, resulting in the space being filled with 
dynamically changing information, thus augmenting the space. Augmented 
reality (AR) is one such technology that has recently seen a lot of 
development in this area and is only now starting to become more viable 
as hardware and computer vision algorithms have caught up. Films such as 
Minority Report (2002), Ghost in the Shell (2016), and Blade Runner 
(2017) have predicted AR’s future emergence in public spaces and cities. 
These films featured AR advertising and information holograms in public 
spaces, enabled by smart contact lenses and holograms. Currently 
however, AR has been introduced to public spaces in a number of 
interesting ways.  For instance, Pokemon GO became a global phenomenon 
which resulted in people physically playing the game in urban spaces and 
caused ripple effects on the physical spaces people were playing in. 
Recent work has also shown that AR can have more engaging applications, 
in areas such as community engagement, personalised digital signage, 
in-situ visualisations, cultural heritage, and remote collaboration.

On a consumer level, AR is most common on smartphones, particularly 
after the release of ARKit and ARCore - improving the functionality. AR 
smart glasses are also becoming more accessible and bring with them the 
possibility of more natural integration of virtual content into our 
daily lives. For instance, the Microsoft Hololens contains an array of 
sensor technologies giving it a sense of depth which allows it to place 
objects naturally in physical space. It has been successfully applied by 
planners to visualise underlying parts of the city in-situ.

While AR is becoming more advanced, accessible, and has demonstrated 
potential, more knowledge is needed around the key benefits it will 
bring to cities and how it will change our interactions with the urban 
environment. Additionally, the use of such technologies raises the 
question of how the virtual and physical spaces can co-exist - creating 
an augmented space.

Therefore, this focus section builds on from our initial workshops with 
the goal of bringing together researchers to explore the applications of 
AR and other immersive technologies, such as Virtual Reality (VR) and 
Mixed Reality (MR), within the context of enhancing architecture, public 
spaces and cities.

*Topics of Interest*
We welcome research focused on engaging experiences using augmented 
reality (AR), virtual reality (VR), and mixed reality (MR) within the 
context of enhancing architecture, public spaces and cities. Specific 
topics of interest include but are not limited to:

Augmenting humans in future cities
Digital heritage and preservation
Speculative designs, design fictions, and art projects
Perspectives from literature
How immersive technologies and applications can be utilised to enhance 
existing urban infrastructure/technologies (public displays, media 
facades, buildings, town squares, etc)
Remote collaboration
The effect of immersive technologies on culture and behaviour in cities
Smart cities with digital twin technologies

/*Submission guidelines and procedure*/
All submissions (abstracts and later final manuscripts) must be original 
and may not be under review by another publication.
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: 
(Please upload all submissions using the Submission page. 
When submitting the paper, please, choose the section:
"FS: Augmenting Space: The role of immersive technologies in future cities")

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 advice and queries, please contact any of the 
guest-editors below and mark the subject as:
/Augmenting Space: The role of immersive technologies in future cities /

• callum [dot] parker [at] sydney [dot] edu [dot] au
• soojeong [dot] yoo [at] sydney [dot] edu [dot] au
• youngho [at] ce [dot] mokpo [dot] ac [dot] kr
• waldemar [dot] jenek [at] hdr [dot] qut [dot] edu [dot] au

* Forthcoming issues:*

• Autumn 2020
'Learning and learning ecosystems in the time of Covid-19'
Guest editors: ASLERD
with a focus section on
'Augmenting Space: The role of immersive technologies in future cities'
Guest editors: Callum Parker, Soojeong Yoo, Waldemar Jenek, Youngho Lee

• Winter 2020
'Tools, Pedagogical and Ludic Strategies, Co-Design supporting Smart 
Learning Ecosystems and Smart Education'
Guest editors: Oscar Mealha, Traian Rebedea, Matthias Rehm

• Springer 2021
'Collaborative multimedia applications in technology'
Guest editors: César A. Collazos, Sandra Cano, Freddy Paz, Habib Fardoun

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