I’m now in the editorial board ofCreative Technologies EAI journal. We are waiting for your submission :o) !
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Two paper types:
o Short papers: typically 5 (+/- 2) pages (brave new ideas, artistic installations with technological content, technical creative demonstrators).
o Full papers: typically 9 (+/- 4) pages (tutorials and survey papers, whole industrial systems, creative installations and frameworks).
Given the accelerated changes and deeply interconnected activities of the times we are living in, creativity is a key factor of disruptive future developments. Creative and entertainment industries nowadays represent more than 3% of the GDP in Europe and they range from creative content providers (TV & radio, fashion, music) through creative experience providers (movies and music experience) to creative services providers (advertising, design, architecture).
Creative services, contents and experiences present knowledge requirements that are defined increasingly beyond a single discipline and appear to lie in a sound engagement among the creative practitioner (artist/designer/composer/entertainer), the engineer and the scientist. Digital arts, creative industries, and (tele)communication + (social) signal processing speak the language of convergence rather than autonomy. Their interaction calls for special attention now more than ever.
EAI Transactions on Creative Technologies aims at creating a forge between computational arts, creative industries and applied science(s). The Journal seeks for high-level contributions addressing several of those aspects with a special focus on at least one of them:
– the paper can describe a whole industrial project or framework integrating creative technologies for domains such as:
- Creative content providers: TV & radio (broadcast, linked media), fashion (RFID and sensors, energy recycling), music & movies, books (digitization, sonification), museums (creative/artistic installations for tourism or cultural heritage) and media archives, etc.
- Creative services providers: Advertising (user-centered web and ads optimization), design (communication devices for creative environments), architecture (places that adapt to people, creativity from domotics), new media and transmedia, etc.
- Creative experience providers: Movies and music experience, game-based installations and playable media (participative creation, DJs and VJs creative tools), interactive social and urban spaces, etc.
– the paper can focus on scientific tools for creative industries on topics such as:
- Creative content management: Multimedia data mining and innovative browsing, data 2D/3D visualization, digitization and storage, cultural heritage, etc.
- Creative interactions: Social signal processing, verbal and nonverbal, explicit or implicit interactions, interacting robots, sensors and MoCap, human-computer interaction, user interface design, serious game etc.
- Creative experiences: Affective content analysis and synthesis, immersive technologies, special effects, augmented reality, expressivity and emotion detection and processing, user experiences, etc.
Additional materials such as videos of installations and setups, public/users reactions and comments, or demo links are welcome.