Journal Information
International Journal of Human-Computer Studies
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Call For Papers
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.

Research areas relevant to the journal include, but are not limited to:

• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
• Intelligent tutoring, coaching and debugging systems
• Interactive decision support systems
• Agent-based computing, agent models, co-ordination and communication
• Human language technologies and machine learning in interactive systems
• Knowledge acquisition, discovery, modelling and management
• Peer to peer communication between intelligent systems
• Ontologies, knowledge technologies, semantic web systems
• Human-Computer Interaction theory - e.g. user models, cognitive systems
Last updated by Dou Sun in 2017-01-03
Special Issues
Special Issue on Virtual reality and food: Applications in sensory and consumer science
Submission Date: 2017-07-31

Virtual reality refers to the application of computer technologies to generate a realistic and immersive simulation of a three-dimensional environment that users can interact with using specialized devices. The application of virtual reality has largely increased in recent years in a wide range of fields, including education, engineering and marketing. Given that this technology can artificially create sensory experiences, its application opens interesting possibilities to better understand consumer experiences with food products. Some of the applications include the evaluation of consumers’ responses towards specific products under simulated contexts, the study of consumer purchase behavior using virtual supermarkets and modulation of sensory experiences through augmented reality. However, considering only a limited number of applications of virtual reality have been published and further research is still necessary to inform practitioners of its full potential in the field in the field of sensory and consumer science. Food Research International is inviting authors to submit unpublished original contributions, critical review articles and short communications for consideration in the special issue “Virtual reality and food: Applications in sensory and consumer science”. Topics covered in this special issue include but are not limited to Application of virtual reality to study consumer food choice Contributions of augmented reality to understanding cross-modal interactions Immersive consumer studies using virtual and augmented reality We encourage authors to submit where possible video material as part of their paper. Submission guidelines: Authors are invited to submit an original manuscript, short communication or review paper for publication in a Food Research International special issue ‘Virtual reality’. Please refer to the journal's Guide for Authors for specific advice on how to prepare a paper ( Papers must be submitted electronically via the Elsevier Editorial System (EES) site for the Journal - - beginning in March 1st, 2017 (select SI: Virtual reality). Closing date for submissions is July 31st, 2017. Review articles are particularly welcome and any inquiries regarding the content of papers should be submitted to Dr. Gastón Ares at Timelines: January 1st, 2017: Beginning of paper submission July 31st, 2017: Deadline for paper submission March 2017 – November 2017: Period of peer-review process January 2018: Expected Publication
Last updated by Dou Sun in 2017-03-04
Special Issue on Strengthening gamification studies: Critical challenges and new opportunities
Submission Date: 2017-09-15

Gamification is now a well-established technique in HCI and games research, it is a way of embedding design elements taken from games within “serious” contexts, with the intention of driving people’s motivation to engage with products and services. Gamification has already been employed in fields as diverse as Human Resource Management, fitness tracking, mental health and wellbeing interventions and higher education. Scholarship in HCI on gamification has largely been able to design gamified products and services and evaluate their effectiveness and usefulness. Progress has also been made on understanding the behavioral effects of gamified elements. Such advancements have brought along the idea that gamification has reached its maturity. Despite this progress, gamification research is currently facing a variety of empirical and theoretical challenges, which, if not deeply explored and solved, risk to undermine its impact on the HCI community. On the one hand, gamification still employs a limited set of game elements, such as points, badges and leaderboards, scarcely exploring diverse and more complex design solutions coming from games. On the other hand, user studies of gamified systems continue to focus on individuals’ short-term involvement and behavioral improvements, leaving apart other, and perhaps more important aspects: for example, impacts of game elements on people’s social relationships, influences of contextual factors and individuals’ idiosyncrasies on designs’ effectiveness, as well as gamified interventions’ side-effects on users’ motivation are not receiving similar attention. There is also a need of more rigorous empirical studies, both quantitative and qualitative, to determine the kind and the size of the effects gamification has on individuals, and how such effects unfold. Moreover, there is a lack of theoretical and ethical reflections on the societal impacts of gamification, which may contribute to question a variety of assumptions related to games, when they are applied to “serious” contexts. Many research questions related to gamification , therefore, have not yet been addressed by HCI researchers. For example: What kind of game elements can be experimented to create novel, more enjoyable, immersive, and pleasurable gamified systems? How, and to what extent, does gamification produce psychological effects on individuals? Is gamification more effective than other design techniques? Are there fields in which gamification should not be employed? Is gamification implicitly reinforcing some aspects of our society (e.g. consumerism, individualism) or negatively affecting individuals in the long term (e.g. increasing addiction, escapism, hedonism)? How can gamification afford spaces and opportunities for reflection and experiential learning regarding our own behavior? The primary aim of this Special Issue is to provide a focus for people working on these types of research questions by supporting reflection on how to move gamification studies a step forward. We invite submissions presenting original research in the form of deployed gamified systems embedding novel game elements, as well as rigorous quantitative and qualitative user studies, which may also explore theoretical and ethical reflections grounded in empirical results. We also encourage contributions that provide provocative and critical perspectives, such as “research through design” projects, and “design fictions”, which create a discursive space where different types of future can be explored, investigating at the same time the present condition. Submissions can also focus on game jams, alternate reality games and serious games, where recreational and serious aspects are merged together. We encourage submissions that include but are not limited to the following topics: i) Strong quantitative studies on psychological and behavioral consequences of gamification design, e.g. reporting effect sizes, employing control groups, longitudinal designs, or comparing gamification techniques with other approaches; ii) High-quality qualitative studies that explore how gamification affects individuals, e.g. in their social relationships, motivation and engagement; iii) Thought-provoking designs of gamified applications, serious games, alternate reality games and game jams embedding novel game elements and mechanics; iv) Critical insights on side-effects and long-term consequences of gamification, serious games, game jams, and alternate reality game design, triggered by real and “fictional” prototypes; v) Rigorous theoretical contributions regarding societal impacts and ethical issues of gamification (e.g. when gamified technologies and games are employed for behavior change purposes), grounded in empirical studies Submission guidelines Submissions to the special issue must include original research. Papers must be new and should have not been published or submitted to other venues. Submissions should be prepared according to the IJHCS Guide for authors, and should be submitted online according to the journal’s instructions. The IJHCS Guide for authors and online submission are available at Authors must select "SI: Gamification" when they reach the "Article Type" step in the submission process. All submitted papers will be peer reviewed by three referees drawn from a committee of experts in this domain. Important dates March 15th, 2017: Beginning paper submission September 15th, 2017: Deadline for paper submission December 15th, 2017: First round of review notifications February 15th, 2018: Revisions of papers due May 15th, 2018: Final papers due July 15th, 2018: Expected publication date Guest editors Amon Rapp, University of Torino Frank Hopfgartner, University of Glasgow Juho Hamari, Tampere University of Technology and University of Turku Conor Linehan, University College Cork Federica Cena, University of Torino For inquiries regarding the special issue please email Amon Rapp:
Last updated by Dou Sun in 2017-03-04
Special Issue on Designing for human interactions with Cyber-Physical Systems
Submission Date: 2017-09-30

The Internet of Things (IoT), comprising the large diversity of interactive devices as well as embedded sensors, is creating a seamless integration between physical objects and the digital world. Humans are able to monitor and control physical processes while interacting with very large data sets collected via sensors. In cyber-physical systems, software components and physical objects are deeply intertwined, each operating on different spatial and temporal scales, exhibiting multiple behavioral modalities and interacting both with each other and with users. They can interact with data and access services using a myriad of ways that change with their context of use. Applications of cyber-physical systems include smart grids, global environmental and disaster monitoring, medical and homeland security systems as well as autonomous transportation and automatic pilot avionics. These systems are being facilitated by emerging technologies such as the OGC's Sensor Web Enablement (SWE), which is a standard for making sensors and sensor data repositories accessible via the Web. As the infrastructure for communications improves, attention can turn to the innovative interaction methods that are needed to interact with networked objects such as cars, or in the near future why not also with trees, plants, forests and animals? What would this dialogue look like and how would it take place? However, human-cyber-physical interactions are very difficult to model and fundamentally different from human-computer interaction models developed so far. Designing and validating such interactions is particularly challenging. This special issue articulates three main design challenges with humans in the loop: (i) the need for a comprehensive understanding of the complete spectrum of the types of interaction modalities, (ii) the need for extensions to system identification or other techniques to derive design models from human experiences, and (iii) most importantly, determining how to incorporate such models into the HCI design methodologies, but also the engineering of the underlying interactions between the physical and software components. Furthermore, traditional HCI design usually deals with the small picture only - the design of the user interfaces and the human-digital artifact interaction. They have shown limited capabilities in coping with the design of the "big picture" of multi-platforms and multi-devices, the way interactive service interacts with other ones and the way they can be combined and used via/by other services. There is an urgent need to develop a holistic, multi-disciplinary and multi-perspective approach that focuses on how to engineer interactions in cyber-physical systems with this "big picture" in mind. The big picture already exists, comprising the hundreds of thousands of services - most often data-intensive ones - available on the Web/cloud. Such services are now interacting with a wide range physical objects in a new eco-system that is characterized by four types of interactions: Digital-physical components interaction, Human-digital/physical components interaction, human-digital/physical-other human as well as the underlying human-data interaction. The design of these forms of interactions requires: - Broadening the vision of interactions beyond the traditional human-computer interaction, including how other stakeholders may interact and collaborate with physical objects - Connecting different methods to design smart interaction services and user interfaces as well as the holistic view of the entire human-cyber-physical system interactions - Building a tradeoff between the attributes that quantify the user experiences and those measuring the security and privacy. Most often these factors are seen as obstacles in interaction design - Providing a conceptual formulation of a cyber-physical system (CPS) as a socio-technical human-data interaction system. - The special issue focusses on three main design challenges for the human-cyber-physical interactions: (i) the need for a comprehensive understanding of the complete spectrum of the types of human-in-the-loop cyber-physical system behaviors including the interactions between software components and physical objects, (ii) the need for extensions to system identification or other techniques to derive models of human behaviors, and (iii) most importantly, determining how to incorporate human behavior models into the formal methodology of feedback control. We seek original unpublished research papers and case studies describing theoretical and practical HCI aspects of cyber-physical systems. The following topics and related ones are within the scope of this special issue: - HCI design theories and methods and how they apply to cyber-physical systems - Interaction with augmented physical objects - Human-data interaction and visualization - User research and empirical studies in cyber-physical systems design - Applications in automotive systems, aerospace systems, digital health, civil engineering systems/devices and industrial control systems - Artificial Intelligence for interactive cyber-physical systems - Novel interaction technology and models for cyber-physical systems
Last updated by Dou Sun in 2017-06-22
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