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CALL FOR CHAPTERS
Proposals Submission Deadline: 2/28/2010 Full Chapters Due: 6/15/2010
Virtual Worlds, Second Life and Metaverse Platforms: New Communication and Identity Paradigms
A book edited by Nelson Zagalo, University of Minho
Leonel Morgado, University of Trás-os-Montes e Alto Douro
Ana Boa-Ventura, The University of Texas at Austin
Introduction
The metaverse is emerging, through the increasing use of virtual world technologies that act as platforms for end-users to create, develop, and interact, expanding the realm of human communication, and collaboration. Researchers and scholars are experiencing the importance of this new area. The private sector is also strongly investing in these domains. Even more importantly, society is responding, and this will have a huge impact on life transformation.
This book will present texts whose focus are the scientific research on uses, effects, developments and applications of various metaverse platforms, such as Second Life, Home (Sony), OpenSim, Open Croquet, Activeworlds, Open Source Metaverse, Project Wonderland, World of Warcraft and others. The goal is to provide a forum for the research community to present and discuss innovative approaches.
Whereas metaverse platforms are not a novel topic, they continue to pose challenges in areas such as the adaptation of conventional research methodologies and communication practices. Furthermore, these platforms are reshaping our frameworks in topics as important as digital identity, collaboration, entertainment and play, technology and arts, educational objects, virtual space and digital representation, and communication design.
Objectives of the Book
The mission of this book is to discuss the main issues, challenges, opportunities and trends related to the metaverse and its potential for research, society and technological evolution.
The overall objectives are:
. To discuss the impact of the metaverse and related new paradigms;
. To present new technological developments, and their current and future possibilities
. To present affective and cognitive effects of virtual worlds
. To discuss anthropological and social impacts;
. To present new creation and simulation perspectives for art and design
. To discuss the future generations of virtual worlds;
. To provide guidance for further research and development;
. To build a bridge between research and practice.
Target Audience
The target audience of this book will be composed of professionals and researchers working in the fields of virtual worlds, virtual environments, virtual reality, videogames, communication, design, computer science, education, psychology and information technology.
Recommended topics include, but are not limited to, the following:
. Design
. Interactivity
. Technology
. Simulation
. Games and Play
. Aesthetics
. Creativity
. Communication Paradigms
. Education
. Collaboration
. Behavioral studies and Emotion
Submission Procedure
Potential contributors are invited to submit on or before February 28, 2010, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by March 15, 2010 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 15, 2007. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project. To follow the progress of this project, please visit regularly: http://sites.google.com/site/metaverseparadigms.
Publisher
This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com. This publication is scheduled to be released in 2011.
Important Dates
February 28, 2010: Proposal Submission Deadline
March 15, 2010: Notification of Acceptance
June 15, 2010: Full Chapter Submission
August 30, 2010: Review Results Returned
October 30, 2010: Final Chapter Submission
November 30, 2010: Final Deadline
Editorial Advisory Members
Craig Becker, Emerging 3D Internet and Virtual Business EBO, IBM, USA
Graham Attwell, University of Warwick, United Kingdom
Isabel Valverde, Visualization and Intelligent Multimodal Interfaces, INESC-ID, Portugal
João Mattar, Universidade Anhembi Morumbi and PUC/SP, Brazil
Julian Lombardi, Duke University, USA
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