[Corpora-List] Call for Paper - CGCloud 2014
Thomas Springer
thomas.springer at tu-dresden.de
Tue Jul 22 12:45:52 UTC 2014
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Call for Papers
CGCloud 2014
Second International Workshop on Crowdsourcing and Gamification in the Cloud
http://141.76.41.127/cgcloud2014/
held in conjunction with the 7th IEEE/ACM International Conference on Utility and Cloud Computing, December 8-11, 2014, London, UK
Important Dates
Papers due by: August 25th, 2014
Paper selections due by: September 8th, 2014
Final papers due to IEEE: September 28th, 2014
Workshop date: December 8th, 2014
Workshop Description
Crowdsourcing and Gamification are current trends which could significantly profit from elastic and highly scalable cloud infrastructures. Both are inter-disciplinary research domains engaging people voluntarily in arbitrary complex tasks. Crowdsourcing involves a flexible group of contributors solving small subtasks to complete complex work. Crowdsourcing is already in use in manifold application domains like environmental sensing, image processing, collection and processing of big data, or funding of projects and innovative ideas. Gamification is the use of game design elements in non-game contexts to increase user motivation, participation, and engagement. In the past years, design and psychological research has demonstrated the validity of both approaches in general. However, the technical implementation of crowdsourcing and gamification concepts requires high development effort and is a repetitive task. Moreover, the risk that gamification or crowdsourcing concepts fail in reality after implementation is high. Existing projects still rely on custom development solutions. Little is known about the general technical requirements, methodologies, tools, and solutions for implementing crowdsourcing and gamification as reusable services. Mainly discussed as separate topics, both domains share a large set of commonalities, namely potentially large user numbers, similar requirements for scalability and elastic resource consumption, a high potential for reusable functionality and provisioning as a service, etc. Moreover, gamification is an important aspect for providing incentives for people to voluntarily contribute to crowdsourcing tasks. Thus, gamification and crowdsourcing can be considered as highly interrelated topics, especially from the technological perspective of providing crowdsourcing and gamification support as reusable services in the cloud.
The aim of the workshop is to bring together researchers and technicians to share their experiences and requirements in the domains of crowdsourcing, gamification and cloud computing. It should especially foster discussions between researchers working in technical and non-technical fields to carve out the manifold aspects and perspectives on this highly inter-disciplinary field and to stimulate collaborative work towards highly reusable cloud based solutions for crowdsourcing and gamification as a Service.
Topics of interest to the workshop include (but are not limited to):
• Real-life use case experiences for crowdsourcing (Smart Cities, Crowdsensing/Participatory Sensing, Data Collection/Big Data, etc.), gamification (Communities, E-Commerce, Enterprise Software, etc.), or both.
• Cloud infrastructures and services for crowdsourcing and gamification
• Scalability, performance and multi-tenancy of gamification and crowdsourcing platforms or services.
• Technical Requirements, challenges, and approaches for gamification and crowdsourcing
• Architectural approaches and patterns
• Implementations, experience reports, and studies of crowdsourcing and gamification platforms or services.
• Crowdsourcing and gamification in enterprise software
• Open marketplaces for crowdsourcing and gamification services
Paper Submission
Authors are invited to submit full papers and position papers electronically through EasyChair (https://www.easychair.org/conferences/?conf=cgcloud14). Full papers may not exceed 6 and position papers may not exceed 2 letter size (8.5 x 11) pages including figures, tables and references using the IEEE format for conference proceedings (print area of 6-1/2 inches (16.51 cm) wide by 8-7/8 inches (22.51 cm) high, two-column format with a 3/8 inch (0.81 cm) space between them, single-spaced 10-point Times fully justified text). Submitted papers must represent original unpublished research that is not currently under review for any other conference or journal. Papers not following these guidelines will be rejected without review and further action may be taken, including (but not limited to) notifications sent to the heads of the institutions of the authors and sponsors of the conference. The proceedings will be published by the IEEE Computer Society, USA, and will be made available online through the IEEE Digital Library. Templates for LaTeX and Word are available from IEEE.
Workshop Organizers
Thomas Springer, TU Dresden, Germany
Philipp Herzig, SAP AG, Germany
Michael Meder, TU Berlin, Berlin
Technical Program Committee
Michael Ameling, SAP AG, Germany
Sebastian Deterding, Rochester Institute of Technology, USA
Omar Alonso, Microsoft Research, USA
Carsten Eickhoff, TU Delft, The Netherlands
Christopher G. Harris, University of Iowa, USA
Frank Hopfgartner, TU Berlin, Germany
Udo Kruschwitz, University of Essex, United Kingdom
Rüdiger Zarnekow, TU Berlin, Germany
Torsten Reiners, Curtin University, Australia
Ashok Ranchod, University of Southampton, United Kingdom
Craig Stewart, Coventry University, United Kingdom
Gary B. Wills, University of Southampton, United Kingdom
Lincoln Woods, Auckland University of Technology, New Zealand
Raian Ali, Bournemouth University, United Kingdom
Susanne Strahringer, TU Dresden, Germany
Alberto Rosi, University of Modena and Reggio Emilia, Italy
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