Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.Specific areas of interest include:• Computer, video, console and internet games• Cultural computing and cultural issues in entertainment• Digital new media for entertainment• Entertainment robots and robot like applications• Entertainment technology, applications, application program interfaces, and entertainment system architectures• Human factors of entertainment technology• Impact of entertainment technology on users and society• Integration of interaction and multimedia capabilities in entertainment systems• Interactive television and broadcasting• Interactive art and entertainment• Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications• Mixed, augmented and virtual reality systems for entertainment• New genres of entertainment technology• Serious Games used in education, training, and research• Simulation/gaming methodologies used in education, training, and research• Social media for entertainmentIn the area of empirical and experimental studies we are looking for contributions which are very well documented, innovative, and tested or evaluated in a particular entertainment domain.Benefits to authorsWe also provide many author benefits, such as free PDFs, a liberal copyright policy, special discounts on Elsevier publications and much more. Please click here for more information on our author services.Please see our Guide for Authors for information on article submission. If you require any further information or help, please visit our support pages: http://support.elsevier.com
Games and Culture (G&C), peer-reviewed and published quarterly, is an international journal that promotes innovative theoretical and empirical research about games and culture within interactive media. The journal serves as a premiere outlet for ground-breaking work in the field of game studies and its scope includes the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives.
2009 Impact Factor: 6.190 Ranking: 1/19 in Computer Science, Cybernetics; 2/91 in Computer Science, Theory & Method2009 5-Year Impact Factor: 7.315169; 2010 Thomson Reuters, 2009 Journal Citation Reports174; An interdisciplinary journal defining and reporting on the challenging issues in making computational technology work for people, Human-Computer Interaction publishes theoretical, empirical, and methodological articles on the user sciences and system design as it affects individual users, work groups, communities, and social and organizational settings. Human-Computer Interaction publishes articles that combine research theory and methods in computer science, cognitive science, social science, and design. HCI articles are the most extensive, in-depth investigations of important research issues in the field. HCI also publishes articles with novel perspective and methods. Special Issues in HCI are definitive collections on critical research areas in the field.User Science. HCI seeks to foster a scientific understanding of the cognitive behavior of computer users and the organizational and social impacts of computer use. HCI is concerned with the individual user, small working groups of users, and also the larger social and organizational context of user communities. Theoretical papers should deal with scientific models of user learning or performance or with social models of the user community. Empirical papers may range from controlled laboratory experimentation to field observation. Methodological papers should be analyze and study research methods.System Design. HCI seeks to foster rational discussion of and methods for the design of new computer systems and the evaluation of existing systems. HCI is interested in the range of issues all the way from user-interface design techniques to participatory design practices, and it is also concerned with the process of designing. Theoretical papers should deal with the design principles underlying a particular system or class of systems, or with the abstract structure and process of human-computer interaction. Empirical papers may assess existing or novel interaction techniques, or examine the design process itself. Methodological papers should be concerned with the application of design principles, the rationalization of design alternatives, or the role of empirical methods in the design process.The Instructions for Authors explains how to submit to HCI and how the editorial process works.Publication office: Taylor & Francis, Inc., 325 Chestnut Street, Suite 800, Philadelphia, PA 19106.
The ICGA Journal appears four times a year. In order to receive the Journals for 2004 you should subscribe as an ICGA member. The (renewal) fee for individual subscribers is US $ 50,--, UK £ 25,-- or € 40,--. For many years, the ICCA Journal occasionally included articles on games other than chess. This has included Backgammon, Othello, Chinese Chess, Shogi, Go, and fundamental issues affecting the programming of all such games. To reflect this increasing interest in other games, the Journal changed its name to the ICGA Journal from Vol.23 No.1 (the first issue of 2000).
The IEEE Robotics and Automation Letters (RA-L) publishes peer-reviewed articles that provide a timely and concise account of innovative research ideas and application results, reporting significant theoretical findings and application case studies in areas of robotics and automation.
The IEEE Transactions on Affective Computing is a cross-disciplinary and international archive journal aimed at disseminating results of research on the design of systems that can recognize, interpret, and simulate human emotions and related affective phenomena. The journal publishes original research on the principles and theories explaining why and how affective factors condition interaction between humans and technology, on how affective sensing and simulation techniques can inform our understanding of human affective processes, and on the design, implementation and evaluation of systems that carefully consider affect among the factors that influence their usability. Surveys of existing work are considered for publication when they propose a new viewpoint on the history and the perspective on this domain. The journal covers but is not limited to the following topics::
IEEE Transactions on Computational Social Systems focuses on such topics as modeling, simulation, analysis and understanding of social systems from the quantitative and/or computational perspective. "Systems" include man-man, man-machine and machine-machine organizations and adversarial situations as well as social media structures and their dynamics. More specifically, the proposed transactions publishes articles on modeling the dynamics of social systems, methodologies for incorporating and representing socio-cultural and behavioral aspects in computational modeling, analysis of social system behavior and structure, and paradigms for social systems modeling and simulation. The journal also features articles on social network dynamics, social intelligence and cognition, social systems design and architectures, socio-cultural modeling and representation, and computational behavior modeling, and their applications.
The scope of the IEEE Transactions on Cybernetics includes computational approaches to the field of cybernetics. Specifically, the transactions welcomes papers on communication and control across machines or machine, human, and organizations. The scope includes such areas as computational intelligence, computer vision, neural networks, genetic algorithms, machine learning, fuzzy systems, cognitive systems, decision making, and robotics, to the extent that they contribute to the theme of cybernetics or demonstrate an application of cybernetics principles.
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IEEE Transactions on Emerging Topics in Computing publishes papers on emerging aspects of computer science, computing technology, and computing applications not currently covered by other IEEE Computer Society Transactions. TETC is a special issues-based journal. Our authors have the option to submit papers to a current special issue or to the continuous call for papers, called "technical tracks." The most recent and current list of emerging topics in computing currently covered by the continuous call for papers is reported on the Technical Tracks Call for Papers page. All submissions not in the scope of the special issue or the technical tracks will not be considered by the journal. More detailed information is found under the tab "About" in TETC's main page at https://www.computer.org/csdl/journal/ec
IEEE Transactions on Haptics (ToH) is a scholarly archival journal that addresses the science, technology and applications associated with information acquisition and object manipulation through touch. Haptic interactions relevant to this journal include all aspects of manual exploration and manipulation of objects by humans, machines and interactions between the two, performed in real, virtual, teleoperated or networked environments. Research areas of relevance to this publication include, but are not limited to, the following topics: Human haptic and multi-sensory perception and action, Aspects of motor control that explicitly pertain to human haptics, Haptic interactions via passive or active tools and machines, Devices that sense, enable, or create haptic interactions locally or at a distance, Haptic rendering and its association with graphic and auditory rendering in virtual reality, Algorithms, controls, and dynamics of haptic devices, users, and interactions between the two, Human-machine performance and safety with haptic feedback, Haptics in the context of human-computer interactions, Systems and networks using haptic devices and interactions, including multi-modal feedback, Application of the above, for example in areas such as education, rehabilitation, medicine, computer-aided design, skills training, computer games, driver controls, simulation and visualization.
Please be sure to visit the ToH Taxonomy List.
The scope of the IEEE Transactions on Human-Machine Systems includes the fields of human machine systems. It covers human systems and human organizational interactions including cognitive ergonomics, system test and evaluation, and human information processing concerns in systems and organizations.
The scope of the IEEE Transactions on Systems, Man, and Cybernetics: Systems includes the fields of systems engineering. It includes issue formulation, analysis and modeling, decision making, and issue interpretation for any of the systems engineering lifecycle phases associated with the definition, development, and deployment of large systems. In addition, it includes systems management, systems engineering processes, and a variety of systems engineering methods such as optimization, modeling and simulation.
IET Control Theory & Applications is dedicated to control systems in the broadest sense, and publishes theoretical papers which discuss the applications of new and established control methods. Most of its papers represent original research from industrial and government laboratories and universities. However it also covers subject reviews and tutorial expositions of current methods and correspondence discussing published papers. Topics covered include system modelling, identification and simulation, the analysis and design of control systems (including computer-aided design), and practical implementation. The scope encompasses technological, economic, physiological (biomedical) and other systems, including man–machine interfaces.