End-user development challenges for creative computing

Guest Editors

 

• Juan Manuel Dodero, University of Cadiz, Spain
• Hongji Yang, Leicester University, UK
• Antonio Balderas, University of Cadiz, Spain

 

 

Important dates

 

• Deadline: March 10, 2020 -> April 10, 2020
• Notification to the authors: May 10, 2020
• Camera ready paper: May 30, 2020
• Publication of the special issue: begin of June, 2020

 

Overview

 

Human creativity is one of the fields that has long been supported by computing and information technology (IT). Not only they have been used for research on issues traditionally pertaining to the Arts and Humanities, but also to help in activities of our daily life. Computing can be thought as a combination of understanding (as is the focus in science) plus a constructive activity referred to as shaping. As a result of the exponential evolution of computing, its relation with creativity has evolved, giving rise to new concepts such as creative computing [1]. The central idea of creative computing is to use all available knowledge in the field of computing to facilitate human creativity
In this vein, end-user development has much to say to improve humans' creativity. Along with understanding, the human capability of shaping through computers can emerge either at programming or software engineering level. Since the differences between the former are fundamentally in the degree of participation of the end-user in the software creation and in the quality of the created products, end users can focus on the entire life-cycle of software development, its design and programming, or only the construction phase.

 

Topics of Interest

 

The topics of interest include research papers from the current fields of application for research areas in computing, i.e. Arts and Humanities, Cultural Heritage, Health and well-being, and Education and learning. Among these areas, which are of great relevance to creative issues, this number will pay special attention to the following topics:


• Knowledge combination

The combination of knowledge provides a creative base for generating new ideas and solutions, which not only helps solve problems but also inspires and encourages innovative activities. Creative computing is essentially about combining knowledge, about how it can improve human creativity, as has been proved to be the case in Big Data and Artificial Intelligence [2]. This topic explores how creative computing is a valid tool for connecting and combining a great variety of knowledge.

• Human-centered computing
It is the union of a large number of disciplines dedicated to human knowledge and software design. Traditionally the concerns of human-centred computing have been focused on ergonomics and usability. This topic is focused on the systems and practices of the human use of technology, placing the human being at the centre of the computing environment for creativity and expression [3].

• Creative computing in learning environments
Beginning from the nature of creative computing as a tool for the improvement of human creativity and the combination of knowledge, one of the most interesting fields of application is learning. There is a great demand for the improvement of learning processes through computing and computational thinking, specially at the level of creating learning contents [4]. This topic deals with computational creativity as a tool for both authoring and analyzing learning processes.

References

[1] Yang, H., & Zhang, L. (2016). Promoting Creative Computing: origin, scope, research and applications. Digital Communications and Networks, 2(2), 84-91.
[2] Yang, H., Jing, D., & Zhang, L. (2016). Creative Computing: an approach to knowledge combination for creativity?. In 2016 IEEE Symposium on Service-Oriented System Engineering (SOSE) (pp. 407-414). IEEE.
[3] Dalsgaard, P., Halskov, K., Frich Pedersen, J., Mose Biskjaer, M., Kerne, A., & Lupfer, N. (2018, May). Designing interactive systems to support and augment creativity-a roadmap for research and design. In Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 403-406). ACM.
[4] Dodero, J. M., Mota, J. M., & Ruiz-Rube, I. (2017). Bringing computational thinking to teachers' training: a workshop review. In Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality (p. 4). ACM.

 

 

 

Submission procedure 

 

All submissions must be original and may not be under review by another publication.

The manuscripts should be submitted anonymized either in .doc or in .rtf format. 
All papers will be blindly peer-reviewed by at least two reviewers. Perspective participants are invited to submit a 8-20 pages paper (including authors' information, abstract, all tables, figures, references, etc.). 
The paper should be written according to the IxD&A authors' guidelines .

Submission page -> link
(when submitting the paper please choose the section: 'SI: End-user development challenges for creative computing')


For scientific advices and for any query please contact the guest-editor:

 

• antonio [dot] balderas [at] uca [dot] es 
• Hongji [dot] Yang [at] leicester [dot] ac [dot] uk
• juanma [dot] dodero [at] uca [dot] es

 

marking the subject as: 'IxD&A special issue on End-user development challenges for creative computing'.

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