[AISWorld] Special Issue at "Computers in Human Behavior" journal (Elsevier)

KC Lee kunchanglee at gmail.com
Fri Feb 15 02:57:31 EST 2013


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Call-for-Papers from special issue at

Computers in Human Behavior
(SSCI journal published by Elsevier)

Special Issue title
- Digital Creativity: New Frontier for Research and Practice -

Guest Editor: Prof. Kun Chang Lee (Sungkyunkwan University, Seoul/South
Korea)
Contact email address: center.iis at gmail.com

IMPORTANT DATES:
Paper submission for review:  March 31, 2013
First Review results: April 30, 2013
Revised paper submission: May 31, 2013
Final acceptance decision: June 30, 2013
Manuscript delivery to publisher: July 15, 2013
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Special issue entitled "Digital Creativity: New Frontier for Research and
Practice" is now being arranged at the journal Computers in Human Behavior,
which is listed in SSCI (Social Science Citation Index) by Thomson Reuters.
Detailed information about the journal CHB (Computers in Human Behavior)
can be found at http://www.journals.elsevier.com/computers-in-human-behavior.
The 5-year impact factor of CHB is 2.476. So prospect authors working on
the digital creativity-related topics as exemplified in the below are
cordially invited to submit their papers to this exciting special issue.
Any inquiries about this special issue are welcomed, and expected to be
sent to the contact email address of the guest editor. Detailed information
about this special issue is described in the following.


OVERVIEW
It is clear that we are living in the ubiquitous computing era in which all
kinds of mobile and ubiquitous devices such as smart phones and
sophisticated laptop computers are transforming our daily lives into
so-called digital lives. The ubiquity supported by them is destined to
change our creativity related activities in companies and homes as well as
in our personal lives. The concept of creativity spans a multitude of
domains; from art to science, literature to business and beyond. Current
definitions of creativity (e.g. scientific or organizational) typically
describe the construct as involving “the generation of novel behavior that
meets a standard of quality or utility”. Traditionally, creativity research
was performed in the context of case studies, survey analyses and anecdotal
approaches.

As digital innovation catalyzed by ubiquitous computing technologies
quickly permeated our daily lives, however, creativity started to take a
new shape called “digital creativity” – a construct formulated when we are
using modern computing technologies on computers for any purpose. In other
words, digital creativity can be easily experienced and observed when we
use computers for various purposes such as playing online games,
communicating with others through social networking sites, making digital
animation and music, designing a building with special design software,
analyzing data with statistical and/or specialized AI software,
manufacturing products and even writing papers with word processor. It
therefore cannot be overstated that our daily lives, organizations and
relationships are governed by digital creativity to considerable extents.
Surprisingly, however, most of research issues related to digital
creativity such as how it unfolds in a specific context, when its outcomes
are maximized and which patterns it shows along time in specific situations
still remain unexplored to date.

This special issue assumes that digital creativity and its influence are
reshaping individuals, teams and modern organizations. Creativity has been
a research target for many years in the field of organizational
researchers. As digital technologies like the internet become an
established norm for communications, work and entertainment, the
conventional definition of creativity must be redefined and reinterpreted
from the perspective of ubiquitous computing technology. Through using a
wide variety of computing devices and technologies, individuals can easily
cultivate their own creativity that has remained untouched and under
stimulated for years. Those individuals, who in the past had to idle with
mediocre things and live isolated from a more brilliant culture and people,
are now enabled to nourish themselves with a variety of rich information
that can be obtained from borderless and limitless digital worlds powered
by ubiquitous computing devices and technologies. Those organizations, who
before the ubiquitous era had to work within their own limits and
communicate with outside teams only in a very limited form, can now work in
a literally networked fashion, connecting to other teams and persons and
organizations through the digital networks which are operated by ubiquitous
computing power. Organizations can also connect with other organizations
via computing technologies for the purpose of mutually agreeable
collaboration. Now is the time for individuals, teams and organizations to
pursue digital creativity and increase their performance as well as their
satisfaction.

TOPICS
Both researchers and practitioners who are interested in digital creativity
are strongly encouraged to submit their papers on this issue. The submitted
papers should cover innovative aspects of digital creativity research
through applying integrative advantages of ubiquitous computing
technologies to real creativity issues. Papers with novel models,
simulation and empirical studies are welcomed. Potential topics of interest
include, but are not limited to, the following:

Conceptual framework for investigating digital creativity itself
(discussion from multiple perspectives is welcomed)
Empirical studies showing significant contribution of  digital creativity
in IT-dominated fields like mobile business, ubiquitous decision support,
health informatics, HCI, online games, e-learning, etc, to name a few
Relationships between individual creativity, team creativity and
organizational creativity
Computational studies about the digital creativity (such as agent-based
methods, intelligent techniques, etc)
The balance between exploration and exploitation in order to improve
digital creativity
How to transform teams and organizations into ambidextrous ones from the
perspective of improving digital creativity
Influence of various factors (i.e., heterogeneity, task complexity,
culture, motivation, learning capability, etc) on digital creativity
Digital creativity and its role in human-robot interaction (HRI)
Neuroscience approach to analyzing digital creativity
Miscellaneous topics only if they are related to digital creativity

Feel free to contact guest editor when you are not certain about the
suitability of your topics with this special issue.

SUBMISSION GUIDELINES AND EDITORIAL COMMUNICATIONS:

Manuscripts submitted to this special issue should be original, not
previously published in nor submitted to other journals. Manuscripts should
be submitted to the CHB electronic editorial systems (EES), which is
accessible at http://ees.elsevier.com/chb/. Be sure to select your article
type from "SI: Digital Creativity" in EES,  where your paper will be
handled properly by the guest editor of this special issue. All submissions
should conform to the journal CHB’s author guidelines, which are available
online at
http://www.elsevier.com/journals/computers-in-human-behavior/0747-5632/guide-for-authors.
Any inquiries about this special issue ought to be sent to the guest editor.

IMPORTANT DATES:
Paper submission for review:  March 31, 2013
First Review results: April 30, 2013
Revised paper submission: May 31, 2013
Final acceptance decision: June 30, 2013
Manuscript delivery to publisher: July 15, 2013

GUEST EDITOR
Prof. Kun Chang Lee
SKK Business School and Department of Interaction Science
Sungkyunkwan Ro 25-2, Chong No-Ku
Sungkyunkwan University
Seoul 110-745, Republic of Korea
E-Mail: center.iis at gmail.com
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