Newton Lee, Newton Lee Laboratories LLC
Editorial Board: Editorial Board Members
ACM Computers in Entertainment (CiE) aims to foster critical discussions and innovative thoughts among entertainment computing scholars and professionals as well as creative executives, writers, producers, directors, artists, designers, and other talents. This site features both peer-reviewed articles as well as non-refereed content in all aspects of entertainment technology and applications. It serves as a place to build community, find research partners, discover new possibilities, and share cutting-edge ideas. We accept submissions of articles, interviews, commentaries, industry news, product reviews, book critiques, games, and blogs posts. For more information, please contact firstname.lastname@example.org
Peer-reviewed papers, videos, and games should be submitted online and should adhere to the CiE template for authors. Non-refereed content for Games, Art & Music, TV & Movies, Society & Education, Events Calendar, News, and Blogs should be submitted to the respective Lead Editor listed below.
Lead Editor: Jonas Löwgren, Malmö University
It is increasingly recognized in experience design and new media research that conventional forms of scholarly publishing, i.e., print articles with a lot of text and a few images, are inadequate when it comes to communicating experiential knowledge. For instance, it is difficult to capture the feel of an innovative interaction design or the ambience of a particular use situation.
The Video Journal section of CiE is an innovative attempt to overcome this problem. Contributions to Video Journal consist of video and text, where the video concentrates on experiential issues and the text contextualizes and reflects. Video Journal contributions are assessed in double-blind, peer review, therefore the forum is considered to be of scholarly archival standard.
The Video Journal submission guidelines are available here. Jonas Löwgren would be happy to answer any questions about the section and about possible submissions. For more information, please contact Professor Löwgren at Jonas.email@example.com.
Lead Editor: Chris Davison, LTH Media and Newton Lee, editor-in-chief
Our main focus is "technology empowering creativity." We explore the many ways in which technology is empowering the creative visions of storytellers. We interview actors, writers, producers, directors, scholars, educators, and other creatives about the many ways in which technology empowers their artistic expressions. Our main goal is to focus on the empowerment of creativity and how newer technologies and techniques are helping to create 21st century art. Past interviewees include ACM Turing Award winner Alan Kay, music legend Quincy Jones, MIT Media Lab cofounder Nicholas Negroponte, Logo inventor Seymour Papert, Xbox co-creator Seamus Blackley, mp3 inventor Karlheinz Brandenburg, National Medal of Science recipient Leonard Kleinrock, and Academy Award winners George Lucas, Richard Edlund, Tomlinson Holman and Roy E. Disney. To schedule an interview, please contact Newton Lee at firstname.lastname@example.org or chief correspondent Chris Davison at email@example.com.
Lead Editor: Abdennour El Rhalibi, Liverpool John Moores University
Computer games have become increasingly important; not only in entertainment but also in serious applications. Games are being used in education, training, decisions support, communication, marketing and even as art forms. Games enable people to experience environments and situations that could never be experienced in real life, because they are too dangerous, unreachable, or simply do not exist. Games can train abilities in new, effective and enjoyable ways. And games can create new social networks in which people from all over the world meet, talk and play together.
New technology, like faster computers and graphics cards, new interface techniques, broadband connections and mobile devices, lead to new game play possibilities. But they also put a large burden on those of us who create such games. Players get more demanding. They expect not only realistic graphics and physics but also natural behavior of the entities that inhabit the virtual game worlds. They expect gripping storylines that are smoothly incorporated in the game play, and more natural interaction with the games. They expect to be challenged by game play that understands the player and automatically adapts to his or her abilities. These challenges are pulling together an extremely diverse group of experts specializing in different technical areas, such as networking, computer graphics, artificial intelligence, animation, multimedia design, human-computer interaction, educational media and software engineering.
The Games section of CiE provides an open forum for researchers, engineers and academia to exchange the latest technical information and research findings on next-generation of games concepts, technologies, systems, and applications covering existing deployments, current developments and future evolution. We will consider submission of invited and non-referred articles, papers, and interviews; and peer-reviewed research papers from the game research community as well as the gaming industry. For more information, please contact Professor Abdennour El Rhalibi at firstname.lastname@example.org.
Art & Music
Co-Lead Editors: Shlomo Dubnov, University of California San Diego, and M. Nyssim Lefford
Hacks, mash-ups, simulations, algorithms and processes. These are the techniques of the contemporary artist and musician. As artists gain greater control over digital media—down to the bit—new and hybrid forms emerge in which the virtual and the physical seamlessly coexist. All media may be mixed and remixed. The performed, the synthesized and the recorded interoperate. Artists create and they co-create with their audiences through games and apps and by sharing creative tools. New art is found not in museums but through social networks. New music is stored in clouds.
In this section, we explore new works of art and music, state-of-the-art and emerging practices, and innovative creative platforms. Artists, musicians, researchers, producers, designers, architects, developers, technologists and entrepreneurs interested in submitting articles, papers, interviews, artistic content or music, please contact M. Nyssim Lefford at email@example.com or Prof. Shlomo Dubnov at firstname.lastname@example.org.
TV & Movies
Lead Editor: Hendrik Knoche, Aalborg University
The concept of TV as a device, an activity, a type of content and a medium has been undergoing large changes in the evolving technological environment. Once dumb screens, home entertainment systems are now increasingly providing interactive and communication services from different sources. The constraints of space and time that used to define watching audio-visual, broadcast content are long gone with the proliferation of digital recording and mobile multimedia devices. The way people consume and interact with content is becoming enmeshed with social and other communication and information needs. Cinema, which is seeing a resurgence of 3D, will create stronger ties with the gaming world and continue to create novels ways of interacting with the worlds and characters they create both on and off the big screen.
This section features novel ideas, concepts, prototypes, and studies of TV and cinema. From content, content production, designs and applications to the greater socio-technical picture in which users engage with these media we invite researchers, practitioners and artists to share their insights and visions. Please submit papers, interviews, example content and demos to Hendrik.email@example.com. Key topics considered are mobility, interactivity, personalization, empowerment (control, accessibility, participation and user generated content), cross-media experiences, the social network mediation of communication practices and new frontiers in what will constitute redefined media.
Society & Education
Lead Editor: Dennis Anderson, St. Francis College
There is no question about the pervasiveness of social media and entertainment technologies in today's society, from how we consume entertainment on a mobile device to how we learn in school. We have entered the new era of creating and consuming information and entertainment. We also see how we adopt to new ways of creating virtual societies such as Facebook. We are more interconnected to each other than any other time.
The Society & Education section is about sharing cool practices and theories related to how these technologies are impact our society and education. For more information, please contact Professor Dennis Anderson at Dennis.firstname.lastname@example.org.
Lead Editor: Alf Inge Wang, Norwegian University of Science and Technology
The Events Calendar keeps the CiE readers informed of upcoming events, conference dates, paper submission deadlines, and other professional and scholarly activities around the world. Please help keep our calendar up-to-date and submit your event information by contacting Professor Alf Inge Wang at email@example.com.
CiE weekly news focuses on art, music, games, television, movies, society, education, business and other aspects of entertainment technology. The CiE Blog brings together expert bloggers whose primary focus is entertainment technology. Like the editorial content in Computers in Entertainment magazine, the blog will focus on art, music, games, television, movies, society, education, interviews, conferences, news and events related to entertainment technology. Blogs should be written for an audience presumed to have a high level of technical and business sophistication in entertainment technology. For more information, please contact Ashley Yeo at firstname.lastname@example.org.
For more information on our lead editors please visit the About Us page.