Future Internet and Society: Complex Networks Perspective
ESF-COST High-Level Research Conference: Future Internet and Society: Complex Networks Perspective Acquafredda di Maratea, Italy, 2-7 October 2010 Closing date for applications: 1 June 2010 More information: www.esf.org/conferences/10341<http://www.esf.org/conferences/10341> The digital revolution and the advent of the Internet are transforming the way we work, how we spend our free time. These phenomena are also changing how we communicate with each other and the way in which we establish and maintain our social relations. The relationship between Internet and society is complex and bidirectional, leading to a co-evolution of the two systems. In fact, the Internet exists because humans need networking and the Internet evolution is ultimately driven by our ever-increasing use of it. The complexity of the current Internet structure and its future developments cannot be understood without taking a full multi-disciplinary approach. Such an approach must necessarily be based on the science of complex systems, and in particular complex network theory. It must also depend on social sciences and humanities to elucidate the underpinnings of the Internet at a societal and economic level. This conference will bring together experts in Information and Communication Technologies (ICT), social scientists, as well as experts in the area of complex systems They will assess the state-of-the-art, identify new trends and envision future developments in the intertwined domains of future Internet and society. Topics that will be covered in the conference include: - Internet topology and modelling - Complex techno-social networks - Modelling of collective social behaviour - Social and human dynamics - Spreading and epidemics in techno-social systems - Virtual social systems - Co-evolution of Internet and society - Internet as a socio-economical system - Mobile social networks - Internet enabled applications and business - Future Internet as a techno-social system. We welcome top-level presentations on the most recent results in analysis and modelling, from the point of view of complex systems and other techno-social issues. jeremy hunsinger Center for Digital Discourse and Culture Virginia Tech Information Ethics Fellow, Center for Information Policy Research, School of Information Studies, University of Wisconsin-Milwaukee (www.cipr.uwm.edu) () ascii ribbon campaign - against html mail /\ - against microsoft attachments http://www.aoir.org The Association of Internet Researchers http://www.stswiki.org/ stswiki http://transdisciplinarystudies.tmttlt.com/ Transdisciplinary Studies:the book series
Sorry for the cross-posting. The deadline of the special issue has extended until April 5, 2010. Call for papers Iowa Journal of Communication Special issue: Games and Culture: Asia-Pacific perspectives As a cultural genre, online gaming has been one of the most dynamic in the world. With a relatively short period of time, online gaming has become a major entertainment tool for fun, but has also become another channel of human relationship as part of people’s actual lives. The vast popularity of online games in the world has closely matched the widespread proliferation of Information and Communication Technologies (ICTs), which have facilitated communication and interaction at an unprecedented level. Through games as well as related activities, youth have used these technologies to nurture friendships through their engagement in activities such as online games, instant messaging, blogging, and the like, which assist them in constructing their own tightly-knit communities. Therefore, the booming online gaming should be seriously examined in its own socio-cultural circumstances and context vis a vis the global game industry. Due primarily to the accelerated pace of development, the academic research on online games, however, has been correspondingly sparse and limited in scope, with domestic literature tending towards either the celebratory emphasis of positive business development or the problematics of regulation and media effects oriented concerns, such as violence and addition. While such research comprises of important contributions to the emergent scholarship on online gaming, lopsided accounts tend to foreground the readily empirical observations and aggregate data to the exclusion of other possible macro factors such as globalization, intercultural communication, transnationalization of the gaming industry, and micro, more private but resonant problems in family or social life of those concerned. As a region, the Asia-Pacific is characterized by diverse penetration rates of gaming and broadband technologies. Two defining locations, Asia, including South Korea and China, and North America – are seen as both online gaming centers and the largest markets to which the world looks towards as examples of the future-in-the-present. Ever since Nexon, a Korean games corporation, introduced the world’s first graphic massively multiplayer online game ‘Kingdom of the Winds’ in 1996 and two most popular games (Lineage I and II), Korea has played a central role in the PC-based online game market and digital economy. In China, online game is also becoming a social place, where new social relations, community networks, and new type of life are formed. In this special issue to be published in September 2010, we seek to exchange our scholarship on the politics of game play and cultural context by focusing on the burgeoning Asia-Pacific region. Housing sites for global gaming production and consumption such as China, Korea, and the U.S., the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Welcoming a range of presentations from micro ethnographic studies to macro political economy analyses, and beyond, this special issue will provide an interdisciplinary model for thinking through the politics of gaming production, representation and consumption in the region. Suggested topics of papers would discuss games in terms of one of the following areas: History of the growth of online gaming as a global industry, discourse, and media product Critical Interpretation of emerging local game industries Online games and globalization/regionalization Convergent technologies and the impact on established modes of game play Government regulations and types of game play Game fandom and free labor Gaming as social technology/media A culturally specific aesthetic to the production and consumption of certain games New media and experimental gaming Gendered consumption and production of games Deadline for this special issue of Iowa Journal of Communication: 5th April 2010. Author(s) should submit all inquires, expressions of interest and papers to Dal Yong Jin (yongjin23@gmail.com or djin@kaist.ac.kr). All submissions are peer reviewed by two scholars. Manuscripts should be submitted electronically in Word or Word Perfect format and confirm to the Publication Manual of the American Psychological Association and should not exceed 9,000 words in length
participants (2)
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Dal Jin -
jeremy hunsinger