File /Humanist.vol22.txt, message 456

From: Humanist Discussion Group <>
Date: Tue, 20 Jan 2009 09:41:19 +0000 (GMT)
Subject: [Humanist] 22.463 cfp: data mining; gaming

                 Humanist Discussion Group, Vol. 22, No. 463.
         Centre for Computing in the Humanities, King's College London
                Submit to:

  [1]   From:    "Rauterberg, G.W.M." <>            (25)
        Subject: cfp: Methodology Track ISAGA2009

  [2]   From:    Jian Pei <>                                 (56)
        Subject: ADMA 2009 First Call for Papers

        Date: Mon, 19 Jan 2009 15:33:56 +0000
        From: "Rauterberg, G.W.M." <>
        Subject: cfp: Methodology Track ISAGA2009

40th ISAGA 2009 conference
Singapore, 29 June to 3 July 2009

Theme: Learn to Game and Game to Learn

C a l l   for   P a p e r s


Gaming & Simulation Methodology

Design is a key activity in gaming & simulation. As Klabbers (2008) has pointed out, design - broadly conceived - aims at implementing courses of action with the purpose of changing existing (dysfunctional) situations or systems into preferred ones. According to Klabbers we need to distinguish two levels of design: a) design-in-the-small and b) design-in-the-large. Design-in-the-large offers a basis for various forms of consulting, training and education in an attempt to foster new ways of thinking and acting in the context of organizational development. Games & simulations, and related design methodologies offer effective approaches to the framing and better understanding of social systems and to the generation of ideas and the shaping of action repertoires for change. Design-in-the-small produces games and simulations (artifacts) as such, and related interactive learning environments with the aim of modifying existing organizational cultures and structures. Used with that goal in mind, they contribute to the design-in the-large process of social systems.

Games can be designed for dual purposes: a) to generate a practical tool (artifact) for supporting the design-in-the-large, or b) to devise a method or model in the analytical science tradition for developing and testing theories. In both cases games are being used to simulate (to model) existing social systems. Klabbers stresses the fact that members of gaming and simulation associations represent two distinct branches of science: a) design sciences (communities of practice) and b) analytical sciences (community of observers). The basic concept of the design sciences is to build games and assess their effects and usability. The scientific methods of the analytical sciences aim at using games for developing and testing theories. Both communities focus on different notions of causality and use different criteria for success.

The methodology track will focus on and welcome papers that explore such topics as,

•       game design

•       theory testing

•       assessment studies (evaluation)

•       Gaming & change processes (design-in-the-small & design-in-the-large)

•       Game research (e.g., comparison between various sorts of games or classification schemes, playfulness of rigid-rule versus free-form games, competitive versus cooperative gaming, and so on).

Submissions are welcome on all methodology related issues with respect to simulation and gaming, their design, use, and evaluation. We plan “traditional” paper presentations with discussion and we also plan to organise a panel discussion with interactive Q&A session on “Bridging the gap between design science and analytical science domains of gaming & simulation”. We further plan a joint publication with invited participants of the track.

Excellent background discussions can be found in the following symposiums (guest editor Jan Klabbers) in Simulation & Gaming: An Interdisciplinary Journal<>:

•       “State of the Art and Science of Simulation & Gaming”, Volume 32, 4, 2001
•       “Simulation and Gaming: The Art and Science of Design”, Volume 34, 4, 2003
•       “Artifact Assessment versus Theory Testing”, Volume 37, 2, 2006

The symposium (guest editor Willy Kriz) in Simulation & Gaming:
•       “Bridging the Gap: Transforming Knowledge into Action through Gaming and Simulation”, Volume 40, 1, 2009.

The books:
•       Duke, R. & Geurts, J. (2004). Policy games for Strategic Management. Tilburg.
•       Klabbers, J. H. G. (2008). The Magic Circle: Principles of Gaming & Simulation. Rotterdam.


        Date: Tue, 20 Jan 2009 01:56:42 +0000
        From: Jian Pei <>
        Subject: ADMA 2009 First Call for Papers
        In-Reply-To: <>

ADMA 2009 Call For Papers

The Fifth International Conference on Advanced Data Mining and
Applications (ADMA 2009)

August 17-19, 2009, Beijing, China    Contact:

A growing attention has been directed to the study, development and
application of data mining. As a result there is an urgent need for
sophisticated techniques and tools that can be utilized to explore new
fields of data mining, e.g. spatial data mining in the context of
spatial-temporal characteristics, streaming data mining, biomedical
data mining, etc. Our knowledge on data mining should also be expanded
to new applications. The Fifth International Conference on Advanced
Data Mining and Applications (ADMA2009) aims at bringing together the
experts on data mining from around the world, and providing a leading
international forum for the dissemination of original research
findings in data mining, spanning applications, algorithms, software
and systems, as well as different applied disciplines with potential
in data mining.

The proceedings of the conference will be published by Springer in its
Lecture Notes in Computer Science series, and indexed by EI.

We invite authors to submit papers on any topics of advanced data
mining and applications, including but not limited to:

- Advanced Data Mining Topics

1.  Grand challenges of data mining
2.  Parallel and distributed data mining algorithms
3.  Mining on data streams
4.  Graph and subgraph mining
5.  Spatial data mining
6.  Text, video, multimedia data mining
7.  Web mining
8.  High performance data mining algorithms
9.  Correlation mining
10. Bench marking and evaluations
11. Interactive data mining
12. Data-mining-ready structures and pre-processing
13. Data mining visualization
14. Information hiding in data mining
15. Security and privacy issues
16. Competitive analysis of mining algorithms

- Data Mining Applications (applied data mining in following listed areas)

1.  Database administration, indexing, performance tuning
2.  Grid computing
3.  DNA Sequencing, Bioinformatics, Genomics, and biometrics
4.  Image interpretations
5.  E-commerce and Web services
6.  Medical informatics
7.  Disaster prediction
8.  Remote monitoring
9.  Financial market analysis
10. Online filtering
11. Application of Data Mining in Education

Paper submission

Paper submission will be electronic through the ADMA2009 website. The
paper should be in English and contain unpublished contributions to
the data mining fields. The paper should not exceed 14 pages in LNCS
(Lecture Notes in Computer Science) format.


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