Call for Papers: Metaverse Creativity

Articles should be between 5000 and 10,000 words in length, including keywords, full references, bibliography and an abstract of no more than 300 words detailing the key areas of investigation, supplemented with colour images, which are at least 300 dpi. Given the scope and breadth of the topics listed above, authors are kindly asked that their contributions be accessible to the non-specialist reader whilst retaining all of the requirements of academic rigor.

In addition to full text articles, proposals for reviews, scope related interviews and photo essays that document, evaluate or reflect on creative activity in the metaverse can also be undertaken. In this instance individuals are required to submit visual material together with a written proposal which should include a critical introduction of no more than 500 words outlining to the editorial team why the work submitted is relevant to the theme of the journal. Please refer to the Intellect Style Guide before submitting to the journal.
Topics include (but are not limited to) the following list:
Broad Perspective Topics
(i.e., the wider context of digital existences and creativity – not limited to virtual worlds)
  • Art, Science and Technology: 
    • Theoretical texts that discuss various aspects of Art and Science, including those that present projects that can be placed under such a heading.
    • Texts that discuss topics/projects that can be classified under Art and Technology.
    • Art as Research / Practice Based Research.
  • Online Creativity Within A Broader Context:
    • Social networks / Online communities / Blogosphere.
    • E-learning in cyberworlds.
    • Networked performances and collaborations.
    • Art and heritage in cyberspace, cyber-museums.
  • Historic Precedents and Inspirations:
    • Comparative studies between historic and contemporary states of mental immersion involving the 'suspension of disbelief' – such as carnivals, fairs, the circus, the theatre, cinema, and the literary novel/work of fiction – in juxtaposition to online virtuality, particularly as it manifests in a three dimensionally embodied state.
    • Studies on historic costume design, architecture, interior and object design as cultural signifiers that find novel usage within the visual culture of the metaverse as well as gaming worlds today.
  • Cyberworld Technologies:
    • Virtual Reality/Augmented Reality.
    • Shape modelling for cyberworlds.
    • Multimodal interaction and rendering.
    • Computer vision for augmented and mixed reality.
    • Cognitive informatics.
    • Brain-computer interfaces.
    • Affective computing.
    • Social computing.
    • Data mining and warehousing in cyberworlds.

Virtual Worlds 
(i.e. texts that focus in online, three dimensionally embodied existences / creative activity in the Metaverse or inside Gaming Worlds)
  • Creative Output:
    • The examination of emergent creative trends in three-dimensional online worlds.
    • The critique and examination of the creative output itself.
      • Art
      • Design
      • Architecture
      • Science
      • Entertainment
    • Inquiry into the literary output manifested in the blogging activity surrounding user defined online virtual worlds.
    • Virtual worlds of the future.
  • The Avatar:
    • The creative, psycho-social and economic processes involved in the creation of single or multiple identities by a single user.
    • Identity, presence and self in virtual worlds.
    • Interpersonal communication in virtual worlds.
    • Leadership and team building in virtual worlds.
    • Legal, ethical and moral issues in virtual worlds.
    • Love, sex, friendship and work in virtual worlds.
    • The creation of visual/sonic persona.
    • Play/Role Play.
    • The avatar as object of art.
  • Education/Research:
    • Propositions for implementing novel educational strategiesthrough the three dimensionally embodied agency of the metaverse.
    • Case studies that have developed novel educational strategies or technology indigenous to the metaverse, for implementing learning in diverse fields and for diverse learner groups and ages through the usage of online virtual worlds.
    • Using augmented and virtual reality for learning
      • Mixed reality: the merging of real and virtual worlds.
      • Haptic, audio and visual interfaces.
      • Holographic computing platforms.
      • New interactive technologies.
    • Research methods in virtual worlds.
    • Serious games.
    • Virtual worlds used for corporate training.
  • Therapeutic Uses of Virtual Worlds:
    • Education and research related to natural sciences, medicine, engineering in online virtual worlds.
    • Virtual world usage in health, social care, counselling and psychology.
  • Technologies and Innovative Practice in Virtual World-building:
    • Virtual Reality.
    • Immersive Devices.
    • Augmented Reality.
    • Mobile accessibility of virtual worlds.
  • The Social and Physical Infrastructure of the Metaverse:
    • Cyberlaw.
    • Metanomics.
    • Cyberpsychology.
    • Cyberanthropology.


Posted by Jessica Pennock at 17:45 (0) comments
Share this:   ShareMore
Your tags: Please login or register if you don't have a user account.
Post a comment