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[CALL] Call for book chapters: Maximizing Cognitive Learning through Knowledge Visualization

Call for book chapters:  Maximizing Cognitive Learning through Knowledge Visualization
To be published by IGI Global

Short Proposal Submission Deadline: March 30, 2014

Introduction
The IGI Global Publisher is currently accepting submissions for a chapter in an edited book entitled “Maximizing Cognitive Learning through Knowledge Visualization.“ The book will be a collection of edited essays written by specialists in related areas or by digital artists inspiring themselves with science. The leading theme would be inquiry about visual presentation of knowledge through art inspired by science-related themes. The subject area explored in this book pertains to presenting scientific concepts, data, and their practical applications for technologically based creativity, computing, and programming enhanced by multisensory-based production of graphics and visuals combining computing with visual arts, many forms of a written text, mathematics, social, and physical sciences. This book will bridge a gap between science and everyday problems by imaging data and concepts with knowledge visualization techniques. It will advance examining cognitive tools for understanding scientific concepts, and the ways multisensory visualizations of such concepts might have an impact on interactive communication and social networking.
We are inviting you to submit a proposal for a book chapter describing a scholarly or artistic work within the area of your expertise. Long abstracts or 2 page long proposals may be emailed to the Editor on or before March 1st, 2014. The Editor will offer feedback as to whether the proposed manuscript would be appropriate for the book. Submissions must be original and may not be under review by another publication. Approval of an abstract or proposal does not constitute acceptance. The completed papers will be put through the double-blind peer review process. The Editor and the IGI Global will provide you with ongoing support throughout each phase of the development process to assist you in organizing your ideas. Papers should be submitted by email in one of the formats (.doc, .docx, .html) to A. Ursyn, Editor, at:
maximize.cognitive.learning@gmail.com and ursyn@unco.edu 
Objectives of the Book
The general goal of the book is to discuss a possibility of fortifying the learning of science and computing by applying everyday analogies and metaphors related to our senses. This theme starts where books on computer graphics usually stop. It tells what can be done with skills in computer graphics in order to present concepts and info with visual power. The role of sensory perception grows now in importance because of the pervasive presence and common use of cell phones, apps, tablets, boards, bots, and games, which are in most cases networked, interactive, and often supported by augmented reality techniques. Like in a Newton’s cradle, each application unites its digital content with the physicality of the device, thus addressing our various senses.
The book will explore and analyze the existing and potential possibilities of exchanging information through the means that exceed those relating only to a text. The goal is to support data selection and managing, and provide the visual ways of displaying, sharing, and organizing the data. The idea of going beyond the verbal implies seeking for the progressive, proactive, and inclusive ways of thinking about achieving knowledge, creating art, or providing amusement and enjoyment.
The book will present features that will make this text of service to potential instructors: a novel approach to visual way of learning of processes and products, ways of using the Internet by students and making knowledge visualization an integral part of the learning process. The book is directed at professionals and students keen on comprehending and enhancing the role of knowledge visualization in computing, sciences, design, journalism, media communication, film, advertising, and marketing. Depicting relations between processes and products may become an interesting and challenging opportunity for people working in computer science, engineering, and sciences.
 The leading theme of the book will pertain non-verbal communication through the digital and virtual media that uses information technology, computer graphics, visualization, animation, digital storytelling, and digital photography. The book will also examine biologically inspired computing in relation to technical solutions and the aesthetics of presenting data and information in a visual way. Visual literacy is clearly seen essential in producing knowledge visualization. An opinion is now well established that art, graphic design, visual storytelling, and the use of signs, icons, and metaphors support technical presentations and conceptual diagrams. For many, collaboration with visual artists opens new opportunities, while others strive to develop effective communication by applying ready clipart images, stock photos, or backgrounds.
 Target Audience
Intended audience may be easily found at university departments, both among the faculty members and the students at various levels, of Computer Science, Computer Information Systems, CIS (Computing Info Systems), Computer Graphics and Computer Art, Journalism, Digital Media, Communication Media, Film, Art and Media.
This book has potential to be useful for practitioners such as scientists, engineers, programmers and software developers; graduate and undergraduate science-oriented students, students in programming courses, computer graphics courses; instructors teaching method courses (both for science and art areas), active and prospective science and art teachers, instructors of visual thinking and visual learning courses; and the high school principals, chancellors, science and art teachers, and students. The book is suitable as a reference and a source of inspiration for reader’s own explorations in the area of visualization of knowledge. The innovative approach to visual computing expressing a vision of the future takes a full advantage of the web offerings and helps to attenuate the constrains coming from the inadequate artistic skills. The graphic environment helps the readers to overcome their possible fear to create art when they feel unable to draw well. It may also provide scientific and artistic recreations by supporting knowledge about selected subjects with knowledge about graphic design and visual presentation of data.
Recommended topics include, but are not limited to the following:
 Contributors are welcome to submit chapters on the following topics relating to possible ways how visuals, visualization, simulation, and interactive knowledge presentation can help understand and share the content of scientific thought, research, and practice:
– Knowledge visualization through cognitive drawing
– Computing enhanced by senses and programming with visual and verbal cues in service of sharing other fields of knowledge
– Visual approaches to ease the comprehending of the core concepts in programming for art, web, and everyday applications
– Integration of science, programming, and computer art graphics
– Imaging bio-inspired computational solutions, bio- and evolutionary computing
– Visualizing nanostructures; nanoart
– Use of natural and man-made materials in architecture and design
– Multisensory quality of the web; social networking
– Multisensory applications in smart phones that provide networked, interactive communication
– Information arts. Inquiries about nature or science-related art creation
– Electronic arts and computing
– Media based art inspired by the sensory input; including audiences’ response as a part of the work
– Smart and intelligent applications, apps
– Intelligent agents; pervasive computing, ubiquitous devices; bots
– Appliances and applications inspired by nature
– Visualization of energy collection from natural sources (such as sun, wind, and water) to preserve resources such as oil and coal
– Future solutions that allow conserve energy (e.g., battery power technology), advances in materials science and technologies that allow reducing pollution and cutting less trees
– Problems related to data and knowledge conservation, including projects concerning wireless communication and access to cloud data storing and managing; wireless data messaging
– Presentation of the recycling, upcycling, and downcycling concepts, materials, and devices
– Imaging communication with GPS, web, communication through satellites
– Imaging architectural solutions; architectural solutions depending on the site’s geology; reaching beyond the clouds level; building on the sea.

Submission Procedure
Researchers and practitioners are invited to submit on or before March 30, 2014, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter to maximize.cognitive.learning@gmail.com
and ursyn@unco.edu
Authors of accepted proposals will be notified by April 15, 2014about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 15, 2014. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.
Publisher
This book will be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com. This book is anticipated to be released in 2015.
Interested authors should consult the guidelines for manuscript submissions athttp://www.igi-global.com/development/author_info/guidelinessubmission.pdf. Papers must follow APA style for reference citationshttp://www.apastyle.org/apa-style-help.aspx
 Important Dates
March 30, 2014:     Proposal Submission Deadline
April 15, 2014:             Notification of Acceptance
June 15, 2014:             Full Chapter Submission
August 15, 2014: Review Results Returned
September 15, 2014: Revised Chapter Submission
September 30, 2014:     Final Acceptance Notification
October 15, 2014: Submission of Final Chapters

Inquiries and submissions can be forwarded electronically (Word document) or by mail to:
Anna Ursyn, Ph.D., Professor
Computer Graphics Area Head
School of Art & Design
University of Northern Colorado
501 20th Street
Greeley, CO 80639
Phone (970) 351 2476, Fax (970) 351 2299
E-mail: maximize.cognitive.learning@gmail.com
and ursyn@unco.edu 
Website: Ursyn.com
 

maximize.cognitive.learning@gmail.com