AccueilUser Behavior in Ubiquitous Online Environments

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Publié le mardi 23 octobre 2012 par Loïc Le Pape

Résumé

As ubiquitous online applications are increasingly used in various contexts, new models of user activity emerge. The behavior of users is changed in unprecedented ways that are yet to be explored, as our knowledge with respect to the ubiquitous user is still limited. There is an emerging need for researchers and practitioners to fully understand the potential of ubiquitous environments for successful commercial, educational, entertainment, or any other type of activity and the changes they impose to existing to user behavior. 

Annonce

CALL FOR CHAPTER PROPOSALS

User Behavior in Ubiquitous Online Environments 

A book edited by 
  • Dr. Jean-Eric PELET, University of Nantes, France and
  • Dr. Panagiota PAPADOPOULOU, University of Athens, Greece
To be published by IGI Global: http://bit.ly/R2vBKN 

If you want to send a chapter, please start by fulfilling this sheet in order to facilitate our work: http://kmcms.net/Doc/Call/Ucommerce/

Introduction

The onset of e-m-commerce, e-m-learning, and knowledge management technologies, on screens from desktops and laptops, but also on devices such as smartphones, tablets, watches or glasses, combined with other technologies has an impact on organizations and their relationships within/outside their boundaries. This impact plays in favor of social changes in our western and eastern societies, progressively transforming human beings into ubiquitous human beings. This edited book intends to assess the impact of u-commerce, u-learning, and u-knowledge management technologies on different organisations, such as online stores, higher education institutions, multinational corporations, health providers, and others. It will also integrate multiple theoretical perspectives where they are needed and make industry specific comparisons of e-m-commerce, e-m-learning, and knowledge management technologies and their practices. Current scholarship on ubiquitous technologies and their impact on user behavior is rather scarce. As ubiquitous online applications are increasingly used in various contexts, new models of user activity emerge. The behavior of users is changed in unprecedented ways that are yet to be explored, as our knowledge with respect to the ubiquitous user is still limited. There is an emerging need for researchers and practitioners to fully understand the potential of ubiquitous environments for successful commercial, educational, entertainment, or any other type of activity, and the changes they impose to existing to user behavior. This book intends to fill this gap, providing a systematic synthesis of the latest research findings and professional experience on ubiquitous online environments and user behavior.

Objective of the Book

This book will aim to provide relevant theoretical frameworks and the latest empirical research findings regarding ubiquitous computing and ubiquitous online environments. It will be valuable to academics and practitioners who want to improve their understanding of the strategic impact of ubiquitous technologies in a wide range of applications and organizations in sectors such as business, commerce, marketing, knowledge management, learning, entertainment, human-computer interaction and social media. The book aspires to bring together the latest academic research and professional practice, covering all aspects of ubiquitous user activity and behavior in diverse contexts. It will thus offer concentrated knowledge and a much needed structured roadmap for studying, planning and implementing ubiquitous technology strategies for all types of organizations.

Target Audience

The target audience of this book will be composed of researchers and professionals working in the field of marketing, information systems, IT-enabled change, and change management in various disciplines, including library, information, and communication sciences; administrative sciences and management; education; adult education; sociology; computer science; and information technology. Moreover, the book will provide insights and support to executives concerned with the management of e- and m-commerce, e- and m-learning, and knowledge management applications, as well as enable the assessment of the organizational impact of such applications in different environments.

Recommended topics include, but are not limited to, the following:

The primary focus of the book is to provide a 360° view of ubiquitous technologies and environments and their anticipated impact on current and future user behavior across various sectors. Recommended topics include, but are not limited to:

u-Learning

  1. Building multi-disciplinary teams for Web-based learning and teaching
  2. Evaluation of mobile or blended learning in practice
  3. Future of mobile or blended learning
  4. Learner interaction/collaborative learning
  5. Use of mobile or blended learning in professional environments

Theory and Practice in Modern Ubiquitous Computing

  1. Mobile applications
  2. Mobile services
  3. Business models for mobile services and applications
  4. Virtual Enterprises

 

U-Game and U-Entertainment Technologies

 

  1. Mobile or blended learning applied at different levels of education from pre-school to tertiary and beyond
  2. Pedagogical and/or philosophical underpinnings of mobile or blended learning
  3. Roles of mobile, pervasive, and immersive technologies in education
  4. Virtual reality environments, 3D online worlds
  5. Innovative and current research methods and methodologies, current and future trends, technologies, and strategies related to game, simulation, development, and implementation
  6. Psychological aspects of gaming
  7. Teaching of games and simulations at multiple age and grade levels

Ubiquitous Web Based Communities and Social Media

  1. Virtual Communities for ubiquitous users
  2. Online community management for mobile uses
  3. Role of Wikis, blogs, podcasts, messaging, Web 2.0 components, and other online tools
  4. Social network systems

 

Interfaces and Human Computer Interaction for Ubiquitous Users

 

  1. Design of information and communication systems that facilitate knowledge transfer and sharing
  2. Ergonomics, Human-Machine Interface, and Usability of mobile devices
  3. Using W3C and WAI standards for u-users
  4. Design and evaluation of intelligent e-collaboration technologies in organizational settings
  5. Design, implementation, and assessment of e-business solutions that include e-collaboration features

U-Commerce

  1. Mobile  and ubiquitous commerce Technologies and Management
  2. E-Commerce/M-Commerce/U-Commerce and Customer Behavior
  3. E-Commerce/M-Commerce/U-Commerce and Human Resource Management
  4. Mobile Customer relationship management
  5. Customer loyalty, satisfaction, and retention
  6. Online trust and mobile devices

 

Computer Graphics, Visualization, Computer Vision, and Image Processing for ubiquitous devices

 

  1. Aesthetic computing, visual explanations, and data visualization on mobile devices
  2. Design of new styles of interaction-rich applications and services for ubiquitous users
  3. Societal impact and evaluation of graphical applications and interfaces
  4. Trends in innovative and future interfaces
  5. Use of visual elegance and simplicity

 

U-Collaborative Technologies

 

  1. Privacy, Confidentiality, and Security issues on mobile devices
  2. e- and m- technologies design and risk of mobile devices
  3. e- and m-technologies implementation and management
  4. e- and m-technologies security and challenges
  5. e- and m-collaboration technologies for the creation of virtual teams and virtual organizations support on mobile devices

U-Knowledge Management

  1. Knowledge building using Web-based learning and teaching technologies on mobile devices
  2. Knowledge ergonomics of mobile devices
  3. Enablers and inhibitors of knowledge sharing and knowledge transfer behaviors
  4. Knowledge acquisition and transfer processes
  5. Knowledge transfer and sharing behaviors within emergent organizational forms such as virtual communities on mobile devices

Submission Procedure

Researchers and practitioners are invited to submit on or before November 15, 2012, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by December 1, 2012 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by December 31, 2012. All submitted chapters will be reviewed on a double-blind review basis.

Recommended topics and the detailed call for chapters can be found at http://www.kmcms.net/Doc/Call/ucommerce

English will be the principal language used for correspondence. Authors are therefore requested to write in good English since emails will be forwarded between authors at times.

Publisher

This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference” and “IGI Publishing” imprints. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in 2014. 

Important Dates

  • November 15, 2012:  Proposal Submission Deadline
  • December 1st, 2012: Notification of Acceptance
  • December 31, 2012: Full Chapter Submission
  • February 28, 2013: Review Results Returned
  • April 30, 2013: Final Chapter Submission

Editorial Advisory Board Members

Under construction

Contact information

Dr. Jean-Eric PELET (KMCMS,University of Nantes,France) Department of Marketing and Information Systems FR-75020 : E-mail: je.pelet [at] gmail.com.

Dr. Peggy PAPADOPOULOU (National and KapodistrianUniversity of Athens,Greece) Department of Informatics and Telecommunications : E-mail: peggy [at] di.uoa.gr

Dates

  • jeudi 15 novembre 2012

Fichiers attachés

Mots-clés

  • e-commerce, u-commerce, m-commerce, consumer behaviour

Contacts

  • Jean-Eric Pelet
    courriel : je [dot] pelet [at] gmail [dot] com
  • Peggy Papadopoulou
    courriel : peggy [at] di [dot] uoa [dot] gr

Source de l'information

  • Jean-Eric Pelet
    courriel : je [dot] pelet [at] gmail [dot] com

Pour citer cette annonce

« User Behavior in Ubiquitous Online Environments », Appel à contribution, Calenda, Publié le mardi 23 octobre 2012, http://calenda.org/224823