Call
The submission of contributions for this year's GeNeMe is divided into a two-step submission procedure. The following steps will be taken:
Step 1: (until 10.05.2020)
Submission of a 1-2 page abstract on the topic presentation assigned to one of the tracks described below. The abstract should briefly outline the main topic and give an outlook on what the contribution will present.
Step 2: (from 20.05.2020)
Preparation of the accepted abstract into a full paper (research contribution),
Short paper (project contribution) or student contribution. All information on the contribution formats is described below.
Templates
Please use the PDF template to submit your abstract. The necessary fields are marked with an star (*). The aim is to present the topic briefly and concisely. Additional attachments (graphics, pictures, etc.) can be uploaded in the conference system. Please note the attachments in the comments for the reviewers.
Submission system
The Indico conference system will be used for the submission of contributions (https://conference.tu-dresden.de/event/1/). The system has been set up anew, so all accounts have to be created again. The access information of the previous conference was not transferred. Please proceed as follows:
Applying for an account: in the upper right area of the website you will find the login button. Select and then click on the link "create one here". This will open a page where you will be asked to enter your email address to create a new Indico profile.
Creating a profile: You will receive a confirmation email with a link from the email address geneme@mailbox.tu-dresden.de. You have to open this link in your browser and enter the appropriate information for your account. You can adjust your account in your profile at any time.
Upload your abstract: Afterwards you can submit your contribution on the website https://conference.tu-dresden.de/event/1/. You will be guided through the process.
If you have any questions, please contact us by e-mail at geneme@mailbox.tu-dresden.de.
Track topics
The following thematic focuses serve as orientation and should be understood as an open invitation to submit contributions
Digital strategy and platform economy
The digital transformation demands new business models, fundamentally changes business processes and finds new ways to the customer. In the Sharing Economy, ownership and possessions are being differentiated anew; social business requires new skills. It must be clarified whether production, processing and service can be separated at all in a digital economy and which industry specifics (logistics, security, healthcare, IT, etc.) are essential. Networked and virtual organizations have become a matter of course. The flexibilisation of actors, processes and organisation is the subject of digital transformations.
Keywords:
- Business models
- Virtual organization
- Innovation and change management
- Internationalization
knowledge communities
Online communication in companies, with customers and business partners is becoming increasingly knowledge-intensive. The networking of comprehensive business processes requires specific communities. Processes and structures, not only in virtual companies, must be changed or redesigned. Knowledge communities are not a matter of course. Tell us how you design and operate your communities!
Keywords:
- Digital knowledge work, fluid approaches
- Networked knowledge stores
- community management
- Informal knowledge processes
Rethinking human-computer communication
Without Siri and Alexa we seem lost, HCI is everyday life and, smart devices are our partners. The boundaries between physical environment and virtuality are becoming increasingly blurred and are often no longer perceived separately. Augmented and virtual reality guarantee hybrid experiences and mixed reality concepts are advancing to promising scenarios for knowledge exchange in product development, multi-stakeholder communication or sales. What is the way forward, are there critical voices?
Keywords:
- Industry 4.0, bots, autonomy and hybrid cooperation
- Interfaces, user experience design, usability methods
- Mixed reality technologies & applications as a research subject and as a learning experience
- Visualization of information and knowledge
Public rooms
Design approaches for public spaces are inconceivable without online-supported communication; digital transformation is becoming the framework for action of public administration. Increasingly frequent crisis situations are changing the role of public authorities and their perception in the public sphere. Resilience is an increasingly important characteristic of public authorities and public corporations in cooperation with partners from business, NGOs and residents. How does the interplay of different communities and actors from business, civil society and the public sector shape the administrative process? What about competencies for e-government, sustainability and resilience in the public sector?
Keywords:
- E-Government and technologies of participation
- Digital transformation and its role for communities in civil society
- Citizens' initiatives, political movements and agile publics
- Participation and online services in times of crisis
Knowledge transfer and skills acquisition
Against the background of demography and diversity, the creation of knowledge and the associated processes of development, sharing, use and preservation are increasingly challenging. Digital change leads to new demands on competences and awakens new competence needs.
How can innovative knowledge processes involving a wide variety of actors come about, what role do individual contributions play and how can they be made visible to all those involved? Which competencies does digital change demand from management and employees? How can they be developed? How will teaching and learning take place tomorrow?
Keywords:
- Learning in communities
- Personalisation of teaching and learning
- Diversity of learners
Digital learning and game cultures
Games are part of our everyday life, in leisure time, education, personnel development or organisational design. Everyday tasks are designed to be emotional and motivating, people come together and overcome problems together or in competition. In principle, the development of communities and social networks is promoted or made possible by the application of user and experience-oriented design principles. Report on your practice or current scientific findings on gamification, gladly beyond entertainment!
Keywords:
- Playful Leadership & Playful Business
- Gamification & Motivation Design
- game based learning
Submission Formats
Full papers (research contributions): 8-10 pages, standard review procedure
Short Papers (project contributions): 4-6 pages, evaluation according to practical relevance
Student contributions: 4-6 pages, evaluation based on criteria typical for university studies
Interactive formats: 2-4 pages of description on topic, expected results, actors and methods; assessment according to thematic relevance
Dates
10.05.2020 Deadline for abstract submission
20.05.2020 Notification of acceptance / rejection of abstracts
30.06.2020 Deadline for paper submission
31.07.2020 Notification of acceptance / rejection of the papers
31.08.2020 Deadline for corrections of accepted papers