Notice on C5 2013

We have received several enquiries about a C5 conference in 2013.

After a very successful ten-year run of C5 conferences we are sorry to announce that there are no plans to organise another conference in 2013. This is for many reasons, including inevitable changes in our funding situation.

We thank everyone who has supported, worked for, and attended the conference over the last ten years.

One of the greatest strengths of the C5 conference was the personal connections that it created and sustained. For that reason we would be very happy to host an informal gathering of past C5 participants in Kyoto, in the early part of 2013. If you would be interested in participating in such a meeting, and likely to attend, then please let us know.

Scope

Computers, networks, and other forms of technology are pervasive in our information-based society. Unfortunately, most users of this technology use it for passive consumption of information and entertainment. To evolve into a true knowledge society it is critical that we transform computer-based human activities to engage users in the active process of creating, connecting, and collaborating together.

The C5 conference is for anyone interested in the use of computers as tools to develop and enable user-oriented creation, connection, and collaboration processes. Researchers, developers, educators and users come together at C5 to present new and ongoing work and to discuss future directions for creative computing and multimedia environments. We welcome the submission of theoretical and technical papers, practitioner/experience reports, and papers that bridge the gap between theory and practice or that encourage inter- and cross-disciplinary study.

Keynote videos:

Helping Everyone Create with Computing

C2P3: Creating and Controlling Personalization and Privacy in Pervasive Digital Ecosystems

Topics of Interest

C5 invites submissions of full papers in (but not limited to) the following areas:

  • Technology-enhanced human-computer and human-human interaction
  • Multimedia authoring environments
  • New technologies for literature, music and the visual arts
  • Virtual worlds and immersive environments
  • Gaming/entertainment platforms and infrastructure
  • Social networks and social networking
  • Novel programming paradigms and languages for implementors
  • Scripting or visual paradigms and languages for end-users
  • Creating and maintaining online communities
  • Tools for creating/managing online services/environments
  • Distributed and collaborative working
  • Educational environments for classroom, field work and online/distance learning
  • Technologies for collaborative and self-empowered learning
  • Social and cultural implications of new technologies