i-com 1/2022 released

https://www.degruyter.com/journal/key/icom/21/1/html

Starting from the year 2000, i-com – Journal of Interactive Media has provided a platform for the human-computer interaction (HCI) research community to share ideas, observations and progress on theories, experi-ments and applications in various HCI topics. Special thanks go to the first (and up-to-now only) Editor-in-Chief (EiC) of i-com, Jürgen Ziegler who has spent considerable time and passion to successfully establish i-com as a respected journal in the field. Jürgen Ziegler took the job of setting up the journal and developed the journal over twenty years to the current format.

After twenty years Jürgen Ziegler has decided to pass on the job, and I am honored to serve as the new EiC of i-com. The journal has accompanied my academic live for quite some time. I had the opportunity to publish as a junior Computer-Supported Collaborative Work (CSCW) researcher with my former supervisor Hans Schlichter and other colleagues from Technische Universität München (TUM) in the initial issue of i-com in 2000. Since then, I have been responsible as co-guest-editor for some special issues of i-com, have served in the editorial board as well as co-editor for now five years.

Together with my co-editors, the editorial board and the people at de Gruyter publishers, I am excited and well-prepared for continuing to run the journal. We commit ourselves to keeping the journal’s reputation and impact as an international scientific journal on Human-Computer Interaction. We aim to contribute to the whole field of HCI by publishing solid work, exploring future directions, and encouraging innovations across theory and applications. Each issue of i-com will have a special topic and guest editors who handle the contributions to this topic. You can find a list of previous and future special topics at https://i-com-journal.org. In addition to submissions to special topics, we also welcome articles that are not related to these topics. And we will continue the practitioners’ section. Special thanks go to our co-editor Sarah Diefenbach and her colleagues whose com-mitment has made this important i-com section possible for so many years now!

This is the first issue in the 21st year of i-com. In this issue we present a bunch of articles that all cover the application of computer science in cultural settings. The articles bring into focus some best practice examples, challenges and future trends in the fields of mixed, extended, augmented and virtual reality. All contributions were presented during the online Conference on Culture and Computer Science 2021 (KUI 2021) – 23-24.9.2021. See the separate editorial by the Scientific Supervisors of KUI 2021. Many thanks to Johann Habakuk Israel, Christian Kassung and Jürgen Sieck for helping to select the articles and for preparing them for being published in i-com.

In addition to the articles from Culture and Computer Science, we feature extended versions of papers pre-sented at last year’s Mensch und Computer (MuC) and DELFI conferences. From MuC 2021 we have “Body Language of Avatars in VR Meetings as Communication Status Cue” by Marco Kurzweg and Katrin Wolf, “Dyslexia and Accessibility Guidelines – How to avoid barriers to access in public services” by Ann-Kathrin Kennecke, Daniel Wessel and Moreen Heine and “UnlockLearning – Investigating the Integration of Vocabulary Learning Tasks into the Smartphone Authentication Process” from Christina Schneegass, Sophia Sigethy, Teo-dora Mitrevska, Malin Eiband, Malin and Daniel Buschek. Kurzweg and Wolf address how body language cues on avatars in VR meetings can be used to indicate communication willingness. Kennecke, Wessel and Heine address how to improve the search function of websites for users with Dyslexia without making it worse for everyone else. Schneegass and colleagues look into integrating language learning tasks into authentication tasks with mobile devices.
From DELFI we have “Foreign Language Tandem Learning in Social VR. Conception, Implementation and Evaluation of the Game-Based Application Hololingo!” by Timo Ahlers, Cassandra Bumann, Ralph Kölle and Milica Lazović. The authors also address the issue of language learning – but on a more social level – by pre-senting Hololingo!, a social virtual reality app for real-time immersive distance language learning.
See https://dl.gi.de/handle/20.500.12116/30 for the full proceedings of MuC 2021 and DELFI 2021.

Michael Koch (Editor-in-Chief)

See Issue 1/2022 in the de Gruyter DL: https://www.degruyter.com/journal/key/icom/21/1/html

i-com Volume 21 Issue 1 (April 2022)
https://dl.gi.de/handle/20.500.12116/38568
https://www.degruyter.com/journal/key/icom/21/1/html

Editorial from the New Editor-in-Chief
Michael Koch

Culture and Computer Science – Physical and Virtual Spaces
Johann Habakuk Israel, Christian Kassung, Jürgen Sieck

Research Articles

Immersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities
Jenny Gabel, Christof Berns, Sebastian Bosch, Jost Eickmeyer, Kaja Harter-Uibopuu, Nathalie Martin, Ann Lauren Osthof, Johann Anselm Steiger, Frank Steinicke

Reconstructing the Past, Enhancing the Traces from Frescos
The Case of the St. Venanzio Cathedral in Fabriano, Italy
Giorgio Verdiani, Alexia Charalambous, Federica Corsini

Desiderata for a Performative Hybrid Immersive Drawing Platform
Lucas Fabian Olivero, António Bandeira Araújo

QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games
Amal Yassien, Mohamed Ahmed Soliman, Slim Abdennadher

Preserving Memories of Contemporary Witnesses Using Volumetric Video
Oliver Schreer, Markus Worchel, Rodrigo Diaz, Sylvain Renault, Wieland Morgenstern, Ingo Feldmann, Marcus Zepp, Anna Hilsmann, Peter Eisert

Image Garden – Curating Collections and Designing Smart Exhibitions with AI-Based Tools
Eugenia Sinatti, Simon Weckert, Ewelina Dobrzalski

Auralization of Concert Halls for Touristic Purposes
Sophie Schauer, Stefano Bertocci, Federico Cioli, Jürgen Sieck, Natalya Shakhovska, Olena Vovk

The Virtual Theremin: Designing an Interactive Digital Music Instrument for Film Scene Scoring
Bela Usabaev, Anna Eschenbacher, Angela Brennecke

XR Art and Culture: Successful Collaborations in Interdisciplinary Development Processes
Maja Stark, Elisabeth Thielen, Christoph Holtmann, André Selmanagić, Michael Droste, Leonid Barsht

Dyslexia and Accessibility Guidelines – How to Avoid Barriers to Access in Public Services
Ann-Kathrin Kennecke, Daniel Wessel, Moreen Heine

UnlockLearning – Investigating the Integration of Vocabulary Learning Tasks into the Smartphone Authentication Process
Christina Schneegass, Sophia Sigethy, Teodora Mitrevska, Malin Eiband, Daniel Buschek

Body Language of Avatars in VR Meetings as Communication Status Cue: Recommendations for Interaction Design and Implementation
Marco Kurzweg, Katrin Wolf

Foreign Language Tandem Learning in Social VR
Conception, Implementation and Evaluation of the Game-Based Application Hololingo!
Timo Ahlers, Cassandra Bumann, Ralph Kölle, Milica Lazović