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CfP International Journal of People-Oriented Programming (IJPOP)

********************* CALL FOR PAPERS *********************
(edited here for length)


International Journal of People-Oriented Programming (IJPOP)

Official publication of the Information Resources Management Association

Co-Editors-in-Chief: Steve Goschnick & Sandrine Balbo
Published: Semi-annual (both in Print and Electronic form)

Mission of IJPOP:

The International Journal of People-Oriented Programming (IJPOP) is cross-discipline in range yet singularly focused on empowering individuals to conceptualise, design, program, configure and orchestrate Internet-powered mashups, game mods (modifications), aggregate and structure personal media and build standalone cloud-based and client-side applications (on smartphones, netbooks, laptops, desktops, home network and novel appliances) – into self-fashioned tools and products that ultimately suit the user's own unique needs and aspirations. Other individuals may well take up such apps, mods and mashups for themselves, further customising, enhancing and embellishing them, or they may in part be used in a social or family context (to the benefit of the collective aspirations of those Social Worlds of which the individual is a part) – nonetheless, the focus of composition, development and customisation is on a product for oneself, upon theory, concepts, techniques, methodologies and ultimately tools that service a market of one. Our mission is to be the first journal that comes to mind to academics and practitioners alike and remain the best with regard to all aspects of People-Oriented Programming. Our papers and reviews will be insightful and compelling to both educators and researchers, and often to a wider audience too – the people for whom this paradigm of software development has come about.


People-Oriented Programming requires high-level tools to empower both the technical and non-technical user, which in turn calls upon research into meta-models that inform design and construction, that aid comparisons of these tools, and facilitates the interchange of content between them. The meta-models of most interest to POP initially, are drawn from two disparate disciplines – the Task Analysis (TA) and Agent-Oriented (AO) paradigms– both of which often have models with representations of entities matching the needs of POP, e.g. goal, task, object, agent, individual, role, intention and communication. Several AO architectures and methodologies have called upon branches of Psychology to formulate AO meta-models that incorporate mentalistic notions such as perception, motivation and intention, but which are most often aimed at constructing artificial humans and the like. In POP we too call upon those same Psychologies and similarly enhance and formulate meta-models and methodologies influenced by them, but with the intention of augmenting and empowering the individual human, in areas where they themselves desire aid or have identified a gap in their own abilities or resources, which they want to enhance.

From Sociology, POP draws upon ethnography with a focus on self-ethnography using tools such as cultural probes, life blogs and life logs to capture aspects of the individual's own life, themselves (or through a life coach), from which they draw the desire and/or frame the need for new technological artefacts to be used in their own lives. Interactivity, with respect to facilitating and streamlining a regular user's intention to build their own artefacts, and situatedness in terms of the individual's current location and activities, are two other facets of HCI (human computer interaction) that POP encompasses.

Video gaming is the first application area where large numbers of everyday users have been able to envisage and then developed their own innovations within existing games. So-called game mods are working examples of POP where players have appropriated userfriendly tools, usually built into the game engines by the vendors (e.g. The Sims, World of Warcraft, etc.). Video games have joined other media (e.g. movie, novel, comic) in the new genre of transmedia storytelling (e.g. franchises such as Tomb Raider, The Matrix, Harry Potter), allowing the player to enter the story 'so far', extending it in the 'now', constructing their own individualised narratives and increasingly, with the capability to enhance and extend the realm of the game itself. These individual constructed game mods allow players to extend virtual realms and narratives in real-time, in directions often unforeseen by the game engine makers. Such activities are increasingly a part of an individual's entertainment and education. Game modding as described, and the engines and tools that enable it, are within the scope of POP.

Internet-based mashup tools (e.g. Google Wave) have opened up a second application front beyond game mods, where POP is likely to gain mass adoption and occasionally produce radical user innovation. The selection and orchestration of disparate distributed services (e.g. web services; information feeds; the Cloud) by an individual within a user-friendly toolkit or framework, is also in the scope of POP. While the formal protocols and the technical enactment of such specific services are of little interest here, the quality, access, usage, aggregation and orchestration of them by the individual themselves, into a personalised synergy of capability made available through some enacting technology, are of acute interest to POP. Modeling techniques and people-friendly notations that bridge and coordinate distributed services together with local resources within POP tools – ones that the layperson can understand and use in conceptualising their designs - encompasses another cross-discipline facet of POP.


Topics to be discussed in this journal include (but are not limited to) the following:

* Activity theory and modeling
* Agent meta-models, mental models
* Alert filter and notification software, automated task assistance
* Augmented reality, augmented interaction
* Automating personal ontologies, personalised content generation
* Client-side conceptual modeling
* Computational models from psychology
* Context-aware systems, location-aware computing, ubiquitous computing
* Cultural probes, self-ethnography
* End-user composition, end-user multi-agent systems
* Game development support tools
* Game mods, game engines, open game engines
* Home network applications
* Human-centred software development
* Interface generators, XML-based UI notation generators
* Interface metaphors
* Life logs, life blogs, feed aggregators
* Mashups, mashup tools, cloud mashups
* Model-driven design, didactic models, model-based design and implementation
* New generation visual programming
* Personal interaction styles, touch and gestures
* People-Oriented Programming (POP)
* People-Oriented Programming case studies
* Personal ontologies and taxonomies
* Personalisation, individualisation, market of one
* Personas and actors
* Real-time narrative generation engines
* Role-based modeling
* Service science for individuals
* Situated computation, social proximity applications
* Smart-phone mashups, home network mashups, home media mashups
* Software analysis & design, software process modeling
* Software component selection
* Speech and natural language interfaces
* Storyboarding, scenarios, picture scenarios
* Task flow diagrams, Task-based design
* Task models, task analysis, cognitive task models, concurrent task modeling
* Use case models, user interface XML notations
* User-centered design, usage-centered design
* User interface tools, XML-based UI notations
* User modelling, end user programming, end user development
* Wearable computing, bodyware
* Web-service orchestration, web-service co-ordination

Prospective authors should note that only original and previously unpublished articles will be considered. INTERESTED AUTHORS MUST CONSULT THE JOURNAL’S GUIDELINES FOR MANUSCRIPT SUBMISSIONS at:

PRIOR TO SUBMISSION. All article submissions will be forwarded to at least three members of the Editorial Review Board of the journal for double-blind, peer review. Final decision regarding acceptance/revision/rejection will be based on the reviews received from the reviewers. All submissions must be forwarded electronically to: stevenbg AT

All inquiries and submissions should be should be directed to the attention of:

Steve Goschnick
International Journal of People-Oriented Programming
E-mail: stevenbg AT

Additional links:

Goschnick, S. (2009). People-Oriented Programming: from Agent-Oriented Analysis to the Design of Interactive Systems, In. J.A. Jacko (Ed.): Human-Computer Interaction, Part I, HCII 2009, LNCS 5610, pp. 836–845.


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