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ICDM 2021

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Editorial Board
Lead Guest Editors:
  • Ruhiyati Idayu Abu Talib (Universiti Teknologi Malaysia)
  • Goh Eg Su (School of Computing, Faculty of Engineering, University of Technology Malaysia)+ BioDr. Goh Eg Su received the B.S. degree in information technology and the M.S. degree in technical and vocational education from Universiti Tun Hussein Onn (UTHM), Malaysia, in 2006 and 2008, respectively. She was a Lecturer with the Kolej Komuniti Jempol, Negeri Sembilan, Malaysia within 2009-2011 and Kolej Komuniti Tanjung Piai, Pontian, Johore, Malaysia, within 2011-2016. She further studied within 2016-2019 and received her Ph.D. degree in Computer Science from Universiti Teknologi Malaysia UTM, in 2019. She was a former Scholar and a Researcher with the Media and Game Innovation Centre of Excellence (MaGICX), UTM. She have published some articles in national and international conferences including publication in high impact journals. Her research interests including computer graphics and information technology (especially in augmented reality and human-computer interaction). After the study leaves, she had been posted as a senior lecturer with Politeknik Balik Pulau, teaching Android Application Development and Integrative Programming and Technologies from August 2019 until Jun 2020. Currently, she is a senior lecturer with School of Computing, Faculty of Engineering, UTM.
Aims & Scope

Given the accelerated changes and deeply interconnected activities of the times we are living in, creativity is a key factor of disruptive future developments. Creative and entertainment industries nowadays represent more than 3% of the GDP in Europe and they range from creative content providers (TV & radio, fashion, music) through creative experience providers (movies and music experience) to creative services providers (advertising, design, architecture).

Creative services, contents and experiences present knowledge requirements that are defined increasingly beyond a single discipline and appear to lie in a sound engagement among the creative practitioner (artist/designer/composer/entertainer), the engineer and the scientist. Digital arts, creative industries, and (tele)communication + (social) signal processing speak the language of convergence rather than autonomy. Their interaction calls for special attention now more than ever.

The journal is not limited to only specific aspects of creative technologies but also open to considering the high-level and innovative contributions from a wide range of subfields, especially articles of interdisciplinary nature.

Some of the journal topics are:

Creative Industries - the paper can describe a whole industrial project or framework integrating creative technologies for domains such as:

  • Creative content providers: TV & radio (broadcast, linked media), fashion (RFID and sensors, energy recycling), music & movies, books (digitization, sonification), museums (creative/artistic installations for tourism or cultural heritage) and media archives, etc.
  • Creative services providers: Advertising (user-centered web and ads optimization), design (communication devices for creative environments), architecture (places that adapt to people, creativity from domotics), new media and transmedia, etc.
  • Creative experience providers: Movies and music experience, game-based installations and playable media (participative creation, DJs and VJs creative tools), interactive social and urban spaces, etc.

Scientific topics - the paper can focus on scientific tools for creative industries on topics such as:

  • Creative content management: Multimedia data mining and innovative browsing, data 2D/3D visualization, digitization and storage, cultural heritage, etc.
  • Creative interactions: Social signal processing, verbal and nonverbal, explicit or implicit interactions, interacting robots, sensors and MoCap, human-computer interaction, user interface design, serious game etc.
  • Creative experiences: Affective content analysis and synthesis, immersive technologies, special effects, augmented reality, expressivity and emotion detection and processing, user experiences, etc.

Additional materials such as videos of installations and setups, public/users reactions and comments, or demo links are welcome.

Manuscript submission deadline:
Notification of acceptance:
Submission of final revised paper:
Publication date (tentative):