iLRN 2017 Programme


 Information for attendees, including address and information about the venue HERE


Program Overview

Sunday 25thMonday 26thTuesday 27thWednesday 28thThursday 29th
Sunday June 25th , 2017
10:00-

22:30

Social Sunday Tour 

If you are attending iLRN 2017, take advantage of this opportunity to meet fellow participants in advance and visit the countryside where foreigners rarely go!

Full details of the Sunday trip and how to register HERE.

Monday June 26th 
11:00 Registration at Faculty of Psychology and Education Sciences (FPCE)
13:00 Welcome from ILRN Organisers and Opening Plenary (Sacadura Botte, Room 1) – iLRN Chair/Director: Dr. Jonathon Richter and iLRN Local Co-chair: Dr. Leonel Morgado
Keynote Speaker:Jonathon Richter  Chair: Leonel Morgado Immersive Learning Research: a proposed design for an open networked global community effort
14:15 ILRN 2017 Workshops / Open to all registered attendees.
IMAGINE 2017 workshop and #iLRN17_SFP competition *

Chair: Michael Gardner

Room: Sacadura Botte, Room: 2.6

Augmented Reality Trends in Education

Chair: Maria-Blanca Ibanez

Sacadura Botte, Room: 1

Gamification and Mixed Reality

Chair: Laura Lenz

Sacadura Botte, Room: 1.1

15:30 Break
16:00 IMAGINE 2017 workshop and #iLRN17_SFP competition *

Chair: Michael Gardner

Sacadura Botte, Room: 2.6

Augmented Reality Trends in Education

Chair: Maria-Blanca Ibanez

Sacadura Botte, Room: 1

Gamification and Mixed Reality

Chair: Laura Lenz

Sacadura Botte, Room: 1.1

17:30 Finish Day 1
SOCIAL ACTIVITIES
18:00 Guided Tour of University of Coimbra (World Heritage)
Places of the schools tour: Royal Palace, Chapel of St. Michael, Baroque Library, Academic  Prison.
20:00 Dinner (Optional)

Suggested restaurants (near the social evening location):

–        Petisqueira Navegadores – https://goo.gl/maps/b2VLDDoG49J2

–        Churrasqueira do Calhabé – https://goo.gl/maps/rtuY44uK6zu

–        Dom Pitéu – https://goo.gl/maps/3k2CJXHUcTx

–        Mr. Sakana (Japonese) – https://goo.gl/maps/wwaXdQm2ApF2

–        Munich II Beer house and Sea food – https://goo.gl/maps/FerWC8S9kDK2

–        Alma Shopping food parlour – http://www.almashopping.pt/pt/coimbra/

22:00 Social evening (Optional)

Billiards, drinks, snacks at Students’ Association Billiards Section at the city stadium (Secção de Bilhar da AAC) – https://www.facebook.com/seccaodebilharaac/

* In partnership with the Creative Science Foundation.


MicroSFP Twitter Competition

You are invited to write an individual μSFP describing how you foresee immersive learning technologies and pedagogies changing the nature of future immersive education. The top 3 μSFPs (as voted by attendees) will receive a prize.

How to enter the competition?

1. Tweet your μSFP using the hashtag #iLRN17_SFP no later than midnight on TUESDAY 27th June 2017 (you have 129 characters for the μSFP as the hashtag uses 11 of the 140 characters allowed).

2. All μSFPs will be retweeted on our official Twitter account @CSciFoundation. Once we have retweeted your story, you are officially in the competition!

Voting

-To vote for your favourite story, you need to ‘like’ it on Twitter. Voting is live on WEDNESDAY 28th June 2017 and the deadline for voting is midnight on that day.

-Results will be announced, and prizes awarded, during the closing session on THURSDAY 29th June 2017

A useful guidance form for writing μSFPs is available at http://www.creative-science.org/wp-content/uploads/2017/06/iLRN17_SFP_CompetitionForm.pdf

More information is available from: http://www.creative-science.org/activities/ilrn17_sfp/

Tuesday June 27th 
 

9:00

Plenary (Faculty of Psychology and Education Sciences (FPCE,  Auditorium)

Conference Opening
Rector of the University of Coimbra – Prof. Dr. João Gabriel Silva
Rector of the University Aberta – Prof. Dr. Paulo Dias
Vice-Dean of the Faculty (FPCEUC) – Prof. Dr. Maria Paula Paixão
iLRN General Chair: Dr. Michael Gardner , and iLRN Local Co-chairs: Prof. Dr. Ana Amélia Carvalho, Dr. João Caetano

9:15 Plenary (FPCE, Auditorium)
Keynote Speaker: Curt Bonk  

Chair: Jonathon Richter

The Fourth Industrial Revolution Meets the Fourth E-Learning Revolution
10:15 Papers Session SP1, (Room: 4.5, 1st floor – cloister)

Chair: Christian Guetl 

Papers Session SP2, (Auditorium)

Chair: Dennis Beck

P85  The integration of Augmented Reality and the concept of Sticker Album Collection for Informal Learning in Museums P48 A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and Life Skills: A Virtuoso DBR Update
P92 A Digital Museum Infrastructure for Preserving Community Collections from Climate Change P90 Adopting Game Technology for Heritage Information Modelling
P39 Cultural Heritage Reconstruction Based on Virtual Reality Technology: A Pilot Study of Taiwanese Historical Site P28 Using Multiplayer Digital Games to Support Collaboration in Health Education
11:00 Break
11:30 Papers Session LP3,  (Room: 4.5, 1st floor – cloister)

Chair: Michael Gardner

Papers Session LP4, (Auditorium)

Chair: Leonel Morgado

P63 Effects of natural user interfaces on user experience, activation and task performance in immersive virtual learning environments P21 Enhancing foreign language learning in 3D immersive worlds – a study report
P60 Towards Observing and Assessing Collaborative Learning Activities in Immersive Environments P75 Demystifying ageing bias through learning: Co-designing an online course about ‘Ageing well’
P80 Integrating Wearable Technologies and Sport Analytics for Personalized Immersive Training and Learning P73 Improving Reading Literacy with an Immersive Learning App
12:30 Lunch
13:00 Demos (  Room: 4.8 ) & Posters 13, 23, 25, 45, 54  ( Corridor – ground floor )
13:45 Plenary (FPCE, Auditorium)
Keynote Speaker: Alan Miller

Chair: Patrick O’Shea

Immersive Installations for Virtual Time Travel, Virtual Museums and Community Engagement
14:45 Special Track 7:  Serious Games using Immersive and Assistive Technologies

Chair: Markos Mentzelopoulos , Auditorium

Special Track 6: Wearable Technology Enhanced Learning

Chair: István Koren, Room: 4.5 (1st floor)

P34 Training teachers to employ a digital art history curriculum: An evaluation of the Crystal Bridges mixed distributed and virtual reality professional development

P66 Evaluating the Lifelog: Assessment of Recall using Galvanic Skin Response

P42 The use of sensors in virtual worlds for obesity control

P69 Relaxation Simulator with Biofeedback: Discussion of Wearability

15:30 Break
16:00 ST7 continued

Chair: Markos Mentzelopoulos , Auditorium

ST6 continued

Chair: István Koren, Room: 4.5 (1st floor)

 

  P46 360-degree interactive video application for Cultural Heritage Education

P93 Drinking Games: Simulating Alcoholic Behaviour Patterns in the “Pubcrawler” Video Game

P47 Learning Languages and Complex Subjects with Memory Palaces

P83 DISCOVERing beyond OpenSim; design and implementation of scenario based learning for carers of the elderly in the VR/AR era

P29 Technology Acceptance of Augmented Reality and Wearable Technologies

P86 Community Learning Analytics with Industry 4.0 and Wearable Sensor Data

17:30 Finish Day 2
 SOCIAL ACTIVITIES
18:00 Walking tour of downtown Coimbra
Sleeve garden, Church of the Holy Cross (resting place of Portugal’s first kings), Downtown Streets and Almedina Archway, City Park, River Footbridge
20:00 Dinner (Optional)
Suggested restaurant buffet & drinks (16€/person conference price) at the end of the walking tour
(Tertúlia d’Eventos)-  https://www.tertuliadeventos.com/
22:00 Social evening (Optional)
Fado singers at àCapella cultural centre & bar – http://www.acapella.com.pt/
Wednesday June 28th 
9:00 Plenary (Auditorium)
Keynote Speaker:

Carsten Ullrich Chair: Christian Guetl

Workplace-based Learning in the Industry 4.0:
Multi-perspective approaches and solutions for the shop floor
10:00 Papers Session SP5, Room: 4.5 (1st floor – cloister)

Chair: Patrick O’Shea

Papers Session SP6,  Auditorium

Chair: Dennis Beck

P38 Applying Mobile EEG to Measure Attention and Reading Time for Picture Books P79 How to gamify classroom? A proposal for training teachers
P33 Assessment for Learning and Gamification – Can Two Walk Together, Except They be Agreed? P84  Immersive Learning about Biomolecules
10:30 Break
11:00 Papers Session LP7, Room: 4.5 (1st floor – cloister)

Chair:  Jonathon Richter

Papers Session LP8,  Auditorium

Chair: Patrick O’Shea

P58 A Virtual Museum Installation for Time Travel P61 The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds
P57 Do you know what your nonverbal behaviour communicates? – Studying a self-reflection module for the Presentation Trainer P89 Immersive Learning as an opportunity to upgrade learning outcomes and improving skills in political and social sciences
P81 Screenwriting framework for an interactive Virtual Reality film P31 Extended field trials of a mixed-reality teaching environment: practical issues beyond the technology
P30  Enhancing strategies for cultural and natural heritage through the ALForLab Geographical Information System (Remote presentation) P59 Games & Gamification In The Pedagogy Degree: an alternative to Distance Education models (Remote presentation)
12:30 Lunch
13:00 Demos ( Room: 4.8  ) & Posters 13, 23, 25, 45, 54  ( Corridor-ground floor)
13:45 Plenary (Auditorium)
Keynote Speaker:
 Nelson Vilhena
Chair: Leonel Morgado
Real World Steps from Legacy Siloed Systems into Computer Mediated Reality
14:45 Special Track 3,  Auditorium

 Digital Heritage and the Immersive City

Chairs: Alexandra Câmara, Helena Murteira

Special Track 5,  Room: 4.5 (1st floor)

Immersive and Engaging Educational Experiences

Chair: Johanna Pirker

Special Track 2, Room: 4.8 (1st floor)

Personalisation in Immersive and Game-Based Learning Environments

Chair: Alexander Nussbaumer

Intro

P55 Once upon a time in Pergamon: Reality and Representation in the Hellenistic City

P18 Phygital Heritage: an Approach for Heritage Communication

Intro

P51 Towards a Transmedia Learning Approach in ESL context

P52 Travel through the oceans: augmented reality to enhance learning in early childhood education

 

Intro

P32 Analysing and adapting communication scenarios in virtual learning environments for one-to-one communication skills training

P37 Interaction of Learning Management Systems and Gaming Platforms in the Context of Competence Based Learning

15:30 Break
16:00 ST3 continued,  Auditorium

Chairs: Alexandra Câmara, Helena Murteira

ST5 continued,  Room: 4.5 (1st floor)

Chair: Johanna Pirker

ST2 continued, Room: 4.8 (1st floor)

 Chair: Alexander Nussbaumer

P53 Immersive Indiana: Constructing an augmented reality in Columbus P24 Development of cross-curricular key skills using a 3D immersive learning environment in schools P71 Efficient Software Assets for Fostering Learning in Applied Games
16:30 Finish Day 3
SOCIAL ACTIVITIES
17:00 Visit to CRITICAL Software –  https://www.criticalsoftware.com  OR  IPN Institute & Take the Wind  – https://www.ipn.pt/   http://www.takethewind.com/
20:00 Awards Dinner at D. Dinis Cultural Centre – Best student paper, Best paper, Best costume, Best hands-on demo, Best poster, Best Micro futures scenario (1st / 2nd), and people’s choice award.

Location: https://www.facebook.com/DDCoimbra/

Note: If you would like to buy a costume, this is a costume shop: http://www.mascarilha.pt/textos.php?id=2, +351 23 909 01 48

Thursday June 29th  
Plenary (FPCE, Auditorium)
Keynote Speaker:
Minjuan WangChair:  Jonathon Richter
Augmented Reality: the Emerging Trend in Education
Papers Session LP9, Room: 4.5 (1st floor – cloister)

Chair: Dennis Beck

Papers Session LP10 ,  Auditorium

Chair: Michael Gardner

P68  Investigating Social Presence and Communication with Embodied Avatars in Room-Scale Virtual Reality P49 Impact of non-verbal communication on collaboration in 3D virtual worlds: case study research in learning of aircraft maintenance practices
P64 Towards Online Immersive Collaborative Innovation Spaces P27 Learning Principles of Electricity through Experiencing in Virtual Worlds
P65 MythHunter: Gamification in an Educational Location-based Scavenger Hunt P19 Fieldscapes – Creating and Evaluating a 3D Virtual Fieldtrip System
Break
Closing Plenary: Panel Session (Auditorium)
iLRN – The Way Forward  

Community discussion lead by iLRN board members. An opportunity for the entire iLRN community to raise and discuss topics of interest: e.g ,

future conference venues and formats, forming consortia to bid for funding, developing the iLRN research agenda, ……

End of ILRN 2017

LIST OF PRESENTERS (PAPERS AND POSTERS)

Paper ID Details
13 Sergio Ordoñez, Jesus Adolfo Melendez and Leticia Neira. Proposed Model security best practices using Immersive Virtual Reality in Social Engineering.
18 Eslam Nofal, Rabee M. Reffat and Andrew Vande Moere. Phygital Heritage: an Approach for Heritage Communication
19 David Burden, Shailey Minocha, Tom Argles, James Rock, Steve Tilling and Philip Wheeler. Fieldscapes – Creating and Evaluating a 3D Virtual Fieldtrip System
21 Paweł Topol. Enhancing foreign language learning in 3D immersive worlds – a study report
23 Katerina Economides and Charlotte Holland. Transmedia Story-weaving: Designing immersive transmedia experiences for higher education
24 Daisy Abbott, Stuart Jeffrey, Anastasia Gouseti, Kevin Burden and Mhairi Maxwell. Development of cross-curricular key skills using a 3D immersive learning environment in schools
25 Anne-Dominique Salamin and Christophe Hadorn. V-Label : an experiment on how Augmented Reality impacts memorization
27 Fabrício Herpich, Liane Margarida Rockenbach Tarouco, Tito Armando Rossi Filho, Leandro Rosniak Tibola and Valter Antonio Ferreira. Learning Principles of Electricity through Experiencing in Virtual Worlds
28 Anna Janssen, Tim Shaw, Peter Goodyear and B. Price Kerfoot. Using Multiplayer Digital Games to Support Collaboration in Health Education
29 Fridolin Wild, Roland Klemke, Paul Lefrere, Mikhail Fominykh and Timo Kuula. Technology Acceptance of Augmented Reality and Wearable Technologies
30 Manuela De Ruggiero, Roberta Falcone, Lorella Gabriele, Sara Maria Serafini, Giuseppe Ali, Paola Cannavò, Pierfrancesco Celani, Erminia D’Alessandro, Giovanni Mazzuca, Sara Parlato, Francesca Salvo and Massimo Zupi. Enhancing strategies for cultural and natural heritage through the ALForLab Geographical Information System
31 Warren Sheaffer and Michael Gardner. Extended field trials of a mixed-reality teaching environment: practical issues beyond the technology
32 Raja Lala, Johan Jeuring and Timo Overbeek. Analysing and adapting communication scenarios in virtual learning environments for one-to-one communication skills training
33 Menucha Birenbaum and Hanan Gazit. Assessment for Learning and Gamification – Can Two Walk Together, Except They be Agreed?
34 Dennis Beck and Scott Warren. Training teachers to employ a digital art history curriculum: An evaluation of the Crystal Bridges mixed distributed and vir-tual reality professional development
37 Matthias Then, Iván Martínez-Ortiz, Antonio Calvo-Morata, Benjamin Wallenborn, Baltasar Fernández-Manjón and Matthias Hemmje. Interaction of Learning Management Systems and Gaming Platforms in the Context of Competence Based Learning
38 Chun-Chun Wei and Yang-Cheng Lin. Applying Mobile EEG to Measure Attention and Reading Time for Picture Books
39 Fanfan Chen, Yang-Cheng Lin and Chun-Chun Wei. Cultural Heritage Reconstruction Based on Virtual Reality Technology: A Pilot Study of Taiwanese Historical Site
42 Fabiana Santiago Sgobbi, Liane Margarida Rockenbach Tarouco and Eliseo Reategui. The use of sensors in virtual worlds for obesity control
45 Ana Paula Mauro. Immersion strategies in nonfiction digital narratives: A short History of the Highrise, a case study
46 Lemonia Argyriou and Daphne Economou. 360-degree interactive video application for Cultural Heritage Education
47 Aaron Ralby, Markos Mentzelopoulos and Harriet Cook. Learning Languages and Complex Subjects with Memory Palaces
48 Matthew Schmidt, Dennis Beck, Noah Glaser and Carla Schmidt. A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and Life Skills: A Virtuoso DBR Update
49 Gustavo Silva, Leonel Morgado and Armando Cruz. Impact of non-verbal communication on collaboration in 3D virtual worlds: case study research in learning of aircraft maintenance practices
51 Patricia Rodrigues and José Bidarra. Towards a Transmedia Learning Approach in ESL context
52 Vitor Ribeiro and Vânia Sousa. Travel through the oceans: augmented reality to enhance learning in early childhood education
53 Kristin Barry and Carol Street. Immersive Indiana: Constructing an augmented reality in Columbus
54 Louis Nisiotis, Styliani Kleanthous Loizou, Martin Beer and Elizabeth Uruchurtu. The use of a Cyber Campus to Support Teaching and Collaboration: An Observation Approach
55 Ufuk Soyoz. Once upon a time in Pergamon: Reality and Representation in the Hellenistic City
57 Jan Schneider, Dirk Börner, Peter Van Rosmalen and Marcus Specht. Do you know what your nonverbal behavior communicates? – Studying a self-reflection module for the Presentation Trainer.
58 Adeola Fabola, Alan Miller and Catherine Cassidy. A Virtual Museum Installation for Time Travel
59 Eliane Schlemmer, Wagner Dos Santos Chagas and Claudio Cleverson De Lima. GAMES & GAMIFICATION IN THE PEDAGOGY DEGREE: an alternative to Distance Education models
60 Samah Felemban, Michael Gardner, Victor Callaghan and Anasol Pena-Rios. Towards Observing and Assessing Collaborative Learning Activities in Immersive Environments
61 Louis Nisiotis, Styliani Kleanthous Loizou, Martin Beer and Elizabeth Uruchurtu. The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds
63 Daniela Janssen, Valerie Stehling, Anja Richert and Ingrid Isenhardt. Effects of natural user interfaces on user experience, activation and task performance in immersive virtual learning environments
64 Oluwatimilehin Salako, Michael Gardner and Vic Callaghan. Towards Online Immersive Collaborative Innovation Spaces
65 Armin Hutzler, Rudolf Wagner, Johanna Pirker and Christian Gütl. MythHunter: Gamification in an Educational Location-based Scavenger Hunt
66 William Burns, Paul McCullagh, Chris Nugent and Huiru Zheng. Evaluating the Lifelog: Assessment of Recall using Galvanic Skin Response
68 Scott W. Greenwald, Zhangyuan Wang, Markus Funk and Pattie Maes. Investigating Social Presence and Communication with Embodied Avatars in Room-Scale Virtual Reality
69 Mikhail Fominykh, Ekaterina Prasolova-Førland, Tore C. Stiles, Mattias Linde, Petter Chr. Borchgrevink and Anne Berit Krogh. Relaxation Simulator with Biofeedback: Discussion of Wearability
71 Matthias Maurer and Alexander Nussbaumer. Efficient Software Assets for Fostering Learning in Applied Games
73 Célio Gonçalo Marques, Ana A. Carvalho, Ana Paula Faria Ferreira, Antonio Manso and Felisbela Morgado. Improving Reading Literacy with an Immersive Learning App
75 Liliana Vale Costa and Ana Isabel Veloso. Demystifying ageing bias through learning: Co-designing an online course about ‘Ageing well’
79 Inês Araújo. How to gamify classroom? A proposal for training teachers
80 Konstantinos Lazaris and Miltiadis Lytras. Integrating Wearable Technologies and Sport Analytics for Personalized Immersive Training and Learning
81 María Cecilia Reyes. Screenwriting framework for an interactive Virtual Reality film
83 Panagiotis Antoniou, Efstathios Sidiropoulos and Panagiotis Bamidis. DISCOVER-ing beyond OpenSim; design and implementation of scenario based learning for carers of the elderly in the VR/AR era.
84 Yiyu Cai, Wouter van Joolingen, Sui Lin Goei, Seok Hwee Sandra Tan, Ban Hoe Chow, Zhong Chen, Zachary Walker and Teresa Dias Pedro Gomes. Imemrsive Learning of Biomolecules
85 Antonio Coelho and Luis Costa. The integration of Augmented Reality and the concept of Sticker Album Collection for Informal Learning in Museums
86 István Koren and Ralf Klamma. Community Learning Analytics with Industry 4.0 and Wearable Sensor Data
89 João Relvão Caetano and Marc Jacquinet. Immersive Learning as an opportunity to upgrade learning outcomes and improving skills in political and social sciences
90 Calum Sinclair, Brian Loranger and Daniel Livingstone. Adopting Game Technology for Heritage Information Modelling
92 Catherine Cassidy, Adeola Fabola and Alan Miller. A Digital Museum Infrastructure for Preserving Community Collections from Climate Change
93 Jeff Ferguson and Chiara Tolentino. Drinking Games: Simulating Alcoholic Behaviour Patterns in the “Pubcrawler” Video Game