iLRN 2017 Special Tracks

Special Tracks are intended to be a forum for quality scientific research, which will be presented in scientific talks. Contributing papers have to undergo a peer review process and will be included in the conference proceedings, depending on the overall quality and track chair’s decision, either as long paper (10 – 12 pages) or as a short paper (6 -8 pages). Some of the excellent papers will be considered as full paper (14 pages) in the Springer proceedings. All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines.

For more information on guidelines and submission please visit https://immersivelrn.org/ilrn2017/author_info/

Important Dates
  • Papers submission deadline (Main Conference and Special Tracks): February 1st, 2017   February 15th, 2017 (Extended)
  • Author notification of acceptance: March 15th, 2017
  • Camera-ready deadline: April 15th, 2017
  • Main Conference, Special Tracks and Workshops: June 26th – June 29th, 2017

Special Tracks (Accepted)

To read more about each special track please click on its name in the tabs below.

ST1. SAILST2. PIGLST3. DH&ICST4. POLSCIST5. IEEEXPST6. WELLST7. SGIATST8. NASPOLEST9. iLELA

ST1. Sociocultural Aspects of Immersive Learning

Overview

Current advances on technology have fostered different approaches to the use of immersive technology in learning. The aim of this special track is to offer researchers, practitioners, and stakeholders a forum to share ideas, insights and experiences, as well as to explore multidisciplinary research advances within the context of immersive learning, focusing specifically on sociocultural aspects of immersive learning.

The special track will feature (1) an invited speaker session, (2) a research paper session, and (3) interactive presentations in the format of TED-X, which is designed for speakers from industries, government, and other non-academic settings, who would like to share their innovative ideas and interact with the audience in 20-minute presentations without the need to write formal academic papers. Registration will be open to all interested registered parties.

List of Topics

Topics of interest include (but are not limited to)

  • Sociocultural aspects of engagement, assessment and performance within immersive learning environments
  • Approaches to blending technology and human support in education and professional service environments.
  • Collaborative learning in immersive environments
  • Theoretical framework or literature reviews related to cultural aspects of immersive learning
  • Engagement, assessment and performance evaluations, from content to usability (e.g., user interface design, interaction design)
  • Development of Open Educational Resources (OERs) for immersive learning
  • New trends of immersive learning: seamless, affective, social, and collaborative
  • Theories, models, and practices related to Entrepreneurship in Education.

Author Info

Researchers are hereby invited to submit a long paper (10 – 12 pages) detailing their research, or as a short paper (6 -8 pages) describing their work-in-progress. Submissions for the TED-X presentations will be accepted as one-page abstract of the talk, including bio of the speaker.

Selected papers from the main conference and special tracks will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference. Abstracts submitted for TED-X presentations will be included on the online proceedings. Authors of the best papers will be invited to submit extended versions to the EAI Transactions on Emerging Technologies and Pedagogies for Education. Please note that best papers considered for Springer publication must qualify as full paper not exceeding 14 pages.

All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines. More information available at: https://immersivelrn.org/ilrn2017/author_info/

Each submission will be evaluated by a Program Committee consisting of a panel of international experts. Each paper will receive two double-blind reviews. TED-x presentations will be evaluated on base of relevance by two PC members.

Special Track Chairs

  • Anasol Pena-Rios – University of Essex, UK
  • Minjuan Wang – Shanghai International Studies University, China & San Diego State University, USA
  • Vic Callaghan – University of Essex, UK

Programme Committee (to be expanded)

  • Bushra Zaineb, San Diego State University, USA
  • Demetrios Sampson, University of Piraeus, Greece
  • Gordon Hunter, Kingston University, UK
  • Jia Chen, Shanghai International Studies University, China
  • Huani Liu, Shanghai International Studies University, China
  • Jörg Cassens, University of Hildesheim, Germany
  • Juan Ortega, University of Seville, Spain
  • Jun Xiao, Open University of Shanghai, Shanghai
  • Mary De Lepe, NuVasive Inc., USA
  • Sean Hauze, San Diego State University, USA
  • Thomas Reeves, University of Georgia, USA
  • Victor Zamudio, Instituto Tecnológico De León, Mexico

Contact

For more information, please contact Prof. Minjuan Wang (mwang@mail.sdsu.edu).

Download the ST1. SAIL Call for Papers (PDF – 154kb)

ST2. Personalisation in Immersive and Game-Based Learning Environments

Overview

Shifting educational responsibilities from authorities to the individual learner becomes more and more important as educational foundation of our learning society. In this context digital learning environments play an important role, which include immersive learning environments, game-based learning environments, that might use augmented reality, and that might be deployed on multiple platforms (like mobile devices). Such learning environments enable learners to learn in a self-directed way with freedom of place, pace and time. However, learners often still need some kind of support or guidance, to chose their learning paths, to take care for their motivation, to be aware of their goals and learning progress, etc. So personalisation approaches on different levels (cognitive, meta-cognitive, emotional, etc.) are needed in digital learning environments to provide optimal learning support.
The aim of this special track is to gain insights and identify approaches on a conceptual and technical level, how multi-modal personalisation can be facilitated and applied in immersive and game-based learning environments. Such personalisation approach can be based on competences, motivation, emotions, meta-cognition, self-regulated learning, and other personal factors that guide the learning experience. Hence, papers are welcome that report on technical implementations, studies, best practices, and conceptual approaches in this field.

List of Topics

In the context of immersive and game-based learning environments, such as game-based environments, virtual worlds, 3D environments, augmented reality, and mobile environments, the special track is interested in pedagogical, psychological, and technical topics related to or facilitating personalisation:

  • Learner modelling and open learner models
  • Adaptation and recommendation
  • Self-reflection and meta-cognition
  • Collaboration and social computing
  • Motivational and emotional aspects
  • Learning analytics and data mining
  • Context awareness
  • Technical frameworks
  • Pedagogical frameworks
  • Life-long and informal learning
  • Courses, classes, and training
  • Experience-based and inquiry-based learning
  • Evaluation studies and methodologies
  • Real life experiences and best practices

Author Info

The PIGL Special Track follows the types and formats specified in the main conference. Contributions must focus on sound research and must be grounded on literature in their field. Long papers (10-12 pages) are expected to report on completed work, for example technical developments, best practices, studies. Short papers (6-8 pages) can also describe concepts, approaches, and work-in-progress. Accepted papers will be published in the proceedings of the main conference (selected papers will be published in a Springer book, the others will be published in the online proceedings of iLRN 2017). All papers (including papers selected for Springer publication) must follow Springer’s style guidelines .

Papers have to be submitted until February 1, 2017, at: https://www.easychair.org/conferences/?conf=ilrn2017
After login please select: Special Track 2: Personalisation in Immersive and Game-Based Learning Environments
Each submission will be evaluated by at least two members of the PIGL Program Committee and will receive written review reports.
More information is available at: https://immersivelrn.org/ilrn2017/author_info/

Special Track Chairs

  • Alexander Nussbaumer, Graz University of Technology, Austria
  • Rob Nadolski, Open University of the Netherlands, Netherlands
  • Samuel Mascarenhas, INESC-ID, Portugal

Programme Committee (to be expanded)

  • Sylvester Arnab, Coventry University, UK
  • Francesco Bellotti, University of Genoa, Italy
  • Liz Boyle, University of the West of Scotland, UK
  • Alessandro Di Gloria, University of Genoa, Italy
  • Dai Griffiths, University of Bolton, UK
  • Paul Hollins, University of Bolton, UK
  • Johan Jeuring, Utrecht University, Netherlands
  • Johann c.k.h. Riedl, The University of Nottingham, UK
  • Pedro Santos, University of Lisbon, Portugal
  • Krassen Stefanov, Sofia University, Bulgaria
  • Isabel Trancoso, INESC-ID, Portugal
  • Zerrin Yumak, Utrecht University, Netherlands
  • Carsten Ullrich, DFKI, Germany

Contact

For more information or questions please contact Alexander Nussbaumer (alexander.nussbaumer@tugraz.at)

=> Download the ST2. PIGL Call for Papers (PDF – 154kb) <=

ST3. Digital Heritage and the Immersive City

Overview

The study of the city, as multifaceted and complex as it is, has gained recently a new dimension. The digital has permeated the former and has brought new possibilities and challenges to the scientific and academic community. Virtual Reality (VR) and immersive environments have dramatically changed the scope of historical research and its display. Augmented/Mixed Reality (AR / MR) techniques can be used to provide an in situ, contextualized and consequently richer experience. Cities that are long gone or have suffered profound changes are now presented as visual models open to interaction with different research experts and wide audiences, often in real time. The way information is presented and citizens are able to interact and explore these immersive environments are crucial issues. Documental sources are being collected and tested at a growing rate enabling the swift construction of working hypothesis encompassing the different aspects of cities through time and space. Historical data is no longer restricted to the analogical sphere, it became also digital in nature and it is able to reproduce and expand itself very quickly. This reality has raised technological, methodological and epistemological issues, which need to be addressed. In this context, the place of cultural heritage in the contemporary city is also being reexamined. Its value as a museum and tourism asset is also being questioned and reevaluated urging the redefinition of concepts as theme parks and interpretation centres. The memory of the past is being revisited as an embodied experience in a contemporary social context. The past has never been so present and so inextricably linked to the future.

This panel seeks papers that examine these topics from a technological point of view and / or from a methodological and philosophical standpoint. With regard to the latter, we are particularly interested in the role of the digital in the widening of human conscience by allowing the sensorial fruition of dimensions of the past that up until now only belonged to the sphere of ideas.

List of Topics

  • We especially welcome papers that address (but are not necessarily limited to) the following topics:
  • The historic city as an immersive digital representation.
  • VR, AR and MR in Cultural Heritage and Digital Heritage.
  • Virtual exploration of historic spaces: techniques, methods and case studies.
  • Digital heritage and the concept of the theme park.
  • Digital Heritage and Tourism: challenges and impact.
  • Digital Heritage and City Museums.
  • Education for Cultural Heritage and Digital Heritage.
  • Digital Citizenship and the Knowledge City.

Author Info

We invite scholars and experts in the fields of heritage studies, digital humanities, history, history of art and information technology to submit a short paper (6 -8 pages) describing their work-in-progress.

Selected papers from the main conference and special tracks will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference. Authors of the best papers will be invited to submit extended versions to the EAI Transactions on Emerging Technologies and Pedagogies for Education. Please note that best papers considered for Springer publication must qualify as full paper not exceeding 14 pages.

All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines. More information available at: https://immersivelrn.org/ilrn2017/author_info/

All submissions will be evaluated taking into account the following criteria: appropriate content and relevance of the subject; clarity and objectivity of the proposal. Each submission will be judged according to a blind-review process by a Program Committee of experts.

Special Track Chairs

  • Alexandra Gago da Câmara – Universidade Aberta, Lisbon, Centre for Art History and Artistic Research (CHAIA) /University of Évora, Portugal
  • Helena Murteira – Centre for Art History and Artistic Research (CHAIA)/University of Évora, Portugal
  • Maria Leonor Botelho – CITCEM/Faculty of Arts and Humanities of the University of Porto, Portugal

Programme Committee (to be expanded)

  • Jim (CS) Ang, School of Engineering and Digital Arts University of Kent, UK
  • Elizabeth Carvalho, Open University Lisbon, Portugal
  • Luís Magalhães, University of Minho, Portugal
  • Mauro Figueiredo, University of Algarve, Portugal
  • António Fernando Coelho, University of Porto, Portugal

Contact

For more information, please contact Prof. Alexandra Gago da Câmara (agagodacamara@sapo.pt).

Download the ST3. DH&IC Call for Papers (PDF – 361kb)

ST4. Participatory technology for the teaching of political science immersed in democratic practice

Overview

Democracy is a fundamental right (Paulo Bonavides, 2004) that presupposes people’s empowerment for the exercise of life in society. In order to effectively exercise their power in society, people must have access and be trained according to the most efficient available tools and means. The use of new technologies in teaching and research practices is assumed by governments and international agencies as an indispensable form of democratization and openness to society, and became a central topic in political science and political science education. The so-called new participatory technologies – e.g. the technologies used by researchers working on the ground, with the aim of solving population problems, and the immersive technologies used in academic collaborative work processes, simulating real work processes – are forms of direct engagement of people in matters of public interest and an effective exercise of citizenship. The immersive virtual environment technology, as a paradigmatic form of the participatory technology, can be used for the study of social interactions and the use of virtual humans in immersive virtual environments can advance research and application in political science and related disciplines. The objective of this special track is to produce new knowledge, from a broad and deep discussion based on concrete cases, among members of the educational, scientific, technological and governmental communities on the role of participatory technologies, in the context of immersive learning and activities. This initiative will be energized by professionals with extensive experience in the scientific and technological fields in order to promote a discussion on how we can design and develop immersive and engaging environments.

Topics

The topics of interest include, but are not limited to:

  • Political science education foundations;
  • Deliberative civic education in the political science real or virtual class-room;
  • Participatory technology, and its meaning and importance to political and social sciences;
  • Active learning in political science;
  • Development approaches to create different engaging experiences;
  • Innovative teaching cases: pedagogy, including strategies, games, and experiential learning (in what concerns design, technology and learning environments) in teaching political science to diverse audiences;

Author Info

All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines. Contributions are welcome as work-in- progress, research results, technical development, and best practices. Research, development, and best practices contributions will be accepted according to their quality and relevance either as full or short papers. Selected papers from the main conference and special tracks will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference. Work-in-progress will only be accepted as short papers.

  • Full papers accepted for Springer publication must not exceed of 14 pages.
  • Long papers accepted for publication at Online Proceedings must not exceed of 10-12 pages.
  • Short papers accepted for publication at Online Proceedings must not exceed of 6 – 8 pages.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2017/author_info/ for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2017 , log in with an account or register, and select the track “Special Track 4: Participatory technology for the teaching of political science immersed in democratic practice” to add your submission.

Special Track Chairs

  • João C. R. Caetano, Universidade Aberta, Portugal
  • Stephen M. Croucher, University of Jyvaskyla, Finland

Program Committee (to be confirmed and extended)

  • Armando Marques Guedes, Nova University of Lisbon;
  • Daniel Mill, University of Sao Carlos;
  • Doris Allhutter, Institute of Technology Assessment (ITA) of the Austrian Academy of Sciences;
  • Francisco Proença Garcia, Portuguese Catholic University;
  • John David Gerlach, Western Carolina University;
  • José Álvaro Moisés, University of Sao Paulo;
  • Paulo Ferreira da Cunha, University of Oporto;
  • Theo Schiller, University of Marburg.

Contact

For more information, please contact João Caetano (Joao.Caetano@uab.pt).

Download the ST4. POLSCI Call for Papers (PDF – 361kb)

ST5. Immersive and Engaging Educational Experiences

Overview

Immersive and engaging experiences are powerful teaching tools and allow innovative forms of entertainment, learning, training, and other experiences. More and more virtual reality platforms, virtual world environments, augmented/alternate reality applications and game -based experiences, and various forms of interactive media are designed to create engaging and immersive experiences in an educational setting. This can be a traditional classroom, a virtual and remote classroom setting or activities that further the educational agenda.
In this track, various forms of interactive media and “entertainment with purpose” are
discussed to create different forms of engagement. In this special track we discuss how
we can design, develop, and analyze educational environments to be both, immersive
and engaging. The track does not only cover research on design, development, and
analysis of such environments, we also invite submission describing non traditional and traditional design practice and development approaches to create different engaging experiences.

Topics

The topics of interest include, but are not limited to:

  • Learning: learning in immersive environments, augmented realities, virtual realities,
    virtual worlds, and games
  • Design: design techniques, practices, methods
  • Analysis: frameworks, exploration studies, user studies
  • Technology: platforms, devices, engines, environments, graphics, navigation,
    interactions, user analysis, data analysis, procedural content generation, artificial
    intelligence
  • Non- traditional, non -classroom and non- curricular learning environments
  • Development approaches to create different engaging experiences

Author Info

All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines.
Contributions are welcome as work-in-progress, research results, technical development, and best practices. Research, development, and best practices contributions will be accepted according to their quality and relevance either as full or short papers. Selected papers from the main conference and special tracks will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference. Work-in-progress will only be accepted as short papers.

  • Full papers accepted for Springer publication must not exceed of 14 pages.
  • Long papers accepted for publication at Online Proceedings must not exceed of 10-12
    pages.
  • Short papers accepted for publication at Online Proceedings must not exceed of 6 – 8 pages.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2017/author_info/ for guidelines and templates.
For submitting a paper to this special track, please use the submission system
https://www.easychair.org/conferences/?conf=ilrn2017 , log in with an account or register, and select the track “Special Track 5: Immersive and Engaging Educational Experiences” to add your submission

Special Track Chairs

  • Johanna Pirker, Graz University of Technology, Austria
  • Foaad Khosmood, California Polytechnic State University, USA

Program Committee (to be confirmed and extended)

  • Allan Fowler, Kennesaw State University
  • Brian Mcdonald, Glasgow Caledonian University, UK
  • Dominic Kao, Massachusetts Institute of Technology, USA
  • Kai Erenli, UAS bfi Vienna, Austria
  • Ryan Locke, Abertay University, UK
  • Volker Settgast, Fraunhofer Austria, Austria
  • Kai Erenli, University of Applied Sciences BFI Vienna, Austria
  • Zoë J. Wood, California Polytechnic State University, USA
  • Britte H. Cheng, SRI International, USA
  • Helen Wauck, University of Illinois Urbana-Champaign, USA
  • Guenter Wallner, University of Applied Arts Vienna, Austria

Contact

For more information, please contact Johanna Pirker (jpirker@iicm.edu).

Download the ST5. IEEEXP Call for Papers (PDF – 154kb)

ST6. Wearable Technology Enhanced Learning

Overview

Wearable technologies – such as smart watches, smart glasses, smart objects, smart earbuds, or smart garments – are just starting to transform immersive user experience into formal education and learning at the workplace. These devices are body-worn, equipped with sensors and conveniently integrate into leisure and work-related activities including physical movements of their users. Wearable-technology Enhanced Learning (WELL) is beginning to emerge as a new discipline in technology enhanced learning in combination with other relevant trends like the transformation of classrooms, new mobility concepts, and cyber-physical systems. Wearable devices play an integral role in the digital transformation of industrial and logistics processes in the Industry 4.0 and thus demand new learning and training concepts like experience capturing, re- enactment and smart human-computer interaction.

This proposal of a special track is the offspring of the SIG WELL (http://ea- tel.eu/special-interest-groups/well/) in the context of the European Association for Technology Enhanced Learning (EATEL). It is a follow up proposal for the inaugural session we had at the iLrn 2015 in Prague. In the meantime, the SIG was successful in organizing a number of similar events at major research conferences and business oriented fairs like the EC-TEL, the I-KNOW and the Online Educa Berlin OEB. Moreover, the SIG has involved in securing substantial research funds through the H2020 project WEKIT (www.wekit.eu). The SIG would like to use the opportunity to present itself as a platform for scientific and industrial knowledge exchange. EATEL and major EU research projects and networks in the field support it. Moreover, we’ll seek to attach an IEEE standard association community meeting of the working group on Augmented Reality Learning Experience Models (IEEE ARLEM).

Topics

  • Industry 4.0 and wearable enhanced learning
  • Learning Analytics for Wearable technologies
  • Wearable technologies for health and fitness
  • Wearable technologies and affective computing
  • TEL applications of smart glasses, watches, armbands
  • Learning context and activity recognition for wearable enhanced learning Body-area learning networks with wearable technologies
  • Data collection from wearables
  • Feedback from wearables
  • Learning designs with wearable technologies Augmented Reality Learning
  • Ad hoc learning with wearables
  • Micro learning with wearables
  • Security and privacy for wearable technology enhanced learning Collaborative wearable technology enhanced learning

Author Info

Contributing papers have to undergo a peer review process and will be included in the conference proceedings, depending on the overall quality and special tracks chairs’ decision, either as a long paper (10 – 12 pages) or as a short paper (6 -8 pages). Excellent papers will be deemed full papers (14 pages) and included in the Springer proceedings. Authors of selected papers will also be invited to extend their contribution and to be published in a special issue of the JCR- indexed Journal of Universal Computer Science.

Special Track Chairs

  • Ilona Buchem, Beuth University of Applied Sciences Berlin, Germany
  • Ralf Klamma, RWTH Aachen University, Germany,
  • István Koren, RWTH Aachen University, Germany
  • Fridolin Wild, Oxford Brookes University, UK
  • Alla Vovk, Oxford Brookes University, UK

Tentative Program Committee (t.b.c.)

  • Mario Aehnelt, Fraunhofer IGD Rostock, Germany
  • Davinia Hernández-Leo, Universitat Pompeu Fabra, Spain
  • Carlos Delgado Kloos, UC3M, Spain
  • Elisabetta Parodi, Lattanzio Learning Spa, Italy
  • Carlo Vizzi, Altec, Italy
  • Mar Perez Sangustin, Pontificia Universidad Católica de Chile, Chile
  • Isa Jahnke, University of Missouri-Columbia, USA
  • Jos Flores, MIT, USA
  • Michael Fominykh, Europlan, UK
  • Puneet Sharma, Norwegian University of Science and Technology, Norway
  • Yishay Mor, Levinsky College of Education, Israel
  • Tobias Ley, Tallinn University, Estonia
  • Peter Scott, Sydney University of Technology, Australia
  • Victor Alvarez, Murdoch University, Australia
  • Agnes Kukulska-Hulme, The Open University, UK
  • Carl Smith, Ravensbourne University, UK
  • Victoria Pammer-Schindler, Graz University of Technology &Know-Center Graz, Austria
  • Christoph Igel, CeLTech, Germany
  • Peter Mörtel, Virtual Vehicle, Austria
  • Brenda Bannan, George Mason University, USA
  • Christine Perey, Perey Consulting, Switzerland
  • Kaj Helin, VTT, Finland
  • Jana Pejoska, Aalto, Finland
  • Jaakko Karjalainen, VTT, Finland
  • Joris Klerxx, KU Leuven, Belgium
  • Marcus Specht, Open University, Netherlands
  • Roland Klemke, Open University, Netherlands
  • Will Guest, Oxford Brookes University, UK

Contact

For more information, please contact Ralf Klamma (klamma@informatik.rwth-aachen.de).

Download the ST6. WELL Call for Papers (PDF – 154kb)

ST7. Serious Games using Immersive and Assistive Technologies

Overview

Recent years have seen a rapid proliferation of serious games as they provide the context in which participants can dunk and experience a simulated environment as real, as they can achieve rich and complex content-based interaction. Serious games, including simulations, immersive environments and assistive technologies, have the potential to be an important tool that engages users in interactive and immersive activities that allow them to practice and improve technical, practical and creative skills. To achieve this, serious games use advanced multimodal interfaces to meet their objectives, but these alone will not guarantee that they succeed their intended purpose. To fully satisfy their potential, serious games must couple advanced technological interventions with sound theoretical principles into their design and structure, such as cognitive principles and theoretical frameworks.

This special session aims to explore how immersive and assistive technologies can be applied to improve the effectiveness in serious games in achieving formal or informal training. The special session calls for papers that explore the design and development of serious games, or simulation platforms that use/or may use immersive and assistive technologies. Papers are expected to demonstrate evaluation results of either a working prototype or preliminary testing of a working demo. Therefore, we invite practitioners and researchers alike to submit papers under the following topics.

List of Topics

  • Serious games[1] in training and education
  • Natural interfaces / Multimodal interaction in Virtual Reality
  • Al in serious games for training/education
  • Context aware (e.g., location, user performance, preferences, state of the game, other) serious games
  • Cognitive and pedagogical principles / issues / aspects of serious games
  • Empathy and serious games / educational games
  • User centred serious game design
  • Gamified education/training applications
  • Advanced Interface (Virtual/Augmented Reality, pervasive) and applications for training.
  • New interactive hardware for immersive support in game learning
  • Principles, theories, and models
  • Personalisation and customisation of virtual reality environments
  • Immersive and assistive technologies for education, culture and healthcare

Author Info

Researchers are hereby invited to submit:

  • a long paper (10 – 12 pages) detailing their research, or
  • a short paper (6 -8 pages) describing their work-in-progress.

Selected papers from the main conference and special tracks will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference.
Authors of the best papers will be invited to submit extended versions as a Special Issue of a prestigious Journal.

Please note that best papers considered for Springer publication must qualify as full paper not exceeding 14 pages.
All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines. More information available at: https://immersivelrn.org/ilrn2017/author_info/

Each submission will be evaluated by a Programme Committee consisting of a panel of international experts. Each paper will receive two double-blind reviews.

Special Track Chairs

  • Markos Mentzelopoulos, University of Westminster, UK
  • Daphne Economou, University of Westminster, UK
  • Phil Trwoga, University of Westminster, UK

Program Committee (to be confirmed/extended)

Contact

[1] We refer to an ecosystem of platform and devices (desktop, mobile, iTV) that support serious games and also 2D and 3D environments.

Download the ST7. SGIAT Call for Papers (PDF – 154kb)

ST8. Networking Actions to Share and Promote Online Learning Experiences

Overview

The organizers of this Special Track have been dedicating special attention to the development of different types of contents for distance learning activities, to the promotion of collaborative learning and new pedagogical approaches in Engineering Education through international Networks and to the collaboration with the International Society for Engineering Pedagogy – IGIP. Those Educational Modules have been shared with great multidisciplinary perspectives. In this context, this Special Track aims to provide knowledge exchange and open discussions on networking initiatives and projects to share and promote online learning experiences, especially in STEM, at higher education, secondary, vocational and training areas. These learning experiences should be focused on collaborative and immersive learning approaches, involving, for example, virtual or augmented reality technologies, which can contribute for the development of an Immersive Engineering Education in the concept of Education 4.0.

Topics

The topics of interest include, but are not limited to:

  • Education 4.0
  • STEM Education
  • Immersive Engineering Education
  • Immersive Technologies and Applications
  • Virtual and Augmented Reality
  • Networking Initiatives and Projects

Author Info

Contributions should focus on sound research on the topic “Networking Actions to Share and Promote Online Learning Experiences”. Publications to be submitted and published must follow types and formats specified in the main conference as short papers (6 – 8 pages) or as long paper (10 – 12 pages). Selected papers from the special track will be published in the Springer Proceedings, and the rest of the accepted papers will be published in the online proceedings with a confirmed ISBN number/reference.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2017/author_info/ for guidelines and templates.

For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2017 , log in with an account or register, and select the track “Special Track 8: Networking Actions to Share and Promote Online Learning Experiences” to add your submission.

Special Track Chairs

  • Alberto Cardoso, University of Coimbra, Portugal
  • Maria Teresa Restivo, University of Porto, Portugal
  • Paulo Menezes, University of Coimbra, Portugal
  • José Couto Marques, University of Porto, Portugal

Program Committee (to be expanded)

  • A. Augusto Sousa, University of Porto, Portugal
  • António José Mendes, University of Coimbra, Portugal
  • Denis Gillet, EPFL School of Engineering, Switzerland
  • Diana Urbano, University of Porto, Portugal
  • Fátima Chouzal, University of Porto, Portugal
  • Horácio Fernandes, University of Lisbon, Portugal
  • Luis de la Torre, UNED, Spain
  • Maria José Marcelino, University of Coimbra, Portugal
  • Mario Bochicchio, University of Salento, Italy
  • Rubén Heradio, UNED, Spain
  • Susan Zvacek, University of Denver, USA

Contact

For more information, please contact Alberto Cardoso (alberto@dei.uc.pt).

Download the ST8. NASPOLE Call for Papers (PDF – 154kb)

ST9. Immersive Experiences in Later Age

Overview

Over the past few years, there has been an increasing interest in using the potential of digital technologies to involve the learner into role-playing, socially embedded interactions, and mixed-reality environments. Although these learning experiences tend to stem from the advancements in today’s society, age-related changes and media allocation in different generations pose many challenges to both immersive and inclusive learning experiences. The aim of this special track is to discuss the challenges and strategies used in the fields of Information and communication technologies and gerontagogy or educational gerontology, in order to extend technology-enhanced learning to older adults.

Topics

The topics of interest include (but not limited to):

    • Theoretical framework or literature reviews related with the role of technologies in gerontagogy
    • Development of digital artifacts for immersive learning in later age
    • Theories and practices related with learning environments and active ageing
    • Case studies of learning experiences in later age
    • Approaches to learning experiences, memory plasticity and cognitive training in the aging process
    • Intergenerational learning experiences
    • Technology-enhanced learning and aging

Author Info

Special Tracks are intended to be a forum for quality scientific research, which will be presented in scientific talks. Contributing papers have to undergo a peer review process and will be included in the conference proceedings, depending on the overall quality and track chair’s decision, either as long paper (10 – 12 pages) or as a short paper (6 -8 pages). Some of the excellent papers will be considered as full paper (14 pages) in the Springer proceedings. All papers (including papers selected for Springer publication, Online Proceedings and poster submissions) must follow Springer’s style guidelines.

For more information on guidelines and submission please visit https://immersivelrn.org/ilrn2017/author_info/

Special Track Chairs

  • Ana Isabel Veloso (aiv@ua.pt), University of Aveiro, Digimedia – CIC.Digital, Portugal
  • Ruth Contreras Espinosa (ruthsofhia@gmail.com), Coordinator of The Observatory of Communication, Video Games and Entertainment INCOM- UAB-Uvic

Program Committee (to be expanded)

  • Alexandra Lopes, Faculty of Humanities, University of Porto, Portugal
  • Ana Beatriz Bahia, Casthalia Digital Art Studio, Florianópolis, Brazil
  • Ana Carla Amaro, DeCA, University of Aveiro, Portugal
  • Beatriz Sousa Santos, DETI, University of Aveiro, Portugal
  • Carlos Santos, DeCA, University of Aveiro, Portugal
  • Carsten Moller, German Sport University Cologne, Germany
  • Célia Soares, ISMAI, Portugal
  • Eugene Loos, University of Amsterdam, Netherlands
  • Leonel Morgado, Universidade Aberta, Portugal
  • Liliana Sousa, University of Aveiro, Portugal
  • Luiz Adolfo Andrade, University of Estado da Bahia, Juazeiro, Brazil
  • Lynn Alves, Universidade do Estado da Bahia, Salvador, Brazil
  • Mário Vairinhos, DeCA, University of Aveiro, Portugal
  • Maria Piedade Brandão, ESSUA, University of Aveiro, Portugal
  • Paulo Dias, DETI, University of Aveiro, Portugal
  • Sonia Ferreira, Institute Polytechnic of Viseu, Portugal

Contact

For more information, please contact Ana Isabel Veloso (aiv@ua.pt).

Download the ST9. iLELA Call for Papers (PDF – 154kb)


Call for Proposals