iLRN 2019 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/ilrn2019/authors-info/

Important Dates
  • Special Tracks and Workshop proposals deadline: October 15th, 2018 (extended)
  • Notification of acceptance Special Tracks and Workshops: October 29th, 2018
  • Full papers submission deadline: February 1st, 2019
  • Short papers submission deadline: February 1st, 2019
  • Posters and Demos submission deadline: February 1st, 2019
  • Author notification of acceptance (full papers): March 1st, 2019
  • Author notification of acceptance (long/short papers, posters): March 1st, 2019
  • Camera-ready deadline (full papers): April 1st, 2019
  • Camera-ready deadline (short papers and posters): April 1st, 2019
  • Author registration deadline (full papers): May 6th, 2019
  • Early registration deadline for long/short papers and posters: May 6th, 2019
  • Main Conference, Special Tracks and Workshops: Monday June 24th – Thursday June 27th, 2019
  • Pre-Conference Social Event: Sunday June 23rd, 2019 (optional)

Read the full Call for Papers here: https://immersivelrn.org/ilrn2019/cfp/

Or download the iLRN 2019 flyer (pdf).

Special Tracks (Accepted)

  • ST1. Immersive and Engaging Educational Experiences 
  • ST2. Immersive Medical Education
  • ST3. Platforms for Digital Heritage and Preservation
  • ST4. Designing with Gesture and Interactivity for XR
  • ST5. Reshaping Learning for All in Immersive Learning Environments through Creative Learning Design
  • ST6. Wearable Technology Enhance Learning
  • ST7. Competences for Software Engineering and their Role in Software Engineering Education
  • ST8. Immersive Learning Experiences in Later Age
  • ST9. Data Visualization and Engaging Science
  • ST10. The Future of Education

 

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

ST1. IEEEXPST2. iMedEdST3. PDHPST4. EmbodiedST5. ReLRNST6. WTLST7. ComSEST8. iLELAST9. DataViz&ScST10. FutureEducation

ST1. Immersive and Engaging Educational Experiences

Overview

Immersive  and engaging  learning environments  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/mixed  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, methods-based  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, while still learning outcome oriented.  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.

List of Topics

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

  • Learning:  learning in  immersive environments,  augmented realities, mixed realities,  virtual realities, virtual worlds, and  games
  • Design:  design techniques,  practices, methods (problem-based, storytelling, scenario-based, etc.)
  • 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

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST1: Immersive and Engaging Educational Experiences (IEEEXP)” to add your submission.

Special Track Chairs

  • Johanna  Pirker,  Graz  University  of Technology,  Austria
  • Foaad  Khosmood,  California Polytechnic  State University, USA
  • Kai Erenli, University of Applied Science BFI Vienna, Austria
  • Roxane Koitz-Hristov, Graz University of Technology, Austria

Program Committee (to be confirmed and extended)

  • Allan Fowler, Kennesaw State University
  • Brian Mcdonald, Glasgow Caledonian University, UK
  • Dominic Kao, Massachusetts Institute of Technology, MA
  • 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, CA
  • Britte H. Cheng, SRI International, CA
  • Helen Wauck, University of Illinois Urbana-Champaign, IL
  • Guenter Wallner, University of Applied Arts Vienna, Austria

Contact

For more information, please contact  jpirker@iicm.edu

 

 

ST2. Immersive Medical Education 

Overview

Medical Education is education relevant to human health among any type of learner, including health professionals, students in the health professions, and patients.
The Special Track on Immersive Medical Education at the iLRN 2019 Conference will focus on the use of Extended Reality (XR) which includes augmented reality(AR), mixed reality (MR), augmented virtuality (AVR), virtual reality (VR)  and related technologies such as Serious Games and Medical Simulation for learning experiences that inspire and engage learners in immersive ways. Of interest are reports of both research studies and applications covering the entire spectrum of immersive medical education, including digital/non digital and virtual/physical platforms. This special track welcomes the contributions of researchers as well as practitioners, and developers.

Potential topic areas relevant to Immersive Medical Education:

This special session welcomes submissions on (but not limited to) the following topics:

  • Pedagogy & learning design for XR
  • Technical infrastructure & standards for supporting XR
  • Design & application of XR
  • Applications of XR in informal & lifelong learning 
  • Collaborative learning (co-located or distributed) with XR
  • Assessment & impact of learning in XR
  • Intelligent, adaptive & personalised learning in XR
  • Gamification/Serious Games for learning based on XR
  • Future innovations, challenges and applications

Author Info

  • Full papers (10 – 14) for short communication/poster.
  • Short paper (6-8) for short communication/poster
  • Extended Abstract (1-2 pages) for poster/workshop/demostration.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/ for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019, log in with an account or register, and select the track “ST2: Immersive Medical Education” to add your submission.

Evaluation of submissions

Submissions will be accepted only electronically through the conference website, from which guidelines and templates are available (https://immersivelrn.org/ilrn2019/authors-info/)

Special Track Chair

  • Nabil Zary, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore
  • Fernando Bello, Centre for Engagement and Simulation Science, Imperial College London, UK
  • Pascal Staccini, School of Medicine, University of Nice Sophia Antipolis, France

Programme Committee 

  • James Kinross, Imperial College London, UK
  • Jean Paul Fournier, University of Nice Sophia Antipolis, France
  • Sreenivasulu Reddy Mogali, Nanyang Technological University, Singapore

(Additional PC members are pending confirmation)

Contact

For more information, please contact  nabil.zary@ntu.edu.sg

 

 

ST3. Platforms for Digital Heritage and Preservation

Overview

In an increasingly turbulent world, heritage is under constant threat from dangers such as climate change, conflict and diaspora. Disruptive technologies and changing digital literacies can be a challenge for museums and heritage organizations to harness, but, when successful, can transform engagement and understanding of our past, present and future. Increased graphical and processing capabilities of computer and mobile devices expand the possibilities for digital heritage to be explored and disseminated but also open opportunities for active community participation and evolution.

Spherical media, 3D game environments, virtual, mixed and augmented reality are being used to dive into both past and modern cities, landscapes and deep oceans while providing high fidelity exhibition experiences. Digital representations of objects and structures allow discovery that can not only be shared globally but give context to scenes that allow a glimpse into a time in history. Mobile platforms are able to augment exploration of cities and landscapes by delivering on site virtual reality and empower users in collecting and archiving site information. Advances in interactive mapping and timelines have the potential to frame immersive and 3D media increasing accessibility and understanding.

This theme will look at platforms, frameworks, emergent research and workflows which enable current and future opportunities in digital heritage to be realised by museums, communities they represent, and other constituencies. We are particularly interested in hearing about platforms for digital heritage which aim to expand different aspects of participation.

List of Topics

Topics of interest  include, but are  not limited to:

  • Support for new methods of digitizing tangible and intangible heritage which addresses the media life cycle from digitisation to public engagement
  • Virtual museum frameworks and methods for collection, creation, archiving, interpretation and communication of digital heritage
  • Infrastructures that support the creation of virtual museums and other forms of digital resources for multiple locations, sites or organisations
  • Frameworks for developing mixed reality exhibits that provide people with unique and multicultural perspectives and knowledge through immersive experiences
  • The use of immersive learning tools and techniques for portraying cultural customs, traditions, and values
  • Integration of interactive, deep and smart mapping frameworks with immersive and 3D technologies
  • Inter-platform compatibility and the use of metadata to improve accessibility through location, semantic and temporal discovery
  • Platforms that integrate mobile and immersive technologies to support exploration of large-scale landscapes and cityscapes
  • Evaluating work with communities and digital heritage and assess impact, value and use of digital heritage resources

Author Info

  • 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/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST3: Platforms for Digital Heritage and Preservation” to add your submission.

Special Track Chairs

  • Catherine Cassidy, University of St Andrews
  • Jonathon Richter, Salish Kootenai College
  • Alan Miller, Smart History

Contact

For more information, please contact  Catherine Cassidy ( cc274@st-andrews.ac.uk )

 

 

ST4. Designing with Gesture and Interactivity for XR

Overview

This track will highlight how the body and gesture can be used to learn in immersive environments.  The technology could be augmented, virtual, or mixed reality (now called XR). There is also an interest in haptics. Thus, gloves, hacked controllers, or other tactile simulators are of interest, if they are used to further learning.  Theory talks may be accepted; however, the track is primarily focused on research studies that use the principles of embodied cognition meshed with XR to engage learners in formal and informal environments.

List of Topics

Topics of interest  include, but are  not limited to:

  • Education with XR
  • Design:  design methodologies, faves and flops, optimal methods for scaffolding  HUDs for learning
  • Technology:  platforms, devices,  user experience, AI to drive branching, haptics
  • Creative Development  approaches to efficacious and engaging educational experiences, both in formal and informal learning environments

Author Info

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST4: Designing with Gesture and Interactivity for XR” to add your submission.

Special Track Chairs

  • Mina Johnson,  United States Embodied Games
  • Andri Ioannou, Cyprus University of Technology
  • Sharon Hsiao United States Arizona State University

Contact

For more information, please contact  minaj@embodied-games.com

 

 

ST5. Reshaping Learning for All in Immersive Learning Environments through Creative Learning Design

Overview

Description of the special track topic, themes and relevance: Interest in Learning Design (LD) has been increasing at a steady rate over the last few years. LD has taken advantage of technological innovations and available pedagogical models to develop systematic methods that enable learning designers to create learning experiences that meet expectations and skills required by 21th-century education. As the adoption of immersive learning continues to expand, it becomes necessary to provide systematic, sustainable, and scalable approaches that exploit technology-rich ubiquitous learning environments to design engaging learning experiences, which fill the gap in the skills needed by the industry and the society, in general, and enable deep learning. Moreover, the community is experiencing a demand for sharing carefully designed immersive learning experiences and best practice that cannot be accommodated only through traditional digital approaches.

The track aims to explore how we can extend the current understanding of the modern context of Learning Design in technology-rich immersive environments and combine formal and informal immersive learning experiences to bridge existing skills gap.

List of Topics 

Topics of interest  include, but are  not limited to:

  • Learning design/instructional design models and how these are adopted in immersive learning practice;
  • Requirements, needs and skills for effective learning design in technology-rich immersive learning environments
  • Designing immersive learning that integrates formal and informal learning experiences to bridge skills gap, e.g. combining training, re-training or up-skilling with employment;
  • Analysing the effectiveness of immersive learning designs through learning analytics and learner modelling;
  • Widening participation and inclusion, e.g. women and disadvantaged young people engaging in STEM, though creative immersive learning design;
  • Designing immersive learning for up-skilling in areas of high industry demand, e.g. AI, Data Science and Cybersecurity;
  • Tools for creating and sharing learning designs to support immersive learning.

Author Info

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST5: Reshaping Learning for All in Immersive Learning Environments through Creative Learning Design” to add your submission.

Special Track Chair:

  • Patricia Charlton, Dept of Computing and Communications, Open University
  • George Magoulas, Dept of Computer Science and Information Systems, Birkbeck College, University of London.

PC Program Committee (to be confirmed and extended)

  • Dr H. Baker, BBC mircrobit foundation, UK.
  • Prof S.A. Cerri, University of Montpellier, France
  • Dr S. Dadwal, Northumbria University, UK
  • Dr W. Holmes, Institute of Educational Technology, Open University, UK
  • Prof K. Papanikolaou, School of Pedagogical and Technological Education, Greece
  • Prof A. Poulovassilis, Birkbeck College, University of London, UK
  • Prof D. Sampson, School of Education, Curtin University, Australia
  • Dr J. Wild, inasp, International Charity partnering in Africa, Latin America and Aisa, UK Dr R. Sedki, Learning School International (LSi), Switzerland

Contact Email

For more information, please contact gmagoulas@dcs.bbk.ac.uk

 

 

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 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, multi-modal learning analytics 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 and in iLRN 2017 in Coimbra.

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).

List of Topics

  • Industry 4.0 and wearable enhanced learning
  • Immersive Learning Analytics for wearable technologies
  • Wearable technologies for health and fitness
  • Wearable technologies and affective computing
  • Technology-Enhanced Learning 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, biofeedback
  • Learning designs with wearable technologies
  • Learning designs with Augmented Reality
  • Ad hoc learning with wearables
  • Micro learning with wearables
  • Security and privacy for wearable enhanced learning
  • Collaborative wearable enhanced learning
  • Development methods for wearable enhanced learning

Author Info

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST6: Wearable Technology Enhanced Learning” to add your submission.

Special  Track  Chairs

  • Ilona Buchem, Beuth University of Applied Sciences Berlin, Germany
  • Ralf Klamma, RWTH Aachen University, Germany
  • Fridolin Wild, Oxford Brookes University, UK
  • Mikhail Fominykh, Norwegian University of Science and Technology, Norway

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
  • 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, University of Oviedo, Spain
  • 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@dbis.rwth-aachen.de )

 

 

 

ST7. Competences for Software Engineering and their Role in Software Engineering Education

Overview

Software engineering (SE) requires not just technical knowledge, but also a variety of (non-technical) competences and skills. Some work has been devoted to characterize the technical content of software engineering, such as the Software Engineering Body of Knowledge (SWEBOK) or Software Engineering Method and Theory (SEMAT). Other approaches follow a task-oriented approach, e.g., certification schemes in various shapes. Yet, it is not well understood so far which (non-technical) competences are relevant for software engineering and how they can be addressed properly in software engineering education, in particular using immersive learning. This special track seeks contributions that deal with competencies in software engineering. Contributions from other disciplines, e.g., pedagogy, psychology, or other social sciences are particularly welcome.

List of Topics

Suggested topics include—but are not limited to:

  • Identification and characterization of competences for SE (research methods, competence profiles, documentation formats,…)
  • Importance of (non-technical) competences in SE
  • Effects of digitalization on relevant competences in SE
  • Differentiation of competences with respect to specific roles / phases in SE
  • Assessment of competences in SE
  • Systematic concepts for the formation or training of competences in SE, including competence-oriented learning settings in university or adult education
  • Suitability of immersive learning for relevant competences in SE
  • Life-long learning and its significance in SE
  • Relationship and interplay of technical knowledge and competences in SE
  • Multidisciplinarity in SE

Author Info

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST7: ComSE: Competences for Software Engineering and their Role in Software Engineering Education” to add your submission.

Special Track Chairs

  • Dieter Landes, University of Applied Sciences Coburg, Germany, dieter.landes@hs-coburg.de
  • Yvonne Sedelmaier, University of Applied Sciences Coburg, Germany, yvonne.sedelmaier@hs-coburg.de

Program Committee (to be confirmed)

  • Jürgen Börstler, Blekinge Institute of Technology, Sweden
  • Axel Böttcher, University of Applied Sciences Munich, Germany
  • Jörg Dörr, Fraunhofer Institute for Experimental Software Engineering, Germany
  • Samuel Fricker, Fachhochschule Nordwestschweiz, Switzerland
  • Javier Garcia-Martin, Universidad  Politécnica de Madrid, Spain
  • Eric Knauss, Chalmers / University of Gothenburg, Sweden
  • Sebastian Lerch, University of Mainz, Germany
  • Daniel Mendez-Fernandez, Technical University Munich, Germany
  • Irmgard Schroll-Decker, University of Applied Sciences Regensburg, Germany
  • Veronika Thurner, University of Applied Sciences Munich, Germany
  • Matthias Utesch, Technical University Munich, Germany
  • Annette van Rooij-Peiman, Hoogeschool Rotterdam, Netherlands
  • Anne Virtanen, University of Jyväskylä, Finland

Contact

For more information, please contact:

  • Dieter Landes, University of Applied Sciences Coburg, Germany, dieter.landes@hs-coburg.de
  • Yvonne Sedelmaier, University of Applied Sciences Coburg, Germany, yvonne.sedelmaier@hs-coburg.de

 

 

ST8. iLELA / Immersive Learning 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.

List of 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

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST8: iLELA / Immersive Learning Experiences in Later Age” to add your submission.

Special Track Chairs

  • Ana Isabel Veloso (aiv@ua.pt), University of Aveiro, Digimedia, Portugal

Program Committee (to be confirmed and extended)

  • Alexandra Lopes, Faculty of Humanities, University of Porto, Portugal
  • Ana Beatriz Bahia, Casthalia Digital Art Studio, Florianópolis, Brazil
  • Beatriz Sousa Santos, DETI, University of Aveiro, Portugal
  • Carlos Santos, University of Aveiro, DigiMedia, Portugal
  • Carsten Moller, German Sport University Cologne, Germany
  • Célia Soares, ISMAI, Portugal
  • Eugene Loos, University of Amsterdam, Netherlands
  • Leonel Morgado, Universidade Aberta, Portugal
  • Liliana Costa, DigiMedia, 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
  • Óscar Mealha, University of Aveiro, DigiMedia, 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 )

 

ST9.  Data Visualization and Engaging Science (DataViz & Science)

Overview

Scientific knowledge and naturalistic inquiry are expanding exponentially, and demand an ability to digest information that is complex, interconnected, and conceptually challenging.  The pressing grand challenges and “wicked” problems presented by living ecosystems, technology, resource distribution, and human health – to name a few –require an understanding and appreciation of, and even direct engagement with complex and large scale data sets.  Drawing meaning and practical conclusions from data at this scale and scope is beyond the capacity of most people. While many techniques such as artificial intelligence, algorithmic analyses, and computer-assisted techniques, along with mapping and the creation of infographic displays have emerged as means for humans to better make sense of Big Data, Immersive Environments, with their rich and varied forms of display, situated learning capabilities, and ever broadening possibilities of human-computer interactions, offer a promising means by which we can meet the challenges that scientific datasets present.

What are the emerging immersive augmented, virtual reality, and mixed reality techniques for visualizing, manipulating, and interacting with scientific datasets? How can we visualize complexity in immersive environments and encourage people to engage in simulating and exploring data toward novel solutions? What are the ontological and epistemic issues surrounding particular scientific challenges that accompany large sets of data that immersive environments are uniquely poised to resolve? The Data Visualization and Engaging Science Special Track at iLRN 2019 will bring together scholars, developers, philanthropists, and designers interested in these and other related questions. Hands-on demos, workshops, demonstrations of working prototypes, and creative solutions within this problem area are encouraged.

List of Topics:

This special session welcomes submissions on (but not limited to) the following topics:

  • Analytics, Open Data, Citizen Science
  • Data Visualization, Complexity, Interactive Maps
  • Data Stories, Accessibility
  • Journalism, Big Data, Biometrics
  • Internet of Things, Predictive Analytics
  • Structured vs. Unstructured Data
  • Living Ecosystems, Artificial Intelligence
  • Machine Learning, Resource Distribution
  • Human Health, Economics

Author Info

Contributing papers have to undergo a double-blind 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). A selection of the best papers from Special Tracks will be considered to be published in the Springer proceedings. In order to keep the quality of full papers on a high standard, less than 35% are considered to be added to the Springer proceedings. The other papers will be added to a non-index proceedings volume assigned by an ISSN number and only online accessible.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/ for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “ST9: Data Visualization and Engaging Science” to add your submission.

Special Track Chair

  • Jonathon Richter, United States Salish Kootenai College
  • Eliza Reilly, United States National Center for Science and Civic Engagement

Programme Committee 

  • Eliza Reilly (@ElizaJReilly)
  • Brian W (@ImmersionXR)
  • Suzanne Borders (@SuzanneBorders)

Contact

For more information, please contact Jonathon_Richter@skc.edu

 

ST10. The Future of Education 

Overview

The focus of this special track will be to explore the possible ways emerging technologies (eg immersive-reality, AI, etc.) might change future education. In this we take a very broad vision for the delivery of education stretching from formal education at (say) university through industrial training to informal lifelong learning.

The special track will seek to engage with the immersive education community in providing an opportunity for authors to write imaginative accounts of how they foresee immersive learning technologies and pedagogies changing the nature of future education.

While the track will encourage papers that make use of the Science-Fiction Prototyping methodology, it will be open to any narrative vision of the future education. This proposal is part of a vision for a twin-track event exploring the future impact of immersive learning technologies on education; the other event being a micro science-fiction competition.

List of Topics

  • Immersive technologies, such as virtual reality, augmented reality, immersive environments, new digital media formats, haptics, smart glasses, wearables, etc. and its impact on education (current and future).
  • Fiction For Design (Science Fiction Prototyping, Diegetic Innovation Templating, Design Fiction, Scenarios, Narratives & Storytelling, Creative Writing, etc.) and their role in designing the future of education.
  • Future vision on technology applications and reapplications, both in formal and informal learning environments.

Author Info

Submitted papers must follow the same guidelines as the main conference submissions. Please visit https://immersivelrn.org/ilrn2019/authors-info/  for guidelines and templates. For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2019 , log in with an account or register, and select the track “Future Education” to add your submission.

Submission and reviewing deadlines will be set to match those outlined in the main conference.

Special Track Chairs

  • Vic Callaghan, University of Essex, UK
  • Jennifer O’Connor, NUI Galway, Ireland
  • Michael Gardner, University of Essex, UK
  • Tiina Kymäläinen, VTT Technical Research Centre of Finland
  • Simon Egerton, La Trobe University, Australia)
  • Anasol Peña-Rios, University of Essex, UK
  • Angélica Reyes, Universitat Politècnica de Catalunya
  • Jonathon Richter, Salish Kootenai College, USA
  • Minjuan Wang, San Diego State University, USA
  • Jen Wu, Taiwan national University, Taiwan
  • Victor Zamudio, Instituto Tecnológico de León, México
  • Shumei Zhang, Shijiazhuang University, China
  • Ping Zhang, Canterbury Christ Church University, UK

Contact

For more information, please contact

 

 



Call for Proposals

 

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 double-blind 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).

A selection of the best papers from Special Tracks will be considered to be published in the Springer proceedings. In order to keep the quality of full papers on a high standard, less than 35% are considered to be added to the Springer proceedings. The other papers will be added to a non-index proceedings volume assigned by an ISSN number and only online accessible.

Important Dates
  • Special Tracks and Workshop proposals deadline: October 15th, 2018 (extended)
  • Notification of acceptance Special Tracks and Workshops: October 29th, 2018
  • Full papers submission deadline: February 1st, 2019
  • Short papers submission deadline: February 1st, 2019
  • Posters and Demos submission deadline: February 1st, 2019
  • Author notification of acceptance (full papers): March 1st, 2019
  • Author notification of acceptance (long/short papers, posters): March 1st, 2019
  • Camera-ready deadline (full papers): April 1st, 2019
  • Camera-ready deadline (short papers and posters): April 1st, 2019
  • Author registration deadline (full papers): May 6th, 2019
  • Early registration deadline for long/short papers and posters: May 6th, 2019
  • Main Conference, Special Tracks and Workshops: Monday June 24th – Thursday June 27th, 2019
  • Pre-Conference Social Event: Sunday June 23rd, 2019 (optional)

Call for Special Tracks Proposals

The Immersive Learning Research Network (iLRN)’s 2019 Conference Board invites you to submit proposals to host & conduct an iLRN Special Track on June 23rd – June 28th 2019 in London, UK. For this 5th annual conference we seek to continue to advance our shared understanding of the full understanding & skills necessary to make high quality digitally immersive learning experiences. Your specialized focus and immersive learning-related work may thus find richer context and deeper meaning within a Special Track! iLRN seeks to discover, showcase, and share how Immersive Learning experiences are best made and/or applied. Imagine yours & your colleagues’ works as a Special Track to the iLRN 2019 experience!

iLRN encourages & accepts proposals from ALL researchers, artists, and developers focused on digitally enhanced immersive learning – however, special to this year, iLRN is announcing a specific interest in an applied sector as part of iLRN’s Research Agenda.

iLRN 2019 Conference ThemeHeart of the City: Immersive Learning in Urban Environments. More than 50% of the world’s population now lives in cities. Successfully navigating the colorful and incredibly diverse ecosystems of urban settings requires a refined set of skilled intelligence gained through experience. iLRN’s 2019 Conference in London, UK will be a unique opportunity for architects, urban planners, sustainability experts, and others focused on life and learning in the city to focus on the use of immersive learning environments for improving cities and people’s lives. Sustainable urban living, civic engagement, generative growth, city simulations and forecasts, transportation, food, water, energy, pollution, and waste systems, sensor networks, algorithmic design, and the intersection of virtually every other technological and socioeconomic trend on the planet with respect to urban environments are welcomed at iLRN 2019.  Imagine if cities were designed with Augmented Reality, Virtual Reality and Cross Reality in mind. Consider how immersive digital environments may be used to help people better understand and create urban spaces.

Submission Guidelines

Special Track proposal submissions should contain the following sections in the suggested order and must not exceed 2 pages. The only accepted format is PDF.

  • A concise Special Track title.
  • The names and affiliations of the organizers; typically it should count no more than three co-chairs preferably affiliated with different organizations.
  • Proposed duration of the Special Track (one session (1.5 hours, half or full day).
  • A two-paragraph description of the Special Track topic, themes and relevance.
  • If the Special Track was conducted before, where and when was it conducted?
  • A description of the Special Track format: contributions must focus on sound research. Publications to be solicited, submitted, and published must follow formats specified in the main conference (long  and short papers). Please also outline if invited speakers will be planned for involvement in the iLRN 2019 Special Track.
  • A description on how Special Track submissions will be evaluated, and a tentative Program Committee (PC) list (with indication of whether PC members have already been contacted and/or have expressed interest.) Deadlines for distributing the call, contribution submissions and the review process must be outlined. Deadlines for notification of authors and final paper submission must align with those deadlines outlined for the main conference.
  • It is expected that Special Tracks will be open to all interested registered iLRN Conference parties.
  • A short bio of the special track organizers, including a description of their qualifications relative to the topic area, and past experience in organizing/facilitating research meetings.

The review process of proposal submissions focuses on the expertise of the Special Track chairs as well as the relevance and soundness of the Special Track topic, the quality of the PC members, and the review process for the Special Track itself.

Tasks and Common Deadlines for Accepted Special Track Chairs

The iLRN Special Track chairs are expected to apply highest standards to promote, manage and run the Special Track respecting the deadlines and procedure. This includes:

  • Preparing and distributing the call for contributing to the Special Track.
  • Setting up a quality review procedure and ideally a submission and review system following the deadlines of the main conference.
  • Communicating with authors, Special Track Chairs, and Academic Program Chair
  • Keep the conference organizers (Special Track Chairs and Academic Program Chair) updated on the status in a regular base
  • Providing a one page abstract summarizing the Special Track to be published together with the papers of the Special Track. The abstract must follow the style guideline und must include title, name and affiliations of Special Track chairs, background and motivation of the Special Track, and summary of the review process.

How to submit a proposal?

  1. Prepare your submission document fulfilling the requirements above, and following the guidelines in the Author’s Kit.
  2. Please login/register to iLRN 2019 submission system https://www.easychair.org/conferences/?conf=ilrn2019
  3. Select the correspondent category when adding your proposal.

All submitted proposals will be reviewed by the correspondent event chairs and selected board members following the quality aspects published. For the quality aspects please refer to the Authors’ Kit.

If you have any questions, please email us at info@immersivelrn.org