Working Group @ ACM ITICSE 2016: Game Jam Junior Working Group Education

Working Group 7: Game Jam Junior Working Group Education

Details: http://ucsp.edu.pe/iticse2016/working-groups/

Working Group Leaders:

  • Allan Fowler – Kennesaw State University, USA –  afowle56@kennesaw.edu
  • Johanna Pirker – Graz University of Technology, Austria
  • Bruno Campagnolo de Paula – Pontifical Catholic University of Paraná, Brazil

ABSTRACT

Game Jam Junior is designed to introduce young learners to computer science concepts in a fun and engaging way. Through introducing these concepts at an early age in an entertaining way, it is possible to influence or improve perceptions of computer science as a career. In this working group, we will discuss the potential of Game Jam Junior.

The scope includes but is not limited to:

  •  Exploring the potential of Game Jam Junior to increase diversity in computer science
  • Establishing Game Jam Junior sites
  • Identifying potential partnerships
  •  Identifying potential research projects at the Game Jam Junior
  • Identifying collaborators and partners for grant applications

Applicants should provide information about their prior experiences in organizing game jams or outreach programs involving K-12 students.

CFP: Special Track @ILRN2016 – Immersive and Engaging Educational Experiences

ST6: Immersive and Engaging Educational Experiences

Deadline for Submissions EXTENDED: March 24th, 2016

Overview

Immersive and engaging experiences are powerful teaching tools and allow innovative forms of learning. More and more virtual reality platforms, virtual world environments and game-based experiences are designed for the classroom. This can be a traditional classroom, or also a virtual and remote classroom setting.

In this special track we discuss how we can design, develop, and analyze educational environments to be 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 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, 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 accepted full papers will be published in Springer’s C CIS conference proceedings series.

The submitted papers must not exceed 4-6 pages (short paper) or 10-12 pages (full paper). Contributions are welcome on 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. Work-in-progress will only be accepted as short papers.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit http://immersivelrn.org/ilrn2016/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=ilrn2016 , log in with an account or register, and select the track “Special Track 6: Immersive and Engaging Educational Experiences (IEEXP)” to add your submission.

Special Track Chairs

  • Johanna Pirker, Graz University of Technology, Austria
  • Foaad Khosmood, California Polytechnic State University, CA
  • Britte H. Cheng, SRI International, CA
  • Maroof Fakhri, Labster, Denmark
  • Zoë J. Wood, California Polytechnic State University, CA

Program Committee (to be extended)

  • Allan Fowler, Kennesaw State University
  • Brian Mcdonald, Glasgow Caledonian University, UK
  • Dominic Kao, Massachusetts Institute of Technology, MA
  • Kai Erenli, UAS bfi Vienna, Austria
  • Ralf Klamma, Aachen University, DE
  • Ryan Locke, Abertay University, UK
  • Volker Settgast, Fraunhofer Austria, Austria

Contact: jpirker@iicm.edu

CFP: Immersive Learning Research Network Conference iLRN 2016

Call for Papers
Immersive Learning Research Network Conference iLRN 2016
June 27th – July 1st, 2016
Santa Barbara, California, USA

http://immersivelrn.org/ilrn2016

Join immersive learning experts and practitioners from across the disciplines in sunny California for iLRN 2016! The 2nd Annual International Conference of the Immersive Learning Research Network will be an innovative hands- on and scholarly meeting for an emerging global network of developers, educators, and research professionals collaborating to develop the scientific, technical, and applied potential of immersive learning. Following an outstanding inaugural event in Prague in 2015, this conference will be held on the campus of The University of

California Santa Barbara from June 27th – July 1st, 2016. Organized by Appalachian State University in conjunction with Oregon State University, Graz University of Technology and University of Essex, the theme of this 2nd Annual iLRN conference will be “The Versatilist”, which is also the title of iLRN’s official podcast hosted by iLRN General Chair Patrick O’Shea, found at http://podcast.immersivelrn.org

Important Dates

Papers submission deadline (main conference and special tracks): February 15, 2016 Author notification of acceptance: March 30, 2016
Camera-ready deadline: April 23, 2016

Workshop/poster submissions: March 15, 2016 Workshop/poster notification of acceptance: May 1, 2016 Workshop/poster camera-ready deadline: May 29, 2016

Main conference and special tracks: June 27th – July 1st, 2016

About iLRN’s Annual International Conference

ILRN’s annual conference provides an intensive face-to-face opportunity for the emerging professional community of immersive learning to collaborate and create the immersive learning future at world-class destinations. ILRN conferences offer knowledge exchange and open discussions in scientific presentation streams, poster sessions and panels. The Hands-on demonstration stream combines short paper presentations with hands-on opportunities for attendees. We seek members of the ILRNetwork, itself, to propose preconference Workshops and Special Tracks throughout covering emerging topics and trends

relevant to the community. Additionally, “Ignite Sessions” further enable participants to present and share their work or interest in a fun and speedy way. The international conference offers a platform to explore and initiate new research development collaborations, and provide research consortiums, new products, and entrepreneurs room to share their work.

Come and immerse yourself in scholarship, innovation, and fun!

2nd Annual ILRN Conference Theme: “The Versatilists”

Immersive Learning is a complex enterprise. Creating effective learning experiences using immersive technologies requires the coordination of multiple types of expertise and effort. People engaged in the production of high quality immersive learning experiences, thus, must be a specialist in one or more disciplines with the ability to appreciate and work effectively from the lens of other specialties. Immersive Learning professionals need to be “versatilists”. As such, this conference is focused on providing opportunities for individuals from a wide variety of areas to share their information across the fields involved with the development, scholarship and business of immersive learning.

Continuing the initiators previous success in workshops and conferences on immersive environments for learning and training purposes, and building on the success of previous iLRN events, this international conference series spans the topic range from innovative research, technologies and tools to successful services and products of immersive environments to foster learning, training and other activities in motivational and engaging ways. The objective is to uncover and discuss emerging trends and technologies, sound research and best practices, successful products and services within an international and interdisciplinary community. This includes but not limits its focus to virtual and augmented worlds, learning

and motivational games, educational simulations, mixed/augmented reality, and related learning and teaching tools, techniques, technologies, and standards.

Topics of interest in the context of immersive environments for the main conference include:

  • Immersive Technologies, Systems and Devices
  • Natural and Built Environments as Immersive Learning Spaces
  • Cognitive and Pedagogical Analysis
  • Learning and Training Applications
  • Non-leisure Games and Gamification
  • A Glance into the Future: Innovations, Challenges and Applications
  • Games and Entertainment
  • Art and Creativity
  • Cultural Heritage

Special Tracks

Special tracks are held in parallel with the main track and are an integral part of the conference. They provide researchers in focused areas the opportunity to meet and present their work. Special track papers are required to meet the same standards as papers in the general conference and are published in iLRN’s conference proceedings. This year iLRN 2016 will have Special Tracks on:

  • K-12 and School Tech
  • Self-Regulated Learning in Immersive Environments
  • The Future of Education
  • Cognitive Serious Gaming (CSG)

For a detailed description on each track please visit: http://immersivelrn.org/ilrn2016/special-tracks/

About iLRN

The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the iLRN mission is to invite and organize scientists, practitioners, organizations, and innovators across the disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. Further the conference, meetings, and virtual symposia aim to build capacity to explain and demonstrate how these immersive learning environments best work using a variety of rigorous, systematic, and meaningful research methods and outreach strategies.

Publications

All accepted full papers will be published in Springer’s Communications in Computer and Information Science (CCIS) conference proceedings series (see also http://www.springer.com/series/7899).

All other accepted contributions are published as online proceedings linked to an ISSN number, see also http://proceedings.immersivelrn.org.

Authors of selected papers will also be invited to extent their contribution to be published in selected journals, such as the EAI Transactions on Future Intelligent Educational Environments journal (http://icst.org/futureintelligent-educational-environments/).

Keynote Speakers

Conference Organization

Jeffrey Ventrella

For over 20 years, Jeffrey Ventrella has been an innovator at the intersection of artificial life, virtual worlds, digital art, and user interaction. While he was a researcher at the MIT Media Lab, Jeffrey developed genetic algorithms to evolve locomotion in virtual animals with interactive tools to encourage humor and emotional engagement. Jeffrey’s expertise in avatars culminated in his book, Virtual Body Language, published by ETC Press of Carnegie Mellon University. After developing interactive tools for 3D modeling at Adobe Systems, Jeffrey joined Second Life where he created components to the multiuser 3D platform, including Flexible prims, Followcam, and avatar puppeteering. He has taught at SFU in Vancouver, Tufts, UCSD, and Syracuse, and he has presented his work internationally and published papers on cellular automata, fractals, and realtime simulations demonstrating Darwinian evolution (GenePool).

John Lester

John is currently the Lead Technology Evangelist at Wiggle Planet, a small startup developing a new platform for emotionally-intelligent animated characters that live in the physical world through geolocation-based augmented reality. Previously, John was the Chief Learning Officer at ReactionGrid, developing 3D simulations and multiuser virtual world platforms. From 2005-2010 he worked at Linden Lab, where he led the development of the education and healthcare markets in Second Life while evangelizing the innovative use of virtual worlds in research, art and immersive learning. His areas of expertise are Community Development, Immersive Learning, Knowledge Management, Artificial Life, Augmented Reality and Multiuser 3D Virtual Worlds.

General Chair: Patrick O’Shea, Appalachian State University, USA
General Chair: Christian Gütl, Graz University of Technology, Austria Vice-Chair: Michael Gardner, University of Essex, UK
Program Co-Chair: Colin Allison, University of St Andrews, UK
Program Co-Chair: Leonel Caseiro Morgado, Universidade Aberta, Portugal Special Track Co-Chair: Ken Hudson, stealth mode startup, Ontario, Canada Special Track Co-Chair: Johanna Pirker, Graz University of Technology, Austria Workshops Co-Chair: Scott Warren, University of North Texas, USA Workshops Co-Chair: Rainer Malaka, University Bremen, Germany

Publicity & Public Relations Chair: Anasol Peña-Rios, University of Essex, UK Publications Chair: Dennis Beck, University of Arkansas, USA
Sponsor Chair: Jonathon Richter, Salish Kootenai College, USA
Local Chair: Jatila Van Der Veen, University of California – Santa Barbara, USA

International Chairs

International – North America Co-Chair: Jennifer B. Elliott, University of North Carolina, USA International – South America Co-Chair: Lynn Alves, UFBA, Brazil
International – South America Co-Chair: Andreas Pester, Carinthia University of Applied Sciences, Austria International – South America Co-Chair: Roger Tavares, UFRN, Brazil

International – Asia Pacific Co-Chair: Henry Been-Lirn Duh, University of Tasmania, Australia International – Europa Co-Chair: Francesco Gabellone, CNR IBAM Lecce, Italy
International – Europa Co-Chair: Fotis Liarokapis, Masaryk University, Czech Republic
International – Middle East Co-Chair: Mohammad Al-Smadi, Jordan University of Science and Technology, Irbid, Jordan

International – Middle East Co-Chair: Samir Elseoud, American University, Egypt
International – Africa Chair: Mathy Vanbuel, Audiovisual Technologies, Informatics & Telecommunications, Belgium

iLRN Advisory Board

Jon Dorbolo, Oregon State University, USA
Francois Garnier, École Nationale Supériore des Arts Décoratifs, France Beatrice Hasler, Interdisciplinary Center Herzliya, Israel
Pasi Mattila, Center for Internet Excellence, Finland
Carlos Delgado-Kloos, Universidad Carlos III de Madrid, Spain Jonathon Richter, Salish Kootenai College, USA

Program Committee (to be expanded)

 Abelardo Pardo, The University of Sydney, Australia
 Alan Miller, University of St Andrews, UK
 Alexander Nussbaumer, Graz University of Technology, Austria
 Allan Fowler, Kennesaw State University, USA
 Alok Mishra, Atilim University, Turkey
 Anasol Peña-Ríos, University of Essex, UK
 Anders Drachen, Game Analytics, Denmark
 Andreas Schmeil, University of Lugano (USI), Switzerland
 Annika Wiklund-Engblom, Åbo Akademi University, Finland
 Aurelie Herbet, ENSAD, France
 Béatrice Hasler, University of Barcelona, Spain
 Bruno Joho, Lucerne University of Applied Science and Arts, Switzerland  Christian Gütl, Graz University of Technology, Austria
 Christothea Herodotou, The Open University, UK
 Colin Allison, University of St Andrews, UK
 Daniel Livingstone, Digital Design Studio, Glasgow School of Art, UK
 DavidLowe,TheUniversityofSydney,Australia
 Demetrios Sampson, University of Piraeus, Greece
 Dominic Kao, Massachusetts Institute of Technology, USA
 ErikChampion,CurtinUniversity,Australia
 ErikHarpstead,CarnegieMellonUniversity,USA
 FerialKhaddage,DeakinUniversity,Australia
 Foaad Khosmood, California Polytechnic State University, USA
 Fridolin Wild, The Open University, UK
 Guenter Wallner, University of Applied Arts Vienna, Austria

 Ignazio Passero, Università degli Studi di Salerno, Italy
 Indika Perera, University of Moratuwa, Sri Lanka
 Jannicke Baalsrud Hauge, University of Bremen, Germany
 Jochen Kuhn, University of Kaiserslautern, Germany
 JohannaPirker,GrazUniversityofTechnology,Austria
 John Cook, University of West of England, UK
 John Venable, Curtin University of Technology, Austria
 Jonathon Richter, University of Oregon, USA
 Jose Zagal, DePaul University, USA
 JustinEhrlich,WesternIllinoisUniversity,USA
 Kai Erenli, UAS bfi Vienna, Austria
 LeonelMorgado,INESCTEC/UniversidadeAberta,Portugal

 Lisa Gjedde, Aalborg Universitet, Denmark
 Marcus Specht, Open University of the Netherlands, Netherlands
 Margit Höfler, University of Graz, Austria
 María Blanca Ibáñez, Universidad Carlos III de Madrid, Spain
 MarkosMentzelopoulos,UniversityofWestminster,UK
 MaryWebb,King’sCollegeLondon,UK
 Max North, Southern Polytechnic State University, USA
 Michael Derntl, RWTH Aachen University, Germany
 Michael Gardner, University of Essex, UK
 MikhailFominykh,EuroplanUKLtd,UK
 MilosKravcik,RWTHAachenUniversity,Germany
 Mohammad Al-Smadi, Jordan University of Science and Technology, Jordan  Monique Janneck, Fachhochschule Lübeck, Germany
 Narayanan Kulathuramaiyer, Universiti Malaysia Sarawak, Malaysia
 Panagiotis Bamidis, Aristotle University of Thessaloniki, Greece
 Patrick O’Shea, Appalachian State University, USA
 RainerMalaka,UniversityofBremen,Germany
 Ralf Klamma, RWTH Aachen University, Germany
 Scott Warren, University of North Texas, USA
 Stefanie Lindstaedt, Graz University of Technology, Austria

 Stephanie Linek, ZBW Leibniz Information Centre for Economics, Germany  Stylianos Mystakidis, University of Patras, Greece
 Timo Koskela, University of Oulu / CIE, Finland
 Tobias Schreck, Graz University of Technology, Austria

 WolfgangSlany,GrazUniversityofTechnology,Austria

Venue

The University of California, Santa Barbara (UCSB) is a public research university located on a 1,022-acre (414 ha) site near Goleta, California, United States, 8 miles (13 km) from Santa Barbara and 100 miles (160 km) northwest of Los Angeles.

Directions to USCB: http://www.ucsb.edu/maps-directions

Santa Barbara is a city on the central California coast, with the Santa Ynez Mountains as dramatic backdrop. Downtown, Mediterranean-style white stucco buildings with red-tile roofs reflect the city’s Spanish colonial heritage. Lining State Street are upscale boutiques and restaurants offering local wines and seasonal fare. On a nearby hill, Mission Santa Barbara, founded in 1786, houses Franciscan friars and a small museum.

CFP: ICGJ 2016, SAN FRANCISCO, 13 MARCH 2016.

First-ever International Conference on Game Jams, Hackathons, and Game Creation Events (ICGJ 2016)

Following up from our very successful series of workshops in the past few years, we are pleased to announce the first-ever International Conference on Game Jams, Hackathons, and Game Creation Events (ICGJ 2016).

This will be a one-day conference held on March 13, 2016.

Game jams and Hackathons have become popular activities with their own unique culture and communities. Often held in a confined space for a limited duration of time, these activities offer enormous technological and social benefits for their many participants. Studies of these events can be conducted around the technical creation aspect of the activity, as well as its social and educational dynamics The research area now has a diverse and dedicated following of scholars.

Full and short papers

We invite contributions on all aspects of game creation events using scholarly methods. Descriptions of new algorithms, processes and scientific findings as well as empirical studies of implementations and applications are welcome. Submissions can be full papers about results from novel research (up to 8 pages long) or short papers describing works in progress (up to 4 pages long).

 Position papers

As the scholarship of game creation events is in its very early stages, we welcome submission of position papers on major themes or directions of this field. Though essentially opinion based, the position paper submissions should nevertheless contain research with arguments fully supported by specific references. Position papers should considered short papers for the purposes of length and submission system.

 Showcase presentations

We invite contributions from the creators of games and apps that were created in a recent game jam or hackathon. The creator(s) are required to submit a demonstration of their game and a written synopsis of the game. The creator(s) of the game will be provided the opportunity to demonstrate the game at the conference. The synopsis should be limited to one page. The synopsis will be published as part of the proceedings. These submissions will be editorially (non-peer) reviewed.

TOPICS

The topics can include (but are not limited to):

  • Communication skills
  • Community building
  • Creativity
  • Game design issues in Game jams
  • Game jam attendance: who and why?
  • Game jam impacts
  • Game jam methodologies
  • Group dynamics
  • Hackathons
  • Ideation
  • Learning in game jams
  • Maker spaces
  • Rapid application development
  • Team formation
  • Tools and technologies

Organizing Committee

PROGRAM CHAIR

  • Allan Fowler – Kennesaw State University, USA

Conference Chairs

  • Allan Fowler – Kennesaw State University, USA
  • Foaad Khosmood – California Polytechnic State University, USA

Proceedings Chair

  • Foaad Khosmood – California Polytechnic State University, USA

Program CommitteeAli Arya, Carleton University, Canada

  • Allan Fowler, Kennesaw State University, USA.
  • Annakaisa Kultima, University of Tampere, Finland
  • Brian McDonald, Glasgow Caledonian University, Scotland
  • Foaad Khosmood, California Polytechnic State University, USA.
  • Johanna Pirker, Graz University of Technology, Austria.
  • Jon Preston, Kennesaw State University, USA
  • Menno Deen, Fontys University of Applied Sciences, Netherlands.
  • Mirjam Eladhari, University of Malta, Malta
  • Nia Wearn, Staffordshire University, UK
  • Ryan J Locke, Abertay University, Scotland
  • William Goddard, RMIT University, Australia

Awards

At the end of the conference, there will be a short awards ceremony. The awards are:

  • Best full paper award
  • Best short paper award
  • Best showcase presentation award

IMPORTANT DATES

Paper submission due 5 February 2016
Showcase submission due 2 February 2016
Notification of decisions 29 February 2016
Camera ready due 6 March 2016
Registration due 4 March 2016
Conference dates 13 March  2016

Paper Submission

Authors are invited to submit original research contributions, following the instructions below:

Remove author names, and any additional information in the paper that could be used to identify the paper authors. Any submissions that are not formatted to the ACM specification or include any author identification will be returned to the authors. Submissions must be in PDF format and follow ACM SIG proceedings format.

Papers should be submitted to the conference Easychair site.

All papers are peer reviewed and will be published in the ICGJ 2016 Conference Proceedings and included in the ACM Digital Library.
If you have any questions regarding the submission process, please use the following email address:

Registration

Registration is via Eventbright. 

Date and Location

March 13, 2016. David Brower Center, Berkeley, California

Contact

Please feel free to contact us through foaad@calpoly.edu

Book recommendations

This is my personal recommendation for a reading list. And also a list of books I use for the lecture.


*** Jane McGonigal – Reality is Broken
One of my favourite books. Jane McGonigal gives some inspirations and ideas of how to use games in different contexts. Reads like a novel and avoids theoretical aspects.
*** Jesse Schell – The Art of Game Design
This is the book I am using a lot for my lecture. Very good summary of the most important design aspects from different points of view (technical aspects, player psychology, all different design things).
*** Scott Rogers – Level Up (2nd Edition)
Also a very good design on game design. I’ve especially enjoyed the bonus chapters with inspirational lists for environments, game mechanics, and different templates as inspirational resource for your games.
** Jeremy Gibson – Introduction to Game Design, Prototyping, and Development
This book gives also a very nice introduction on game design techniques, but in a more practical manner. The main part of this book is a unity and C# tutorial.
** Raph Koster – A Theory of Fun
I simple love the style of this book. It has comics and sketches 😉
* Flow – Mihaly Csikszentmihalyi
Wonderful book (THE book) about the flow experience with neat examples from all different fields.
* Katie Salen & Eric Zimmerman – Rules of Play
Very interesting book on game design with a lot of practical examples.

Note: Amazon credit me a small referal amount, should you purchase a book after following these links.

Call for Special Tracks and Workshops – iLRN Santa Barbara 2016

Call for Special Tracks and Workshops
Immersive Learning Research Network Conference 2016:
iLRN Santa Barbara 2016
June 27th – July 1st, 2016
Santa Barbara, California, USA
http://immersivelrn.org/ilrn2016

Join immersive learning experts and practitioners from across the disciplines in sunny California for iLRN 2016! The 2nd Annual International Conference of the Immersive Learning Research Network will be an innovative hands-on and scholarly meeting for an emerging global network of developers, educators, and research professionals collaborating to develop the scientific, technical, and applied potential of immersive learning. Following an outstanding inaugural event in Prague in 2015, this conference will be held on the campus of The University of California – Santa Barbara from June 27th – July 1st, 2016. Organized by Appalachian State University in conjunction with Oregon State University, Graz University of Technology and University of Essex, the theme of this 2nd Annual iLRN conference will be “The Versatilist”, which is also the title of iLRN’s official podcast hosted by iLRN General Chair Patrick O’Shea: found at http://podcast.immersivelrn.org.

Topics of interest in the context of immersive environments for the main conference include:

• Immersive Technologies, Systems and Devices
• Natural and Built Environments as Immersive Learning Spaces
• Cognitive and Pedagogical Analysis
• Learning and Training Applications
• Non­-leisure Games and Gamification
• A Glance into the Future: Innovations, Challenges and Applications
• Games and Entertainment
• Art and Creativity
• Cultural Heritage

iLRN 2016 is keen to cover and provide a platform for emerging and community driven topics. Thus the conference will feature a number of co-located Special Tracks and Workshops which are intended to provide a forum for researchers and practitioners in immersive environments and education to discuss positions on current and emergent topics.

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 a full paper (10 pages) or as a short paper (6 pages).
Get more information: www.immersivelrn.org/ilrn2016

Workshops
Workshop contributions are intended to cover a variety of aspects (from idea stages to practical experiences) in different presentation forms (such as talks, demonstrations, hands-on demo papers or round-table discussions). Expected contributions can include scientific short papers (6 pages), or are required to be summarized in an abstract (1 page), and have to undergo an appropriate quality control.

Get more information: www.immersivelrn.org/ilrn2016

Dates
• Special Tracks and Workshop Proposals Submission: November 15, 2015
• Acceptance Announcement: December 1, 2015
For submitting proposal, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2016 and select the proper track to add your submission.

Review and Publication
All submitted special track and workshop proposals will be reviewed by the Special Track Co-chairs and selected board members following the quality aspects published in the detailed call text. Please refer for the quality aspects to www.immersivelrn.org/ilrn2016
iLRN conference series is currently under review for publishing in the CCIS Springer series. All full papers following the quality standards (40 % acceptance rate for Special Tracks) will be added in the indexed conference proceedings. The other papers will be added to a non-index proceedings volume assigned by an ISBN and ISSN number and is only online accessible.

Conference Organization
• General Chair: Patrick O’Shea, Appalachian State University, USA
• General Chair: Christian Gütl, Graz University of Technology, Austria
• Vice Chair: Michael Gardner, University of Essex, UK
• Program Co­-Chair: Colin Allison, University of St Andrews, UK
• Program Co­-Chair: Leonel Caseiro Morgado, Universidade Aberta, Portugal
• Special Track Co-­Chair: Ken Hudson, stealth mode startup, Ontario, Canada
• Special Track Co­-Chair: Johanna Pirker, Graz University of Technology, Austria
• Workshops Co-­Chair: Scott Warren, University of North Texas, USA
• Workshops Co­-Chair: Rainer Malaka, University Bremen, Germany
• Publicity & Public Relations: Anasol Peña-­Rios, University of Essex, UK
• Publications Chair: Dennis Beck, University of Arkansas, USA
• Sponsor Chair: Jonathon Richter, Salish Kootenai College, USA
• Local Chair: J​atila Van Der Veen, University of California ­ Santa Barbara, USA
International Chairs
• International – North America Co-Chair: Jennifer B. Elliott, University of North Carolina, USA
• International – South America Co-Chair: Lynn Alves, UFBA, Brazil
• International – South America Co-Chair: Andreas Pester, Carinthia University of Applied Sciences, Austria
• International – Asia Pacific Co-Chair: Henry Been-Lirn Duh, University of Tasmania, Australia
• International – Europa Co-Chair: Francesco Gabellone, CNR IBAM Lecce, Italy
• International – Europa Co-Chair: Fotis Liarokapis,Masaryk University, Czech Republic
• International – Middle East Co-Chair: Mohammad Al-Smadi, Jordan University of Science and Technology, Jordan
• Internationa l- Middle East Co-Chair: Samir Elseoud, American University, Egypt
• International – Africa Chair: Mathy Vanbuel, Audiovisual Technologies, Informatics & Telecommunications, Belgium

iLRN Advisory Board
• Jon Dorbolo, Oregon State University, USA
• François Garnier, École Nationale Supériore des Arts Décoratifs, France
• Béatrice Hasler, University of Barcelona, Spain
• Pasi Mattila, Center for Internet Excellence, Finland
• Jonathon Richter, Salish Kootenai College, USA
Program Committee (to be expanded)
• Mohammad Al-Smadi, Jordan University of Science and Technology
• Colin Allison, University of St Andrews
• Jannicke Baalsrud, Hauge Bremer Institut für Produktion und Logistik /University of Bremen
• Panagiotis Bamidis, Aristotle University of Thessaloniki
• Michael Derntl, RWTH Aachen University
• Justin Ehrlich, Western Illinois University
• Kai Erenli, UAS bfi Vienna
• Mikhail Fominykh, Europlan UK Ltd
• Michael Gardner, University of Essex
• Lisa Gjedde, Aalborg Universitet
• Christian Gütl, Graz University of Technology
• Béatrice Hasler, University of Barcelona
• Christothea Herodotou, The Open University
• Margit Höfler, University of Graz
• María Blanca Ibáñez, Universidad Carlos III de Madrid
• Monique Janneck, Fachhochschule Lübeck
• Bruno Joho, Lucerne University of Applied Science and Arts
• Dominic Kao, Massachusetts Institute of Technology
• Ferial Khaddage, Deakin University
• Ralf Klamma, RWTH Aachen University
• Timo Koskela, University of Oulu / CIE
• Milos Kravcik, RWTH Aachen University
• Jochen Kuhn, University of Kaiserslautern
• Narayanan Kulathuramaiyer, Universiti Malaysia Sarawak
• Stefanie Lindstaedt, Graz University of Technology & Know-Center
• Daniel Livingstone, Digital Design Studio, Glasgow School of Art
• David Lowe, The University of Sydney
• Markos Mentzelopoulos, University of Westminster
• Alok Mishra Atilim, University, Incek 06836, Ankara – Turkey
• Leonel Morgado, INESC TEC / Universidade Aberta
• Stylianos Mystakidis, University of Patras
• Max North, Southern Polytechnic State University
• Patrick O’Shea, Immersive Learning Research Network
• Abelardo Pardo, The University of Sydney
• Ignazio Passero, Dipartimento di Matematica ed Informatica, Università degli Studi di Salerno, Italy
• Anasol Peña-Ríos, University of Essex
• Indika Perera, University of Moratuwa
• Johanna Pirker, Graz University of Technology
• Jonathon Richter, University of Oregon
• Demetrios Sampson, University of Piraeus
• Andreas Schmeil, University of Lugano (USI)
• Wolfgang Slany, Institute of Software Technology, Graz University of Technology
• John Venable, Curtin University of Technology
• Scott Warren, University of North Texas
• Annika Wiklund-Engblom, MediaCity, Åbo Akademi University
• Fridolin Wild, The Open University

About iLRN’s Annual International Conference
ILRN’s annual conference provides an intensive face­to­face opportunity for the emerging professional community of immersive learning to collaborate and create the immersive learning future at world­class destinations. ILRN conferences offer knowledge exchange and open discussions in scientific presentation streams, poster sessions and panels. The Hands­-on demonstration stream combines short paper presentations with hands­-on opportunities for attendees. We seek members of the ILRNetwork, itself, to propose pre­conference Workshops and Special Tracks throughout covering emerging topics and trends relevant to the community. Additionally, “Ignite Sessions” further enable participants to present and share their work or interest in a fun and speedy way. The international conference offers a platform to explore and initiate new research development collaborations, and provide research consortiums, new products, and entrepreneurs room to share their work.​

Come and immerse yourself in scholarship, innovation, and fun!

Game Study Links & Resources

Conferences:


Journals:

  • Digital Heritage Context
    • ACM Journal on Computing and Cultural Heritage (JOCCH) http://jocch.acm.org/

Contests:


Datasets:



 

Social Media and Network Technologies Journal

  • IEEE Transactions on Knowledge and Data Engineering (TKDE),
  • ACM Transactions on Knowledge Discovery from Data (TKDD),
  • AACM Transactions on Intelligent Systems and Technology (TIST),
  • Social Network Analysis and Mining (SNAM),
  • Knowledge and Information Systems (KAIS),
  • ACM Transactions on the Web (TWEB),
  • Data Mining and Knowledge Discovery (DMKD)
  • World Wide Web Journal,
  • Social Networks,
  • Internet Mathematics,
  • IEEE Intelligent Systems
  • SIGKDD Exploration.

Social Media and Network Technologies Conferences

Knowledge Discovery and Data Mining (KDD),

  • World Wide Web (WWW),
  • Association for Computational Linguistics (ACL),
  • Conference on Information and Knowledge Management (CIKM),
  • International Conference on Data Mining (ICDM),
  • Internet Measuring Conference (IMC),
  • International Conference on Weblogs and Social Media (ICWSM),
  • International Conference on Web Engineering (ICWE),
  • Web Search and Data Mining (WSDM),
  • International Joint Conferences on Artificial Intelligence (IJCAI),
  • Association for the Advancement of Artificial Intelligence (AAAI),
  • Computer-Human Interaction (CHI),
  • SIAM International Conference on Data Mining (SDM),
  • Hypertext (HT),
  • Social Computing Behavioral-Cultural Modeling and Prediction (SBP)

 

 

Erik Champion also provides a neat post on this: https://erikchampion.wordpress.com/2012/11/25/what-are-the-best-game-and-virtual-environment-journals/ 

CfP EAI TOFIEE Journal – Special Issue on Immersive Environments: Challenges, Research and New Developments

Details: http://immersivelrn.org/cfp-special-issue-on-immersive-environments/

Effective immersive learning experiences are created within multiple media using myriad techniques and employing a wealth of knowledge that spans many disciplines. This includes but is not limited to computer science, user experience and media design, the learning sciences, architecture, game development, artificial intelligence, biology, medicine, and the thousands of disciplinary and occupational content areas wherein immersive learning and training may be relevant.

The Immersive Learning Research Network (iLRN) is an international organization of developers, educators, and research professionals collaborating to develop a scientific, technical, and applied potential of immersive learning. The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. The first international conference iLRN 2015 held in Prague has attracted 22 high-quality full papers from the iLRN main stream but also from the special tracks. As a follow-up, this special issue is organized as an open call to seek a wider set of contributions from the research community and also the authors of the best papers from iLRN ’15 will be invited to submit extended versions of their papers.

Thus, we are pleased to invite authors to submit their original work to a special issue of the Journal on Transactions on Future Intelligent Educational Environments. Expected length of manuscript contributions is between 12 and 20 pages. For authors to submit extended version of their conference papers, a signification extension of at least 30% must be considered.

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

  • Immersive Technologies, Systems and Devices
  • Immersive Environments and Multidimensional Spaces
  • Immersive Data Visualizations
  • Wearable Technology
  • Virtual and mixed-reality for education
  • Collaboration and Social Computing in Education
  • Context-aware Computing in Immersive Spaces
  • Adaptive Recommender Learning Technology
  • Assessment and Learning Analytics in High-tech Environments
  • Multi-modal Learning Environments
  • Cognitive and Pedagogical Analysis
  • Learning and Training Applications
  • Non-leisure Games and Gamification
  • A Glance into the Future: Innovations, Challenges and Applications

 

Important Dates

Manuscript submission deadline: 1st November, 2015

Notification of acceptance: 15th January, 2016

Submission of final revised paper: 1st March, 2016

Final acceptance notifications: 1st April, 2016

Publication of special issue: Summer 2016

Author information

  • Submission templates available in LaTex and Word
  • Expected length of manuscript contributions between 12 and 20 pages.
  • For authors submitting extended version of their conference papers, a signification extension of at least 30% must be considered.

Form more information, please see the instructions for authors on the EAI Endorsed Transactions on Future Intelligent Educational Environments,http://eai.eu/transaction/future-intelligent-educational-environments.

How to Submit

When the paper is ready for submission, authors should visit the following link and upload their manuscript: http://escripts.eai.eu/publication/cfp/special-issue-immersive-environments-challenges-research-and-new-developments.

Alternatively, authors can go to http://escripts.eai.eu/manage/lists, select “EAI Endorsed Transactions on Future Intelligent Educational Environments”, find theImmersive Environments: Challenges, Research and New Developments special issue and upload their manuscript.

Guest Editors

  • Anasol Peña Rios, University of Essex, UK
  • Johanna Pirker, Graz University of Technology, Austria
  • Michael Gardner, University of Essex, UK
  • Christian Gütl, Graz University of Technology, Austria

Preliminary List of Reviewers (invited)

  • Torsten Reiners, Curtin University, Australia
  • Stephanie Linek, Leibniz Information Centre for Economics, Germany
  • Margit Höfler, University of Graz, Austria
  • Judson Harward, Harvard University, US
  • Lincoln Wood, University Of Auckland, New Zealand
  • David Lowe, The University of Sydney, Australia
  • Erik Champion, Curtin University, Australia
  • Jannicke Baalsrud Hauge, University of Bremen, Germany
  • Jennifer Elliott, University of North Carolina, US
  • Alok Mishra, Atilim University, Turkey
  • Béatrice Hasler, Interdisciplinary Center Herzliya, Israel
  • Kai Erenli, UAS bfi Vienna, Austria
  • Timo Koskela, University of Oulu, Finland
  • Ignazio Passero, Università degli Studi di Salerno, Italy
  • Mary Webb, King’s College London, UK
  • Ferial Khaddage, Deakin University Australia, Austrialia
  • Francois Garnier, École Nationale Supériore des Arts Décoratifs, France
  • Clemens Cap, University of Rostock, Germany
  • Annika Wiklund-Engblom, Åbo Akademi Unversity, Finland

Barcamp Graz – GameDev Session

Session docu of my gamedev session at barcamp-graz.at/ 
================================
Game Development to unite designers, artists, programmers, audio engineers, industrials, students, humanists, …………….
Indie Game Meetups (Vorbeikommen!!) 
– 1x per Month http://indiegamesgraz.at 
Game Jams (48 hours of awesomeness ) 
http://jam.gamelabgraz.com (3-5 July at TU Graz)
http://gamejam.at (Every Januar )
www.eu-youthaward.org (May, organized by EYA)
My TU Graz Course on Game Design and Development + List of cool Videos & Readings 
Unity Development: 
    – http://unity3d.com I
    – Cool tutorial: http://pixelnest.io/tutorials/2d-game-unity/  
    – MS Game developed with Unity: https://www.youtube.com/watch?v=AQGknz2rjiQ 
    – Unity Tutorials: http://unity3d.com/learn/tutorials/ 
Learn to code (You can learn everything 😉 ): 
Other Links:
    – Monument Valley Development Costs: http://www.polygon.com/2015/1/15/7552899/monument-valley-sales-costs 
    – Great Video: How to be a game designer: https://www.youtube.com/watch?v=zQvWMdWhFCc 
Movie:
    

 

CFP: MATEL Workshop 2015

MATEL 2015

  • Submission deadline June 30, 2015
  • Workshop date September 15, 2015 (full day) – co-located with ECTEL 2015, Toledo, Spain

Organizers

  • Ingo Dahn, University of Koblenz-Landau
  • Christine Kunzmann, Pontydysgu
  • Johanna Pirker, Graz University of Technology
  • Andreas P. Schmidt, Karlsruhe University of Applied Sciences
  • Carmen Wolf, Karlsruhe Institute of Technology

Introduction

Although motivational and affective aspects are one of the most important factors when it comes to acceptance and success of Technology Enhanced Solutions they are frequently neglected in TEL. This becomes even more important as we move towards more open, independent, and informal learning settings. However, our understanding of these aspects and the implication this understanding would have on concrete solutions for learning is very fragmented: Pedagogical models emphasize the importance of holistic perspectives on learning, but still (implicitly) consider these aspects as peripheral. Psychology has investigated this topic area in depth from a theoretical and experimental point of view, but often there is a gap between generic theories of motivation and emotions, and concrete implications for didactical settings, tool design, and organizational guidance. We also know little, e.g., about reflection on emotions and one’s own motivation.

On the technology side, it is often unclear where and how to consider these aspects in the tool design as it requires a much wider perspective. Here, the affective computing strand has concentrated on tackling emotions, but so far has had little relationship to learning. CSCW research (particularly as part of the social media) had a closer look at the influences on collaboration. The (serious) games approach to learning is mainly a response to the motivational success of gaming, but struggles with how to combine this effect with a didactical approach. In workplace settings, particularly in knowledge management, motivation has been recognized as key success factor to ensure that introduced instruments and tools are getting used. However, many approaches have concentrated only on incentives, both in terms of monetary rewards and other extrinsic motivation schemes which are designed mainly as top-down instruments – with mixed success.

We are convinced that we can meet these challenges only in an interdisciplinary way. Therefore we want to bring together in this workshop the different perspectives on the topic in order to foster the formation of a community between psychology, sociology, pedagogy, human resources, CSCW and computer science. The MATEL workshop has a successful history with its first edition at ECTEL 2010 and continued to provide an engaged forum for the subject area, which helped to form a community around the topic, set up a mailing list with more than 130 interested individuals and a website under http://matel.professional-learning.eu. Recently, we have initiated a pattern development initiative around the subject area as a continuation of the workshop activities at ECTEL 2014.

Topics for Position Statements and Scientific Contributions

Topics encompass the following:

  • Experience reports and lessons learnt from introduction/usage of tools related to learning or knowledge development/engineering (success and failures), e.g.,
    • Knowledge management and workplace learning
    • semantic technologies
    • CSCL
    • CSCW and Web 2.0, Enterprise 2.0
    • Serious games
    • MOOCs in educational and workplace learning contexts
  • E-Coaching and other areas of technology-enhanced consultation
  • Pattern-based capturing of design knowledge of soft factors, particularly related to motivation and affective factors, but also in adjacent areas
  • Design methodologies for incorporating motivational and affective factors, e.g.
    • experiences with participatory design, engineering socio-technical systems,
    • experiences with concrete research instruments,
    • indicators for evaluation
  • Approaches, services, or tools to address motivational and affective aspects, e.g.
    • feedback mechanisms,
    • organizational incentives,
    • detecting affective states via sensors,
    • exploiting curiosity,
    • life logging and Quantified Self inspired approaches,
    • learning about emotions (e.g., coping strategies) through reflection and resource activation, gamification and playful design
  • Organizational aspects, such as
    • role of context (social, cultural) on motivation to learn or share knowledge,
    • role of affective aspects for daily work routines
  • Models for understanding motivational and affective aspects/emotions from disciplines like pedagogy, psychology, human resources management and economics, sociology, usability engineering (e.g., joy of use driven approaches), or computer science (e.g., context ontologies for affective and motivational factors)

Topics for Tool Demos and Discussions

We invite developers and researchers of tools and systems in the area of Technology Enhanced Learning to present them under the perspective of motivational and affective aspects, such as:

  • Tools for supporting individual or team reflection and coaching,
  • Quantified Self approaches and use of sensors,
  • Mobile learning support apps, e.g., for e-coaching, e-learning,
  • Personal Learning Environments,
  • Tools for informal learning and knowledge management in organizations,
  • Innovative enterprise social media approaches, Serious games

Formats

  • Position papers (2-4 pages)
  • Tool demos and discussions (4 pages)
  • Short research papers (4 pages)
  • Long research papers (8 pages)