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 |
Ignazio Passero, Università degli Studi di Salerno, Italy |
Lisa Gjedde, Aalborg Universitet, Denmark |
Stephanie Linek, ZBW Leibniz Information Centre for Economics, Germany Stylianos Mystakidis, University of Patras, Greece 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.