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Francisco Ortega <[log in to unmask]>
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Francisco Ortega <[log in to unmask]>
Thu, 2 Feb 2017 11:58:31 -0500
text/plain (250 lines)
Sorry for cross posting


Final Call IEEE Virtual Reality 2017 Workshop on K-12 Embodied Learning
through Virtual & Augmented Reality (KELVAR)

*** ALL Accepted Research and Position papers will be indexed by IEEE in
accordance to their requirements ***

Organized in conjunction with the IEEE Virtual Reality 2017 - Los Angeles,
California on March 18-22, 2017.


Paper submission deadline: February 7, 2017


All workshop papers will be published in the IEEE Digital Library.

This workshop is an excellent opportunity for authors interested in K-12
AR/VR education to share early work and receive support and feedback.


Matthew Kam - Research Lead, Google's Education Products Team

Jinghua Zhang - Research Lead, Google's VR/AR Research Initiatives



K-12 education is currently undergoing a technological revolution creating
opportunities for Virtual-, Augmented-, and Mixed-Reality based learning.
Technology integration will continue to increase as mobile devices
penetrate all socioeconomic strata, and as new VR/AR/MR technologies become
affordable to schools. These technologies have the potential to facilitate
effective learning by leveraging the affordances this unique media
including: the ability to engage students with interactive 3D simulations
of real-life phenomena, presenting information that is spatially- and
temporally- integrated with real objects, leveraging whole-body motions to
depict and reinforce learning content, etc.

One unique strength of these technologies is their ability to deliver
educational content through embodied learning. Embodied learning can take
many forms, such as when a student moves their body around an
augmented-reality plant in order to explore photosynthesis and plant
structure. Embodied learning could occur in a CS programming course in
which student creations are projected onto the classroom surfaces and where
students collaborate by physically interacting with each other’s programs.
Or, embodied learning can occur in an HMD-based virtual-reality experience
where the student solves mathematical equations by using their hands to
physically move numbers from one side of the equal sign to the other.

Technology developers, HCI researchers and cognitive and learning
scientists are beginning to understand the mechanisms and benefits of
embodied learning, as well as other unique affordances which make VR/AR/MR
suited for education. But there are many questions about the integration of
such experiences into the classroom, such as: What curriculum topics might
be addressed through such technologies?; What psychological and
physiological mechanisms underlie embodied cognition?; How can we design
experiences that are age appropriate?; How will pedagogical approaches be
influenced by such technologies?

In this workshop we aim to bring together developers and researchers who
are interested in creating educational experiences for the classroom of the
future. The workshop will enable participants to discuss and be exposed to
different approaches for integrating virtual-, augmented- and mixed-reality
technologies, specifically focusing on the challenges and potential for
embodied learning in the classroom.


We expect the audience will be attendees to the IEEE Virtual Reality 2017
conference, specifically those interested in educational technology:

- Academic researchers in augmented / virtual / mixed reality

- Learning psychologists

- Industry organizations for children’s education

- Teachers and educational researchers

- Informal education technology designers


We welcome thought-provoking position papers and preliminary research
results, on topics related to VR/AR/MR learning:

- VR, AR & MR Technologies and Applications for the Classroom

- Embodied Cognition and Learning

- User Experience Design for Children

- Curriculum-based Educational Applications

- Student-Teacher Relationships and Pedagogical Implications

- Classroom Integration of Technology


Paper submission deadline: February 7, 2017

Notification of acceptance: February 13, 2017

Camera ready paper deadline: February 20, 2017

The organizing committee will select submissions based on the quality and
contribution of the work relating to embodied learning in education. We
seek contributions in the following formats:

   I)     Empirical Papers: Early Research and Work In Progress (4-6 pages)
- Empirical results and contributions to the field.

   II)    Position Papers (2-4 pages) - Interesting and possibly
controversial points of view, and approaches to foster a discussion at the

Papers must be written in English and follow the IEEE Computer Society
format found at:

Please send anonymized submissions to [log in to unmask]

Submissions should specify which paper track (Empirical paper or Position)
you are submitting for.


All workshop papers will be published in the IEEE Digital Library and
shared on the workshop website.


Please join our "Education and Learning with Virtual and Augmented Reality"
groups on LinkedIn and Facebook:


Dr. Iulian Radu <[log in to unmask]> is a Senior AR Researcher with
ArchieMD, a leading provider of AR/VR health science education. Iulian has
extensive history in research and development of educational technology, as
part of his years as a PhD researcher Georgia Institute of Technology as
well as his industrial experiences with organizations such as PBS KIDS,
Samsung Electronics, Avaya Labs, WestEd Research, MIT Media Lab and
Qualcomm. His research explores child-centered design, usability, and
educational applications of whole-body technologies, with focus on AR/VR
K-12 education, embodied cognition and child development. He has directed
the design, research, and production of augmented-reality games and
applications, including the PBS KIDS augmented-reality educational game
CyberChase Shape Quest, and the AR SPOT platform (augmented-reality
extension of the popular Scratch programming environment from the MIT Media
Lab). He is a winner of awards for product design, academic research, and
teaching aptitude.

Dr. Erica Southgate <[log in to unmask]> is an Associate
Professor in Education at the University of Newcastle, Australia. She has
an interest in ethically using  immersive virtual and augmented reality  in
classrooms to create deeper learning and sustained  opportunities for
career education, particularly for young people in low-income school
communities. She is lead author of 'Immersed in the Future: A Roadmap of
Existing and Emerging Technology for Career Exploration', a report that was
commissioned as part of her 2016 Commonwealth Equity Fellowship.

Dr. Francisco R. Ortega <[log in to unmask]> is a Visiting
Assistant Professor at Florida International University (FIU). He has
received his Ph.D. in Computer Science from FIU in 2014, co-advised by Dr.
Naphtali Rishe and Dr. Armando Barreto. He received outstanding graduate
student 2014 from Computer Science. His dissertation was one of five
nominated for best dissertation award for the college of engineering. Dr.
Ortega received his bachelor’s degree in Computer Science, cum laude, in
December 2008 from FIU and a master’s degree in Computer Science from FIU
in December 2009. Dr. Ortega has over 17 years of experience in software
development and systems integration. His area of expertise are in 3D User
Interfaces, Input Interfaces, Human-Computer Interaction, 3D navigation,
input modeling, multi-threaded programming for 3D User Interfaces, and
framework development, among others. Dr. Ortega has various publications,
with many of them as first author. He is the also the first author of the
book Interaction Design for 3D User Interfaces published by CRC
Press/Taylor and Francis Group in January, 2016. Dr. Ortega is passionate
about Virtual and Augmented Reality education research with the purpose to
broaden CS participation for women and minorities.

Dr. Shamus Smith <[log in to unmask]> is a Senior Lecturer in
the School of Electrical Engineering and Computing at the University of
Newcastle, Australia. He is a co-leader of the i3 Lab at Newcastle where he
works to address industry-relevant problems where significant value can be
gained by the invention of new solutions related to the complex
interactions that occur between humans, computers and data. His research
interests include virtual reality, the reuse of gaming technology and
technology enhanced learning, specifically in the areas of simulation,
serious games, interaction evaluation and virtual environment-based
training systems.

Francisco R. Ortega, Ph.D.
Computer Science - 3D User Interfaces
Visiting Assistant Professor
FIU VIP Coordinator
Florida International University.
"No me quieras por que gané, necesito que me quieras para ganar" -- Marcelo

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