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Subject:
From:
Francisco Ortega <[log in to unmask]>
Reply To:
Francisco Ortega <[log in to unmask]>
Date:
Thu, 28 Dec 2017 13:53:43 -0500
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Dear All,

Call For Papers: 2018 IEEE VR Third Workshop on K-12+ Embodied Learning
through Virtual & Augmented Reality (KELVAR)

Organized in conjunction with the IEEE Virtual Reality 2018 - March 18-22,
2018, Reutlingen, Germany http://ieeevr.org/2018/

 ==== WORKSHOP WEBSITE ====
https://sites.google.com/site/vrkelvar/

 ==== DESCRIPTION ====

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/XR technologies
become affordable to schools (K-12 and universities), vocational education
providers, universities, and informal educational settings. These
technologies have the potential to facilitate effective learning by
leveraging the affordances of this unique media including: the ability to
engage students of all ages with interactive 3D simulations of real-life
and artificial phenomena; presenting information that is spatially- and
temporally- integrated with real objects; leveraging whole-body motions to
depict and reinforce learning content.

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 computing 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/XR suited for education. However, 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- and socio-culturally
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 experiences for the educational contexts 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 and out of the classroom for K-12, vocational and
higher education.

 ==== INTENDED AUDIENCE ====

We expect the audience will be attendees to the IEEE Virtual Reality 2018
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

 ==== SUBMISSION TOPICS ====

We welcome preliminary research results and thought-provoking position
papers, on topics related to VR/AR/MR learning for K-12+, such as:
    - VR, AR & MR Technologies and Applications (for formal and informal
education contexts)
    - Theories and Applications of Embodied Cognition and Learning
    - Curriculum-based Educational Applications
    - Student-Teacher Pedagogical Interaction and Instructional Implications
    - Classroom Integration of Technology
    - Teacher and Student Content Authoring Tools


 ==== DEADLINES AND SUBMISSION FORMAT ====

Abstract submission deadline: January 23, 2018
Full submission deadline: February 2, 2018
Notification of acceptance: February 10, 2018
Camera ready paper deadline: February 20, 2018

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 (3-4 pages) - Interesting and possibly controversial
points of view, and approaches to foster a discussion at the event.

Papers must be written in English and follow the IEEE Computer Society
format found at:
http://www.cs.sfu.ca/~vis/Tasks/camera.html

Please send anonymized submissions to [log in to unmask]

 ==== VISIBILITY OF SUBMISSIONS ====

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


 ==== TENTATIVE SCHEDULE ====

Tentative workshop date: Monday March 19, 2018, 8:30am-12:00pm


 ==== ORGANIZERS ====

Iulian Radu, Harvard University
Erica Southgate, University of Newcastle, Australia
Francisco R. Ortega, Florida International University
Shamus Smith, University of Newcastle, Australia
Jerry Alan Fails, Boise State University
Steven Cutchin, Boise State University


 ==== JOIN THE CONVERSATION ====

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

https://www.linkedin.com/groups/12021434
https://www.facebook.com/groups/1178589018874446

Thanks,
Francisco R. Ortega, Ph.D.
Computer Science - 3D User Interfaces
Visiting Assistant Professor
FIU VIP Coordinator
Florida International University.
Lab: http://www.openhid.com
"No me quieras porque gané, necesito que me quieras para ganar" -- Marcelo
Bielsa

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