CHI-ANNOUNCEMENTS Archives

ACM SIGCHI General Interest Announcements (Mailing List)

CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG

Options: Use Forum View

Use Monospaced Font
Show Text Part by Default
Show All Mail Headers

Message: [<< First] [< Prev] [Next >] [Last >>]
Topic: [<< First] [< Prev] [Next >] [Last >>]
Author: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
Subject:
From:
Steven Cutchin <[log in to unmask]>
Reply To:
Steven Cutchin <[log in to unmask]>
Date:
Fri, 8 Jan 2021 00:48:18 -0700
Content-Type:
text/plain
Parts/Attachments:
text/plain (265 lines)
Dear all,

2021 IEEE VR 6th Annual Workshop on K-12+ Embodied Learning through Virtual
and Augmented Reality (KELVAR)

Organized in conjunction with the IEEE Virtual Reality 2021 - March 27-
April 3, 2021, All Virtual http://ieeevr.org/2021/

Website: https://sites.google.com/site/vrkelvar/vr2021

DESCRIPTION

K-12+ (K-12 and higher ed) education is currently undergoing a
technological revolution creating opportunities for Virtual-, Augmented-,
and Mixed-Reality based learning (hereafter referred to as XR [extended
reality] technologies. Technology integration will continue to increase as
mobile devices penetrate all socioeconomic strata, and as XR technologies
become affordable to schools, vocational education providers, universities,
and informal educational settings. These technologies have the potential to
facilitate effective learning by: developing 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.  However, there are many questions about the
integration of such experiences into the classroom, such as: What
curriculum topics might be addressed through XR technologies?; What
socio-cultural, psychological and physiological mechanisms underlie
embodied cognition?; How can we design experiences that are appropriate for
the different stages of human development?; How will pedagogical approaches
be influenced by such technologies?

In this workshop we aim to bring together educators, developers and
researchers who are interested in creating and deploying XR technologies
for the educational contexts of the future. The workshop will enable
participants to discuss and engage with different approaches for designing
and integrating XR technologies with a specific focus on the challenges and
potential for embodied learning in the classroom for K-12, vocational and
higher education.

INTENDED AUDIENCE

We expect the audience will be attendees to the IEEE Virtual Reality 2021
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 XR learning for K-12+:

? VR, AR & MR Technologies and Applications for formal and informal
education sites (e.g.: classrooms, libraries, museums, afterschool programs)
? Theories and Applications of Embodied Cognition and Learning
? Curriculum-based Educational Applications
? Student-Teacher Relationships and Pedagogical Implications
? Classroom Integration of Technology
? Teacher and Student Content Authoring Tools


DEADLINES AND SUBMISSION FORMAT

Abstract submission deadline: January 14, 2020
Full submission deadline: January 21, 2020
Notification of acceptance: January 31, 2020
Camera ready paper deadline: February 12, 2020

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.

III)    Demo Papers (2-4 pages) – VR demos that could potentially have an
educational application. If you have submitted a demo to IEEE VR, please
submit a short description of your demo and include a description of
potential educational applications for your demo.  Videos of the
demonstration are highly desired  Demos are expected to be demonstrated at
the workshop.

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


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

Please go to the website to submit your paper.
Website: https://sites.google.com/site/vrkelvar/vr2021

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

ORGANIZERS

Steven Cutchin, Boise State University ([log in to unmask])
Iulian Radu, Harvard University ([log in to unmask])
Erica Southgate, University of Newcastle, Australia (
[log in to unmask])
Jerry Alan Fails, Boise State University ([log in to unmask])

--
Steve Cutchin
Associate Professor
Department of Computer Science
Director of Research Computing
Boise State University


----------------------------------------------------------------------------------------
    To unsubscribe from CHI-ANNOUNCEMENTS send an email to:
     mailto:[log in to unmask]

    To manage your SIGCHI Mailing lists or read our polices see:
     https://sigchi.org/operations/listserv/

----------------------------------------------------------------------------------------



---------- Forwarded message ----------
From: Steven Cutchin <[log in to unmask]>
To: undisclosed-recipients:;
Cc:
Bcc:
Date: Wed, 6 Jan 2021 22:50:20 -0700
Subject: [CFP] 2021 IEEE VR 6th Annual Workshop on K-12+ Embodied Learning
through Virtual and Augmented Reality (KELVAR)
Dear all,

2021 IEEE VR 6th Annual Workshop on K-12+ Embodied Learning through Virtual
and Augmented Reality (KELVAR)

Organized in conjunction with the IEEE Virtual Reality 2021 - March 27-
April 3, 2021, All Virtual http://ieeevr.org/2021/

Website: https://sites.google.com/site/vrkelvar/vr2021

DESCRIPTION

K-12+ (K-12 and higher ed) education is currently undergoing a
technological revolution creating opportunities for Virtual-, Augmented-,
and Mixed-Reality based learning (hereafter referred to as XR [extended
reality] technologies. Technology integration will continue to increase as
mobile devices penetrate all socioeconomic strata, and as XR technologies
become affordable to schools, vocational education providers, universities,
and informal educational settings. These technologies have the potential to
facilitate effective learning by: developing 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.  However, there are many questions about the
integration of such experiences into the classroom, such as: What
curriculum topics might be addressed through XR technologies?; What
socio-cultural, psychological and physiological mechanisms underlie
embodied cognition?; How can we design experiences that are appropriate for
the different stages of human development?; How will pedagogical approaches
be influenced by such technologies?

In this workshop we aim to bring together educators, developers and
researchers who are interested in creating and deploying XR technologies
for the educational contexts of the future. The workshop will enable
participants to discuss and engage with different approaches for designing
and integrating XR technologies with a specific focus on the challenges and
potential for embodied learning in the classroom for K-12, vocational and
higher education.

INTENDED AUDIENCE

We expect the audience will be attendees to the IEEE Virtual Reality 2021
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 XR learning for K-12+:

? VR, AR & MR Technologies and Applications for formal and informal
education sites (e.g.: classrooms, libraries, museums, afterschool programs)
? Theories and Applications of Embodied Cognition and Learning
? Curriculum-based Educational Applications
? Student-Teacher Relationships and Pedagogical Implications
? Classroom Integration of Technology
? Teacher and Student Content Authoring Tools


DEADLINES AND SUBMISSION FORMAT

Abstract submission deadline: January 14, 2020
Full submission deadline: January 21, 2020
Notification of acceptance: January 31, 2020
Camera ready paper deadline: February 12, 2020

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.

III)    Demo Papers (2-4 pages) – VR demos that could potentially have an
educational application. If you have submitted a demo to IEEE VR, please
submit a short description of your demo and include a description of
potential educational applications for your demo.  Videos of the
demonstration are highly desired  Demos are expected to be demonstrated at
the workshop.

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


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

Please go to the website to submit your paper.
Website: https://sites.google.com/site/vrkelvar/vr2021

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

ORGANIZERS

Steven Cutchin, Boise State University ([log in to unmask])
Iulian Radu, Harvard University ([log in to unmask])
Erica Southgate, University of Newcastle, Australia (
[log in to unmask])
Jerry Alan Fails, Boise State University ([log in to unmask])
-- 
Steve Cutchin
Associate Professor
Department of Computer Science
Director of Research Computing
Boise State University

    ----------------------------------------------------------------------------------------
    To unsubscribe from CHI-ANNOUNCEMENTS send an email to:
     mailto:[log in to unmask]

    To manage your SIGCHI Mailing lists or read our polices see:
     https://sigchi.org/operations/listserv/
    ----------------------------------------------------------------------------------------

ATOM RSS1 RSS2