X-Reality & Immersive Learning Special Track @ IEEE TALE 2018: 4-7 December, Australia

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X-Reality & Immersive Learning Special Track @ IEEE TALE 2018: 4-7 December, Australia

Lee, Mark
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CALL FOR PAPERS AND PRESENTATIONS

Special Track on X-Reality & Immersive Learning Environments

Jointly organised with the Immersive Learning Research Network (iLRN)

IEEE TALE 2018, 4-7 Dec 2018, Wollongong, Australia

Deadline: 11 June 2018

Full call available at: http://tale2018.org/xreality

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The Special Track on X-Reality and Immersive Learning Environments at IEEE TALE 2018 will focus on the use of virtual reality, augmented reality, mixed reality and related technologies for creating environments and experiences that excite, inspire and engage learners in immersive ways. Of interest are reports of both research studies and applications covering the entire spectrum of immersive platform types, including desktop, mobile, wearable and room-based (e.g., CAVE). Authors and presenters are encouraged to think creatively in terms of how they might frame their work to accommodate different conceptions of and perspectives on immersion.


##### PRESENTATION TYPES #####
 
*** Academic Stream ***
(Refereed papers for proceedings)
- Full or Short Paper with Presentation
- Short or Work-in-Progress Paper with Poster
 
*** Practitioner Streams ***
(No paper – refereed on the basis of abstract)
- Engineering and Technology Industry Presentation or Poster
- VET / L&D Professional Presentation or Poster
- K-12 Educator Presentations and Posters
 
*** Non-Traditional Formats ***
- Pre-Conference Workshops
- Special Sessions
- Panel Sessions
 

##### KEY DATES #####

(These dates are for the Academic Stream – other dates available on website)
 
Paper Submission Deadline: 11 Jun 2018
Notification of Acceptance: 6 Aug 2018
Final Papers Due: 1 Oct 2018
Presenter Registration Deadline: 8 Oct 2018
Conference: 4-7 Dec 2018
 

##### POTENTIAL TOPIC AREAS #####
 
1. Pedagogy & learning design for XR (VR/AR/MR) & immersive environments
2. Technical infrastructure & standards for supporting XR & immersive learning
3. Design & application of XR & immersive technologies in different education and training sectors: K-12, higher education, vocational/workplace training, informal & lifelong learning
4. Collaborative learning (co-located or distributed) with XR & immersive technologies
5. Assessment & impact of learning in X-reality & immersive environments
6. Intelligent, adaptive & personalised learning in XR & immersive environments
7. Serious games for learning based on XR & immersive technologies
8. Promoting access & equity in education through XR & immersive technologies
 

##### PUBLICATION AND INDEXING #####
 
Academic papers accepted for and presented at the conference will be published in the conference proceedings. The conference proceedings will be submitted to the IEEE Xplore® digital library. Opportunities to publish revised and expanded versions in journals will also be made available to authors of selected papers.


##### FOR MORE INFORMATION #####
 
Website: http://tale2018.org/xreality
 
Contact: [hidden email]

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