[iva] 2nd CALL FOR PAPERS - IEEE Virtual Reality 2016 Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR)
IEEE VR Publicity Chairs
ieeevrpublicity at gmail.com
Thu Feb 11 06:47:09 CET 2016
[Apologies for cross postings]
2nd CALL FOR PAPERS - IEEE Virtual Reality 2016 Workshop on K-12 Embodied
Learning through Virtual & Augmented Reality (KELVAR)
Organized in conjunction with the IEEE Virtual Reality 2016 conference
which takes place March 19th to 23rd in Greenville, USA.
http://ieeevr.org/2016/
UPDATE - EXTENDED SUBMISSION DEADLINE: February 12, 2016
UPDATE - KEYNOTE SPEAKER ANNOUNCED: Emily Reardon - Director of User
Experience, Sesame Workshop
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.
An increasing number of classrooms are being equipped with interactive
whiteboards, tablet devices, and personal student computers. This
technology integration will continue to increase as mobile devices
penetrate into all socioeconomic strata, and as new VR/AR/MR technologies
become affordable to schools. Classroom learning of the future could be
assisted by multi-projector systems, touchscreen displays, head-mounted
displays, and other immersive technologies.
These technological innovations have the potential to engage students in
more effective kinds of learning than compared to traditional approaches,
by leveraging the affordances of VR/AR/MR media. Such affordances include
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 particularly unique strength of these technologies is their ability to
teach educational content through Embodied Learning, whereby students use
their whole body to understand, experience, and interact with the learning
content. Embodied learning can take many forms in which learning happens
through motions of the physical body, such as: an
handheld-augmented-reality experience where the student moves their body
around a plant, in order to understand its internal structure and explore
photosynthesis from different layers of abstraction; or, a CS programming
course in which student creations are projected onto the classroom
surfaces, where students program and collaborate by physically interacting
with each other's programs; or, 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 another.
Technology developers, HCI researchers, cognitive scientists and learning
sciences researchers are beginning to understand the mechanisms and
benefits of embodied learning, as well as other unique affordances which
make VR/AR/MR especially suited for education. But there are many questions
about the integration of such experiences into the classroom, such as: What
curriculum topics should (and should not) be addressed through such
technologies? What psychological mechanisms underlie embodied learning and
other unique affordances of VR/AR/MR technology? How can we design
experiences to be usable by children of different ages? How will classroom
relationships and 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 be exposed to and discuss
different approaches for integrating virtual-, augmented- and mixed-reality
technologies, specifically focusing on the challenges and potential for
embodied learning in the classroom.
KEYNOTE SPEAKER
Emily Reardon is the Director of User Experience and part of the Learning
Design team for Digital Production at Sesame Workshop, the not-for-profit
organization behind Sesame Street. Prior to that she was the Director of
Design Strategy in the Workshop's Content Innovation Lab, a small research
and development team devoted to exploring emergent technology and new ways
for children and families to play and learn. Reardon is an Adjunct
Professor at New York University's Graduate School of Education, where she
teaches Architecture of Learning Environments as well as Narrative, Digital
Media, and Learning. An Emmy Award-winner for her work at Sesame Workshop,
Reardon has contributed to a wide variety of industry initiatives and
events, including serving as co-chair of the International Conference on
Interaction Design and Children and authoring several peer-reviewed
academic publications. Reardon holds a Bachelor of Arts degree in
Art/Semiotics as well as English and American Literature from Brown
University, and a Master of Arts in Education, Communication, and
Technology from New York University.
SUBMISSION TOPICS
We welcome thought-provoking position papers, case studies, 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
INTENDED AUDIENCE
We expect the audience will be attendees to the IEEE Virtual Reality 2016
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
DEADLINES AND SUBMISSION FORMAT
Paper submission deadline: *** EXTENDED *** February 12, 2016
Notification of acceptance: February 20, 2016
We seek contributions in the following formats:
I) Research Papers (4-6 pages): Novel results in the field in the above
mentioned categories
II) Position Papers (2-4 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
Non-anonymized submissions should be emailed to iulian at cc.gatech.edu
WORKSHOP FORMAT
The workshop will be a half-day event, consisting of presentations from a
keynote speaker and selected authors, and followed by discussions on
specific topic of interest to the workshop audience. Authors will be
invited to do 5-15 minute presentations prior to the workshop discussions,
the duration depending on the number of papers accepted. The focus of
discussion topics will be chosen according to the participant submissions.
Possible topics: curriculum topics suitable for AR/VR/MR, classroom
integration issues, evaluation methodologies, future research, etc.
ORGANIZERS
Iulian Radu PhD Candidate in Human Centered Computing, Georgia Institute
of Technology
Dr. Blair MacIntyre Director of Augmented Environments Lab, Georgia
Institute of Technology
Dr. Maribeth Gandy Director of Interactive Media Technology Center,
Georgia Institute of Technology
ABOUT THE ORGANIZERS
Iulian Radu is a Ph.D. Candidate at the Georgia Institute of Technology.
Iulian has extensive previous experience in research and development of
children's technology, as part of his years as a Georgia Institute of
Technology doctorate student as well as his industrial experiences with
organizations such as PBS Kids and Samsung Electronics. While working with
PBS Kids under the Ready To Learn initiative, he has directed the design,
research, and production of augmented-reality applications for education,
including the augmented-reality educational game Cyberchase Shape Quest
(officially featured on the iTunes store, and nominee of the Webby and
iKids awards). During his current academic research, he has generated
publications about the usability, psychology, and educational aspects of
augmented reality for children, and has developed multiple educational AR
applications, including the augmented reality extension of the popular
Scratch programming environment.
Dr. Blair MacIntyre is a Professor in the School of Interactive Computing
at the Georgia Institute of Technology, and directs the GVU Center's
Augmented Environments Lab. His research focuses on developing the
potential of augmented reality as a novel technology and new medium for
games, entertainment, education and work. He has published more than 100
research papers, is actively involved with industry as a consultant, and is
regularly interviewed in the media about augmented reality, games and
mobile technology. He received a Ph.D. from Columbia University in 1998,
and B.Math and M.Math degrees from the University of Waterloo in 1989 and
1991. He is the recipient of an NSERC Postgraduate Scholarship and an NSF
CAREER award.
Dr. Maribeth Gandy is the director of the Interactive Media Technology
Center. She is a three-time graduate of the Georgia Institute of
Technology, receiving a Ph.D. and MS in Computer Science, and a B.S. in
Computer Engineering. She directs the Interactive Media Technology Center,
whose research and development focuses on interactive systems for mobile &
wearable computing, augmented reality, gaming & entertainment, sensing &
pattern recognition, assistive technology, and health systems. Her research
emphasis is on augmented reality, specifically authoring and evaluation
techniques. She also leads several research projects related to the use of
gaming experiences for rehabilitation, wellness, cognitive therapy,
training, and assessment.
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