wearable computing

Nov
09

Perspectives on Wearable Enhanced Learning (WELL). Current Trends, Research, and Practice.

We are delighted and proud to inform you that our Springer book Perspectives on Wearable Enhanced Learning (WELL) edited by Ilona Buchem, Ralf Klamma and Fridolin Wild has recently just published and is available online! The book has altogether 21 chapters related to various aspects of Wearable Enhanced Learning and organised into seven parts: The […]

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Two fully-funded PhD positions in Augmented Reality and Wearable Technology, Oxford Brookes University, UK

*Two fully-funded PhD positions in Augmented Reality and Wearable Technology*The Performance Augmentation Lab (PAL) of the Department of Computing and Communications Technologies (CCT) of Oxford Brookes University is pleased to offer two three-year fu…

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Special Issue on "Algorithms for Psycho-Motor Training using Wearable Technologies"

Call for PapersSpecial Issue of Algorithms (ISSN 1999-4893) on “Algorithms for Psycho-Motor Training and Performance Using Wearable Technologies” Deadline: October 31, 2015 More info: http://www.mdpi.com/journal/algorithms/special_issues/Psycho_Motor_T…

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Special Issue on Immersive Environments: Challenges, Research and New Developments – EAI Endorsed Transactions on Future Intelligent Educational Environments

Call for Papers
EAI Endorsed Transactions on Future Intelligent Educational Environments
Special Issue on Immersive Environments: Challenges, Research and New Developments
http://immersivelrn.org/cfp-special-issue-on-immersive-environments/

Important Dates
• Manuscript submission deadline: 1st November, 2015
• Notification of acceptance: 15th January, 2016
• Submission of final revised paper: 1st March, 2016
• Final acceptance notifications: 1st April, 2016
• Publication of special issue: Summer 2016

Effective immersive learning experiences are created within multiple media using myriad techniques and employing a wealth of knowledge that spans many disciplines. This includes but is not limited to computer science, user experience and media design, the learning sciences, architecture, game development, artificial intelligence, biology, medicine, and the thousands of disciplinary and occupational content areas wherein immersive learning and training may be relevant.
The Immersive Learning Research Network (iLRN) is an international organization of developers, educators, and research professionals collaborating to develop a scientific, technical, and applied potential of immersive learning. The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. The first international conference iLRN 2015 held in Prague has attracted 22 high-quality full papers from the iLRN main stream but also from the special tracks. As a follow-up, this special issue is organized as an open call to seek a wider set of contributions from the research community and also the authors of the best papers from iLRN 2015 will be invited to submit extended versions of their papers.
Thus, we are pleased to invite authors to submit their original work to a special issue of the Journal on Transactions on Future Intelligent Educational Environments (http://icst.org/future-intelligent-educational-environments/). For authors to submit extended version of their conference papers, a signification extension of at least 30% must be considered.
This special issue welcomes submissions on (but not limited to) the following topics:
• Immersive Technologies, Systems and Devices
• Immersive Environments and Multidimensional Spaces
• Immersive Data Visualizations
• Wearable Technology
• Virtual and mixed-reality for education
• Collaboration and Social Computing in Education
• Context-aware Computing in Immersive Spaces
• Adaptive Recommender Learning Technology
• Assessment and Learning Analytics in High-tech Environments
• Multi-modal Learning Environments
• Cognitive and Pedagogical Analysis
• Learning and Training Applications
• Non-leisure Games and Gamification
• A Glance into the Future: Innovations, Challenges and Applications

How to Submit
Please see the instructions for authors on the EAI Endorsed Transactions on Future Intelligent Educational Environments, http://eai.eu/transaction/future-intelligent-educational-environments.
When the paper is ready for submission, authors should go to http://escripts.eai.eu/manage/lists, select “EAI Endorsed Transactions on Future Intelligent Educational Environments”, find their special issue and upload their manuscript, or visit the link: http://escripts.eai.eu/publication/cfp/special-issue-immersive-environments-challenges-research-and-new-developments.

Guest Editors
• Anasol Peña-Rios, University of Essex, UK
• Johanna Pirker, Graz University of Technology, Austria
• Michael Gardner, University of Essex, UK
• Christian Gütl, Graz University of Technology, Austria

Download the full Call for Papers EAI Endorsed Transactions CFP – TOFIEE Special Issue on Immersive Environments (PDF).

About iLRN
The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the iLRN mission is to invite and organize scientists, practitioners, organizations, and innovators across the disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. Further the conference, meetings, and virtual symposia aim to build capacity to explain and demonstrate how these immersive learning environments best work using a variety of rigorous, systematic, and meaningful research methods and outreach strategies.

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Focus section on "Innovative Designs with Social, Mobile and Wearable Technologies for Creative Teaching and Learning" – IxD&A Journal

Focus section on “Innovative Designs with Social, Mobile and Wearable Technologies for Creative Teaching and Learning”
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)

Guest Editors:
• Ilona Buchem, Beuth University of Applied Sciences Berlin, Germany• Isa Jahnke, Umeå University, Sweden
• Yishay Mor, P.A.U. Education, Spain
• Dimitris Apostolou, University of Piraeus, Greece

Important dates:• Abstract submission: 31 January 2015• Deadline: 28 February 2015
 

Other important dates:• Notification to the authors: 30 March 2015
• Camera ready paper: 20 April 2015
• Publication of the focus section: May 2015

Theme and Aims of the Focus Section

The focus section is devoted to the innovative uses of social, mobile and wearable technologies for teaching and learning. Specifically, this special issue will explore designs for teaching and designs for learning aiming at enhancing creative teaching and learning with social, mobile and wearable technologies. Creative teaching and learning in this context means teaching and learning how to be creative as well as teaching and learning through creative practice. In other words, we are interested both in the advancement of teaching practice that promote learners’ creativity, and design practices that promote teachers’ creativity. The aim of this focus section is to review and critique examples of current innovative designs, discuss emerging principles and theoretical frameworks which are reflected in these examples, and identify opportunities for future innovations for creative teaching and learning with social, mobile and wearable technologies.
The emphasis on creative teaching and learning results from the observation that fostering creativity is still a underexposed aspect when it comes to designing technology-enhanced learning – TEL. While a great number of TEL designs focus on enhancing efficiency, mastery, reflection or even social interaction, there are yet few examples of TEL designs explicitly addressing creative teaching and learning. This special issue aims at encouraging researchers, designers and educators to reflect on how their designs may already enhance creativity as well as to give creativity a more prominent role when designing, implementing and evaluating technology-enhanced learning in the future. Specifically in context of this special issue, the focus is in exploring the possibilities of social, mobile and wearable technologies for fostering creative teaching and learning.
The understanding of creativity underlying this special issue is based on the socio-cultural concept of creativity, which shifts the attention from unique, great creators and revolutionary creations to ordinary creators and creativity of everyday life. This concept of creativity includes such notions as “connective, social activity”, “collaborative creativity”, “making something new, something valuable or useful for a particular group”, “making something novel in a given context”, or as “connecting with others, sharing and putting together ideas and artifacts to create something novel from the creator’s perspective in a particular context”. These approaches emphasize the importance of creativity for the engagement with social and physical environment, active and meaningful participation. We acknowledge the affinity of this conceptualisation of creativity to notions of design and learning design and welcome submissions that explore this connection.
Social, Mobile and wearable technologies (and particularly the link between them) offer new opportunities for innovative technology-enhanced teaching and learning practice, including connective, social and collaborative forms of creativity in specific contexts. However, there may be a gap between technological and pedagogical innovation. As innovative uses of emerging technologies, including social, mobile and wearable technologies, results from creative process, taking place in communities, embedded in networks of social relations, we believe that there is a need to discuss how pedagogical innovation can be achieved by designs for teaching and designs for learning supported by social, mobile and wearable technologies. Innovation may be considered in terms of the transformation of the existing (educational) practice. The aim of this focus section is to discuss if and how innovation, not per se but in view of specific needs of diverse learner groups, may be supported the application of social, mobile and wearable technologies for creative teaching and learning.

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Topics of Interests
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We invite different types of contributions including empirical research, conceptual models, theory building, innovative methodologies and applications, design narratives, patterns and scenarios and position papers. Topics to be discussed include (but are not limited to) the following:

• Theoretical frameworks and approaches to enhancing creative teaching and learning with social, mobile and wearable technologies
• Instructional designs for teaching and learning with social, mobile and wearable technologies
• Methodologies for designing and evaluating creative teaching and learning with social, mobile and wearable technologies
• Innovative applications of social, mobile and wearable technologies in practice for fostering creative teaching and learning
• Innovative social, mobile and wearable user interfaces for creativity including concepts and products
• Design narratives, patterns, principles and scenarios of creative teaching and learning with social, mobile and wearable technologies
• Future visions for creative teaching and learning with social, mobile and wearable technologies including frameworks and methodologies.

All submitted abstracts and papers should include a framework that is helpful to reflect both designs for teaching and designs for learning. Specifically, submission for the special issue should include insights into:
• Theoretical perspective on the creativity concept and definition of creativity, including the understanding of creative teaching and learning;
• Theoretical perspective on the innovation concept and definition of innovation, including different dimensions of innovation in technology-enhanced learning;
• Theoretical underpinnings of learning, including definition and context of your contribution (e.g. higher education, schools, workplace learning, informal learning);
• The discussion about the role of the social, mobile and wearable technologies in supporting creative teaching and learning as well its links to innovation in TEL.

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Submission procedure
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The manuscripts should be submitted either in .doc or in .rtf format.

All papers will be blindly peer-reviewed by at least two reviewers.
Authors are invited to submit a 8-14 pages paper
(including authors’ information, abstract, all tables, figures,
references, etc.).
The paper should be written according to the IxD&A authors’ guidelines
->http://www.mifav.uniroma2.it/inevent/events/idea2010/index.php

Authors’ guidelines

 
Link to the paper submission page:http://www.mifav.uniroma2.it/idea2010/login.php (when submitting the
paper please choose Domain Subjects under: “IxD&A special issue:
‘Peer-to-Peer Exchange and the Sharing Economy’)

More information on the submission procedure and on the characteristics
of the paper format can be found on the website of the IxD&A Journal
where information on the copyright policy and responsibility of authors,
publication ethics and malpractice are published.

For scientific advices and for any query please contact the guest-editors:

• buchem[at]beuth-hochschule.de

marking the subject as: IxD&A focus section on: ‘Innovative Designs with Social, Mobile and Wearable Technologies for Creative Teaching and Learning’.

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Special Track on Wearable-technology Enhanced Learning (WELL) at the Immersive Learning Research Network Conference iLRN 2015 (WELL@iLrn 2015)

ST1. Special Track on Wearable-technology Enhanced Learning (WELL) Special Track on Wearable-technology Enhanced Learning (WELL) at the Immersive Learning Research Network Conference iLRN 2015 July 13-14, 2015, Prague, Czech Republic http://immersivelrn.org/ilrn2015prague Topic of the Special Track Wearable technologies – such as smart watches, smart glasses, smart objects, smart earbuds, or smart garments – are just […]

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