2015 1st International Conference of the Immersive Learning Research Network (iLRN)

                    View 2015 1st International Conference of the Immersive Learning Research Network (iLRN)

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 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. 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.

The objective of the iLRN’ 15 is to bring together researchers, educators, practitioners, decision makers, and industry on a global scale. iLRN’ 15 spans the topic range from innovative research, technologies and tools to successful services and products of immersive environments to foster learning, training, and other activities in motivational and engaging ways. The objective is to uncover and discuss emerging trends and technologies, sound research and best practices, successful products and services within an international and interdisciplinary community. This includes but not limits its focus to virtual and augmented worlds, learning and motivational games, educational simulations, mixed/augmented reality, and related learning and teaching tools, techniques, technologies, and standards.

iLRN’15 attracted 28 full paper submissions from authors from 13 countries. These papers were carefully reviewed and finally 21 papers have been accepted for presentation. The papers are organized in the following four topic stream: iLRN main stream; a focused stream on wearable-technology enhanced learning (WELL); a focused stream on self-regulation and personalization in immersive learning environments (SPILE); a focused stream on cognitive serious gaming (CSG).

The iLRN organizers gratefully thank the Program Committee, the Special Track Organizers, and attendees for their participation and interesting discussions. 

This Academic Proceedings volume is part of the Academic Track and is published by IOS Press in collaboration with the 11th International Conference on Intelligent Environments.

To access the full documents please visit IOS Press's website: https://ebooks.iospress.nl/volume/workshop-proceedings-of-the-11th-international-conference-on-intelligent-environments.

Editors

  • Carlos Delgado Kloos, Universidad Carlos III de Madrid, Spain
  • Jennifer B. Elliott, University of North Carolina, USA
  • Michael Gardner, University of Essex, UK
  • Christian Gütl, Graz University of Technology, Austria
  • Johanna Pirker, Graz University of Technology, Austria
  • Jonathon Richter, iLRN President and CEO, USA

ISBN 978-1-61499-529-6

Copyright ©2015 - IOS Press. For reprints and permissions policies please visit IOS Press' website.

The papers in this publication reflect the authors' opinions. Their inclusion in this publication does not necessarily constitute endorsement by the editors or the Immersive Learning Research Network.

To cite this volume please use the recommended format:

Delgado Kloos, C., Elliott, J. B., Gardner, M., Gütl, C., Pirker, J., & Richter, J. (Eds.) (2015). Immersive Learning Research Network. Proceedings of 1st International Conference, iLRN 2015, Prague, Czech Republic, July 15-17, 2015. IOS Press. ISBN 978-1-61499-529-6

For more information on the Academic Proceedings please visit https://publications.immersivelrn.org/index.php/academic.

For more information on the Practitioner Proceedings please visit https://publications.immersivelrn.org/index.php/practitioner.

Published: 31-08-2015

Conference Proceeedings

  • An Overview of Capturing Live Experience with Virtual and Augmented Reality

    Mikhail FOMINYKH, Fridolin WILD, Carl SMITH, Victor ALVAREZ, Mikhail MOROZOV
    298-305
    DOI: https://doi.org/10.56198/yt483285
  • Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework

    Daphne ECONOMOU, Ioannis DOUMANIS, Frands PEDERSEN, Paresh KATHRANI, Markos MENTZELOPOULOS, Vassiliki BOUKI
    388-395
    DOI: https://doi.org/10.56198/wmr3ah93
  • Using Serious Games in Higher Education: Reclaiming the Learning Time

    Vassilki BOUKI, Daphne ECONOMOU
    381-387
    DOI: https://doi.org/10.56198/zz119d73
  • Advancing Physics Learning Through Traversing a Multi-Modal Experimentation Space

    Jochen KUHN, Alexander NUSSBAUMER, Johanna PIRKER, Dimosthenis KARATZAS, Alain PAGANI, Owen CONLAN, Martin MEMMEL, Christina M. STEINER, Christian GUTL, Dietrich ALBERT, Andreas DENGEL
    373-380
    DOI: https://doi.org/10.56198/c6yjca09
  • Collaboration in 3D Virtual Worlds: designing a protocol for case study research

    Armando CRUZ, Hugo PAREDES, Benjamim FONSECA, Paulo MARTINS, Leonel MORGADO
    361-372
    DOI: https://doi.org/10.56198/fvj04s21
  • EdCCDroid: An Education Pilot Prototype for Introducing Code-Combat using LUA

    Conor WOOD, Markos MENTZELOPOULOS, Aristidis PROTOPSALTIS
    353-360
    DOI: https://doi.org/10.56198/w869gn08
  • Another View of the Empire – Camera Control for Heritage Applications

    Alexander G. McROBERTS, Daniel LIVINGSTONE, Daisy ABBOTT
    345-352
    DOI: https://doi.org/10.56198/9sh9td22
  • Blended Learning and the Flipped Classroom: The affordances of cloud based, located, and virtual world environments to support student learning

    Janette GRENFELL
    333-344
    DOI: https://doi.org/10.56198/me8sth09
  • Smart Ambient Learning with Physical Artifacts Using Wearable Technologies

    István KOREN, Ralf KLAMMA
    325-332
    DOI: https://doi.org/10.56198/18r6vd78
  • Designing for User Engagement in Wearable-technology Enhanced Learning for Healthy Ageing

    Ilona BUCHEM, Agathe MERCERON, Jörn KREUTEL, Marten HAESNER, Anika STEINERT
    314-324
    DOI: https://doi.org/10.56198/gs4nd160
  • An Expert Review of REVERIE and its potential for game-based learning

    Ioannis DOUMANIS, Stuart PORTER, Daphne ECONOMOU, Serengul SMITH
    306-313
    DOI: https://doi.org/10.56198/ry266396
  • gPhysics – Using Google Glass as Experimental Tool for Wearable- Technology Enhanced Learning in Physics

    Jochen KUHN, Paul LUKOWICZ, Michael HIRTH, Jens WEPPNER
    212-219
    DOI: https://doi.org/10.56198/tb0hvr70
  • What characteristics of the gamers’profile should be taken into account in player- centred game design?

    Christothea HERODOTOU, Maria KAMBOURI, Niall WINTERS
    289-297
    DOI: https://doi.org/10.56198/ctt5jk63
  • Self-Regulated Learning in Virtual Worlds – An Exploratory Study in OpenSim

    Indika PERERA, Colin ALLISON
    281-288
    DOI: https://doi.org/10.56198/vvxffm29
  • Tweedback goes Smart Watch — Why Classroom Response Systems Need Smart Watch User Interfaces

    Clemens H. CAP, Christian DELFS, Jonas VETTERICK
    273-280
    DOI: https://doi.org/10.56198/z2agfb21
  • Virtual Worlds for 3D Visualizations

    Johanna PIRKER, Christian GÜTL
    265-272
    DOI: https://doi.org/10.56198/cnr68706
  • Towards Measuring Learning Effectiveness considering Presence, Engagement and Immersion in a Mixed and Augmented Reality Learning Environment

    Ahmed ALZAHRANI, Michael GARDNER, Vic CALLAGHAN, Malek ALRASHIDI
    252-264
    DOI: https://doi.org/10.56198/59bxyh12
  • Assessment of Task Engagement using Brain Computer Interface Technology

    Paul McCULLAGH, Gaye LIGHTBODY, Leo GALWAY, Chris BRENNAN, David TRAINOR
    244-251
    DOI: https://doi.org/10.56198/1wev5g13
  • The GhostHands UX: telementoring with hands-on augmented reality instruction

    Fridolin WILD, Giuseppe SCAVO, Peter SCOTT
    236-243
    DOI: https://doi.org/10.56198/eg00ke65
  • OSCase: A data scheme for transfer of Web based Virtual Patients to OpenSim

    Panagiotis E. ANTONIOU, Lazaros IOANNIDIS, Panagiotis D. BAMIDIS
    228-235
    DOI: https://doi.org/10.56198/emf2y629
  • Observing, Coaching and Reflecting: A Multi-modal Natural Language-based Dialogue System in a Learning Context

    Joy VAN HELVERT, Peter VAN ROSMALEN, Dirk BÖRNER, Volha PETUKHOVA, Jan ALEXANDERSSON
    220-227
    DOI: https://doi.org/10.56198/54894n38