2016 2nd International Conference of the Immersive Learning Research Network (iLRN) - Workshop, Long and Short Paper, and Poster Proceedings

                    View 2016 2nd International Conference of the Immersive Learning Research Network (iLRN) - Workshop, Long and Short Paper, and Poster Proceedings

ILRN 2016 is the second annual international conference of the Immersive Learning Network. It follows on from the inaugural conference held in Prague in July 2015. The topic is becoming increasingly relevant as the power and affordability of suitable computers, mobile devices, network connectivity and interface technologies has made virtual and augmented reality environments more accessible than ever before. ILRN’s mission is to stimulate the use of, and share knowledge about, these exciting technologies as they are applied effectively in education and learning scenarios. This requires both fundamental and applied research. ILRN aims to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of all the learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the ILRN has invited scientists, practitioners, organizations, and innovators across all disciplines to report on their research in the ILRN 2016 international conference.

Twenty-three papers were received for this event and after a rigorous reviewing process nine were selected as full papers for a Springer published volume and 2 as full papers for this online proceedings volume, which also includes the texts of three posters. Papers in the main conference report on the use of immersive learning environments to address a variety of educational challenges and environments, with the use of virtual worlds in corporate training and programming using immersive environments as the foci. The authors of these papers hail from Austria, Australia, the UK, Germany, Portugal, Scotland, and in the United States, North Carolina and Oregon.

We hope you will find this collection of papers informative and engaging. We encourage you to join ILRN and participate in future events.

This Academic Workshop, Long and Short Paper, and Poster Proceedings volume is part of the Academic Track and is published by Verlag der Technischen Universität Graz.

To access the full documents please visit Verlag der Technischen Universität Graz' website: https://www.tugraz-verlag.at/en/gesamtverzeichnis/informatik-und-biomedizinische-technik/ilrn-2016-santa-barbara-ebook/.

Editors

  • Colin Allison,University of St Andrews, UK
  • Leonel Morgado, Universidade Aberta, Portugal
  • Johanna Pirker, Graz University of Technology, Austria
  • Dennis Beck, University of Arkansas, USA
  • Jonathon Richter, iLRN President and CEO, USA
  • Christian Gütl, Graz University of Technology, Austria

ISBN978-3-85125-472-3

Copyright ©2016 by the Immersive Learning Research Network. For reprints and permissions policies please visit Verlag der Technischen Universität Graz' website.

The papers in this book comprise the proceedings of the meeting mentioned on the cover and title page. 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:

Allison, C., Morgado, L., Pirker, J., Beck, D., Richter, J., & Gütl, C. (Eds.) (2016). iLRN 2016 Santa Barbara. Workshop, Long and Short Paper, and Poster Proceedings of the Second Immersive Learning Research Network Conference, iLRN 2016, Santa Barbara, USA, June 27-July 1, 2016. Verlag der Technischen Universität Graz. ISBN 978-3-85125-472-3

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: 26-06-2016

Conference Proceeedings

  • Requirements for the use of virtual worlds in corporate training Perspectives from the post-mortem of a corporate e-learning provider approach of Second Life and OpenSimulator

    Leonel Morgado, Hugo Paredes, Benjamim Fonseca, Paulo Martins, Ricardo Antunes, Lúcia Moreira, Fausto de Carvalho, Filipe Peixinho, Arnaldo Santos
    18-29
    DOI: https://doi.org/10.56198/r6g06h80
  • Learning to Program using Immersive Approaches: A Case Study Learning SAS®, IBM Bluemix and Watson Analytics

    Richard J Self
    30-36
    DOI: https://doi.org/10.56198/dr4d7k35
  • Creating a Sense of Presence in 3dimensional Multiuser Virtual Environments for Education

    Adriana D’Alba
    42-44
    DOI: https://doi.org/10.56198/jjnmtb97
  • Merging the virtual and the real: A collaborative crossreality game

    Jessica Bergs, Daniel Livingstone, Brian Loranger
    45-46
    DOI: https://doi.org/10.56198/fm97vz84
  • Conversation-based support for French extracurricular school activities in the context of smart territories through claim management and automated learning

    Laetitia Le Chatton
    47-48
    DOI: https://doi.org/10.56198/2x97tk73
  • Welcome to Gallery 5 – An immersive digital art experience

    Dennis Beck, Scott Warren, Anne Kraybill
    51-59
    DOI: https://doi.org/10.56198/pty2kv26
  • Best Practices for Developing Online Learning Aids: Towards Systems Engineering

    Parisa Pouya, Stephanie E. August
    60-66
    DOI: https://doi.org/10.56198/vxwrd285
  • An Online Immersive Reality Innovation-Lab

    Vic Callaghan, Marc Davies, Shumei Zhang
    68-80
    DOI: https://doi.org/10.56198/0jsbkq68
  • Virtual Observation Lenses for Assessing Online Collaborative Learning Environment

    Samah Felemban, Michael Gardner, Victor Callaghan
    81-93
    DOI: https://doi.org/10.56198/43wd0c20
  • The 21st Century Interpreter: Exploring the use of smart-glasses for technology-augmented interpreting

    Chantel Dan Chen, Florence Myles, Victor Callaghan
    94-104
    DOI: https://doi.org/10.56198/qdvkss78
  • New Directions in Cognitive Educational Game Design

    Ivo Bril, Nick Degens, Eelco Braad
    106-117
    DOI: https://doi.org/10.56198/r54xjh02
  • Cognitive Principles for Education-Based Learning in Young Children

    Jennifer L. Miller , Carly A. Kocurek
    118-128
    DOI: https://doi.org/10.56198/xhp86k98
  • Serious Games in 2025: Towards Intelligent Learning in Virtual Worlds

    Ishbel Duncan, Adeola Fabola, Alan Miller
    129-136
    DOI: https://doi.org/10.56198/
  • Note-Taking in Virtual Reality Using Visual Hyperlinks and Annotations

    Scott W. Greenwald, Daniel   Citron, Hisham   Bedri, Pattie Maes
    138-143
    DOI: https://doi.org/10.56198/4hda6h17
  • Designing Immersive Transmedia Learning Experiences: Three Approaches, Three Games

    Scott J. Warren, Dennis Beck
    144-147
    DOI: https://doi.org/10.56198/57znjp69
  • Online Instruction, eLearning, and Simulations in Prisons A conceptual overview

    Kim Read
    148-156
    DOI: https://doi.org/10.56198/pdy3zx07
  • Designing for Attention in Virtual Environments How a Camera Changes Everything

    Crista V. Lopes
    3-5
    DOI: https://doi.org/10.56198/2e7a5270
  • Exploring the Future of Immersive Education

    Vic Callaghan, Michael Gardner, Anasol Peña-Rios, Dennis Beck, Christian Gütl, Leonel Morgado, Jonathon Richter, Hsuan-Yi WU
    38-40
    DOI: https://doi.org/10.56198/wftbgz26
  • Finding Learning Everywhere: Learning Systems Design, Implementation, and Research Collaboration

    Ben Erlandson
    16
    DOI: https://doi.org/10.56198/wttdhf38
  • Immersive Learning: Realism, Authenticity & Audience

    Daniel Livingstone
    14-15
    DOI: https://doi.org/10.56198/01x0ay14
  • Transmedia for Immersive Learning: The Design and Study of Alternate and Augmented Reality Play Experiences

    Scott J. Warren
    11-13
    DOI: https://doi.org/10.56198/fehas908
  • VR Glacial Lake Missoula, 10,000 years in the past, or 10,1000 years into the Future

    Geoffrey Pepos
    10
    DOI: https://doi.org/10.56198/f5emz555
  • Social motivation in immersive environments

    Jim Blascovich
    8-9
    DOI: https://doi.org/10.56198/hajdez68
  • Self-Animated Characters in Augmented Reality for Emotional Intelligence and Personal Empowerment

    Jeffrey Ventrella
    6-7
    DOI: https://doi.org/10.56198/c7rwe795