2017 3rd International Conference of the Immersive Learning Research Network (iLRN) - Workshop, Long and Short Paper, and Poster Proceedings

                    View 2017 3rd International Conference of the Immersive Learning Research Network (iLRN) - Workshop, Long and Short Paper, and Poster Proceedings

ILRN 2017 is the third annual international conference of the Immersive Learning Network. It follows on from the inaugural conference held in Prague in July 2015 and the second conference held in Santa Barbara in June 2016.

There have been ninety-three submissions to the conference in 2017 encompassing long and short papers, posters, special tracks and workshops. This has more than doubled since last year when the total was forty-five. This research area is clearly attracting more attention as the usability and affordability of powerful virtual reality devices grows alongside the search for new modes of learning and delivering effective educational experiences. In addition to the ongoing development of virtual laboratories, bespoke learning systems and collaborative training environments the emerging interdisciplinary fields of cultural heritage, VR-related cognitive studies and VRmediated communication are also represented in these proceedings.

The Immersive Learning Research Network is highly inclusive, keen to accommodate and encourage all interested parties to actively participate in this vibrant research area, especially by attending the annual conference. All papers and posters were independently reviewed: long papers by 3 – 5 reviewers, short papers by 2 – 4 reviewers and posters by 2 reviewers. This ensured that all authors were given a good mix of feedback on how to improve their submissions for publication and presentation at the conference. In cases where the reviewers agreed that much more work was needed for a particular format long papers were invited to be resubmitted as short papers and short papers as posters. Submissions for the main track of the conference included nine posters and thirty-four papers. Eleven of these papers were accepted for inclusion in an edition of Springer’s long running series Communications in Computer and Information Sciences with the remaining revised papers and abstracts for posters being included in this volume. This publication is Open Access with a DOI and also a separate DOI for each long paper.

If you are not already involved in thinking about or using immersive learning in educational contexts we believe that these proceedings will stimulate you to so by joining the ILRN.

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-2017-coimbra-ebook/.

Editors

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

ISBN 978-3-85125-530-0

Copyright ©2017 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:

Beck, D., Allison, C., Morgado, L., Pirker, J., Khosmood, F., Richter, J., & Gütl, C. (Eds.) (2017). iLRN 2017 Coimbra. Workshop, Long and Short Paper, and Poster Proceedings of the Third Immersive Learning Research Network Conference, iLRN 2017, Coimbra, Portugal, June 26-29, 2017. Verlag der Technischen Universität Graz. ISBN 978-3-85125-530-0

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: 01-10-2023

Conference Proceeedings

  • Towards a Transmedia Learning Approach in ESL Context

    Patrícia Rodrigues, José Bidarra
    240-247
    DOI: https://doi.org/10.56198/yt94g440
  • Transmedia Story-weaving: Designing immersive transmedia experiences for higher education

    Katerina Economides, Charlotte Holland
    186-188
    DOI: https://doi.org/10.56198/10bdd933
  • V-Label : an experiment on how Augmented Reality impacts memori- zation

    Anne-Dominique Salamin, Christophe Hadorn
    189-190
    DOI: https://doi.org/10.56198/hfg2ej42
  • Immersion strategies in nonfiction digital narratives: A Short History of the Highrise, a case study

    Ana Paula Mauro
    191-192
    DOI: https://doi.org/10.56198/fwmxwf26
  • The use of a Cyber Campus to Support Teaching and Collaboration: An Observation Approach

    Louis Nisiotis, Styliani Kleanthous Loizou , Martin Beer, Elizabeth Uruchurtu
    193-194
    DOI: https://doi.org/10.56198/800bhd88
  • Analysing and adapting communication scenarios in virtual learning environments for one-to-one communication skills training

    Raja Lala, Johan Jeuring, Timo Overbeek
    197-204
    DOI: https://doi.org/10.56198/q159xr54
  • Interaction of Learning Management Systems and Gaming Platforms in the Context of Competence Based Learning Integrating the RAGE Analytics Environment into Moodle Courses

    Matthias Then, Iván Martínez-Ortiz, Antonio Calvo-Morata, Benjamin Wallenborn, Baltasar Fernández-Manjón, Matthias Hemmje
    205-218
    DOI: https://doi.org/10.56198/zw4yf195
  • Phygital Heritage: an Approach for Heritage Communication

    Eslam Nofal, Rabee M. Reffat, Andrew Vande Moere
    220-229
    DOI: https://doi.org/10.56198/1eq9sz53
  • Once upon a time in Pergamon: Reality and Representation in the Hellenistic City

    Ufuk Soyoz
    230-238
    DOI: https://doi.org/10.56198/w280hc61
  • Proposed Model security best practices using Immersive Virtual Reality in Social Engineering.

    Sergio Ordoñez, Adolfo Melendez, Leticia Neira
    183-185
    DOI: https://doi.org/10.56198/ymktdy50
  • Travel through the oceans: augmented reality to enhance learning in early childhood education

    Vitor Ribeiro, Vânia Sousa
    248-255
    DOI: https://doi.org/10.56198/ghm54d26
  • The use of sensors in virtual worlds for obesity control A case study about virtual/real motivation to encourage self- determination against obesity through the Internet of Things

    Fabiana Santiago Sgobbi, Liane Margarida R. Tarouco, Eliseo Reategui
    257-269
    DOI: https://doi.org/10.56198/7w8j6c32
  • Relaxation Training with Biofeedback in Virtual Reality: Discussion of Wearability

    Mikhail Fominykh, Ekaterina Prasolova-Førland, Tore C. Stiles, Petter Chr. Borchgrevink, Anne Berit Krogh, Mattias Linde
    270-281
    DOI: https://doi.org/10.56198/d8f8tm94
  • Training teachers to employ a digital art history curriculum: An evaluation of the Crystal Bridges mixed distributed and virtual reality professional development

    Dennis Beck, Scott Warren
    283-296
    DOI: https://doi.org/10.56198/0t04nn07
  • 360-degree interactive video application for Cultural Heritage Education

    Lemonia Argyriou, Daphne Economou, Vassiliki Bouki
    297-304
    DOI: https://doi.org/10.56198/fkdx9321
  • Evaluating the Lifelog: a Serious Game for Reminiscence

    William Burns, Paul McCullagh, Chris Nugent, Huiru Zheng
    305-316
    DOI: https://doi.org/10.56198/w41cxb46
  • Drinking Games: Simulating Alcoholic Behavior Patterns in the ”Pubcrawler” Video Game

    Chiara Tolentino, Jeff Ferguson
    317-324
    DOI: https://doi.org/10.56198/xve6eq97
  • Fieldscapes – Creating and Evaluating a 3D Virtual Fieldtrip System

    D.J.H. Burden, T. Argles, S. Minocha, J. Rock, S. Tilling, P. Wheeler
    18-29
    DOI: https://doi.org/10.56198/85pt5e02
  • A Digital Museum Infrastructure for Preserving Community Collections from Climate Change

    Catherine Cassidy, Adeola Fabola, Alan Miller, Iain Oliver
    170-177
    DOI: https://doi.org/10.56198/z0h38d06
  • Adopting Game Technology for Heritage Information Modelling

    Calum Sinclair, Brian Loranger, Daniel Livingstone
    162-169
    DOI: https://doi.org/10.56198/eykh0k88
  • Immersive Learning of Biomolecules

    Yiyu Cai, Wouter van Joolingen, Sui Lin Goei, Sandra Tan, Zhong Chen, Zachary Walker , Ban Hoe Chow
    156-161
    DOI: https://doi.org/10.56198/cda8z181
  • Integrating Wearable Technologies and Sport Analytics for Personalized Immersive Training and Learning

    Konstantinos Lazaris, Miltiadis D. Lytras
    144-155
    DOI: https://doi.org/10.56198/d2nj3010
  • How to gamify the classroom? A proposal for teachers training

    Inês Araújo
    136-143
    DOI: https://doi.org/10.56198/sgxtys82
  • Cultural Heritage Reconstruction Based on Virtual Reality Technology: A Pilot Study of Taiwanese Historical Sites

    Fanfan Chen, Yang-Cheng Lin, Chun-Chun Wei
    129-135
    DOI: https://doi.org/10.56198/s4m5bs91
  • Applying Mobile EEG to Measure Attention and Reading Time for Picture Books

    Chun-Chun Wei, Yang-Cheng Lin
    121-128
    DOI: https://doi.org/10.56198/5ytce129
  • Enhancing strategies for cultural and natural heritage through the ALForLab Geographical Information System

    Giuseppe Alì, Paola Cannavò, Pierfrancesco Celani, Erminia D’Alessandro, Manuela De Ruggiero, Roberta Falcone, Lorella Gabriele, Giovanni Mazzuca, Sara Parlato, Francesca Salvo, Sara Maria Serafini, Massimo Zupi
    109-120
    DOI: https://doi.org/10.56198/8e2nwh69
  • Using Multiplayer Digital Games to Support Collaboration in Health Education

    Anna Janssen, Professor Tim Shaw, Peter Goodyear, B. Price Kerfoot
    103-108
    DOI: https://doi.org/10.56198/de38nw85
  • Screenwriting Framework for an Interactive Virtual Reality Film

    Maria Cecilia Reyes
    92-102
    DOI: https://doi.org/10.56198/rd4acs93
  • Improving Reading Literacy with an Immersive Learning App

    Célio Gonçalo Marques, Ana Amélia Carvalho, Ana Paula Ferreira, António Manso, Felisbela Morgado
    80-91
    DOI: https://doi.org/10.56198/szzkx449
  • Effects of natural user interfaces on user experience, activation and task performance in immersive virtual learning environments

    Daniela Janssen, Valerie Stehling, Anja Richert, Ingrid Isenhardt
    68-79
    DOI: https://doi.org/10.56198/1n0x3t94
  • GAMES AND GAMIFICATION IN THE PEDADOGY DEGREE: an alternative to the Distance Education models

    Eliane Schlemmer, Wagner dos Santos Chagas, Claudio Cleverson de Lima
    54-67
    DOI: https://doi.org/10.56198/awwj6972
  • Assessment for Learning and Gamification: Can Two Walk Together, Except They be Agreed?

    Menucha Birenbaum, Elhanan Gazit
    42-53
    DOI: https://doi.org/10.56198/nw040t61
  • Enhancing foreign language learning in 3D immersive worlds – a study report

    Paweł Topol
    30-41
    DOI: https://doi.org/10.56198/03eyz045