posted by user: bkenwright || 7612 views || tracked by 7 users: [display]

(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’

FacebookTwitterLinkedInGoogle

Link: http://www.igi-global.com/publish/call-for-papers/call-details/2768
 
When Jun 30, 2017 - Jun 30, 2017
Where N/A
Submission Deadline Jun 30, 2017
Notification Due Aug 30, 2017
Final Version Due Feb 5, 2018
Categories    games   virtual reality   immersive   interactive
 

Call For Papers

Email me for any last minute chapter proposal submissions (core chapters are under review/processing).

Details:
https://www.igi-global.com/publish/call-for-papers/call-details/2768

Introduction
As virtual reality approaches mainstream consumer use, this has resulted in a revived intrigue in the research and innovation in the area. This vibrant development ecosystem has led to breakthroughs in sound, perception and visual-processing that take virtual reality to new dimensions. This book aims to meet the challenge of providing practitioners, researchers and institutions with discussions and examples on how to adopt these new methods and applications. The aim is to reach into research trends that are appearing, in order to show innovations and results that can be used to inspire and invigorate the virtual reality community. The topics covered in this book seek to cover new practices at all levels and modalities in immersive virtual reality, instigating readers to assimilate proposals that have been implemented and to replicate this knowledge in their institutions and researchers worldwide.

Recommended Topics
Topics of interest include but are not limited to:


- Affective aspects involved in digital educational games
- 3D virtual laboratories and simulations for education
- Methods of evaluation and assessment in digital Game-Based Learning
- Usability for digital educational games and immersive environments
- Affective virtual reality and interaction
- Virtual reality in games
- Virtual reality and cognitive impact
- Virtual reality audio control and influences
- Virtual reality and multimodal interaction
- Gesture, touch and haptics
- Healthcare, assistive technologies
- Virtual world human communication and dynamics
- Human-virtual user/agent interaction
- Interaction with smart environment
- Machine learning for multimodal interaction
- Mobile multimodal systems
- Virtual reality behavior generation
- Virtual reality datasets and validation
- Virtual reality dialogue modeling
- Virtual reality fusion and representation
- Virtual reality interactive applications
- Speech behaviors in social interaction
- System components and virtual reality platforms
- Visual behaviors in social interaction
- Virtual/augmented reality and multimodal interaction
- Virtual reality games in education
- Gamified immersive environments and virtual worlds
- Virtual reality applied to Game-Based Learning
- ..

Submission:
https://www.igi-global.com/publish/call-for-papers/call-details/2768


Benjamin Kenwright
Email: bkenwright@ieee.org



Related Resources

Call for Book Chapter 2026   Human-Animal Studies and Literary Animal Studies in German Narratives
IEEE AIxVR 2026   8th International Conference on Artificial Intelligence & extended and Virtual Reality
Call for Book Chapter 2026   Ecocriticism in German Narratives
ICVARS 2026   2026 10th International Conference on Intelligent Computing and Virtual & Augmented Reality Simulations (ICVARS 2026)
WIM 2026   Call for Book Chapters: Women in Motion: Perspectives from the Indian Subcontinent
IJGTT 2025   International Journal of Game Theory and Technology
Call for Book Chapters/Wiley-IEEE Press 2026   Edge AI: Principles, Technologies, and Applications
SPIE ICCGV 2026   SPIE--2026 9th International Conference on Computer Graphics and Virtuality (ICCGV 2026)
Research Handbook on Decision Science 2026   Call for Book Chapters: Research Handbook on Decision Science
Forensics and Biometrics 2025   Call for Chapter Contributions: Exploring the Intersection of Forensics and Biometrics