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ITL / CEEC 2016 : Special Session on Immersive Technologies and Learning at CEEC 2016


When Sep 28, 2016 - Sep 30, 2016
Where Colchester, UK
Submission Deadline Jun 30, 2016
Notification Due Aug 1, 2016
Final Version Due Aug 20, 2016
Categories    elearning   immersive   augmented reality   gamification

Call For Papers

Immersive Technologies, such as Virtual Reality (VR), Augmented Reality (AR), head-mounted displays, haptic devices, etc., give people a sense of “Being There”. They are used every day as standalone applications in areas such as computer games or telepresence video conferences among others. A particular use of these technologies is in educational settings, where they can enhance learning experiences, foster participation, collaboration, creativity and engagement; creating huge opportunities for integration and research.

This special session, organised in partnership with the Immersive Learning Research Network (iLRN), aims at gathering not only leading researchers, but also young researchers as well as practitioners and developers in this field who research applications of Immersive Technologies in learning.

Researchers are hereby invited to submit a full paper (5-6 pages) detailing their research, or a short paper (max 4 pages) describing their work-in-progress. All submitted papers will be subject to peer reviewing by at least two reviewers for technical merit, significance and relevance to the topics. Further information is available from the CEEC 2016 website Submission implies the willingness of at least one author per paper to register, attend the conference and present the paper. Proceedings will be published on IEEE Xplore. Authors of selected articles will be invited to submit an extended version to a Special Issue of the Computers journal (

This special session welcomes submissions on (but not limited to) the following topics:

Immersive Technologies, Systems and Devices
Immersive Environments
Virtual Worlds and Web3D
Augmented and Virtual Reality
Interactive Intelligent Environments
Educational simulations
Immersive Data Visualizations
Multidimensional spaces
Wearable computers
Educational Software/Hardware
Context-aware Computing in Virtual/Real Spaces
Internet-of-Things and Smart Objects in Multidimensional Spaces
Mixed-Reality in Education
Intelligent Agents in Learning
Intelligent Classrooms
Virtual Laboratories and Tools
Assessment and Learning Analytics in High-tech Environments
Personalised Learning and Intelligent Tutors
Adaptive Educational Technology Systems
Adaptive Educational Hypermedia
Edutainment, Serious Games & Game-Based Learning
Comparative Studies
Proof-of-concept and demonstration deployments
A Glance into the Future: Innovations, Challenges and Applications

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