IMCL2019 31 October – 1 November 2019, Mediterranean Palace Hotel, Thessaloniki, Greece

IMCL2019 31 October – 1 November 2019, Mediterranean Palace Hotel, Thessaloniki, Greece

Before submitting anything, please read this page: http://imcl-conference.org/current/paper_preparation.php

#1

Interactive Mobile Communication: Social Implications in Workplace and Education (IMCSIWE)

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Overview

With the ubiquity and rapidly expanding functionality of mobile technologies, users can interactively communicate at their workplace and learning environment. More and more researchers, developers and practitioners are employing resources, methods and applications to facilitate communication, collaboration and sharing. Interactive mobile devices can also make work and learning more accessible, equitable, personalized and flexible in educational settings. This special session will address novel methods and applications useful to those exploring everyday interactive mobile communication in their workplace, social and educational contexts.

#2

Designing and Developing Mobile Serious Games for Augmenting Arts and STEM competencies, capabilities and skills (DG-STEAM)

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Overview

Mobile Serious Games may enable students to actively explore and make sense of their learning environment by practicing artistic and rhythm-based dexterities in conjunction to more technical and scientific skills. This amalgamation of rhythm and motion with scientific skills may refine the way students apply learning by using different modalities within a learning context and, moreover, promote integration of learners with special educational needs. Fostering sensory integration and regulation as a source of in-game approaches for enhancing bodily synchrony and praxis and the ability to plan actions and engage meaningfully with the world is a process that may be achieved through active game-play, autonomous and personalised in-game feedback that encourage rhythm-based learning using multimodal in-game mechanics. This special session aims to explore the use of mobile serious games that aim to refine and rethink how learning, teaching, engagement and inclusion of leaners with special educational needs may be improved through motion, rhythm, artistic endeavours and science. Multiple ways of designing in-game feedback (i.e. stealth assessment) for personalisation and autonomous deep learning is a key research theme of this special session. Authors are invited to submit their research contributions or practical experience reports. All papers will be peer-reviewed by at least two referees. The special session provides an opportunity to experience state-of-the-art research and development in a plethora of game-based topics that render both technical game aspects or more empirical research papers related to own work that present innovations in the field of mobile serious games research for learning, teaching and training.

#3

Mixed Reality Applications for Industry and Education (MIRINDE)

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Overview

The word “MIRINDE” in Esperanto means "AMAZINGLY" and we focus MIRINDE Special Session on new amazing opportunities to be opened by mixed reality for industrial and educational applications.

The goal of MIRINDE Special Session is to bring together educators and technical specialists in order to exchange expert opinions on how mixed reality, virtual reality, mulsemedia, and immersive technologies can contribute into development of new approaches in pedagogy, engineering, and science. We expect to have inspiring discussions on best practices of the use and development of mixed reality applications, immersive environments, serious games, mulsemedia applications in engineering, education, and other use cases. We are also going to pay special attention to technical issues of mixed reality and immersive technology application, thus, the mission of MIRINDE Special Session is to demonstrate the technical opportunities given by newest technical components, such as 3D displays, 3D sound systems, olfactory displays, haptic devices, interaction devices, head mounted devices, etc. as well as to explain the theoretical background of data representation and processing in mixed reality and immersive technology applications.

MIRINDE Special Session will cover all aspects of the use of mixed reality and immersive technologies, in particular mixed reality environments, multisensory learning environments, virtual environments, augmented cognition technologies, and serious games for better learning and teaching in the field of both engineering and humanitarian education.

#4

The Impact Assessment of the Internet of Things (IAIoT)

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Overview

The Internet of Things (IoT) is regarded as one of the prominent technologies of this century which has acquired lots of attention in society, industry and academia. Meanwhile, The past decade has witnessed a paradigm shift in the way research councils and funders view the impact of such technologies. We have moved from a situation where Impact is the serendipitous outcome of research to one where impact has to be planned and explicit rather than accidental and implicit. This focus on impact has led to both a change in practice among researchers and a change in behaviour among research funders, with a great emphasis on achieving excellence with impact in terms of demonstrable contribution to society, culture, the economy or quality of life beyond academia (RCUK, 2011; HEFCE 2007).

Despite this increase in demand for making impact explicit, and the existence of many guidelines for researchers (Impact Taskforce, 2014; REF, 2014; HEFCE, 2017; ESRC, 2017), there is no one single strategy for evaluating impact, rather there are many approaches for impact assessment. Moreover, there is presently no uniformed, platform for IoT impact assessment teams to share their assessment frameworks and their evidencing methodologies.

This special session invites papers that investigate impact assessment of IoT technologies in general and IoT wearables in particular, on safety and security, crowd management, cyber security, economy, or society.

#5

Social Networks and Mobile Applications for Health care (SNMAH)

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Overview

In the last decade advances in wireless technology led to the emergence of a wide range of applications in healthcare, mobile health care, social networking, etc.

Among these applications, health care, mobile health and smart health are considered the most promising and most important, this is mainly due to their positive impact on the quality of life of patients.

Furthermore, mobile health care technology helps improve the quality of care administered to patients providing clinical and critical care in ways that help them follow-up their disease. Therefore, patients can be treated and cared for from anywhere, at any time. In addition mobility helps patients track their recovery with remote monitoring tools and follow what doctors prescribed.

Thus we can conclude that this area of research is very interesting and this is why we intend to propose this special session in order to gather researchers in the field of mobile health care, give them the opportunity to share their ideas and conceptual approaches and finally discuss the recent advances in this field.

#6

Digital Technology in Sports (DiTeS)

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Overview

Sports play a vital role in our lives. Mobile technology, Smartphone or wearables are examples of Digital Technology products that improve the way that we made sports as well as enhance sports education.

This special session offers the opportunity to present recent results concerning the design, development, implementation and deployment of digital technology in different areas relating to sport and physical activity. The special session will act as a forum for education and knowledge transfer, between various organizations and actors in and outside sport.

#7

Smart Learning with MOOCs (SLMOOCs)

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Overview

The landscape of education is reshaped by the development of Massive Open Online Courses (MOOCs) and Smart Learning Environments (SLEs). MOOCs are free courses that are delivered online to thousands of learners. Therefore, MOOCs have considerable potential to widen participation and collaboration in education. However, there are many issues with MOOCs like (a) low student engagement and eventually low completion rates; (b) lack of teacher feedback, one-on-one teaching and interaction; (c) very low social (student-student) interaction. Smart learning environments, on the other hand, provide opportunities for rich learning interactions by making use of digital, context-aware, and adaptive technologies. This special session puts forward the challenge of developing the “next generation” MOOCs by integrating smart and intelligent learning technologies in MOOCs environments that facilitate rich, challenging and productive learning experiences for all. Contributions are welcome that explore the technical, educational and social challenges relevant to providing more productive and engaging online learning environments by combining the MOOCs approach and smart learning design and tools.

#8

IoT infrastructures for safety in pervasive environments (IoT4SAFE)

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Overview

Internet of Things (IoT) platforms have received a significant amount of attention due to the simplicity and efficiency they bring in creating business value, linking the IoT endpoints to applications and analytics. They are essentially the linchpin in a holistic IoT solution because they enable data generated at endpoints to be collected and analysed, spawning the growth of big data analytics and applications. The rapid increase in the number of network-enabled devices and sensors deployed in physical environments, enriched with information processing capabilities, has allowed the interconnection of people, processes, data and devices, offering enormous potentials across many sectors. The large societal and personal impact of pervasive, mobile and interconnected entities in the web, is already apparent in health, smart factories and cities, security, environmental, agriculture and retail applications. For example, in smart cities, IoT technologies are used from collecting and interrogating city-center parking metrics, to the use of so-called ‘smart’ street lighting to generate efficiencies. One of the most compelling, however, use case is the technology’s use in a safety context. In this context, the challenge is to use humans and devices interchangeably to achieve operational goals and respond to emergency situations, such as natural disasters, vandalisms or missing people in overcrowded places. At the same time, pervasive technologies and eHealth systems seem to offer a promising solution for accessible and affordable self-management of health problems, both in living and working environments. Wearable devices and ambient sensors can be transformed into meaningful lifestyle and work-style monitoring tools, extracting personalised partners and detecting problematic situations to foster a healthy and safe home and working environments.

This special session provides the opportunity to discuss specific research and technical topics in applying IoT technologies in pervasive environments, with a special emphasis on safety in high-risk environments, such as in the healthcare domain (home care and occupational health), public events, food supply chain, energy industries, intelligent transportation, and building & infrastructure management.

#9

Mobile Technology and Gamification (MTG)

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Overview

From the innovation perspective, concepts such as serious gaming and gamification are among the most interesting and valuable topics in the domain of interactive mobile communication technologies and learning.

A Serious Game combines a serious intention with a game's rules and targets. They are often considered to be technological applications that use games to engage individuals in an experience through which a learning or professional training aim can be explored. However, Gamification is the application of game design elements and game principles in non-game contexts. For example, a teacher using a point system with leaderboards to make their classes more interesting is using gamification concept, despite not featuring any serious games. So, even if you aren’t seeing any serious games in your daily life yet gamification is everywhere. Intrinsic motivation and the desire for personal development are the core area for the application of gamification.

Mobile Technology and Gamification Session (MTGS) provides the opportunity for scientists, researchers, programmers and designers working in the field of Serious Game, Gamification and related areas to share their experience, novel ideas and research results in various fields and applications such as Business, Science, Health, Education and Training.

#10

University – Industry – Cooperation in Mobile Technologies (UIC-MT)

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Overview

The importance of university-industry collaboration has generally increased in the industrialized world since the late 1970s. In recent years, however, European governments have taken actions to support research interaction between the two sectors through national research programs. We believe that this must be reflected in scientific conferences as well. Consequently, in normal sessions we must invite industry partners to have 1-2 technical talks to open new opportunity and push the research and development at all the level of Universities. The primary objectives of companies to collaborate with universities include research synergies, keeping up with major technological developments, and R&D cost sharing.

If we move in the field of mobile technologies or mobile learning, we must present and discuss the actual level of development, implementation and defining the IoT technologies and think at the training of the people to use and do IoT applications in education – medicine - industry.

The IoT expert is able to analyze processes and identify the opportunities that smart objects allow, which can be converted into new models and procedures, improving the processes efficiency.

The Healthcare industry remains among the fastest to adopt the Internet of Things. The reason for this trend is that integrating IoT features into medical devices (Medical IoT) greatly improves the quality and effectiveness of services. Actually, many medical studies and developments use sensors to measure the parameters of stress. As examples to confirm whether music therapy is effective on stress, we would use the concept of IOT (a concept in which a machine interacts with the human world).

The generic requirements for all IoT systems are low cost, energy efficiency, ubiquitous coverage, and scalability (ability to support a large number of connected machines in a network) and one important think must be Cyber Security!

#11

5G Wireless and Optical Technologies for Mobile Communication Systems (5G Fi-Wi for MC)

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Overview

Considering the ever-increasing traffic demand and required quality of service, current 4G wireless access networks will soon arrive to their limit. For this reason, it is foreseen that the commercial deployment of the first 5G networks will probably occur by 2020 and will respond to a set of predefined requirements mainly: 1) support for ultra-high capacity and massive connectivity; 2) support for an increasingly diverse set of services, applications and users; and 3) flexible and efficient use of all available non-contiguous spectrum for wildly different network deployment scenarios. In order to respond to the above-mentioned requirements important technical challenges need to be solved. Current research efforts on 5G Radio Access Networks (RAN) strongly focus on Optical/Wireless convergence, small cells deployment, massive-MIMO and millimetre-wave (mmWave) access for addressing the critical limitations of currently deployed cellular systems. Industrial and academic institutions concur that it is of great importance to develop evolutional paradigms that ensure the functional combination of the above technologies into a 5G cellular architecture and its associated ecosystems providing new vertical services. This special session, co-located in IMCL 2019, aims to offer an opportunity for academic and industrial researchers to discuss on feasible solutions including evolutional technologies and ecosystems for the realization of 5G and beyond.

#12

Interactive Learning Interfaces for Music Education (iLIME’2019)

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Overview

Mobile Computing is accredited for the massive bulk of multimedia music content distributed frantically worldwide. Mobile devices are not simply handy for recording thousands of live performances daily, but also for ubiquitously providing music videos to a thirsty world audience.

Certainly, this trend biases the way that music is taught and performed. Music learners, along with the wide public, are inclined to reproduce more easily popular tunes as they are heard by global mass media providers rather than as they are advocated in their original music semiology.

Undoubtedly, the appealing nature of mobile communications creates a culture for an enhanced multimedia informal learning in music and the arts in general. This special session is bound to give emphasis overall on how the emerging field of Interactive Educational TV practices, protocols and standards is associated with Mobile Learning & Communications.

Important Dates (Extended)

03 Jun 2019Submission of:
(i) structured abstracts (for full papers, short papers, work-in-progress papers and posters) for the main conference
(ii) Special Session proposals
10 Jun 2019Notification of acceptance for abstracts for the main conference
Special Sessions notification and announcement
15 Jul 2019Submission of:
(i) complete papers for all submission types
(ii) Round Table Proposals
(iii) Proposals for Organization of a Panel Discussion
(iv) Proposals for Organization of a Workshop/Tutorial
29 Jul 2019Notification of acceptance
23 Aug 2019Late Paper submission deadline
30 Aug 2019Notification of acceptance for Late Papers
06 Sep 2019Camera-ready due & Author registration deadline
31 Oct 2019IMCL2019 Conference Opening

Contact

Thrasyvoulos Tsiatsos,
IMCL General Chair
tsiatsos@csd.auth.gr
Michael E. Auer,
Steering Committee Chair
info@imcl-conference.org

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