Mixed Reality (MR) is broadly defined as the merging of real and virtual worlds to produce new contexts. Augmented Reality (AR) is the superposition of computer-generated elements in the real world. The rapid growth of mobile technologies facilitates the development of MR and AR systems and applications. Both MR and AR are evolving fast and are opening new horizons in education and training. MR and AR have the potential to offer engaging and immersive learning experiences improving learning outcomes in formal and informal education. These relatively new educational technologies necessitate new theoretical and empirical studies to explore how MR and AR can be effectively used in education, what instructional methods and pedagogies are appropriate to use and how teachers and learners can take full advantage of them.
The special session “(Mobile) Mixed and Augmented Reality in Education” (MAR-EDU’ 2023) within the IMCL 2023 International Conference aims to promote the discussion on the applications and the impact of Mixed and Augmented Reality in Education. It will provide an opportunity for researchers and practitioners to present their latest work and propose Mixed and Augmented Reality systems and solutions, pedagogies, and instructional design methodologies as well as case studies and implementations.
Expression in music or the (performing) arts is much more than simply matching appropriately dynamics, phrasing, timbre and articulation so to make the final result more striking; it is, rather, in terms of Interaction Design a channel for directing personal responses to Empathetic Computing systems.
General Expression Markings related with elements of Music Aesthetics may aid extra-musical elements like articulation and (speech) dynamics and link overall mood with well-defined expressive ontologies like Rhythm (Beat, Meter, Tempo, … ), Melody – Harmony, Tone Color, Loudness and more complex entities like Texture, Form and Gender (or, alternatively, Style).
As the above elements of expression convey to emotions they link elements of performance with Intentions, Interpretations and in the field of HCI with Interactions.
This special session aims to hallmark a figurative roadmap for transposing learning or therapeutic sessions with expressive and empathetic elements to a sprinkle of online Interaction.
Extended Reality (XR) technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR), empower students and teachers to engage in the process of learning and teaching in more authentic, interactive, and embodied ways. By combining interactive design paradigms with multisensory hardware and software, XR technologies have the potential to enhance the teaching and learning experience by focusing on human-driven elements such as participation, engagement, and co-creation. One of the key challenges identified in XR research is the focus on devices, headsets, hardware, and software as the predominant dynamics that influence the quality of the learning experience and less on the actual processes, practices and mindsets that may trigger meaning-making, knowledge construction and co-creation during the design and delivery of learning. This special session places emphasis on human-centred design and associated paradigms, constellations, and applications manifested for designing XR applications and tools that enable students and teachers to be more creative, resilient, participatory, and self-directed. In conjunction with the ongoing progress and revolution of generative AI, data-informed evidence and immersive content, this special session aims to shed light on how XR technologies and other emerging technologies such as games, AI applications and 3D designs can facilitate students and teachers to design and enact teaching and learning that is focused on creativity and critical practice. Authors are invited to submit 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 XR topics that render both technical and empirical research related to work that present innovations in the field of XR applications and tools for learning, teaching, and training.
Generative Deep Learning is a subset of Artificial Intelligence (AI) that helps learning from all previous data for generating new data, new content. Generative AI is based on Deep learning algorithms and is a time-honored approach to generate multi-modal new data (text, images, video, 3D and combination) based on an intensive training, where many features of the population of interest are considered simultaneously. AGAITEMOT will provide an excellent international forum for sharing knowledge and results in theory, methodology and applications of Generative AI & Mobile Technologies. Generative AI solutions in and with mobile technologies will enlarge the application field of AI in health, education, service, transport etc. This session seeks significant contributions to all major fields of the generative Deep Learning in theoretical and practical aspects. The aim is to provide a platform to the researchers and practitioners from both academia and industry to meet and share cutting-edge development in the field.
Authors are solicited to contribute by submitting articles that illustrate research results, projects, surveying works and industrial experiences.
Mobile applications have become ubiquitous in various domains such as education, health, entertainment, and business. However, developing and maintaining mobile applications pose many challenges for developers, users, and researchers. This special session aims to provide a platform for sharing the latest research findings, best practices, and lessons learned from developing and using mobile applications for learning purposes. The session will cover topics such as design principles, usability evaluation, user engagement, accessibility, personalization, and analytics of mobile learning applications.
This session highlights the importance of learning analytics through mobile communication and mobile technologies. This session will invite contributions focusing on data collection, analysis and knowledge extraction, specifically in mobile learning environments. Mobile learning has inherent challenges to student engagement and potentially detrimental effects on students’ performance (Wilkinson & Barter, 2016). These challenges are related to interface constraints, limited input capabilities, distractions, multitasking and compatibility and responsiveness related issues in such technologies. This session addresses these issues using learning analytics in mobile learning environments. Moreover, this session will also include contributions using sensing technologies and multimodal learning analytics in mobile learning environments.
Multimodal learning analytics and sensor-based analytics have shown high potential to capture the learning performance and learning process across a diverse set of learning contexts (Sharma & Giannakos, 2020). The state-of-the-art solutions focus on capturing engagement, providing adaptive and personalised content to learners in various learning settings, such as formal and informal, individual and collaborative learning. However, multimodal learning analytics and sensor-based analytics are limited in mobile learning contexts. The main reason behind this, in the past, has been the unavailability of the consumer grade sensing devices and issues related to integrating such technologies in mobile learning environments in a seamless manner.
With the advancements in the off the shelf sensing technologies and available software development toolkits, it is becoming increasingly easier to integrate sensor-based and multimodal learning analytics toolkits in traditional learning environments (Wang et al, 2023). In this session, we will focus on two types of contributions. First are the contributions that use sensor based and/or multimodal learning analytics to capture students’ engagement, performance and other learning processes in mobile learning environments. The second type of contributions will focus on the adaptation, personalisation and feedback opportunities and challenges in mobile learning environments using appropriate learning analytics.
Technological thinking is a valuable skill that can be applied in various fields, including engineering, design, sciences and education, to drive innovation and enhance problem-solving abilities, involving the ability to approach and solve complex problems through innovative and systematic methods, a crucial success vector in today's digitally driven world. Despite its importance, young females are consistently underrepresented in technology-related fields such as information and communications technology (ICT), engineering, computer science, and other STEM-based areas. There are several factors contributing to such an underrepresentation, including societal and cultural stereotypes, a lack of role models, and inadequate exposure to technological thinking during early education. These factors often lead to young females developing limited self-confidence and interest in pursuing technology-focused careers, ultimately exacerbating the gender disparities in these fields.
This special session strives to make a tangible impact by fostering an inclusive approach to technological thinking. GIFT-IT has the purpose to promote inclusive technological thinking for empowering young girls and women in the areas of interactive mobile communication, technologies, and learning, by emphasizing the importance of developing technological thinking skills among young women to enhance their problem-solving abilities and foster innovation across various fields.
The session invites submissions covering various aspects of technological thinking, including inter-disciplinary research, case studies, models and methodologies, reviews, and work-in-progress reflections. Contributions from both academia and industry are encouraged to facilitate an enriching exchange of ideas, experiences, and best practices, ultimately leading to the empowerment of young women in ICT.
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.
The special session "ICTs for Entrepreneurship Education" aims to explore the role of Information and Communication Technologies (ICTs) in fostering entrepreneurship education. The discussions will focus on innovative approaches, strategies, and tools that use ICTs to enhance entrepreneurship skills and knowledge among learners in formal, informal, and non-formal education. Those who join us in this special session will explore the connection between ICTs and entrepreneurship education, share research findings, and exchange practical insights to empower the next generation of innovative and successful entrepreneurs.
29 May 2023 | Submission of Special Session proposals |
15 Jun 2023 | EXTENDED Submission of: (i) structured abstracts (for full papers, short papers) for the main conference |
19 Jun 2023 | Notification of acceptance for abstracts for the main conference. |
01 Aug 2023 | EXTENDED Submission of: (i) complete papers for all submission types (ii) proposals for round tables, workshops, tutorials |
24 Aug 2023 | Notification of acceptance |
07 Sep 2023 | Late Paper and Doctoral Consortium submission |
11 Sep 2023 | Late Paper and Doctoral Consortium notification of acceptance |
20 Sep 2023 | Camera-ready due & author registration deadline |
16 Oct 2023 | Submission for the 1st round of the competition |
23 Oct 2023 | Notification of acceptance for the 2nd round of the competition |
30 Oct 2023 | Team members registration for participation in the 2nd round of the competition |
09 Nov 2023 | IMCL2023 Conference Opening |