Loading…
The iLRN 2020 Virtual Conference has now concluded. If you registered for the conference, recordings of many of the sessions are available to you on the respective pages for the sessions on this site (you will need to be logged in to view the content). If you did not register for the conference, please sign up for a free individual membership of iLRN and we will contact you in due course to provide you with details on how you can gain access to the recordings.

Additionally, a highlights reel from the conference is available here.
Graduate Student Lounge & Meeting Room [clear filter]
Monday, June 22
 

12:00pm PDT

Doctoral Colloquium I
Presentation 1: Towards a Better User Interface of Augmented Reality based Indoor Navigation Application (Work-in-Progress Paper #112)

Authors: Bing Liu and Liqiu Meng

>>Access Video Presentation<<

Navigation service is among the most widespread geoinformation services. It can be embedded in augmented reality (AR). In this work-in-progress study, we aim to identify key information for indoor navigation and incorporate it in an AR-based indoor navigation system, which could not only guide users to reach their destinations quickly and safely, but also improve users’ spatial learning. To our knowledge, functional landmarks are important for indoor navigation. We designed an interface for indoor navigation on HoloLens, gathered feedback from users, and found that arrows are practical to indicate directions, while semantic meanings embedded in icons are not self-explaining. The visualization is also constantly adjusted in order to optimize the impact of semantic holograms on indoor navigation.

Presentation 2: A Methodology to Evaluate the Use of Serious Games in Achieving Deep Learning: An Application for Andragogy in Human Resource Development (Work-in-Progress Paper #139)

Authors: Mamfe-Ter Gemade, Markos Mentzelopoulos and Daphne Economou

>>Access Video Presentation<<

There is a growing literature addressing the potential of Serious Games (SGs) in supporting Deep Learning (DL). DL goes beyond basic training as it encourages students to refine, broaden and deepen their understanding, develop advanced processes and skills, and apply learning to new, novel and authentic situations. The aim of this research is to effect and quantify DL using SGs. This paper presents the methodology which is followed to address this aim. This comprises of the development of a framework called the Game ELC+ to test the strength of adult teaching (andragogy) as well as facilitate DL. The Game ELC+ framework fuses the Octalysis Framework, Bloom's Taxonomy, Cognitive Theory of Multimedia Learning and Ruskov’s four evidences of DL. A use case of judgment and decision making in recruitment and selection – through a SGs build following Game ELC+ is proposed and tested with users.

Presentation 3: A Snapshot of the Future: Virtual and Augmented Reality Training for Radiology (Work-in-Progress Paper #157)

Authors: Xuanhui Xu, Eleni Mangina, David Kilroy, Kathleen Curran, John Healy and Abraham Campbell

>>Access Video Presentation<<

Advances in virtual immersive and augmented reality technology, commercially available for the entertainment and gaming industry, hold potential for education and clinical use in medicine and the field of radiology. Radiology departments have begun exploring the use of these technologies to help with radiology education and training. The purpose of this article is to address how skills have been developed in the gaming world and how these can be adopted for radiology education. Radiology is rapidly evolving with the use of AI for more effective diagnostic and prognostic clinical assessment. Advances in computing technology have enabled widespread availability of simulated reality technologies, including virtual reality (VR) and augmented reality (AR). VR and AR technologies are a novel means to communicate and have potential for supplementing radiology training; communicating with colleagues, referring clinicians, and patients; and aiding in interventional radiology procedures.

Presentation 4: Promoting pedagogical media competencies of pre-service teachers based on collaborative methods in social VR

Authors: Gabriela Ripka

>>Access Video Presentation<<

Regarding the transfer from knowledge gained at University to hands-on experiences in class there is a big gap to overcome between pre-service and in-service teacher education. Using the advantages of social VR pre-service teachers acquire pedagogical media competencies in an action-oriented seminar with the focus on collaborating in VR with peers. While communicating and collaborating in a full immersive VR learning environment, students learn how to combine technological, pedagogical and content knowledge for the future in class implementation. What are, however, the benefits and challenges they have to face?

Presentation 5: Virtual Reality and Autism

Authors: Anna Xygkou

>>Access Video Presentation<<

Research has recently focused on using Virtual Reality (VR) technology to support improved social communication skills in autistic populations (Mesa-Gresa, Gil-Gómez, Lozano-Quilis & Gil-Gómez, 2018; Ke & Lee, 2016). The advantages of using VR technology with autistic populations are numerous (Manju et al., 2018; Bellani, Fornasari, Chittaro & Brambilla, 2011; Newbutt, 2018; Politis, 2019). However, the transfer of such skills to real life situations seems to be challenging, mainly due to small samples, and design of VR scenarios that is not based on psychological theories of Autism or a Participatory Design Approach (PDA). Thus, exploring the effect of VR technology on the social skills of autistic people by involving them in VR is essential to our comprehension of autistic communication. The creation and establishment of AUTISM VR Channel in AltspaceVR by academics and researchers emphasizes the affordances of Virtual Worlds (open access platforms) for autistic populations and autism communities, and targets a three-part collaboration among autistic communities, autism communities and VR communities.

Moderators
avatar for Andreas Dengel

Andreas Dengel

Research Associate, University of Würzburg
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →
avatar for Tiago Peres

Tiago Peres

Software Engineer
When it isnt enough to just increase business effectiveness...When you insist on helping people make the world a better place...Thats Tiago Peres.

Monday June 22, 2020 12:00pm - 1:00pm PDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Doctoral Colloquium II
Presentation 1: Virtual Reality Implementation: A Qualitative Study of VR as a means of Providing Cultural Context in Minority Serving Institutes (Work-in-Progress Paper #80)

Authors: Rachel Tatro-Duarte and Charles MacQuarrie

>>Access Video Presentation<<

This research intends to make a focused and strictly limited test of the effectiveness of virtual reality in the literature classroom in terms of qualitative evidence gathered via short answers as well as final interviews in which students reflect upon the usefulness of VR in their learning experience. Final interviews will include both fact-based reading comprehension questions, and questions that ask the participants to reflect upon their experience. Written questions will also involve both reading comprehension and also ask students to describe levels of engagement and learning.

Presentation 2: Enhancing Brain Plasticity and Cognition Utilizing Immersive Technology and Virtual Reality Contexts for Gameplay (Work-in-Progress Paper #134)

Authors: Cassondra Eng, Dominic Calkosz, Yukai Yang, Nathan Carter Williams, Erik Thiessen and Anna Fisher

>>Access Video Presentation<<

This work-in-progress paper examines the effects of immersive virtual experiences on cognition and neuroplasticity. Study 1 examined the separate and combined effects of physically-active and cognitively-demanding immersive gameplay on executive function and associated neural substrates. Results indicated that cognition and neuroplasticity—the building of new brain connections—increase when learning novel skills via active gameplay. Study 2 devised an experimental design to reproduce Study 1 in virtual reality to examine whether the findings of enhanced cognition and neuroplasticity generalize across virtual contexts and development. Incorporating neuroimaging measures into virtual experiences may identify the underlying mechanisms for behavioral changes in learning.

Presentation 3: Exploring the Benefits of Using 360° Video Immersion to Enhance Motivation and Engagement in System Modeling Education (Work-in-Progress Paper #154)

Authors: Juan Carlos Munoz Carpio, Michael Cowling and James Birt

>>Access Video Presentation<<

The benefits of immersion with regards to information visualizations have a profound impact in topics demanding cognitive representations. The re-creation of educational activities can be developed and enhanced with the use of 360° VR videos. The ability to visualize 3D environments can be beneficial for educational and training contexts as it can be accessed and navigated by the user compared to a 2D face to face representation. The drift from brick and mortar classrooms to online spaces brings challenges that can be addressed by video representations that can take complex learning metaphors. This paper describes the use of a 360°-video case study to enhance experiential learning in a systems analysis class. We hypothesize that the use of a visual case study combined with virtual instructions can lead to learning motivation and active engagement. This examination follows the conceptualization phase of a methodology to investigate the practical uses of the intervention deriving in learning engagement. A sample of 24 participants from an Australian University was considered. The findings of the study reveal a positive impact on the measures provoking learning engagement and motivation among the participants.

Presentation 4: How to use Immersive Virtual Reality in Educational Instruction

Authors: Shannon Putman

>>Access Video Presentation<<

Moderators
avatar for Tiago Peres

Tiago Peres

Software Engineer
When it isnt enough to just increase business effectiveness...When you insist on helping people make the world a better place...Thats Tiago Peres.

Monday June 22, 2020 6:00pm - 7:00pm PDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by VirBELA
 
  • Timezone
  • Filter By Date iLRN2020 6th International Conference of the Immersive Learning Research Network Jun 21 -25, 2020
  • Filter By Venue Online
  • Filter By Type
  • Artist/Curator 'Studio' Visits
  • Doctoral Colloquium
  • Exhibitions / Posters / Showcase
  • Guided Virtual Adventures
  • iLRN Grand Challenge Jam Sessions
  • iLRN Special Events
  • Keynotes and Plenaries
  • Oral Presentations - Blue Hall
  • Oral Presentations - Orange Hall
  • Social Events
  • Sponsored Presentations
  • Workshops / Panels / Special Sessions
  • XR Association Office Hours


Filter sessions
Apply filters to sessions.