Call: LOM#20 (English): Presence and multiple realities

Editors: Niels Henrik Helms, nihh@phmetropol.dk and Gunver Majgaard, gum@mmmi.sdu.dk

Technology creates opportunities for the creation of new spaces and forms of presence. Simulations and change of perspectives that challenge and allow for new forms of observation and experimentation. New generations of Virtual Reality transcend the limits for what we could previously access. The question is then what we want to achieve with these technologies? Create simulations where we can explore the unknown and unsafe? New forms of gamification where the learner is immersed into experiences that were previously reserved for the imagination and major Hollywood productions?

Learning is about presence - we can create environments where we are simulated present in worlds we do not otherwise have access to. We can choose and adapt, but perhaps it is not about the learning environment adapting to the individual? The learner should not only be offered a learning environment and a learning path that fits his / her needs and potentials. But the learner must also gain a presence in the learning environment and help create it. In contexts where physical presence is not possible, the learners must be offered presence at a distance and realise the potentials of this.

Two trends in computer-mediated environments can be identified: Blended Reality and Virtual Reality. With the latest developments in Virtual Reality (VR), new opportunities have emerged for the delivery of interactive content that provides increased user satisfaction. We are now living in a blended reality where we are present in several worlds. - Both on and in digital media and at the same time in the physical world (Waterworth and Riva, 2015). The physical and digital layers can be mixed to a greater extent when you put a virtual layer on top of the physical environment, what we label Augmented Reality (AR), such as in Pokémon GO.

The main focus of this issue is theoretical and empirical research that explores presence and multiple realities.

Therefore, we welcome contributions on:

  • Presence in Blended Reality (BR)
  • Blended Reality and Learning
  • Analysis of existing AR and VR applications
  • Game-based learning with AR or VR
  • Design cases involving BR, AR or VR
  • Social perspectives of presence and multiple realities
  • Learning and Interaction design and user experiences with VR and AR

And other topics related to the above.

Important dates

  • Submission of abstract (100 – 200 words): 28 June 2018. Submit your abstract via e-mail to one of the editors.
  • Notification of acceptance/rejection: 5 July 2018
  • Manuscript (or media product): 15 September 2018
  • Review sent to authors: 1 November 2018
  • Final manuscript: 1 December 2018
  • Publication of issue: end December 2018

 

 

Editors

Abstracts must be sent to:

  • Niels Henrik Helms, associate professor, University College Copenhagen, nihh@phmetropol.dk  
  • Gunver Majgaard, associate professor, Syddansk Universitet, gum@mmmi.sdu.dk
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