Difference between revisions of "(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’"
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|Title=(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’ | |Title=(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’ |
Latest revision as of 20:49, 6 July 2020
(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’ | |
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(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’
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Dates | 2017/07/31 (iCal) - 2017/07/31 |
Homepage: | http://www.igi-global.com/publish/call-for-papers/call-details/2768 |
Location | |
Location: | N/A, undefined |
Loading map... | |
Important dates | |
Submissions: | 2017/07/31 |
Table of Contents | |
Introduction
As virtual reality approaches mainstream consumer use, this has resulted in a
revived intrigue in the research and innovation in the area. This vibrant
development ecosystem has led to breakthroughs in sound, perception and
visual-processing that take virtual reality to new dimensions. This book aims to
meet the challenge of providing practitioners, researchers and institutions with
discussions and examples on how to adopt these new methods and applications. The
aim is to reach into research trends that are appearing, in order to show
innovations and results that can be used to inspire and invigorate the virtual
reality community. The topics covered in this book seek to cover new practices
at all levels and modalities in immersive virtual reality, instigating readers
to assimilate proposals that have been implemented and to replicate this
knowledge in their institutions and researchers worldwide.
Recommended Topics Topics of interest include but are not limited to:
- Affective aspects involved in digital educational games
- 3D virtual laboratories and simulations for education
- Methods of evaluation and assessment in digital Game-Based Learning
- Usability for digital educational games and immersive environments
- Affective virtual reality and interaction
- Virtual reality in games
- Virtual reality and cognitive impact
- Virtual reality audio control and influences
- Virtual reality and multimodal interaction
- Gesture, touch and haptics
- Healthcare, assistive technologies
- Virtual world human communication and dynamics
- Human-virtual user/agent interaction
- Interaction with smart environment
- Machine learning for multimodal interaction
- Mobile multimodal systems
- Virtual reality behavior generation
- Virtual reality datasets and validation
- Virtual reality dialogue modeling
- Virtual reality fusion and representation
- Virtual reality interactive applications
- Speech behaviors in social interaction
- System components and virtual reality platforms
- Visual behaviors in social interaction
- Virtual/augmented reality and multimodal interaction
- Virtual reality games in education
- Gamified immersive environments and virtual worlds
- Virtual reality applied to Game-Based Learning
- ..
Important Dates
Extended Deadline - July 31, 2017 Proposal Submissions
August 30, 2017: Notification of Acceptance
October 30, 2017: Full Chapter Submission
December 15, 2017: Review Results Returned
February 5, 2018: Final Chapter Submission
February 15, 2018: Final Deadline
Acronym | (Book Chapter) 2018 + |
End date | July 31, 2017 + |
Event type | Workshop + |
Has coordinates | 35° 51' 9", -81° 26' 7"Latitude: 35.852369444444 Longitude: -81.435166666667 + |
Has location city | N/A + |
Has location country | Category:Undefined + |
Homepage | http://www.igi-global.com/publish/call-for-papers/call-details/2768 + |
IsA | Event + |
Start date | July 31, 2017 + |
Submission deadline | July 31, 2017 + |
Title | (Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’ + |