Difference between revisions of "(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’"

From Openresearch
Jump to: navigation, search
m (1 revision imported)
 
Line 1: Line 1:
 
{{Event  
 
{{Event  
 +
|isA=CFP
 
|Acronym=(Book Chapter) 2018  
 
|Acronym=(Book Chapter) 2018  
 
|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’’
(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’
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 dateJuly 31, 2017 +
Event typeWorkshop +
Has coordinates35° 51' 10", -81° 26' 6"Latitude: 35.852783333333
Longitude: -81.435111111111
+
Has location cityN/A +
Has location countryCategory:Undefined +
Homepagehttp://www.igi-global.com/publish/call-for-papers/call-details/2768 +
IsACFP +
Start dateJuly 31, 2017 +
Submission deadlineJuly 31, 2017 +
Title(Book Chapter) 2018 : Call for IGI-Global Book Chapter Proposals: ‘‘Cases on Immersive Virtual Reality Techniques’’ +