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ITAG13: Interactive Technologies and Games –
Education, Health and Disability 2013
The Council House, Nottingham
Thursday 17 – Friday 18 October 2013
http://itag.gamecity.org/

Second call for papers, workshops and posters

The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability. ITAG will consist of 4 strands:

  • Academic conference: We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well-being. We especially want to bring together practitioners with technical experts, for their mutual benefit; you don’t have to be a technical whizz kid to benefit from this conference! The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It introduces a wider audience to key findings and products from research and illustrates how practice feeds back into and informs research. The conference also creates a forum for two-way communication between the academic and practitioner communities.
  • Practical workshops: every afternoon, parallel workshops will be organised addressing following topics: interactive street gaming using mobile gaming applications, robotics in a gaming environment, mobile gaming, immersive gaming and rehabilitation gaming. These workshops will involve the participants in exploring the various games, and creating an interactive experience with the originators/developers.
  • Gaming hackathon: several teams consisting of developers, designers and special education trainers will compete with each other to use various technologies (Android based games, Flash Games, Games Mods, XNA) and create an educational game in just 2 days. The winner will take home a £250 prize award.
  • Exhibition: An exhibition space will be available for demonstrations and posters, and will be embedded in the conference and workshops area.

If you are interested in any of the above, please contact us: claire.addison@ntu.ac.uk.

We particularly welcome user led presentations and workshops.
ITAG13 is held in partnership with GameCity – the World’s best-loved videogame festival (http://gamecity.org/)

Scope:

As guidance to participants on scope of papers and activities we state that: ‘Education’ includes both compulsory and post-compulsory education; ‘Disability’ includes physical, sensory and cognitive impairment; and the impact of interactive technologies and games on health and well-being is also a focus of this conference. An emphasis is placed on practical applications and guides to where currently available training resources and tools can be found and used. A selection of papers will be published electronically in full, and presentations will be limited to 20 minutes for the key findings, including time for questions from the floor.
As in previous years, the best papers will be published in a special issue of a relevant academic journal. Previous special issues have included:

  • Journal of Assistive Technologies – Volume 3, issue 2, June 2009 (ITAG 2008 selected papers)
  • Computers and Education – Volume 56, issue 1 (ITAG 2009 selected papers)
  • International Journal of Games Based Learning – Volume 1, issue 4, 2011 (ITAG 2010 selected papers)
  • Journal of Assistive Technologies – Volume 6 issue 3 (ITAG 2011 selected papers)
  • International Journal of Game-Based Learning – (ITAG12 selected papers) – in development

The best papers from ITAG13 will be published in a special issue of the Journal of Assistive Technologies.

Themes and topics: The conference encourages multidisciplinary papers/workshops and examples of themes and topics include (but don’t let this restrict you):

Gaming on the move:

  • Streetgaming and the usage of mobile and online game applications
  • Blended gaming for educational purposes
  • Augmented Reality and mobile games
  • Pervasive games for health, sociability and adaptability
  • Location-based games and ubiquitous technologies
  • Immersive/alternate reality games (ARGs), hybrid reality games (HRG), and mixed reality games (MRG)
  • Low cost mobile games based learning
  • Inclusive street games

Robotics and education:

  • Good practices or innovations in programming
  • Autonomous projects: Have you done a cool autonomous project? Show it off and share your ideas!
  • Interaction in the context of youth with learning disabilities
  • Hardware & software for robotics education: Share your best ideas and innovations to make educational programs more effective.
  • Innovative uses of technology: Have you done something unique and creative utilizing new technology in education? Let’s hear about it!
  • Robotics competitions & project based activities: Highlight specific classroom and other competitions and activities you utilize in your robotics education program.
  • Curriculum for robotics education: Tell us how you design and implement your curriculum in regular classroom or extracurricular activities.
  • Informal robotics education: Highlight your best practices and successes while sharing your ideas!

Games Based Learning:

  • Social and collaborative aspects of games (e.g., educational aspects of Massively Multiplayer Online Games)
  • The efficacy of games based learning
  • Self-authored content and personalisation in games
  • Learning theory, pedagogy and instructional design in games
  • Motivational aspects of games
  • Collaboration between Science and Art for more effective learning
  • Games to promote the inclusion (e.g., for offenders and people with disabilities, motivation of female gamers)

Game related Technologies:

  • Using contemporary games controllers to create new opportunities in health and rehabilitation applications (e.g., applications for Wii Fit, Kinect. Move).
  • Brain Computer interfaces to games
  • Pervasiveness and mobility of games
  • Location based services
  • Handheld learning in the classroom

Games, Apps and Artificial Reality for Health:

  • Serious games for clinical assessment (e.g. after stroke)
  • Serious games for rehabilitation and treatment (e.g. of phobias, ADHA, post-traumatic stress disorders, stroke)
  • ‘Modding’ for health
  • Art and music rehabilitation in 3D multisensory environments
  • Games for children in hospital
  • Games to increase physical activity in children
  • Apps and AR in assessment and patient wellbeing.

Accessible Game Design:

  • Universally accessible games
  • Switch controlled games
  • Audio games for the blind
  • Designing accessible games mods
  • Using games controllers as haptic and audio interfaces
  • Accessibility guidelines for games

Web based gaming technologies:

  • Resources for interactive learning tools and environments, e.g., Flash, podcasts, simulations, mobile games, Web 2.0 tool etc.
  • The Internet as a communication medium (e.g. for people with Asperger Syndrome).
  • Browser based games and linking into social media channels

Submissions

Those wishing to present papers, or hold a workshop should prepare abstracts, to a maximum of 500 words. For those hoping to exhibit or produce a poster, a 300-word abstract is required. The deadline for submissions is Tuesday 30 April 2013 and should be sent to claire.addison@ntu.ac.uk. Please clearly state what track your submission relates to. Participating in the hackathon is open to all, but expressions of interest will be asked.
Final copies of accepted papers will be required in advance of the Conference.
We aim to keep costs down, and we do offer concessionary* rates. Online booking will be available soon.
*Proof of eligibility for concessionary rates will be requested on arrival at the conference (e.g., student ID card)
Prizes Offered: As in previous years prizes will be awarded!

The 1st International Conference on Technology Helping for People with Special Needs (ICTHP) 2013 takes place in Riyadh, Saudi Arabia on 18-20 February 2013.

Regarding the submission process, deadlines, the selection process and any other questions the program itself or contact information, please consult the ICTHP website (www.icthp.ccis-imamu.net)

Imam University is going to host the 1st International Conference on Technology Helping People with Special Needs (ICTHP-2013). The objective of the conference is to focus on key technology issues regarding people with special needs. ICTHP will be a vital forum for the discussion of issues such as living with disabilities with special focus on education, employment, independence, communication and entertainment, to ensure complete social inclusion. As ICTHP-2013 brings together expertise in using technology for the disabled people from across the globe we are seeking to focus on how we can work together and share our experiences and knowledge to promote sustainable solutions to the challenges presenting to us all. This will be an historical event as the 1st ICTHP-2013 is hosted in Imam University.

ICTHP has No Registration Fee but participants must have to register* online.

Key Dates:

  • Deadline for extended abstracts/full papers: October 15, 2012
  • Notification of acceptance: November 15, 2012
  • Deadline for workshops, exhibition, tutorials and seminars: November 15, 2012
  • Deadline for camera ready papers: December 20, 2012
  • Participants/authors’ registration deadline: January 25, 2013 P
  • ICTHP-2013 Pre-Conference/Workshops: February 18, 20123
  • ICTHP-2013 Conference: February 18 –20, 2013

* International participants/authors have to register 45 days prior to commencement of the conference.

ITAG: Interactive Technologies and Games – Education, Health and Disability 2013 – Nottingham Trent University, Nottingham, October 2013

First call for papers, workshops and posters

The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability. ITAG will consist of 4 strands:

  • Academic conference: We have a particular focus on the use of gaming hardware and software to implement accessible solutions, interaction design using new input/output devices and the increasing impact of ubiquitous computing on our everyday well-being. We especially want to bring together practitioners with technical experts, for their mutual benefit; you don’t have to be a technical whizz kid to benefit from this conference! The conference provides an excellent opportunity to showcase practice and to mainstream research ideas and outcomes. It introduces a wider audience to key findings and products from research and illustrates how practice feeds back into and informs research. The conference also creates a forum for two-way communication between the academic and practitioner communities.
  • Practical workshops: every afternoon, parallel workshops will be organised addressing following topics: interactive street gaming using mobile gaming applications, robotics in a gaming environment, mobile gaming, immersive gaming and rehabilitation gaming. These workshops will involve the participants in exploring the various games, and creating an interactive experience with the originators/developers.
  • Gaming hackathon: several teams consisting of developers, designers and special education trainers will compete with each other to use various technologies (Android based games, Flash Games, Games Mods, XNA) and create an educational game in just 2 days. The winner will take home a £250 prize award.
  • Exhibition: An exhibition space will be available for demonstrations and posters, and will be embedded in the conference and workshops area.

If you are interested in any of the above, please contact us at claire.addison@ntu.ac.uk. We particularly welcome user led presentations and workshops.

ITAG is held in partnership with GameCity – the World’s best-loved videogame festival.

Scope:

As guidance to participants on scope of papers and activities we state that: ‘Education’ includes both compulsory and post-compulsory education; ‘Disability’ includes physical, sensory and cognitive impairment; and the impact of interactive technologies and games on health and well-being is also a focus of this conference. An emphasis is placed on practical applications and guides to where currently available training resources and tools can be found and used. A selection of papers will be published electronically in full, and presentations will be limited to 20 minutes for the key findings, including time for questions from the floor. It is hoped (as in previous years) that the best papers will be published in a special issue of a relevant academic journal. Previous special issues have included:

  • Journal of Assistive Technologies – Volume 3, issue 2, June 2009 (ITAG 2008 selected papers)
  • Computers and Education – Volume 56, issue 1 (ITAG 2009 selected papers)
  • International Journal of Games Based Learning – Volume 1, issue 4, 2011 (ITAG 2010 selected papers)
  • Journal of Assistive Technologies – Volume 6 issue 3 (ITAG 2011 selected papers)
  • International Journal of Game-Based Learning – (ITAG12 selected papers) – in development

Themes and topics:

The conference encourages multidisciplinary papers and examples of themes and topics include (but don’t let this restrict you):

Gaming on the move:

  • Streetgaming and the usage of mobile and online game applications
  • Blended gaming for educational purposes
  • Augmented Reality and mobile games
  • Pervasive games for health, sociability and adaptability
  • Location-based games and ubiquitous technologies
  • Immersive/alternate reality games (ARGs), hybrid reality games (HRG), and mixed reality games (MRG)
  • Low cost mobile games based learning
  • Inclusive street games

Robotics and education:

  • Good practices or innovations in programming
  • Autonomous projects: Have you done a cool autonomous project? Show it off and share your ideas!
  • Interaction in the context of youth with learning disabilities
  • Hardware & software for robotics education: Share your best ideas and innovations to make educational programs more effective.
  • Innovative uses of technology: Have you done something unique and creative utilizing new technology in education? Let’s hear about it!
  • Robotics competitions & project based activities: Highlight specific classroom and other competitions and activities you utilize in your robotics education program.
  • Curriculum for robotics education: Tell us how you design and implement your curriculum in regular classroom or extracurricular activities.
  • Informal robotics education: Highlight your best practices and successes while sharing your ideas!

Games Based Learning:

  • Social and collaborative aspects of games (e.g., educational aspects of Massively Multiplayer Online Games)
  • The efficacy of games based learning
  • Self-authored content and personalisation in games
  • Learning theory, pedagogy and instructional design in games
  • Motivational aspects of games
  • Collaboration between Science and Art for more effective learning
  • Games to promote the inclusion (e.g., for offenders and people with disabilities, motivation of female gamers)

Game related Technologies:

  • Using contemporary games controllers to create new opportunities in health and rehabilitation applications (e.g., applications for Wii Fit, Kinect. Move).
  • Brain Computer interfaces to games
  • Pervasiveness and mobility of games
  • Location based services
  • Handheld learning in the classroom

Games, Apps and Artificial Reality for Health:

  • Serious games for clinical assessment (e.g. after stroke)
  • Serious games for rehabilitation and treatment (e.g. of phobias, ADHA, post-traumatic stress disorders, stroke)
  • ‘Modding’ for health
  • Art and music rehabilitation in 3D multisensory environments
  • Games for children in hospital
  • Games to increase physical activity in children
  • Apps and AR in assessment and patient wellbeing.

Accessible Game Design:

  • Universally accessible games
  • Switch controlled games
  • Audio games for the blind
  • Designing accessible games mods
  • Using games controllers as haptic and audio interfaces
  • Accessibility guidelines for games

Web based gaming technologies:

  • Resources for interactive learning tools and environments, e.g., Flash, podcasts, simulations, mobile games, Web 2.0 tool etc.
  • The Internet as a communication medium (e.g. for people with Asperger Syndrome).
  • Browser based games and linking into social media channels

Submissions

Those wishing to present papers, or hold a workshop should prepare abstracts, to a maximum of 500 words. For those hoping to exhibit or produce a poster, a 300-word abstract is required.

The deadline for submissions is Tuesday 30 April 2013 and should be sent to claire.addison@ntu.ac.uk. Please clearly state what track your submission relates to. Participating in the hackathon is open to all, but expressions of interest will be asked.
Final copies of accepted papers will be required in advance of the Conference.

We aim to keep costs down, and we do offer concessionary* rates. Prices will include lunch, and morning and afternoon refreshments. *Proof of eligibility for concessionary rates will be requested on arrival at the conference (e.g., student ID card)

Prizes Offered:

As in previous years prizes will be awarded!

On 22 January 2013, the conference “Accessible ICT: Priorities for Future Research on Accessible Information and Communication Technology Systems and Services” will take place at the Institution of Engineering and Technology, 2 Savoy Place, London WC2R 0BL.

The aim of this conference is to obtain a consensus on priorities for future research on accessible information and communication technology systems and services. Funding bodies need to ascertain the best strategy for investing their finite resources in research and development to benefit disabled and elderly people. The scope will include network-based services (social networks, collective intelligent systems, augmented reality, cloud computing, advanced location aware services and ambient intelligent systems) as well as novel user interfaces and technology transfer.

Speakers include Mike Short, Brian Collins, Gregg Vanderheiden, Graham Worsley, Patrick Roe, Alan Newell, Deborah Pullen, Gunela Astbrink and Guido Gybels.

The agenda can be found here.

To register for this conference, please click here.

The RECALL Stakeholder Event takes place at the Deaf Cultural Centre, Ladywood Road, Birmingham B16 8SZ, on 16th October, 2012 from 9:30am – 12:30pm (lunch included).

Route Mate is an Android application that uses location-based services (e.g. GPS & Google Maps) to help route learning for people with intellectual disabilities and/or additional sensory impairments. The application allows students to plan their own journeys with the help of a trainer. They can plan destination/departure points, points of interest on route, enter the number of an emergency contact and practise walking routes until they become familiar with them.
Route Mate is developed by experts at Nottingham Trent University and tested by people with a range of disabilities across the partner organisations of UK, Greece, Romania & Bulgaria.

Programme

  • 9:30am: Arrival, registration & refreshments
  • 10:00am: Welcome & overview of the project
  • 10:15am – 11am: Demonstration by application developer
  • 11:30am – 12pm: Workshop activities
  • 12:00pm: Lunch & networking

Who should attend?: Are you involved in supporting students to gain independent travel skills? Do you work with students who have always been provided transport and now need extra support before accessing college or employment? This is the event for you.
Why should I attend?: Free route planning software, see a demonstration of the technology, talk to the developers, users and testers.

There is no charge to attend the exhibition, but as places are limited, those wishing to attend should contact Jo Reilly by email at jo.reilly@bid.org.uk for a booking form as soon as possible. Please note there are no walk-ins permitted.

Visit http://recall-project.eu and http://isrg.org.uk for further information about this project.

Which course?

Training of trainers to provide basic ICT skills’ education to people with disabilities, taking on board their specific needs.

Is it good for me?

Target audience:

  • Teachers (Pre-school, primary, secondary, vocational, adult, special needs)
  • Teacher trainers
  • Careers officers, educational guides and counsellors
  • Inspectors
  • Headteachers/principals/managers of schools/organisations offering adult education
  • Other (Paid or voluntary) management staff in the institution/organisation
  • Non-teaching administrative staff
  • Members of students/teachers councils in adult education
  • Representative organizations of persons with disabilities

Hmm…what is it about?

The objectives of the training course are:

  • To offer an inclusive approach to teaching, learning and assessment of (accessible) basic ICT skills, aiming at inclusive education (people with disabilities within regular education) and have this inclusive approach also embedded in daily teaching practices;
  • To help trainees understand the basic ICT challenges but also competences related to disabilities;
  • To help trainees understand and implement the teaching of basic ICT skills to people with disabilities and how to accommodate for them;
  • To help trainees understand the cultural and social differences linked to people with disabilities coming from different backgrounds (e.g. migrants, refugees, ethnic communities, people from outside Europe or intra-EU mobility);
  • To help trainees experience, through visits to local VET centres, how local organizations for people with disabilities, as well as disabled individuals themselves, address the issues of acquiring basic ICT skills and how this can consequently improve their employability potential;
  • To help trainees acquire hands-on experience by role-playing in implementing accessible teaching practices.

What language?

English will be the main teaching language, however, supportive material will be available in Dutch, English, Greek and Lithuanian!

Where?

Four options!

  • 1st SESSION: Larnaca, Cyprus, on 11-15 March 2013. Register by 25/02/2013!
  • 2nd SESSION: Ypres region, Belgium, on 20-24 May 2013. Register by 16/05/2013!
  • 3rd SESSION: Vilnius, Lithuania, on 01-05 July 2013. Register by 17/06/2013!
  • 4th SESSION: Nottingham, UK, on 14-18 October 2013. Register by 30/09/2013!

Further information?

You may find all details about the course at the address http://ec.europa.eu/education/trainingdatabase/index.cfm?fuseaction=DisplayCourse&cid=34259 , including the full programme, organizers, fees and sessions’ details.

Do I get any certificate for participation?

Yes, you will receive an attendance certificate based on the Europass Mobility certificate template.

Interesting! How can I register?

1. Please, first book your place and receive a written pre-registration confirmation as soon as possible, by sending a message to the addresses given below. Applicants from outside the session’s host country are treated favourably (due to Grundtvig regulations only 1/3 of the participants can be from the hosting country).

PRE-REGISTRATIONS FOR UPCOMING SESSIONS:

2. Apply for a grant! Only if you are not from the hosting country, you may apply for funding to cover your travelling, accommodation and meals, as well as, participation fees. Find your National Agency at http://ec.europa.eu/education/lifelong-learning-programme/national_en.htm and follow the procedure to apply for a Grundtvig In-service Training grant! This option is now open for the 1st SESSION. You may check regularly for new calls for applications that will cover the next three sessions. Depending on your eligibility and application evaluation, you can get as much as € 2500 that will cover almost all your participation expenses.

3. As soon as you have secured funding by your Lifelong Learning National Agency or you have made your final decision to participate on your own expenses, please, get back to the hosting organization (same contact details as given above for pre-registrations) and confirm your registration! Make sure to complete the whole procedure before the relevant deadline for each session, given above.

We will be happy to help you at any step of the above procedure. Please, do not hesitate to contact us asking for clarification and help at the contact details given above.

Looking forward to welcoming you to one of our sessions!