CALL FOR PARTICIPATION - 2016 aWEAR Conference
November 14-15, 2016
Stanford University, Stanford, California, US
awear.interlab.me
Abstract Submission Deadline: 31 July, 2016
Author Notification: mid-August, 2016
Format: 500 word abstracts (https://easychair.org/conferences/?conf=awear16)
aWEAR: The First International Conference on wearable technologies, knowledge development, and learning
The rapid development of mobile phones has contributed to increasingly personal engagement with our technology. Building on the success of mobile, wearables (watches, smart clothing, clinical-grade bands, fitness trackers, VR) are the next generation of technologies offering not only new communication opportunities, but more importantly, new ways to understand ourselves, our health, our learning, and personal and organizational knowledge development.
Wearables hold promise to greatly improve personal learning and the performance of teams and collaborative knowledge building through advanced data collection. For example, predictive models and learner profiles currently use log and clickstream data. Wearables capture a range of physiological and contextual data that can increase the sophistication of those models and improve learner self-awareness, regulation, and performance.
When combined with existing data such as social media and learning management systems, sophisticated awareness of individual and collaborative activity can be obtained. Wearables are developing quickly, including hardware such as fitness trackers, clothing, earbuds, contact lens and software, notably for integration of data sets and analysis.
The 2016 aWEAR (awear.interlab.me) conference is the first international wearables in learning and education conference. It will be held at Stanford University and provide researchers and attendees with an overview of how these tools are being developed, deployed, and researched. Attendees will have opportunities to engage with different wearable technologies, explore various data collection practices, and evaluate case studies where wearables have been deployed.
This conference will appeal to individuals in K-12, higher education, corporate learning, and existing technology companies, including startups. In addition to sharing emerging research, the conference will take a hands-on approach to exploring wearable technologies, including pilot and prototype developments.
Topics of interest to the conference include, but are not limited to:
This conference is organized by LINK Research Lab (University of Texas, Arlington), Stanford University, and University of Edinburgh.
When my book was published by MIT Press in April, I completely forgot to post about it here, even though it is all about communication and information technologies. Here's my belated announcement. The book is available at:
http://www.amazon.com/Off-Track-Online-Networked-Spaces-Racing/dp/0262034417/
https://mitpress.mit.edu/books/track-and-online
Thanks,
Holly
Off-Track and Online: The Networked Spaces of Horse Racing
By Holly Kruse
Overview
The horse racing industry has been a pioneer in interactive media, information networks, and their deployment. The race track and the off-track betting parlor offer interactive media environments that reconfigure the relationships among private and public space and presence and copresence. In this book, Holly Kruse explores how horse racing has used media over the last several decades, arguing that examining the history and context of horse racing and gambling gives us a clearer understanding of the development of data networks, media complexes, public entertainment, and media publics.
Kruse describes an enormous industry that depends on global information and communication flows made possible by a network linking racetracks, homes, off-track betting, farms, and auction sites. Racetrack architecture now allows for the presence of screens, most showing races from other locations. Online betting sites enable bettors to wager from home. Off-track betting facilities collect wagers on races from all over the country. Odds are set interactively through the pari-mutuel market system. Kruse considers the uses of public space, and its redefinition by public screens; the effect of interactive media on the racing industry, including networked, in-home betting; the “technopanic” over online poker and the popularity of in-home pari-mutuel wagering; and the use of social media by racing fans to share information and creative work with no financial payoff.
Endorsements
“The seemingly low-tech world of horse racing, we learn in this fascinating book, has long served as a test bed—and, sometimes, a hotbed—for innovations in communication and information technology. Moving from Victorian racetracks to off-track betting shops, contemporary ‘racinos,’ and the living rooms of online gamblers, Kruse approaches each site as an experiment with the new media of the day—from the telegraph to the telephone, mechanical ‘totalizers’ to computerized wagering software, simulcast screens to at-home interactive television. Off-Track and Online offers a novel and timely vantage on the ways in which digital media are reorganizing public and private life today.”
—Natasha Dow Schüll, author of Addiction by Design: Machine Gambling in Las Vegas
“This carefully researched study explores how horse racing has adapted to new media technologies, placing its recent evolution into a rich historical context. Kruse is to be applauded for giving racing the attention it deserves as it transitions to the social media age and for providing valuable insights to those interested in gambling, media, and technology.”
—David G. Schwartz, Director, Center for Gaming Research, University of Nevada, Las Vegas; author of Roll the Bones: The History of Gambling