aWEAR'16 Conference on wearable technologies, knowledge development, and learning, Nov 14-15, 2016, Stanford University

SJ
srecko joksimovic
Mon, May 30, 2016 11:00 PM

CALL FOR PARTICIPATION - 2016 aWEAR Conference
November 14-15, 2016
Stanford University, Stanford, California, US
awear.interlab.me

Important Dates

Abstract Submission Deadline: 31 July, 2016
Author Notification: mid-August, 2016
Format: 500 word abstracts (https://easychair.org/conferences/?conf=awear16)

About the Conference

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.

Conference audience

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.

Conference topics

Topics of interest to the conference include, but are not limited to:

  • Bridging the gap between humans and technology
  • Wearable technology in the classroom
  • Wearable technology in online educational settings
  • Scaling wearable technology for education and learning
  • Collecting and processing data about learning and learning context from wearable devices
  • Collaboration and connectivity using wearable technology for education and learning
  • Wearables and virtual reality in learning
  • Using wearable technology to support student mental and physical wellbeing
  • Institutional adoption of wearable technology in the classroom
  • Physiological data collection: analyses and implications for learning and education
  • Prototypes and early stage pilots of wearables in classroom, blended and online settings, including schools, higher education, and corporate learning
  • Contextual and ambient computing (internet of things, sensors, smart glasses) in learning and education
  • Quantified self: wearables to improve self-regulation
  • User experience in self/institutional surveillance
  • Openness: algorithms, technologies, and learner models
  • Integration of wearable with existing social media, learning management systems, student information systems, and related technologies
  • Face recognition and emotion detection through automated video
  • Non-touch sensor interaction with hardware, software, and knowledge elements
  • Ethics of physiological data collection and analysis.

Conference Organizers

This conference is organized by LINK Research Lab (University of Texas, Arlington), Stanford University, and University of Edinburgh.

CALL FOR PARTICIPATION - 2016 aWEAR Conference November 14-15, 2016 Stanford University, Stanford, California, US awear.interlab.me Important Dates =============== Abstract Submission Deadline: 31 July, 2016 Author Notification: mid-August, 2016 Format: 500 word abstracts (https://easychair.org/conferences/?conf=awear16) About the Conference ==================== 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. Conference audience =================== 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. Conference topics ================= Topics of interest to the conference include, but are not limited to: - Bridging the gap between humans and technology - Wearable technology in the classroom - Wearable technology in online educational settings - Scaling wearable technology for education and learning - Collecting and processing data about learning and learning context from wearable devices - Collaboration and connectivity using wearable technology for education and learning - Wearables and virtual reality in learning - Using wearable technology to support student mental and physical wellbeing - Institutional adoption of wearable technology in the classroom - Physiological data collection: analyses and implications for learning and education - Prototypes and early stage pilots of wearables in classroom, blended and online settings, including schools, higher education, and corporate learning - Contextual and ambient computing (internet of things, sensors, smart glasses) in learning and education - Quantified self: wearables to improve self-regulation - User experience in self/institutional surveillance - Openness: algorithms, technologies, and learner models - Integration of wearable with existing social media, learning management systems, student information systems, and related technologies - Face recognition and emotion detection through automated video - Non-touch sensor interaction with hardware, software, and knowledge elements - Ethics of physiological data collection and analysis. Conference Organizers ===================== This conference is organized by LINK Research Lab (University of Texas, Arlington), Stanford University, and University of Edinburgh.
HK
Holly Kruse
Wed, Jun 8, 2016 6:52 PM

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

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