Author: Tzafnat Shpak

Call for Editors

Assembled 2019

Published: May 1, 2019

The JVWR (the Journal of Virtual Worlds Research) is looking for a Prime Editor and optional 1-3 co-editors (you can join as a group) to lead our next Assembled issue (2019) due for publication in 2019 Q4.

Issue editors role includes managing the review process, supervise the final publications, and distribute the news about the release – all using our internal state of the art publishing process

If you have an interest and background in a specific Virtual World sub-field, as well as experience in academic editing, please send us your suggestion for a topical issue.

Based on 10-15 submissions you will:

  • Review and decide on full papers.
  • Coordinate with reviewers.
  • Use our publication system — extensively (be also versed with Google docs, Skype, Zoom, and other current tools.)
  • Be a deadline-targeted & taking-charge person.
  • Work as a single editor or add one or more co-editors.
  • Be able to write a short intro including your view/vision/insight on the field.
  • Suggest the cover image.
  • Get academic credit as an editor.

Read more about the JVWR editors on our website here:

Motivation and Scope

The Assembled issue, usually published once a year, is a place for various JVWR topics related papers, mostly, collected during the preceding year.

Please reply not later than the end of May 2019, to with an academic CV and a cover letter listing your target subject, and publishing and editing experience.

If you have colleagues who may be interested in becoming editors or co-editors, please feel free to forward this call further.

Further Information

Authors who would like to submit directly to the ‘Assembled’ issue should do so by adding the words “submitted for Assembled” in the “Comments for Editor” on one of the first steps of the submitting process.

The Journal for Virtual Worlds Research (#TheJVWR) ( is an online, open access academic journal that engages a wide spectrum of scholarship. We welcome contributions from the many disciplines and approaches that intersect with virtual worlds research.

Subscribe to receive announcements about new calls and issues (top left on the JVWR homepage.)

For additional information please contact:

11-April-2019: Virtual Reality Symposium: The Body, Self & Other, Herzliya, Israel

Oh-Man, Oh Machine

Published: Mars 6, 2019

Virtual reality (VR) is gradually becoming widely available as an indispensable tool for researchers, artists, social activists, and journalists. VR and related technologies – augmented reality and telepresence (referred to as XR) – offer new ways to explore the human mind, brain, and body, as well as (arguably) a tool with an unprecedented ability for persuasion and influence.

Research in the last decade has discovered the fascinating possibility to manipulate not only our external senses, but also our sense of body ownership, and with it the possibility of transforming our “self”, as well as our attitudes towards others. At the same time, popular culture heralds VR as the ultimate “empathy” machine, leading to a proliferation of projects aimed at making us more empathic to each other.

The goal of this symposium is to offer a multi-disciplinary perspective; we invite scholars from social and natural sciences and the humanities as well as artists, activists, or industry members, to suggest talks discussing the following or similar questions:

  • Embodiment and re-embodiment in VR
  • XR as a tool for transforming the self
  • XR and empathy
  • Immersive journalism
  • XR as a tool for social science research
  • XR as a tool for social activism and art
  • XR as a tool for human neuroscience

Keynote speaker: Prof Maria-Sanchez Vives, ICREA/IDIBAPS, co-founder of EventLab Barcelona (neuroscience and VR research) and Virtual Bodyworks

Organizers: Daniel Landau and Doron Friedman, IDC, Herzliya

Interim* program (subject to minor changes)

More details and registration via IDC website.

26-May-2019: Semantic 3D 2019, Genova, Italy

The 1st Eurographics-EuroVR Workshop on Semantic 3D Content

The 1st Eurographics-EuroVR Workshop on Semantic 3D Content(Semantic 3D 2019), sponsored by the EuroVR Association, will address an extensive range of research, development, and practice related to the use of the semantic web for representation, creation, visualization and maintenance of 3D content and animations. The goal of the workshop is to share innovative and creative ideas that enable development of semantic 3D applications for a wide range of 3D environments, including the web, mobile as well as virtual and augmented reality (VR & AR) setups.

Works related to various application domains, including e-commerce, education, cultural heritage, entertainment and infotainment, social media, tourism, medicine, military, industry and construction (and many others) are welcome. The approaches will be considered in the context of building scalable, pervasive 3D/VR/AR systems using different semantic web (e.g., RDF, RDFS and OWL) and rule-based standards, 3D formats and browsers. Finally, common fields of interest and opportunities of future collaboration will be identified and discussed.

The workshop attempts to foster and support the increasing development, use, and utility of semantic 3D technologies for researchers, application developers, domain experts as well as for end users. This includes semantic creation of interactive 3D content, robust and versatile semantic 3D content representation and delivery standards as well as semantic presentation and interaction techniques enabling development of user-friendly 3D/VR/AR applications.

The main topics of the workshop include, but are not limited to:

  • Ontologies for 3D and animation annotation, representation and retrieval
  • Semantic metadata for 3D and animation description
  • Ontologies based on 3D formats
  • Semantic 3D formats, including semantic X3D
  • Domain-specific ontologies for 3D description and representation
  • Semantic modeling and assembly of 3D content
  • Semantic methods and tools for on-demand, adaptive and contextual 3D visualization and generation
  • Semantic and contextual 3D/VR/AR web services
  • Semantic queries to 3D scenes and 3D content repositories
  • Semantics for immersive analytics in 3D
  • Semantic representation and modeling of 3D animations and interactions
  • Ontologies for multimodal interaction in VR/AR
  • Semantic representation and modeling of 3D content behavior
  • Explorable VR/AR applications and queryable behavior-rich VR/AR applications
  • Semantic 3D/VR/AR web applications
  • Semantic 3D graph annotations
  • Novel interactive semantic 3D applications in all areas and sectors, e.g., entertainment, education, training, cultural heritage, medicine, military, smart-manufacturing / industry 4.0, information visualization, scientific visualization, geo-visualization, building information modeling (BIM), and architecture.


PAPERS presenting original work in 3D/VR/AR research and application may be submitted in a long or short form according to the EG requirements. Submissions will be peer-reviewed. Accepted papers will be included in the Eurographics Digital Library.

POSTERS present results of ongoing or recently completed work in 3D/VR/AR research and application. The poster format offers the opportunity to interactively present and discuss interesting results to the EG community. Posters should be submitted in the form of abstracts (2 pages) according to the EG requirements.

DEMONSTRATIONS enable 3D content designers and developers to share their innovative 3D works at the workshop. Semantic 3D applications developed for various domains and platforms, including the web, desktop, mobile and VR/AR systems, are welcome. Demonstrations should be submitted in the form of short descriptions (2 pages).

Questions about the program, workshop topics and submissions can be sent to

Important dates

Workshop date: May 6, 2019
Early registration: April 6, 2019

Paper/poster/demonstration submission deadline extended: March 10, 2019
Acceptance notification: March 24, 2019
Camera-ready paper/poster/demonstration submission: April 2, 2019

Organizing Committee

Jakub Flotyński, Poznań University of Economics and Business, Poland
Patrick Bourdot, Computer Science Laboratory for Mechanics and Engineering Sciences, France
Marc Erich Latoschik, University of Wuerzburg, Germany
Krzysztof Walczak, Poznań University of Economics and Business, Poland

The workshop is organized in connection to the project of the Polish National Science Centre (NCN) nr DEC-2012/07/B/ST6/01523.


9:00-10:30Semantic 3D Paper Session 1
10:30-11:00Coffee break
11:00-12:30Semantic 3D Paper Session 2
13:30-15:00Semantics for VR/AR/MR & 3D Interactions
15:00-15:30Coffee break
15:30-17:00Semantic X3D
17:00-18:00Poster Session

More information can be found on the conference website.

Pedagogy – Taking Stock and Looking Forward (Part 2)

The JVWR, Volume 12, No. 1

Published: January 31, 2019

Issue cover: Blue glass ball reflects a view of seashore

Issue editors:

Dr. Kenneth Y. T. Lim (Prime), National Institute of Education, Singapore

Dr. Catia Ferreira, Universidade Católica Portuguesa, Portugal

2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Volume 2 Number 1 of the journal was the fruition of a vision of the late Leslie Jarmon, a pioneer academic in the use of virtual worlds and immersive environments for learning. Much has changed since the heady days of the late 2000s, yet many aspects have proved enduring.

This issue represents the concluding half of an effort to commemorate the occasion and aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.

Original call: CfP – Pedagogy

Issue Editors’ Corner


Kenneth Y T Lim, Catia Ferreira

Peer Reviewed Research Papers

Practical Learning in Virtual Worlds: Confronting Literature with Health Educators’ Perspectives

Kate Dagleish, Mary Laurenson

Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings via Interactive Sounds

Enrico Gandolfi, Robert Clements

Pedagogy of Productive Failure: Navigating the Challenges of Integrating VR into the Classroom

Marijel Melo, Elizabeth Bentley, Ken S. McAllister, José Cortez

Virtual Reality in Education: Focus on the Role of Emotions and Physiological Reactivity

Mikko Vesisenaho, Merja Juntunen, Päivi Häkkinen, Johanna Pöysä-Tarhonen, Janne Fagerlund, Iryna Miakush, Tiina Parviainen

Pedagogy – Taking Stock and Looking Forward (Part 1)

The JVWR, Volume 11, No. 3

Published: 31 December, 2018

Issue editors:

Dr. Kenneth Y. T. Lim (Prime), National Institute of Education, Singapore

Dr. Catia Ferreira, Universidade Católica Portuguesa, Portugal

2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Issue No. 1 in Vol. 2 of the journal was the fruition of a vision of the late Leslie Jarmon. Dr. Jarmon was a pioneer academic in the use of virtual worlds and immersive environments for learning.

This issue aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.

Original Call: CfP: Pedagogy – Taking Stock and Looking Forward

Issue Editor Corner


Kenneth Y. T. Lim, Cátia Ferreira

Peer Reviewed Research Papers

Marginalized Urban Indigenous Youth and the Virtual World of Second Life: Understanding the Past and Building a Hopeful Future

Joe Cloutier

Designing Digital Badges to Improve Learning in Virtual Worlds

Joey R Fanfarelli

Student Perception of Open and Mobile Space Designs for Autonomous English Language Learning in Second Life

Dean Anthony Fabi Gui

The Game of Inventing: Ludic Heuristics, Ontological Play, and Pleasurable Research

Jacob Steven Euteneuer

A Teaching Method Based on Virtual Worlds and Mastery Learning

Felipe Becker Nunes, Aliane Loureiro Krassmann, Liane Margarida Rockenbach Tarouco, José Valdeni De Lima

Representations of Novice Conceptions with Learner-Generated Augmentation: A Framework for Curriculum Design with Augmented Reality

Kenneth Y T Lim, Kelvin H.-C. Chen, Sheau-Wen Lin, Jong-Chin Huang, Kristal S-E Ng, Joel J L Ng, Yifei Wang, Nicholas Woong is now

As part of the 2019 upgrade, we have moved the site to

The corresponding domain is still

This symbolizes the re-emphasis on our community and network.
This is an ongoing process that includes many aspects. For now, the main site domain is 

Our backend publishing system remains the same.

Merry Holidays and Happy New Year!

Prof. Yesha Y. Sivan
and the JVWR team

CfP: Impact of Immersive Environments

Call for Papers – JVWR Special Issue

The Journal for Virtual Worlds Research ( is pleased to announce the call for a special issue on the theme of the Impact of Immersive Environments edited by:

Professor Michael Thomas, University of Central Lancashire, UK (Prime)

Dr. Tuncer Can, University of Istanbul, Turkey

Professor Michael Vallance, Future University, Japan

You can access this call directly through our website here.

About JVWR – the Journal of Virtual Worlds Research

Now in its 11th year, the JVWR is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect with virtual worlds research. Virtual worlds ignite a continuously evolving area of study that spans multiple disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly research.

Motivation and Scope

Over the last two decades research on virtual worlds and immersive environments has engaged with a wide variety of stakeholders and beneficiaries across many disciplines and fields that naturally involve high stakes, engaging with participants with learning and physical disabilities to the military, citizen democracy, and digital civics.

In this issue we want to tackle the following issues:

  • What is the usefulness of such research?
  • Who are the main beneficiaries of the research?
  • What real-world problems does the research on virtual worlds address?
  • How can the effectiveness of the research be measured, if at all?
  • Can we identify short, medium and longer term conceptions of impact?

While study and research for their own sake or for character development have been core components of many disciplines, particularly in the humanities or social sciences, the consolidation of neoliberal values in higher education has led to questions about the practical application of research and its influence on and relationship with society and stakeholders.

Specifically, in the UK the 2014 Research Excellence Framework (REF) adapted this approach to impact to help measure the real-world application of research, its public engagement, and use-value, in relation, for example, to health, the economy, society or culture. While impact has attracted much criticism and debate, it has been consolidated in the intervening period and with REF2021, the next UK Government exercise aimed at evaluating research excellence in higher education, impact, now defined as an activity that can take place both internal and external to universities, has increased its weighting in the exercise. While the impact agenda has been influential in higher education in the UK, we now find other governments and research councils around the world adopting similar definitions (e.g., Australian Research Council, Hong Kong, the AACSB in the USA).

Definitions of “impact” have proliferated alongside critique and it is important to consider the applicability of the term, as well as to reflect on how it can be shaped and defined to lead to productive and meaningful research and scholarly activity.

In terms of the REF exercises impact is defined in relation to “reach (the extent and/or diversity of the organizations, communities and/or individuals who have benefited from the impact) and significance (the degree to which the impact enriched, influenced, informed or changed the policies, practices, and understanding or awareness of organizations, communities or organizations)” (REF, 2012, p. 93).

It does not merely relate to measuring dissemination activity e.g., how many people read a book, or visited a gallery, or follow your research findings on Twitter. Rather, it relates to what measurable influence the research has had on its beneficiaries as a result of activities associated with it.

For the Economic and Social Research Council in the UK (ESRC), impact can be defined as “Academic impact”, which is the “demonstrable contribution that excellent social and economic research makes in shifting understanding and advancing scientific, method, theory and application across and within disciplines” and/or “Economic and societal impact”, which is the “demonstrable contribution that excellent social and economic research makes to society and the economy, and its benefits to individuals, organizations and/or nations” (

This special edition of The Journal of Virtual Worlds Research is a timely intervention into these debates in the context of educational technology and seeks to develop productive critical perspectives on impact, discussing in what ways, over what time periods and to what extent impact can be a valuable concept in this field.

Authors are invited to submit original scholarly manuscripts that will make significant contributions to the advancement of our understanding of research impact with respect to virtual worlds and immersive environments defined broadly.

We encourage transdisciplinary research as well as diverse methodological approaches and welcome both qualitative and quantitative research studies, as well as theoretical, conceptual, and empirical studies. Critical perspectives on virtual worlds research and what constitutes impact are encouraged, rather than merely small-scale experimental studies. Authors may wish to reflect on their work over a longer period of time and to produce narratives that combine findings from several studies. Meta-analyses of research in the field which adopt a longer-term perspective are also encouraged.

Possible topics include, but are not limited to:

  • Impact on disciplines (e.g., health and wellbeing, politics, psychology, medicine, arts, and humanities)
  • Impact on people (e.g., special educational needs, the disabled, migrants and refugees, children, families and parents, communities, and/or in terms of race, class, ethnicity, and sexuality)
  • Impact on tools (e.g., AR, AI, eResearch methods, robotics, mobile applications, educational resources, gamification, serious games)
  • Impact on problems (e.g., real-world challenges, citizenship, big data, pedagogical etc.)

The editors welcome efforts to define and problematize “impact” as a category for evaluating research, and articles that seek to promote transdisciplinary research on immersive and virtual worlds, nationally and internationally, in established western contexts as well as in emerging contexts in Africa, South America, the Middle East, and Asia.

Submission Instructions

The vetting process will start with a 300 word abstract leading, if invited, to a full paper submission of up to 6000 words including footnotes, references, and appendices. All submissions (abstracts and papers) should be made via the JVWR publishing system (see> About JVWR > For Authors). All submissions will be double-open reviewed. Accepted papers will be published online in Volume 12, Number 2 (2019) of the Journal.

Deadlines & timeline

  • Authors submit an abstract of 300 words with an expression of interest: January 7, 2019
  • Editors return acceptance: January 21, 2018
  • Authors submit full paper: April 1, 2019
  • Editors return peer review report: May 15, 2019
  • Authors submit a revised paper: June 1, 2019
  • Editors return final decision: July 1, 2019
  • Publication: September 2019

Biographies of Editors

Dr. Michael Thomas is Professor of Higher Education and Online Learning at the University of Central Lancashire in the UK. He has published over twenty books and special editions of peer-reviewed journals, coordinated several large-scale funded projects on immersive environments, and is the founding editor of the book series Digital Education and Learning (Palgrave).

Dr. Tuncer Can is Assistant Professor at the University of Istanbul in Turkey. His research interests are in computer-assisted learning and he’s been a partner in several EU funded projects on immersive environments and virtual worlds, particularly those involving gamification and video-based learning, including CAMELOT (2013-15) and GUINEVERE (2017-2019).

Dr. Michael Vallance is a Professor in the Department of Media Architecture (previously Director of the Center for Meta-Learning – CML) at Future University, Japan. He has a Doctorate in Education from Durham University, a Master’s Degree in Computer Assisted Learning from Stirling University, UK, and a BSc(Hons) Degree in Mechanical Engineering from the University of South Wales, UK.

More things you can do

  • Browse JVWR’s previous issues.
  • Subscribe to our mailing list (on the top left of the Journal of Virtual Worlds Research home page) to receive our news and updates (no spam guaranteed.)
  • Connect with us on twitter @TheJVWR and on our Facebook page (TheJVWR).


Prof. Yesha Y. Sivan

The Journal of Virtual Worlds Research

Published: November 22, 2018

20-22 June 2018: The 23rd International ACM Conference on 3D Web Technology, Poznań, Poland

More details at the Web3D conference website.

Call for papers and registration

In the early years they were called VRML Symposium, then Web3D Symposium and now Web3D Conference.
It’s a conference on 3D Web Technology addressing an extensive range of research, development, and practice related to Web-based 3D Graphic. It unites researchers, developers, entrepreneurs, experimenters, artists and content creators in a dynamic learning environment. Attendees share and explore methods of using, enhancing and creating new 3D Web and Multimedia technologies.

The conference also focuses on recent trends in interactive 3D graphics, information integration and usability in the wide range of Web3D applications from mobile devices to high-end immersive environments.

May 30 – June 1, 2018: 9th Augmented World Expo (AWE USA), Santa Clara, California

AWE (Augmented World Expo) is the world’s most essential AR+VR conference and expo, with annual dates in the USA, Asia, Israel and Europe, as well as meetup chapters around the world. AWE brings together a diverse mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, founders and top press in a one-of-a-kind opportunity to learn, inspire, partner, and experience first-hand the most exciting industry of our times.

See more about AWE here:

December 9-10, 2017: 3DV – Opensimulator Community Conference, OSCC Conference Grid Online

The Opensimulator Community Conference is an annual conference that focuses on the user community and developers of the OpenSimulator software. This virtual conference features two days of presentations, workshops, and keynote sessions, along with community and social events, that spotlight the technical, scholarly, artistic, commercial, and community produced works across diverse sectors of the OpenSimulator user base.

More details here.