Call for Chapters: Cases on Immersive Virtual Reality Techniques


Benjamin Kenwright
Southampton Solent University

Call for Chapters

Proposals Submission Deadline: June 15, 2018
Full Chapters Due: June 30, 2018
Submission Date: August 30, 2018


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.


While Virtual Reality has been around for decades it has only recently started to gain momentum due to advancements in technologies - leading to a multitude of breakthroughs in research and innovation that have had a major impact on how we view and use virtual reality. Hence, this comprehensive and timely publication provides an essential reference source, disseminating knowledge on the available literature in the field of Virtual Reality, with the objective of showing applications in this area integrated with immersive techniques and affective theories and computer resources that are being used to support Virtual Reality methods.

Target Audience

Academics, researchers, and practitioners in the area of Virtual Reality

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

Submission Procedure

Researchers and practitioners are invited to submit on or before June 30, 2018 a full chapter of 8,000 to 10,000 words. All interested authors must consult the guidelines for manuscript submissions at prior to submission. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Trust in Knowledge Management and Systems in Organizations. All manuscripts are accepted based on a double-blind peer review editorial process. All proposals should be submitted through the E-Editorial DiscoveryTM online submission manager.


This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the "Information Science Reference" (formerly Idea Group Reference), "Medical Information Science Reference," "Business Science Reference," and "Engineering Science Reference" imprints. For additional information regarding the publisher, please visit This publication is anticipated to be released in 2018.

Important Dates

June 30, 2018: Full Chapter Submission
August 30, 2018: Review Results Returned
September 30, 2018: Final Chapter Submission
October 15, 2018: Final Deadline


Dr. Ben Kenwright
School of Media Arts and Technology,
Southampton Solent University,
Southampton, SO14 0YN