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6th iLRNFuser – International Student Competition for Immersive Game Apps supporting UN Sustainability Goals
Overview
iLRN will host the 6th iLRNFuser International Student Competition for Immersive Game Apps supporting UN Sustainability Goals.
The purpose of the contest is to inspire innovative and creative solutions that harness the potential of immersive technologies to advance the UN Sustainable Development Goals (SDGs). This year's topic, "Reading the World: Immersive Learning & Multimodal Literacies," emphasizes the transformative power of Extended Reality (XR) in fostering global literacy and education.
With the rapid evolution of multimodal literacies—encompassing textual, visual, spatial, auditory, and interactive forms—immersive learning environments present an unparalleled opportunity to break traditional barriers to education. XR technologies can not only simulate diverse cultural and linguistic contexts but also provide collaborative platforms to decode the complex interplay of knowledge systems that define our globalized world.
This year’s 3DUI contest challenges participants to design a project that leverages XR to address educational challenges while aligning with the UN SDGs, particularly:
- SDG 4: Quality Education (Promote inclusive and equitable quality education and lifelong learning opportunities for all),
- SDG 10: Reduced Inequalities (Reduce inequality within and among countries), and
- SDG 17: Partnerships for the Goals (Strengthen the means of implementation and revitalize the global partnership for sustainable development).
Participants are tasked with developing innovative 3D Immersive solutions that enable at least two collaborators to engage in immersive learning activities that enhance literacy in its many forms. Proposals should explore how XR can be used to:
- Promote Multimodal Literacies: Facilitate understanding and interpretation of complex texts and media through interactive and immersive experiences.
- Encourage Cultural and Linguistic Exchange: Use XR to create environments that celebrate linguistic and cultural diversity, enabling users to "read" the world in new ways.
- Empower Collaborative Learning: Build virtual spaces where educators, learners, and collaborators can work together to solve real-world educational challenges, fostering inclusivity and equality.
Through this contest, participants will demonstrate how immersive learning in XR can contribute to building a more literate, equitable, and interconnected world. Proposals should focus on creative, practical, and impactful solutions that align with the spirit of the UN SDGs.
Teams
Teams of up to ten people may submit solutions.
Project team developers should be students (at undergraduate or postgraduate level). They should be prepared to justify their design and evaluation process, demonstrate why it is innovative and indicate how they achieved (will achieve) the impact they seek.
iLRNFuser competition is not just building games but forging connections. Core aim is to cultivate collaborations between universities, breaking down barriers and fostering a spirit of unity within the gaming community. To truly embrace this collaborative ethos, participating teams must be composed of students from at least two different universities.
We recognize the value of diverse perspectives and believe that the synergy of minds from different academic backgrounds can lead to the creation of truly exceptional games. To facilitate this interconnectedness, we've established a dedicated Discord server. Here, teams can communicate, share ideas, and explore potential mismatch opportunities. We encourage cross-pollination of skills, ideas, and creativity, aiming to make this not just a competition but a platform for meaningful collaboration.
So, assemble your dream teams! Each team should comprise a minimum of four students, ensuring a wealth of skills and talents to bring your game concept to life.
iLRNFuser Discord Server Invitation: https://discord.gg/E8gDSeTrmY
Rules
The submitted solutions should fulfill the following rules to be considered for acceptance for iLRNFuser 2025:
Submissions should present a collaborative 3D Immersive solution, which …
- … covers the topics of “Reading the World: Immersive Learning & Multimodal Literacies”.
- … describes which 3D Immersive techniques have been created and/or extended.
- … is documented with a video (between 3 and 5 minutes) as well as a standalone executable.
The developed 3D Immersive solution should ...
- … be innovative and technically sound,
- … provide high usability.
- … be aesthetically pleasing. and
- … be enjoyable and thought-provoking.
Short Paper
Teams must submit a short paper of four pages, including a description of the solution, details about the software developed, a brief description of the closest related work and how the system is novel, and a description of how they iterated upon the design. If the submission is accepted, this paper will be included in a special Student Conference Journal Edition abstract version, while selected projects will be given the opportunity to submit on iLRN Journal.
Therefore, it must be formatted using an academic stream paper format. See more details and instructions on the page here to select template.
Submission details to be announced soon here for each round (TBA)
-> Submission Link for iLRNFuser 2025
Video
Teams will also submit a video that presents the solution to the public, including an explanation of the equipment, software, and interaction techniques used to solve the problem. If the submission is accepted, the video will be made publicly available via iLRN website. Videos should have a length of between 3 and 5 minutes and should include the title along with the names and affiliations of the contestants. The submitted file should be a high-quality compressed video with a size of no more than 300 MB and submitted directly via the submission system or via a link to an unlisted video on an online platform like YouTube.
Judging Criteria
All projects will be judged on the following aspects: scope, assessment, usability, socio-cultural aspects, administration tools as well as aspects specific to the type of Learning Technologies submitted (see above three criteria). According to these aspects the criteria will be quality of Mobile App, significance, originality and level of innovativeness, thematic relevance, and quality of presentation.
Details of the judgment criteria can be found in the board below:
Criteria Description 1 - Meeting UN SDG Criteria (25 points) Evaluates how well the game aligns with and contributes to the United Nations Sustainable Development Goals (SDGs), emphasizing the positive impact and social responsibility embedded in the game's concept and execution.
More specific: Meeting iLRN 2025 theme: Reading the World: Immersive Learning & Multimodal Literacies [See above Overview section]2 - Application/Game Design (15 points) Assesses the overall design coherence, including the clarity of the game concept, storylines, and how well it aligns with the intended purpose, ensuring a solid foundation for a compelling and engaging gaming experience. 3 - UX/UI Concept (10 points) Focuses on the user experience (UX) and user interface (UI) design, evaluating how well the game's interface facilitates a seamless and intuitive interaction, enhancing overall user satisfaction and accessibility. 4 - Artwork/Design/Music Style (10 points) Considers the aesthetic appeal of the game, assessing the quality and creativity of the artwork, design elements, and music style. This criterion emphasizes the role of visuals and sound in enhancing the overall gaming/application experience. 5 - Playability/Interactivity (10 points) Gauges the user’s engagement by evaluating its playability and interactivity. This includes assessing the smoothness of gameplay mechanics, user engagement factors, and the overall enjoyment derived from the interactive elements. 6 - Project Scalability (10 points) Examines the potential for the game's growth and adaptation. Scalability assesses how easily the project can evolve, whether in terms of expanding features, accommodating increased user loads, or adapting to emerging technologies. 7 - Project Technical Immersiveness (20 points) Focuses on the technical aspects of the project, evaluating the depth and sophistication of the technology employed to create an immersive gaming experience. This encompasses advanced graphics, realistic physics, and other technical elements that enhance immersion. Important Dates
4th Dec 2024 Competition Launch ROUND 1 31st March 2025 Submission for Project Video Concept and Short Paper 5th May 2025 Notification of review outcomes for submissions 2nd June 2025 Camera-Ready Submission Deadline for Short Paper 2nd June 2025 Paper Registration ROUND 2 28th April 2025 Submission for Project Video Concept and Short Paper 2nd June 2025 Notification of review outcomes for submissions 7th July 2025 Camera-Ready Submission Deadline for Short Paper 7th July 2025 Paper Registration Competition and Judgment Process
The competition process involves two rounds to accommodate participants from different geographical locations as part of their studies.
Process:
- All submissions will be reviewed by expert panels , combined by developers and academics (Demo/Paper)
- Final score/winners will be announced end of July, after 2nd submission round has been reviewed and papers final ready camera versions have been submitted
- All accepted submissions will be published in a student iLRN Immersive journal
- Selected papers will be given the opportunity to re-submit extended version on our annual iLRN Journal editions as part of the main iLRN Conference [Details to be announced]
- All submitted Videos will be deployed on the main iLRN conference dedicated library
iLRNFuser Program Chairs
Main Chairs
- Markos Mentzelopoulos, University of Westminster, UK
- Kai Erenli, University of Applied Sciences BFI Vienna, Austria
International Panel of Judges (TBA)
Supported By
Contact
Markos Mentzelopoulos
iLRN Director for Student Activities
markos@immersivelrn.org