The Development and Improvement of Instructions
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A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Advances in Game-Based Learning Oostendorp · van Wouters Advances in Game-Based Learning Pieter Wouters · Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and Eds. Pieter Wouters effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the Herre van Oostendorp Editors respective technique into a particular game. Instructional 1 Learning and Motivation of Serious Games and Motivation Learning Facilitate to Techniques Instructional Techniques to Facilitate Learning and Motivation of Serious Games Education ISBN 978-3-319-39296-7 9 783319 392967 Advances in Game-Based Learning Series editor: Dirk Ifenthaler Scott JosephWarren Deniz Eseryel More information about this series at http://www.springer.com/series/13094 Pieter Wouters • Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games Editors Pieter Wouters Herre van Oostendorp Utrecht University Utrecht University Utretcht , The Netherlands Utrecht , The Netherlands Advances -
Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
Analysis of Embodied Conversational Agents in Secondlife for Speech
Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. Wanda R. Moses Certificate of Approval: Cheryl D. Seals Juan E. Gilbert, Chair Associate Professor Professor Computer Science and Software Engi- Computer Science and Software Engi- neering neering Ivan E. Watts George T. Flowers Associate Professor Dean Educational Foundations Leadership and Graduate School Technology Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 18, 2009 Analysis of Embodied Conversational Agents in SecondLife for Speech Recognition Wanda R. Moses Permission is granted to Auburn University to make copies of this thesis at its discretion, upon the request of individuals or institutions and at their expense. The author reserves all publication rights. Signature of Author Date of Graduation iii Vita Wanda Moses is a PhD student in the Computer Science and Software Engineering Department at Auburn University. She was born in Charleston, SC on May 2, 1962 to Annie M. and David E. Moses. Ms. Moses received a Bachelor of Science degree in Mathematics and Computer Science from South Carolina State University in May 2005. She is currently a graduate research assistant in the Human Centered Computer Lab at Auburn University. Her interests are in Human Computer Interaction, User Interface Design, Adaptive Learning Technologies, Multimodal Interfaces and Spoken Language Systems. -
Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology
JOURNAL OF MEDICAL INTERNET RESEARCH Gorini et al Viewpoint A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology Alessandra Gorini1,2, MSc; Andrea Gaggioli1,3, PhD; Cinzia Vigna1; Giuseppe Riva1,3, PhD 1Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy 2Research Institute Brain and Behaviour, Maastricht University, Maastricht, The Netherlands 3Psychology Department, Catholic University of Milan, Milan, Italy Corresponding Author: Alessandra Gorini, MSc Applied Technology for Neuro-Psychology Lab Istituto Auxologico Italiano Via Pelizza da Volpedo, 41 20149 Milan Italy Phone: +39 02 619112892 Fax: +39 02 619112892 Email: [email protected] Abstract The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. -
Challenges of Business Simulation Games — a New Approach of Teaching Business
Chapter 10 Challenges of Business Simulation Games — A New Approach of Teaching Business Andrej Jerman Blažič and Franc Novak Additional information is available at the end of the chapter http://dx.doi.org/10.5772/61242 Abstract Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to in‐ crease visualisations and challenge the student creativity. They have the potential to sig‐ nificantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empower‐ ing and mediating learning business content. This chapter addresses the simulation busi‐ ness games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simula‐ tion games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks. Keywords: Serious Games, Business Simulation Games, E-Learning, Problem-Based Learning, Education 1. Introduction Digital games have the potential to change the landscape of education as we know it. -
Virtual Worlds and Online Videogames for Children and Young People
Virtual worlds and online videogames for children and young people : promises and challenges MERCHANT, Guy <http://orcid.org/0000-0001-8436-7675> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/10879/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version MERCHANT, Guy (2015). Virtual worlds and online videogames for children and young people : promises and challenges. In: GUZZETTI, Barbara and MILLINEE, Lesley, (eds.) The handbook of research on the societal impact of social media. Advances in media, entertainment and the arts . Hersey, PA, IGI Global, 291-316. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk Handbook of Research on the Societal Impact of Digital Media Barbara Guzzetti Arizona State University, USA Mellinee Lesley Texas Tech University, USA A volume in the Advances in Media, Entertainment, and the Arts (AMEA) Book Series Managing Director: Lindsay Johnston Managing Editor: Keith Greenberg Director of Intellectual Property & Contracts: Jan Travers Acquisitions Editor: Kayla Wolfe Production Editor: Christina Henning Development Editor: Erin O’Dea Typesetter: Amanda Smith; Kaitlyn Kulp Cover Design: Jason Mull Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue Hershey PA, USA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com Copyright © 2016 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. -
Proquest Dissertations
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI Bell & Howell Information and Learning 300 North Zeeb Road, Ann Aibor, Ml 48106-1346 USA 800-521-0600 3D VIRTUAL WORLDS AND LEARNING: AN ANALYSIS OF THE IMPACT OF DESIGN AFFORDANCES AND LIMITATIONS IN ACTIVE WORLDS, BLAXXUN INTERACTIVE, AND ONLIVE! TRAVELER; AND A STUDY OF THE IMPLEMENTATION OF ACTIVE WORLDS FOR FORMAL AND INFORMAL EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michele D. -
Intercultural Communication in a Virtual Environment
in Intercultural Communication no 4, 2000 http://www.immi.se/intercultural Intercultural Communication in a Virtual Environment Jens Allwood and Ralph Schroeder Abstract In this paper we explore and describe aspects of intercultural communication in an Internet based virtual environment. In spite of a massive Anglo-American dominance, the Internet share of non-English language use and of participants from non-English speaking countries is steadily increasing (cf Flydal). Our study is based on observing spontaneous text-based communication in a potentially multilingual and multicultural setting, the Active Worlds multi-user VR system. The paper examines a number of features of this communication, such as length of contributions, languages used, origins of participants, types of introductions, topics, vocabulary and communication management. 1. Purpose In this paper we explore and describe aspects of intercultural communication in an Internet based virtual environment. In spite of a massive Anglo-American dominance, the Internet share of non-English language use and of participants from non-English speaking countries is steadily increasing, cf Flydal (in this volume). Our study is based on observing spontaneous text-based communication in a potentially multilingual and multicultural setting, the Active Worlds multi-user VR system. The paper examines a number of features of this communication, such as length of contributions, languages used, origins of participants, types of introductions, topics, vocabulary and communication management. 2. Background Active Worlds is one of a number of systems which allows interaction between users in a 3-D computer-generated virtual environment that can be accessed via the internet (for a sample of these systems, see http://www.ccon.org). -
PDF of Program
Contents Welcome from AECT 2 Convention-at-a-Glance 4 Hotel Map 6 Keynote Speakers 7 Presidential & Special Sessions 8 Breakfast With Champions 13 University Reception Participants 14 General Convention Information 16 AECT Educational Partners Contact Information 19 Planning Committee and Volunteers 20 Faculty/Student Mentor Program 21 Meet the 2011 Interns 22 Attractions and Local Restaurants 23 AECT Board of Directors 26 ECT Foundation Board of Directors 28 AECT, ECT Foundation, & Division Awards 29 Division Program Highlights 32 Participating Organizations 40 Graduate Student Association Activities 42 SICET Sessions & Events 44 KSET Sessions & Events 46 ISMF Sessions & Events 47 All Workshops & Study Tour 48 Governance Meetings 52 Schedule by Day: Tuesday, Nov 8 54 Schedule by Day: Wednesday, Nov 9 56 Schedule by Day: Thursday, Nov 10 72 The Association for Educational Schedule by Day: Friday, Nov 11 114 Communications and Technology Schedule by Day: Saturday, Nov 12 162 1800 N. Stonelake Drive, Suite 2 Research Symposium 2012 Call for Proposals 170 P.O. Box 2447 Distance Learning Division 2012 Awards 171 Bloomington, IN 47404-2447 PacifiCorp 2012 Problem Statement 172 2012 Call for Proposals 174 Toll Free: 877-677-2328 Divisional and Affiliate Session Index 178 Local: 812-335-7675 Presenters Index 194 Fax: 812-335-7678 E-mail: [email protected] Web Site: aect.org Jacksonville, Florida AECT • Leadership and Technology • 2011 1 Welcome to the 2011 AECT Convention! This year’s theme is Celebrate 3.0: Design.Learn.Community. The rapid evolution of Web 2.0 technologies, with the newly emerging Web 3.0, continues to impact each of us. -
Augmenting Actual Life Through Muves
Augmenting Actual Life Through MUVEs Laura Anna Ripamonti, Ines Di Loreto, Dario Maggiorini DICO – Dept. of Informatics and Communication Università degli Studi di Milano Via Comelico, 39 I-20135 Milano Italy [ripamonti, ines.diloreto, dario]@dico.unimi.it 1 AUGMENTIG ACTUAL LIFE THROUGH MUVEs ABSTRACT The necessity of supporting more and more social interaction (and not only the mere information sharing) in online environments is the disruptive force upon which phenomena ascribed to the Web2.0 paradigm continuously bud. People interacting in online socio- technical environments mould technology on their needs, seamlessly integrating it into their everyday life. MUVEs (Multi User Virtual Environments) are no exception and, in several cases, represent the new frontier in this field. In this work we analyze if and how MUVEs can be considered a mean for augmenting communities’ – and more in general people’s – life. We trace a framework of analysis based on four main observations, and through these lenses we look at Second Life and at several projects we are currently developing in that synthetic world. 2 THE INTERPLAY BETWEEN VIRTUAL AND ACTUAL: IDENTITY, RELATIONSHIP AND PLACE The relationship between online and offline life (but we rather use synthetic and actual – see Castranova, 2005 and De Cindio et al., 2008) has been widely studied in recent years, adopting several different approaches and through the lenses of different disciplines (e.g. psychology, computer science, sociology, economy, architecture, etc.). An exhaustive analysis of each of the aforementioned research branches is almost impossible; nevertheless, within each of them, some key features naturally emerge denoting particular or remarkable facets of the complex relation which binds together the synthetic and the actual worlds.