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Opensimulator Based Multi-User Virtual World: a Framework for the Creation of Distant and Virtual Practical Activities
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 9, No. 8, 2018 OpenSimulator based Multi-User Virtual World: A Framework for the Creation of Distant and Virtual Practical Activities MOURDI Youssef, SADGAL Mohamed, BERRADA FATHI Wafaa, EL KABTANE Hamada Faculty Semlalia University Cadi Ayyad Marrakesh, Morocco Abstract—The exponential growth of technology has skills and/or illustrating scientific approaches to solve contributed to the positive revolution of distance learning. E- problems. learning is becoming increasingly used in the transfer of knowledge where instructors can model and script their courses A huge quantity of solutions has been attempted in order to in several formats such as files, videos and quizzes. In order to propose approaches for teachers to integrate PAs in distance complete their courses, practical activities are very important. learning. The first was the remote-control laboratory Several instructors have joined Multi-User Virtual World [5][6][7][8], then the use of videos and finally virtual (MUVW) communities such as SecondeLife, as they offer a laboratories [9]. However, the latest proposal is very degree of interrelated realism and interaction between users. The superficial, and very limited. modeling and scenarization of practical activities in the MUVWs remains a very difficult task considering the technologies used by At this level, several challenges arise following the these MUVWs and the necessary prerequisites. In this paper, we providing of PAs remotely and which come in two main issues: propose a framework for the OpenSimulator MUVWs that can the first is to have a scalable and open environment for tutors to simplify the scenarization of practical activities using the design, model practical activities and set it accessible to OpenSpace3D software and without requiring designers to have learners. -
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades. -
2. Virtual Worlds and Education 8
World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Project funded by: Erasmus+ / Key Action 2 - Cooperation for innovation and the exchange of good practices, Strategic Partnerships for school education Erasmus+ (European Commission, EACEA) Deliverable Number Report III Deliverable Title State of the Art in Virtual Reality and 3D Worlds Intellectual Output I: Reports on Physics Education in Intellectual Output Title Schools around Europe and the state of the art in 3D Virtual Worlds Research on the State of the Art in Virtual Reality and Activity description 3D Worlds Authors (per company, if more than one company UCY, CTE provide it together) Status (D: draft; RD: revised draft; F: final) F Date (versioning) 30/12/2016 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Partners University of Cyprus, Cyprus https://www.cs.ucy.ac.cy/seit/ University of Patras, Greece http://www.upatras.gr/en CTE, Romania http://www.etcenter.eu/index.php/en/ Computer Technology Institute and Press "Diophantus", Greece http://www.cti.gr/en ITD-CNR, Italy https://www.cnr.it/en NEW EDU, Slovakia http://www.newedu.sk/ 2 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Executive Summary A research on the State of the Art in 3D Virtual Reality Worlds and frameworks is deemed very important for the work to be conducted in the scope of the World-of- Physics project. The aim of the report is to serve as an introduction to the 3D Virtual Worlds, tools and frameworks available, identify the strengths and weaknesses of each one of them and select the most appropriate one to be used within the World-of- Physics project. -
Antonio Pizzo
Antonio Pizzo TEATRO E MULTIMEDIA Attore e scena nell’era digitale Indice CAPITOLO I: LA CONTAMINAZIONE DEL TEATRO 1. Il campo dell’indagine ---------------------------- 2. I caratteri del multimediale ---------------------- 3. La metafora teatrale ----------------------------- 4. La rappresentazione digitale --------------------- 5. La contaminazione tecnologica -------------------- CAP. II - SCENA TEATRALE E NUOVI MEDIA DIGITALI 1. La realtà virtuale come ambiente creativo -------- 2. Corpo reale e scena virtuale --------------------- 3. L’immersione e la perdita ------------------------ 4. Prime esperienze italiane ------------------------ Fonti e materiali dalla rete ------------------------ CAP. III - QUI, ALTROVE, ADESSO: LO SPETTACOLO NELLA RETE 1. Cyberspace --------------------------------------- 2. Dal palcoscenico al web -------------------------- 3. Drama on line: i MOO ----------------------------- 4. La presenza remota ------------------------------- 5. La performance globale -------------------------- Fonti e materiali dalla rete ----------------------- CAP IV - DRAMMATURGIA PROCEDURALE, PERSONAGGI ARTIFICIALI, ATTORE VIRTUALE 1. La fatica dell’organico ------------------------- 2. Gli antenati ------------------------------------ 3. Personaggi credibili ---------------------------- 4. Le tecniche del chatterbot ---------------------- 5. La macchina recitante --------------------------- 6. Verso l’attore virtuale ------------------------- 7. La marionetta digitale -------------------------- Fonti e materiali dalla rete ----------------------- -
Opensimulator and Unity As a Shared Development Environment
OpenSimulator and Unity as a Shared Development Environment Fumikazu Iseki Austin Tate Tokyo Univ. of Info. Sci., Dept. of Informatics, AIAI, School of Informatics, University of Edinburgh, Japan United Kingdom Daichi Mizumaki Kohei Suzuki Tokyo Univ. of Info. Sci., Dept. of Informatics, The Daiichi Information Systems Co., Ltd., Japan Japan Abstract We developed a conversion system to load OpenSimulator Archive (.oar) files into Unity. This system allows the user to load world data jointly created in OpenSimulator into Unity on a region-by-region basis, and to ultimately output the data from Unity in a variety of formats. These features allow us to treat the pairing of OpenSimulator and Unity as a shared development environment, which simplifies the low-cost creation of 3D spatial visualization data. 1. Introduction. Several approaches exist to construct three-dimensional (3D) worlds in a computer system at low cost. Representative methods include using the systems Unity [1] and Unreal [2], which are so-called game engines. Alternatively, one can use so-called metaverse systems. At present, the widest used metaverse-type examples of 3D virtual space (virtual world) platforms are Second Life™ [3], offered by Linden Lab, and OpenSimulator (also known as OpenSim) [4], which is an open-source platform largely compatible with Second Life. These game engines and metaverse platforms each have advantages and limitations. For example, Second Life and OpenSimulator allow users to construct 3D spaces through collaborative efforts over a network using in-world real time content editing tools, while Unity and Unreal allow the conversion of created 3D spatial data for use in webpages and applications so that general users can easily reference it. -
Net-Ativismo: Protestos E Subversões Nas Redes Sociais Digitais
NET-ATIVISMO PROTESTOS E SUBVERSÕES NAS REDES SOCIAIS DIGITAIS MARINA MAGALHÃES LIVROS ICNOVA 1 | NOTÍCIAS EM PORTUGAL A Luther Blissett e Hakim Bey. Aos índios da Selva Lacan- dona. Às flores do norte da África e do Médio Oriente. Aos indignados de uma geração à rasca. Aos net-artistas e Anonymous espalhados pelas redes de redes: memórias afetivas da minha zona autónoma temporária. Este livro é sobre nós (e sobre nossas conexões). FICHA TÉCNICA TÍTULO Net-Ativismo: protestos e subversões nas redes sociais digitais AUTORA Marina Magalhães REVISÃO Cecília Avelino, Roberta Matias Simões e Raquel Lima COLEÇÃO Livros ICNOVA EDIÇÃO ICNOVA – Instituto de Comunicação da Nova Faculdade de Ciências Sociais e Humanas/Universidade NOVA de Lisboa Av. Berna, 26 1069-061 Lisboa – Portugal www.icnova.fcsh.unl.pt [email protected] DIREÇÃO Francisco Rui Cádima Maria Lucília Marques Cláudia Madeira ISBN 978-989-54285-1-9 (Digital) 978-989-54285-0-2 (Impresso) DESIGN E PAGINAÇÃO José Domingues | UNDO DATA DE PUBLICAÇÃO Dezembro 2018 APOIO Esta publicação é financiada por Fundos Nacionais através da FCT – Fundação para a Ciência e a Tecnologia no âmbito do projeto Refª: UID/CCI/04667/2016 O conteúdo desta obra está protegido por Lei. Qualquer forma de reprodução, distribuição, comunicação pública ou transformação da totalidade ou de parte desta obra carece de expressa autorização do editor e dos seus autores. Os artigos, bem como a autorização de publicação das imagens, são da exclusiva responsabilidade dos autores. AGRADECIMENTOS Aos professores e amigos José Bragança de Miranda e Massimo Di Felice, orienta- dor e coorientador da tese de doutoramento em Ciências da Comunicação, desen- volvida na Universidade Nova de Lisboa, que originou este livro. -
From Paper and Ink to Pixels and Links
Theatre Women Text - Helen Jamieson Helen Jamieson From Paper and Ink to Pixels and Links Something is happening to text: letters, words and whole sentences are lifting off the page and flying through cyber- space. The security and permanence of the printed word has given way to text as an interactive and changeable medium. We copy and paste, publish and update our writing on the internet, travel by hyperlink and meet in chat rooms. The digital age is changing the way we create, manipulate and interpret text. It is opening up new environments for inter- action between creators, performers and audience - on the web, CD-ROM and via email. These creative tools are not without oppressive male canon or traditions; however, here women are pioneers, coining new terms and making up the rules as we go. I was asked to write an article about how the internet and new "virtual" worlds were influencing text in relation to theatre and women - a very broad starting point. As soon as I began to research and write, I found myself, in true hypertext style, racing along distractingly fascinating side-roads and realising that (despite my role as the Magdalena Project's Web Queen) I had only been aware of a tiny piece of the action. So, rather than attempt to make any definitive statement about where all this text is flying off to and what it all means, I have chosen to swing a follow-spot across the digital stage and illuminate the work of a number of women. And you, also in true hypertext style, can follow the links that interest you, off the page and onto the screen, to wherever you may wander (see address list at the end). -
Identity Play in Moos
PRESENTING THE SELF IN CYBERSPACE: IDENTITY PLAY IN MOOS Andrea Chester Submitted in total fulfilment of the requirements of the degree of Doctor of Philosophy January, 2004 Department of Psychology The University of Melbourne Abstract The use of the Internet has increased exponentially over the last decade. Individuals across all continents are progressively engaging in cyberspace interactions at work, in education, and for leisure. These online interactions, unconstrained by the limitations of corporeal reality, offer the potential for unique presentations of the self. The general aim of the research described in this thesis was to examine self‐presentation in cyberspace. The research focused on MOOs, multi‐user, text‐based, user‐extensible online environments, as a likely site for identity experimentation and play in cyberspace. Two studies are described. In the first quantitative study, 75 university students logged on to the front page of a social MOO where they selected a screen name, chose their gender, and provided a character description. As hypothesised, self‐presentations were more likely to be based on actual identity rather than hoped for or feared selves. Contrary to expectation, little evidence was found of gender play. Self‐presentations were typically positively biased and results suggested that players also perceived themselves more positively in the online context. Although sex and age were generally unrelated to self‐presentation strategies, previous online experience, ethnicity, and personality profiles helped to explain self‐presentation behaviour. A qualitative study of a further 20 students in an educational MOO explored players’ understanding of their initial self‐presentational choices and their management of these self‐presentations over a 12‐week period. -
PRELIMINARY EXPERIMENTS of Opensim PER- Formance Evaluation for Virtual DESIGN Studios 1. Introduction in the Field of Architect
C. M. Herr, N. Gu, S. Roudavski, M. A. Schnabel, Circuit Bending, Breaking and Mending: Proceedings of the 16th International Conference on Computer-Aided Architectural Design Research in Asia, 251-260. ©2011, Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong PRELIMINARY EXPERIMENTS OF OPENSIM PER- FORMANCE EVALUatiON FOR VirtUAL DESIGN STUDIOS WALAIPORN NAKAPAN1 and NING GU2 1. Rangsit University, Patumthani, Thailand, [email protected] 2. University of Newcastle, Newcastle, Australia, Ning.Gu@newcastle. edu.au Abstract. This paper presents a technical performance evaluation of OpenSim as an alternative platform to Second Life, for virtual design studios. A number of issues that are critical for conducting virtual design studios were investigated through a series of tests and reflec- tions from a Visual Training class. A performance test was also carried out in order to test server load against computer memory. These find- ings will provide valuable understanding to academics looking to use similar environments to Second Life for virtual design studio. Keywords. 3D virtual worlds; OpenSimulator; virtual design studios; performance evaluation. 1. Introduction In the field of Architectural Design Education, there have been researches about using 3D virtual worlds notably Second Life in Design and Design Edu- cation (Abdellatif and Calderon, 2007; Hernández Ibáñez and Barneche Naya, 2007; Tan and Lim, 2010). We have conducted virtual collaborative design studios in Second Life since 2008 (Gu et al, 2009; Nakapan et al, 2009). Our students were able to collaborate across the continents on design projects. Nevertheless, it was identified during the collaboration that Second Life has the following limitations, which have significantly compromised the estab- lishment of virtual design studios, and limited students’ design and learning activities in the studios. -
Second Life - Wikipedia
12/5/2017 Second Life - Wikipedia Second Life Second Life is an online virtual world, developed and owned by the San Second Life Viewer Francisco-based firm Linden Lab and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users.[1] In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game:[2] "There is no manufactured conflict, no set objective".[3] The virtual world can be accessed freely via Linden Lab's own client programs Developer(s) Linden Lab or via alternative Third Party Viewers.[4][5] Second Life users (also called Initial release June 23, 2003 residents) create virtual representations of themselves, called avatars, and are Stable release 5.0.9.329906 / able to interact with places, objects, and other avatars. They can explore the November 17, world (known as the grid), meet other residents, socialize, participate in both 2017 individual and group activities, build, create, shop and trade virtual property and services with one another. Preview release 5.0.2.323359 / February 3, 2017 The platform principally features 3D-based user-generated content. Second Platform Windows x86-32 Life also has its own virtual currency, the Linden Dollar, which is exchangeable (Vista or higher) with real world currency.[2][6] macOS (10.6 or Second Life is intended for people aged 16 and over, with the exception of 13– higher) 15-year-old users, who are restricted to the Second Life region of a sponsoring Linux i686 institution (e.g., a school).[7][8] License Open-source Built into the software is a 3D modeling tool based on simple geometric shapes, Website secondlife.com (h that allows residents to build virtual objects. -
Co-Design of a 3D Virtual Campus for Synchronous Distance Teaching Based on Student Satisfaction: Experience at the University of Almería (Spain)
education sciences Article Co-Design of a 3D Virtual Campus for Synchronous Distance Teaching Based on Student Satisfaction: Experience at the University of Almería (Spain) Óscar González-Yebra , Manuel A. Aguilar * , Fernando J. Aguilar and Manuel Lucas Teaching Innovation Group “Eei3D-UAL”, University of Almería. Ctra. de Sacramento s/n 04120, La Cañada de San Urbano, 04120 Almería, Spain; [email protected] (Ó.G.-Y.); [email protected] (F.J.A.); [email protected] (M.L.) * Correspondence: [email protected]; Tel.: +34-950-015-997 Received: 21 December 2018; Accepted: 17 January 2019; Published: 22 January 2019 Abstract: This study presents the main advances made in recent years by an innovative teaching group at the University of Almeria, who are attempting to incorporate alternative spaces for teaching–learning interaction. This group is developing a new line of study to obtain the main vectors for creating an accessible 3D virtual campus on the Second Life platform, recognized as a multi-user virtual environment (MUVE). The goal of this work was to measure the satisfaction and perception of a group of university students. To do this, a co-design approach based on student opinions by relating methodological procedures with an adaptation of the Kano model usually used for product design has been followed. The results found by a panel of postgraduate students in the second stage of the educational project, suggest that the synchronous distance teaching proposal developed can effectively facilitate conciliation of family, work and personal life with online teaching–learning. In the case of undergraduate students with class attendance, the use of the 3D virtual campus is perceived as something more complementary. -
Ciberformance: a Performance Em Ambientes E Mundos Virtuais Tese
- Ciberformance: a performance em ambientes e mundos virtuais Clara Margarida Gonçalves Gomes Tese de Doutoramento em Ciências da Comunicação Agosto 2013 i ii Tese apresentada para cumprimento dos requisitos necessários à obtenção do grau de Doutor em Ciências da Comunicação realizada sob a orientação científica do Professor Doutor José Bragança de Miranda Apoio financeiro da FCT e do FSE no âmbito do III Quadro Comunitário de Apoio. iii iv À minha mãe v AGRADECIMENTOS Agradeço ao Vasco Cabral de Sá pelo impulso, à Irene Aparício pelo alento, à Petra Schmit (DJ Aroma, Berlin) por me fazer descobrir as Canárias (onde trabalhei afincadamente enquanto surfava); à Isabel Valverde, a ciberformance corporalizada; à Helen Varley Jamieson, rainha da ciberformance, pela inspiração; à minha mãe, irmã, namorado e amigos pela paciência; ao Rui Viana Pereira pela amizade e pela revisão; à Leonor Areal pelo apoio logístico; à Professora Doutora Lourdes Cirlot, vice-reitora da Universidade de Barcelona por aceitar ser minha tutora mesmo não fazendo parte dos quadros da Faculdad de Bellas Artes; ao Professor Doutor Quilez Bach, director do curso de doutoramento «La realidad asediada: posicionamentos creátivos» da mesma faculdade; e ao meu orientador, Professor Doutor José Bragança de Miranda por aceitar a minha proposta de uma investigação baseada na experiência do virtual e na prática criativa quando outros a recusaram por ser demasiado arrojada. vi CIBERFORMANCE: A PERFORMANCE EM AMBIENTES E MUNDOS VIRTUAIS CLARA GOMES RESUMO PALAVRAS CHAVE: ciberformance; mundos virtuais; corporalização virtual; performance digital; performance em realidade mista; Second Life; realidade virtual; net art ; comunidades online ; cibercultura; híbridos; interactividade, interacção humano computador.