An Immersive Virtual Reality Game Designed to Promote Learning
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Virtual and Augmented Reality Technologies for Use in Frontline and Middle-Skill Jobs and Roles
2020 Immersive Learning Technology AT A GLANCE Virtual and augmented reality technologies for use in Developed by frontline and middle-skill jobs and roles. JANUARY 2020 About Our Market Scans The world of work is rapidly evolving. New education and training models are needed to prepare students and workers for the jobs and careers of the future and to support the talent needs of business today. At JFFLabs, we scan markets to identify the most promising work and education technologies that are poised to generate significant social impact and are aligned to particular topic areas, such as work-based learning, assessments, immersive learning, and others. Who We Include Who We Feature We work with entrepreneurs and growth-stage companies to We selected 11 mission-aligned companies that represent accelerate and scale workforce and educational technology trends, momentum—and volume, if you will—that create innovations. We feature mission-aligned companies and significant business aligned social impact. Each is a potentially nonprofit organizations of all sizes, from seed-stage startups transformative innovation, or being led by inspiring founders and founded by inspiring innovators and entrepreneurs to growth- teams that we believe in. stage organizations already creating significant social impact and business value. ABOUT OUR MARKET SCANS 2 JFF is building a society in which everyone has access to the skills, resources, and credentials they need to achieve economic advancement. To reach this goal, we accelerate the alignment, transformation, and reimagination of the American workforce and education systems. JFF and JFFLabs operate in tandem to pursue the same mission: to build a society in which economic advancement is attainable for all. -
IMMERSIVE LEARNING – LEARNING PATTERNS INSIDE DIGITAL CULTURAL IMMERSIVE EXPERIENCES in SITU Patrizia Schettino, Università Della Svizzera Italiana, Switzerland
Re-Imaging Learning Environments Proceedings of the European Distance and E-Learning Network 2016 Annual Conference Budapest, 14-17 June, 2016 ISBN 978-615-5511-10-3 ISSN: 2707-2819 doi: https://doi.org/10.38069/edenconf-2016-ac-0048 IMMERSIVE LEARNING – LEARNING PATTERNS INSIDE DIGITAL CULTURAL IMMERSIVE EXPERIENCES IN SITU Patrizia Schettino, Università della Svizzera italiana, Switzerland Abstract The paper presents a categorization of visitors learning patterns inside the immersive environment PLACE-Hampi, designed by Sarah Kenderdine and Jeffrey Shaw. The paper is focused on how visitors learnt about a new technology, the immersive platform PLACE. It is based on the qualitative data analysis in NVivo of 92 interviews and observation of 500 visitors inside three different exhibitions in Germany and Australia. The methodology used is a combination of four different qualitative methods: grounded theory, digital ethnography, narrative inquiry and case study. Introduction How visitors can learn about a new platform inside a museum? The paper presents the patterns about visitors’ learning a new technology inside the museum space. Those patterns emerged from qualitative data analysis done on interviews and observations inside the immersive environments PLACE-Hampi. The paper is structured in this way: the 2nd paragraph, I summarized some of the key approaches to learning evaluation in museums, the 3rd paragraph is about the case study PLACE-Hampi, the following paragraph summarize the methodology, the last paragraphs presents the results, in the conclusions, a possible development of this research is described. Approaches to learning in museums “Museums are public and social places of learning” (Crowley, Pierroux, & Knutson, 2014). -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Effects of Controller-Based Locomotion on Player
Effects of Controller-based Locomotion on Player Experience in a Virtual Reality Exploration Game Julian Frommel, Sven Sonntag, Michael Weber Institute of Media Informatics, Ulm University James-Franck Ring Ulm, Germany {firstname.lastname}@uni-ulm.de ABSTRACT 1 INTRODUCTION Entertainment and in particular gaming is currently consid- With the recent release of several consumer grade VR HMDs, ered one of the main application scenarios for virtual reality there has been growing interest in the design and development (VR). The majority of current games rely on any form of loco- of VR games. As a result, player experience research has been motion through the virtual environment while some techniques increasingly concerned with interaction in VR gaming. Games can lead to simulator sickness. Game developers are currently in general as well as VR games frequently require that the implementing a wide variety of locomotion techniques to cope player can move from one position to another. While providing with simulator sickness (e.g. teleportation). In this work we such an interaction is easy in non-VR games it can be quite implemented and evaluated four different controller-based challenging for VR games. Although locomotion is possible locomotion methods that are popular in current VR games for roomscale VR systems like the HTC Vive [12] the available (free teleport, fixpoint teleport, touchpad-based, automatic). space is too limited for the requirements of a lot of games. We conducted a user study (n = 24) in which participants Therefore, game developers employ many different approaches explored a virtual zoo with these four different controller-based to provide locomotion for players. -
Introduction to Immersive Realities for Educators
Introduction to Immersive Realities for Educators Contents 1. Introduction 2. Resources & Examples 3. Recommendations 4. Getting Started 5. VR Applications 6. Recording in VR 7. Using Wander 8. VR Champions 9. FAQs 10. References Introduction How VR In Education Will Change How We Learn And Teach The ever-evolving nature of technology continues to influence teaching and learning. One area where advances have impacted educational settings is immersive technology. Virtual reality (VR) immersive technologies “support the creation of synthetic, highly interactive three dimensional (3D) spatial environments that represent real or non-real situations” (Mikropoulos and Natsis, 2010, p. 769). The usage of virtual reality can be traced to the 1960s when cinematographer and inventor Morton Heiling developed the Sensorama, a machine in which individuals watched a film while experiencing a variety of multi-sensory effects, such as wind and various smells related to the scenery. In the 1980’s VR moved into professional education and training. The integration of VR in higher education became apparent in the 1990’s, and continues to be explored within colleges and universities in the 21st century. Why does it all mean? VR, AR, MR and What Does Immersion Actually Mean? Terms such as "Virtual Reality"(VR), "Augmented Reality" (AR), "Mixed Reality" (MR), and "Immersive Content" are becoming increasingly common in education and are more user-friendly and affordable than ever. Like any other technology, IR is used to introduce, support, or reinforce course learning objectives not unlike a text, film, or field trip to a museum. The major difference is that learning can be much more immersive, interactive and engaging. -
Investigating Effects of Interactive Virtual Reality Games and Gender on Immersion, Empathy and Behavior Into Environmental Education
fpsyg-12-608407 July 16, 2021 Time: 17:37 # 1 ORIGINAL RESEARCH published: 22 July 2021 doi: 10.3389/fpsyg.2021.608407 Investigating Effects of Interactive Virtual Reality Games and Gender on Immersion, Empathy and Behavior Into Environmental Education Tosti Hsu-Cheng Chiang* Graduate Institute of Mass Communication, National Taiwan Normal University, Taipei, Taiwan Environmental concerns are obstacles that all humans should confront. Accordingly, Taiwan has incorporated environmental education into its curriculum guidelines; however, difficulties have been encountered in its implementation because Taiwanese society clings to the concept of credentialism, students cannot focus in class, and course content is too abstract. Virtual reality (VR) techniques have been incorporated into the field of education for years; because they can increase the interestingness Edited by: Douglas F. Kauffman, of learning and also concretely present matters through gamification, the present Medical University of the study applied VR techniques to resolve the aforementioned difficulties. VR can build Americas-Nevis, United States environments and situations that would be impossible to visit in the real world, e.g., travel Reviewed by: Maria Teresa Restivo, inside a human body, or the physically impossible—the surface of Mars. The aim was University of Porto, Portugal to increase students’ immersion in class would generate empathy toward the natural Gwo-Jen Hwang, environment and perform actual behaviors to protect it. In terms of the experimental National Taiwan University of Science and Technology, Taiwan design, gender and teaching methods were defined as independent variables, and *Correspondence: observation and questionnaires were conducted and applied to examine students’ Tosti Hsu-Cheng Chiang immersion, empathy, and behaviors after learning. -
Video Game Violence: a Review of the Empirical Literature
Aggression and Violent Behavior, Vol. 3, No. 4, pp. 407±428, 1998 Copyright 1998 Elsevier Science Ltd Printed in the USA. All rights reserved 1359-1789/98 $19.00 ϩ .00 PII S1359-1789(97)00001-3 VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE Karen E. Dill and Jody C. Dill Lenoir-Rhyne College ABSTRACT. The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relation- ship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponder- ance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research. 1998 Elsevier Science Ltd KEY WORDS. Violence, video games, aggression, virtual reality VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE All the time people say to me, ªVlad, how do you do it? How come you're so good at killing people? What's your secret?º I tell them, ªThere is no secret. It's like anything else. Some guys plaster walls, some guys make shoes, I kill people. -
The Immersive Learning Laboratory: Employing Virtual Reality Technology
AAEE2017 CONFERENCE Manly, Sydney, Australia The Immersive Learning Laboratory: employing virtual reality technology in teaching Kiran Ijaz*, Benjy Marks, Tom Hartley, Peter Gibbens and Jacqueline Thomas* Faculty of Engineering and IT, The University of Sydney, Sydney Australia. *[email protected] and [email protected] SELECT SESSION C2: Interdisciplinary and cross-disciplinary engineering programs and learning environments CONTEXT Virtual reality (VR) technology has revolutionized educational opportunities by allowing people to experience and interact with diverse environments. Many environments in which professional engineers and scientists work are restricted from students due to safety and logistical constraints. Moreover, immersive technology can complement textbook based learning with visualization and immersion as an engaging medium. To transform the learning experience at The University of Sydney an innovative Immersive Learning Laboratory (ImmLL) was established under this project. The laboratory will enable academics to teach using immersive content based on interactive 360° videos of real environments or constructed virtual realities. PURPOSE The ImmLL is a new learning environment which pilots innovative teaching methods using VR to optimise the student learning experience and educational outcomes. APPROACH The project was split into four stages. In stage I, several of the current VR platforms were evaluated and tested in order to select the most suitable for teaching purposes. The laboratory space was also designed to maximize the learning and teaching experience. In stage II, a series of workshops were conducted to assist in training academics to develop their own learning material to use in the space. Stage III and IV are currently running with teaching sessions and an evaluation of learning experiences at the laboratory as of Semester 2 2017. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
VIRTUAL REALITY Webinar Are Those of the Presenter and Are Not the Views Or Opinions of the Newton Public Library
5/14/2021 Different VR goggle rigs vs GeoCache, Ingress, Pokemon Go etc The views, opinions, and information expressed during this VIRTUAL REALITY webinar are those of the presenter and are not the views or opinions of the Newton Public Library. The Newton Public VS Library makes no representation or warranty with respect to the webinar or any information or materials presented therein. Users of webinar materials should not rely upon or construe Alternative REALITY the information or resource materials contained in this webinar To log in live from home go to: as legal or other professional advice and should not act or fail https://kanren.zoom.us/j/561178181 to act based on the information in these materials without The recording of this presentation will be online after the 18th seeking the services of a competent legal or other specifically @ https://kslib.info/1180/Digital-Literacy---Tech-Talks specialized professional. The previous presentations are also available online at that link Presenter: Nathan, IT Supervisor, at the Newton Public Library Reasons to start your research at your local Library Protect your computer A computer should always have the most recent updates installed for spam filters, anti-virus and anti-spyware software and a secure firewall. http://www.districtdispatch.org/wp-content/uploads/2012/03/triple_play_web.png http://cdn.greenprophet.com/wp-content/uploads/2012/04/frying-pan-kolbotek-neoflam-560x475.jpg • Augmented reality vs. virtual reality: AR and VR made clear • 122,143 views Aug 6, 2018 Two technologies that are confusingly similar, but utterly different. Augmented reality vs. virtual reality: AR and VR made clear • Augmented reality playlist - https://youtu.be/NOKJDCqvvMk https://www.youtube.com/playlist?list=PLAl4aZK3mRv3Qw2yBQV7ueeHIqTcsoI99 • Virtual reality playlist, by Cnet- https://www.youtube.com/playlist?list=PLAl4aZK3mRv0UCC7R14Zn4m8K7_XoLODQ 1 5/14/2021 My first intro to VR was … http://www.rollanet.org/~vbeydler/van/3dreview/vmlogo.jpg ht t ps: //cdn. -
Immersive Learning
Volume 16, 2017 IMMERSIVE LEARNING: USING A WEB-BASED LEARNING TOOL IN A PHD COURSE TO ENHANCE THE LEARNING EXPERIENCE Samie Li Shang Ly* Concordia University, Montreal, Canada [email protected] Raafat Saadé Concordia University, Montreal, Canada [email protected] Danielle Morin Concordia University, Montreal, Canada [email protected] *Corresponding author [NOTE: This paper is a revision of the paper “Immersive Interactive Learning Environments (A PhD Case Study)” published in the Proceedings of the Informing Science & IT Education Conference (InSITE) 2015, pages 410-415. Available at http://proceedings.informingscience.org/InSITE2015/InSITE15p401-415ShangLy1826.pdf ] ABSTRACT Aim/Purpose Teaching and learning is no longer the same and the paradigm shift has not set- tled yet. Information technology (IT) and its worldwide use impacts student learning methods and associated pedagogical models. Background In this study we frame immersive learning as a method that we believe can be designed by pedagogical models such as experiential, constructivist, and collab- orative elements. We also present a peer-to-peer interactive web based learning tool, designed and implemented in-house with immersive learning features. Methodology We conducted an exploratory research with a Ph.D course on “pedagogical methods” where 9 doctoral students were tasked to follow the peer-to-peer 3 phase process in their learning. Contribution We found the peer-to-peer does favor experiential, constructivist, collaborative learning, which contributes into the use of immersive learning as an important learning style for the future. Findings This study investigated different ways to measure students’ collaboration, con- structivism through their peer evaluation scores and performance in an immer- sive learning environment by taking the roles of teacher, evaluator, and learner. -
Violent Virtual Video Games and Hostile Thoughts
Journal of Broadcasting & Electronic A^erf/.i/Scplcmber 2004 Violent Virtual Video Games and Hostile Thoughts Ron Tamborini, Matthew S. Eastin, Paul Skalski, Kenneth Lachlan, Thomas A. Fediuk, and Robert Brady A vioient virtuai-reaiity (VR) video game's short-term impact on telepres- ence and hostility was studied. Five weeks before a lab experiment, participants completed a questionnaire measuring prior vioient video game use and trait aggression. Participants were randomly assigned to play a VR vioient video game, play a standard vioient video game, observe a vioient video game, or observe a non-vioient video game. Following exposure, measures of telepresence experienced, hostile thoughts, and aggressive acts were obtained. Findings are consistent with predictions that personal variables (prior video game use) and situational variables (violent media exposure) influence telepresence experienced in media environments and promote hostile thoughts. No findings substantiate predictions that telepresence mediates personal or situational variables' influence on aggression. The enormous controversy surrounding violent video games has been fueled by conflicting claims about the nature of their content and the relationship between game use and hostility. Spurred by tragedies like those at Columbine High School, concern has led scholars, social critics, game manufacturers, and media profession- Ron Tamborini (Ph.D., Indiana University) is an Associate Professor of Communication at Michigan State University. His research interests include media effects of new communication technology. Matthew S. Eastin (Ph.D., Michigan State University) is an Assistant Professor in the School of Communi- cation at Ohio State University. His research interests include the uses and effects of media, with an emphasis on new media.