2. Virtual Worlds and Education 8
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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. -
Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks
Computers & Education 59 (2012) 1361–1376 Contents lists available at SciVerse ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks Carlos-Miguel Lorenzo*, Miguel Ángel Sicilia, Salvador Sánchez Alcala University, Spain article info abstract Article history: Massively Multiuser On-line Learning (MMOL) Platforms, often called “virtual learning worlds”, consti- Received 29 April 2011 tute a still unexplored context for communication-enhanced learning, where synchronous communi- Received in revised form cation skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we 6 February 2012 report on an experimental study of collaborative evaluation in an MMOL setting with 21 graduate Accepted 6 June 2012 students enrolled in university courses in technology-mediated teaching and learning. This study was carried out using a prototype of a 3D MMOL platform built around an interactive space called Keywords: “MadriPolis”. This space was used to recreate an adequate scenario for a collaborative experience about MMOL platform Virtual world Learning Object evaluation using the mainstream Learning Object Review Instrument (LORI), which is Immersive education based on a Convergent Participation Model (CPM). The same experience was carried out using Simulations a conventional LCMS (Learning Content Management System) platform with the aim of contrasting the Mixed reality outcomes and interaction patterns in the two settings. This study makes use of Social Network Analysis Augmented reality (SNA) measures to describe the interactions between tutors and learners. By dwelling on the advantages Socio-computacional system of immersive environments, SNA indexes revealed that these interactions were rather dense and that Distributed learning environment student participation was rather broad-based in the case of the MMOL. -
Virtual 3D Worlds for Virtual Or Remote Laboratories with Regards to Learning/Educational Undertakings
Virtual 3D Worlds for virtual or remote Laboratories with regards to learning/educational undertakings. Fabio Ricardo dos Santos Graz University of Technology, Austria ABSTRACT The transportation of a campus classroom and/or laboratory into a three dimensional virtual representation has changed remote learning, especially in engineering education. This thesis is concerned with shared virtual environments for collaborative learning and working, mainly between students and tutors/professors in a virtual control experiment setting. The underlying foundation for this idea is the iLab Project, which is a scalable architecture for sharing online experiments used by students and institutions. This research project is conducted and developed by the Center for Educational Computing Initiatives (CECI) at the Massachusetts Institute of Technology (MIT). The main goal of the iLab Project is to provide a broad set of experimentation resources for students at MIT and elsewhere. The iLab initiative has grown tremendously over the past two years, being adopted by numerous partner universities around the globe. 3D Virtual Worlds are computer-based simulated environments intended for their users to inhabit and interact via avatars with other avatars and the virtual environment. These avatars are typically three-dimensional graphical representations. Such modeled worlds may appear similar to the real world and represent a powerful new media for instruction and education. Many higher education institutions are advancing their online teaching methods by offering educational applications in 3D Virtual Worlds because they offer attractive features and possible applications for education. The integration of possible functional iLabs by prototyping an iLabs application in such a 3D environment (such as Second Life or Open Wonderland) seems to be a very innovative tool for distance learning. -
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. -
3Drepo4unity: Dynamic Loading of Version Controlled 3D Assets Into the Unity Game Engine
3DRepo4Unity: Dynamic Loading of Version Controlled 3D Assets into the Unity Game Engine Sebastian Friston∗ Carmen Fan Jozef Doboš University College London 3D Repo Ltd 3D Repo Ltd London, UK London, UK London, UK Timothy Scully Anthony Steed 3D Repo Ltd University College London London, UK London, UK Figure 1: Test scene used in our measurements being dynamically loaded from a remote version controlled repository using a newly developed 3DRepo4Unity library. The building consists of 13k components and 4m vertices. Model courtesy of Skanska. ABSTRACT stimulate further discussion around and research into web formats In recent years, Unity has become a popular platform for the devel- that would enable incremental loading on other platforms. opment of a broad range of visualization and VR applications. This is due to its ease of use, cross-platform compatibility and accessi- CCS CONCEPTS bility to independent developers. Despite such applications being • Computing methodologies → Graphics file formats; cross-platform, their assets are generally bundled with executables, or streamed at runtime in a highly optimised, proprietary format. KEYWORDS In this paper, we present a novel system for dynamically populating Unity, 3D assets, 3D Repo, MongoDB a Unity environment at runtime using open Web3D standards. Our ACM Reference format: system generates dynamic resources at runtime from a remote 3D Sebastian Friston, Carmen Fan, Jozef Doboš, Timothy Scully, and Anthony Repo repository. This enables us to build a viewer which can easily Steed. 2017. 3DRepo4Unity: Dynamic Loading of Version Controlled 3D visualize X3D-based revisions from a version controlled database Assets into the Unity Game Engine. In Proceedings of Web3D ’17, Brisbane, in the cloud without any compile-time knowledge of the assets. -
Three Dimensional Computer Graphics Federates for the 2012 SISO Smackdown Federation
Three Dimensional Computer Graphics Federates for the 2012 SISO Smackdown Federation Crystal Fordyce (843) 513-8980 [email protected] Bradley C. Schricker Dynetics, Inc. Swetha Govindaiah 1002 Explorer Blvd. (256) 714-3018 Huntsville, AL 35806 [email protected] (256) 964-4979 [email protected] Sean Muratet (256) 417-8237 Mikel D. Petty [email protected] University of Alabama in Huntsville 301 Sparkman Drive, Shelby Center 144 Daniel A. O’Neil Huntsville, AL 35899 Marshall Space Flight Center (256) 824-4368 Huntsville, AL 35811 [email protected] (256) 544-5405 [email protected] Abstract: The Simulation Interoperability Standards Organization (SISO) Smackdown is a two-year old annual event held at the 2012 Spring Simulation Interoperability Workshop (SIW). A primary objective of the Smackdown event is to provide college students with hands-on experience in developing distributed simulations using High Level Architecture (HLA). Participating for the second time, the University of Alabama in Huntsville (UAHuntsville) deployed four federates, two federates simulated a communications server and a lunar communications satellite with a radio. The other two federates generated 3D computer graphics displays for the communication satellite constellation and for the surface based lunar resupply mission. Using the Light-Weight Java Graphics Library, the satellite display federate presented a lunar-texture mapped sphere of the moon and four Telemetry Data Relay Satellites (TDRS), which received object attributes from the lunar communications satellite federate to drive their motion. The surface mission display federate was an enhanced version of the federate developed by ForwardSim, Inc. for the 2011 Smackdown simulation. Enhancements included a dead-reckoning algorithm and a visual indication of which communication satellite was in line of sight of Hadley Rille. -
Understanding Physical Concepts Using an Immersive Virtual Learning Environment
Understanding Physical Concepts using an Immersive Virtual Learning Environment a a a, c b Johanna PIRKER , Stefan BERGER , Christian GÜTL , John BELCHER and b Philip H. BAILEY a Graz University of Technology b Massachusetts Institute of Technology c Curtin University of Technology Abstract. Understanding basic physical concepts is not an easy task. The Technology Enabled Active Learning Approach (TEAL) is an innovative learning approach and successfully improves the conceptual understanding in teaching freshmen physics at the Massachusetts Institute of Technology. This approach requires specially designed classrooms, hands-on experiments, different teaching methods and also virtual visualizations and simulations to enhance the student’s engagement and learning success. The Java-based open-source framework TEALsim was especially designed to support the students understanding of different physical procedures using visualizations and simulations of physical concepts such as Faraday’s Law. But not every institution or university is able to use the TEAL scenario because of the high expense in terms of required equipment. Also the distance learning idea is lost. Existing learning spaces are limited regarding time and space. Depending on the learning scope and application domain conventional E-learning tools are not always the best choice. Especially such abstract domains as physics are hard to teach without advanced tools. Drawbacks such as the lack of immersion and the lack of communication and collaboration possibilities suggest the introduction of a new e-learning tool, the Virtual 3D World. This paper focuses on the technical aspects of the implementation of TEALsim in the Virtual 3D World Environment Open Wonderland. This collaboration between the CECI at MIT and AEMT group at TU-Graz introduces a first potential scenario of in-world physics simulations. -
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Three Dimensional Computer Graphics Federates for the 2012 Smackdown Simulation
Three Dimensional Computer Graphics Federates for the 2012 Smackdown Simulation Crystal Fordyce (843) 513-8980 [email protected] Swetha Govindaiah (256) 714-3018 [email protected] Sean Muratet (256) 417-8237 [email protected] Daniel A. O’Neil Marshall Space Flight Center Huntsville, AL 35811 (256) 544-5405 [email protected] Bradley C. Schricker Dynetics, Inc. 1002 Explorer Blvd. Huntsville, AL 35806 (256) 964-4979 [email protected] Abstract: The Simulation Interoperability Standards Organization (SISO) Smackdown is a two-year old annual event held at the 2012 Spring Simulation Interoperability Workshop (SIW). A primary objective of the Smackdown event is to provide college students with hands-on experience in developing distributed simulations using High Level Architecture (HLA). Participating for the second time, the University of Alabama in Huntsville (UAHuntsville) deployed four federates, two federates simulated a communications server and a lunar communications satellite with a radio. The other two federates generated 3D computer graphics displays for the communication satellite constellation and for the surface based lunar resupply mission. Using the Light-Weight Java Graphics Library, the satellite display federate presented a lunar-texture mapped sphere of the moon and four Telemetry Data Relay Satellites (TDRS), which received object attributes from the lunar communications satellite federate to drive their motion. The surface mission display federate was an enhanced version of the federate developed by ForwardSim, Inc. for the 2011 Smackdown simulation. Enhancements included a dead-reckoning algorithm and a visual indication of which communication satellite was in line of sight of Hadley Rille. This paper concentrates on these two federates by describing the functions, algorithms, HLA object attributes received from other federates, development experiences and recommendations for future, participating Smackdown teams. -
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.