Search results for "Second life"

showing 6 items of 16 documents

Second Life : un modèle d'économie féodale?

2013

International audience

[SHS.DROIT]Humanities and Social Sciences/Law[SHS.DROIT] Humanities and Social Sciences/LawSecond Lifeéconomie féodalemodèleComputingMilieux_MISCELLANEOUS[ SHS.DROIT ] Humanities and Social Sciences/Law
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Reuse of electric vehicle batteries in buildings: An integrated load match analysis and life cycle assessment approach

2019

Abstract The increasing use of renewable energy technologies for electricity generation in buildings will require a growing number of battery energy storage systems (BESS) to enhance the reliability of electricity supply. The increasing number of retired electric vehicle (EV) batteries, expected from the automotive sector, can match this demand as EV batteries can be used as BESS, considering that they have about 80% of their original energy capacity. In this context, the study aims at examining the system, consisting of a BESS made by retired Li-ion EV batteries, a photovoltaic plant (20 kW) and the electricity grid, that provides the electricity required by an existing nearly net zero res…

business.product_categoryMains electricityComputer science020209 energyBattery storage system0211 other engineering and technologiesContext (language use)02 engineering and technologyLoad matchAutomotive engineeringLife cycle assessment021105 building & constructionElectric vehicle0202 electrical engineering electronic engineering information engineeringElectrical and Electronic EngineeringLife-cycle assessmentCivil and Structural EngineeringSecond life applicationSettore ING-IND/11 - Fisica Tecnica Ambientalebusiness.industryMechanical EngineeringPhotovoltaic systemBuilding and ConstructionRenewable energyElectricity generationElectric vehicle batteryElectricitybusinessEnergy and Buildings
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Will Second Life Help Me Survive in Italy?

2010

This paper aims at sharing the experience we had in the design and implementation of a short pilot course of Italian in Second Life® (SL). The paper will provide a description of the course mentioning preliminary findings, discussed in relation to the theories adopted by the two researchers. The paper is the result of the course, La Lingua in gioco: dire, fare e giocare in SL, that had a strong focus on the development of Intercultural Communicative Competence (ICC) and Oral Language Proficiency and was aimed at a group of third-level Irish students of Italian in the Dublin Institute of Technology (DIT), who will spend the third year of their degree in Italy (Erasmus programme). SL was used…

languagelearningsecond lifeItalianComputingMilieux_COMPUTERSANDEDUCATIONvirtual toolsEducational MethodsSecond Life ICT Italian Foreign LanguageteachingItalian Language and Literature
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DESIGNING AND IMPLEMENTING A BIG OPEN ONLINE COURSE BY USING A 3D VIRTUAL IMMERSIVE ENVIRONMENT – LESSONS LEARNED

2017

Open Education (OE) is a distance learning approach that was strategically chosen by the European Commission (EC) to encourage cost-effective training, upskilling and reskilling of large population groups and workforce with speed and flexibility. Institutions and businesses design and offer Open Online Courses (OOCs) to address skill gaps, organizational and societal needs. OOCs and especially Massive OOCs (MOOCs) are suffering from high rates of attrition, which is attributed to various factors such as learner isolation and lack of motivation to complete the course. Recommendations to address the retention gap in MOOCs include adopting a participation-driven approach, using game design tec…

ongelmalähtöinen oppiminenMultimediae-LearningVirtual Immersive Environmentsavoimet verkkokurssitOpen EducationMOOCverkko-oppiminencomputer.software_genrepelillistäminenOnline courseSecond LifeProblem-Focused Education (PFE)gamificationProblem-based Learning (PBL)Game-Based Learning (GBL)PsychologycomputervirtuaalimaailmaEDULEARN proceedings
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Metáforas visuales en los mundos virtuales. El caso de NANEC 2010/11

2011

Antes de la invención de la imprenta la narración oral de historias era la gran transmisora del conocimiento. La imprenta otorgó velocidad y perennidad a la narración, ampliando el tiempo para su reflexión. Con Internet se fragmenta la secuencialidad del mensaje y es posible crear nuevas realidades que pueden tener o no su referente en el mundo real. Los mundos virtuales son un claro ejemplo de ello.

tecnologías de la información y la comunicación; educación; formación online; e-learningformación onlinesecond lifetecnologías de la información y la comunicaciónsecond life; mundos virtuales;mundos virtualeseducacióne-learning
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Liikkuva kuva : muuttuva opetus ja oppiminen

2011

videokuvausdokumenttielokuvataudiovisuaaliset opetusvälineetongelmalähtöinen oppiminenoppiminenmediakasvatustieto- ja viestintätekniikkakamerakynätelokuvakasvatusopetusvideomontaasivideopensselitvideolaitteetpedagogiikkaaudiovisuaalinen oppimateriaalivideoelokuvatnarratiivisuusmediataidotkuva-analyysielokuvausSecond Lifeopetuskäyttövoimaantuminen
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