Search results for "Virtual world"

showing 10 items of 17 documents

Integrating the Real and Virtual World for Academic Language Education in Second Life

2013

This chapter focuses on a Second Language Acquisition (SLA) study conducted in virtual worlds that could help teachers in terms of knowledge about acquisition processes, in which technology is integration between formal and non formal education. The research comprises of two studies strongly focused on the development of Italian oral language proficiency. It was held within Second Life® (SL™)1 in order to explore the affordances of public spaces to enhance Intercultural Communicative Competence (ICC)2 and to stimulate the oral production through learner’s engagement. Since 2007, a new pilot project, Café Italia, was developed by Carmela Dell’Aria (aka Misy Ferraris) in Second Life®. Startin…

Academic languageMultimediaVirtual worldComputer sciencerole-play ICC scial constructivist learning process Drama SLA foreign language prosodic approach virtual worlds second lifeMathematics educationcomputer.software_genrecomputerSettore L-LIN/01 - Glottologia E Linguistica
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Testing the egocentric mirror-rotation hypothesis.

2011

AbstractAlthough observers know about the law of reflection, their intuitive understanding of spatial locations in mirrors is often erroneous. Hecht et al. (2005) proposed a two-stage mirror-rotation hypothesis to explain these misconceptions. The hypothesis involves an egocentric bias to the effect that observers behave as if the mirror surface were rotated by about 2° to be more orthogonal than is the case. We test four variants of the hypothesis, which differ depending on whether the virtual world, the mirror, or both are taken to be rotated. We devised an experimental setup that allowed us to distinguish between these variants. Our results confirm that the virtual world — and only the v…

AdultMaleRotationVirtual worldbusiness.industryCognitive NeuroscienceMirror reflectionMotion PerceptionExperimental and Cognitive PsychologySensory SystemsOphthalmologyYoung AdultOpticsPattern Recognition VisualCovertEgocentric biasOrientationHumansComputer visionFemaleComputer Vision and Pattern RecognitionArtificial intelligencebusinessPsychologyRotation (mathematics)Seeing and perceiving
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El Metavers: Telepresència en 3D d’avatars dissenyats per a mons digitals-virtuals

2009

This paper provides a reflection about presence and telepresence concepts in the use of emergent Digital-Virtual Technologies (DVTs), particularly concerning 3D Digital-Virtual Worlds - 3D-DVWs. It reports telepresence experience driven by avatars designed to be used in processes of 3D-DVWs interaction.

Digital EducationMetaverseTelepresenceVirtual WorldsMetaverse; Telepresence; Virtual WorldsEducation; Online Education; Digital Education:PEDAGOGÍA [UNESCO]UNESCO::PEDAGOGÍAEducationOnline Education
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Engaging learners through virtual worlds

2010

Abstract The aim of this paper is to explore how virtual worlds could support the engagement for learning. This paper reviews the results of studies that utilized virtual worlds to engage learners. The results are examined in two levels, namely learning gains and design principles. It has been found out that deeper learner engagement results in higher learning gains. In some studies better content retention is also noted. Many studies also suggest design principles for using virtual worlds for facilitating engaged learning. This paper builds a framework for the design and use of virtual worlds in education for better learner engagement.

EngineeringLearner engagementMultimediabusiness.industrydesignmulti-user virtual environmentsEducational technologylearning gainsDesign elements and principleseducational technologyEngaged learningMetaversecomputer.software_genrevirtual worldsContent retentionLearner engagementGeneral Materials SciencebusinesscomputerInstructional simulationProcedia - Social and Behavioral Sciences
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Experiences and motivations of the young for participation in virtual worlds

2010

Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.

Engineeringcomputer-assisted learningmotivationbusiness.industryHuman–computer interactionField (Bourdieu)user experiencemulti-user virtual environmentsGeneral Materials ScienceVirtual worldsMetaversebusinessInstructional simulationProcedia - Social and Behavioral Sciences
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Fusion of visual tools in virtual spaces

1996

Virtual space environment may be improved by combining it with graphical and visual tools. This paper analyses an integrated system able to merge fusion techniques, icons tools and a virtual space environment. A virtual space is characterised by a set of dynamic visual icons and by a heterogeneous virtual reality environment. Their integration is supported by virtual icon grammar (VIG) working on dynamic icons and virtual world. VIG allows to test the actions made by dynamic icons on the activated Virtual World metaphors at a time “t”, and a range of different transactions that place between user and VW(visual query, view and browse of under-world,...), moreover, user can define, modify and…

GrammarSettore INF/01 - InformaticaVirtual worldmedia_common.quotation_subjectVirtual spaceVirtual realityMetaverseMixed realityHuman–computer interactionVisual queryIconVirtual spaces graphical and visual toolscomputerSimulationMathematicsmedia_commoncomputer.programming_language
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Brands as relationship builders in the virtual world: A bibliometric analysis

2020

Abstract Given the growing role of brands as relationship partners and relationship facilitators and the pre-eminence of the online environment for consumers, this article contributes to the understanding of virtual brand-centric relationships by presenting the first bibliometric mapping analysis of the academic research into the topic from its conception until 2018. Using keyword co-occurrence, it examines 585 records and identifies the most productive countries, journals, influential authors and papers, and research clusters. With 96% of the published records appearing between 2010 and 2018, this analysis revealed that the field is emergent. The research primarily originates from authors …

MarketingInformation managementBibliometric analysisComputer Networks and Communicationsbusiness.industryVirtual worldmedia_common.quotation_subject05 social sciencesIdentity (social science)02 engineering and technologyPublic relationsField (computer science)Computer Science ApplicationsFeelingCategorization020204 information systemsManagement of Technology and Innovation0502 economics and business0202 electrical engineering electronic engineering information engineering050211 marketingSociologyChinabusinessmedia_common
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Pedagogical Practices for Virtual Worlds

2010

As a result from activities carried out within Module 2 of the MUVEnation programme about exploring active learning approaches, we have created a collection of practices for teaching and learning in Virtual Worlds, organised in 21 chapters, classified in the following categories of instructional methods: Presentation, Demonstration, Discussion, Drill-and-practice, Tutorial, Cooperative Learning, Gaming, Simulation and Discovery. The educational professionals who participated in the course worked in teams, but in some cases individually to map and describe the existing range of teaching practices in Second Life, and to draw a reflection about the elements for their success. Practices describ…

Pedagogical practice virtual worlds method learning approaches
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Educational Tools for Second Life: a handbook for educators in virtual worlds.

2010

As a result of two collective activities organised during the MUVEnation programme, we have produced a collection of educational tools for Second Life. This collection has been produced in two stages. First, back in September 2008, 33 partcipants in the introductory module worked together in groups for the identification of more than 100 tools used for teaching and learning in Second Life. Later, in March 2009, 55 education professionals (lecturers, researchers, learning technologists and teachers) have collected, tested and fully described more than 150 tools. The result of this collective work has been transformed into a book, published as an Open Educational Resource under CC licence by …

Second Life virtual worlds MUVEs education tools
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Robotic and virtual World Programming labs to Stimulate Reasoning and visual-spatial Abilities

2013

Abstract The individuals’ cognitive skills, academic performance and their relationship with programming of robots or virtual learning environment is a topic of particular interest in the area of human-robot interaction. This paper presents a pilot study performed on a group of 36 lower secondary school students involved in a 32-hours laboratory based on the combination of LEGO Mindstorm NXT and Microsoft Kodu Game Lab (KGL) and aimed at programming first a robot and further a more complete virtual world based on a narrative-designed scenario. The findings of the research will be discussed in the light of the effectiveness of using robotics and virtual world programming as a meaningful and …

Settore M-PSI/01 - Psicologia GeneraleComputer scienceVirtual WorldVirtual Worldsplayful learning environment.computer.software_genreprogramming learningVisual-spatial Working MemoryHuman–computer interactionLearningGeneral Materials ScienceCognitive skillMultimediabusiness.industryVirtual worldRoboticsCognitionRoboticsRoboticProgrammingVirtual learning environmentRobotArtificial intelligencebusinesscomputerInstructional simulationProcedia - Social and Behavioral Sciences
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