Search results for "second life"
showing 10 items of 16 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…
The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…
Enseñanza práctica en 3D: juicio virtual
2011
Este artículo describe los resultados de la aplicación de metaversos como herramienta de enseñanza en el ámbito jurídico. La actividad pedagógica realizada se ha llevado a cabo a través de la simulación de un juicio virtual en Second Life. El enfoque dado al ejercicio del derecho en un entorno virtual combinó las siguientes actividades: (1) el análisis jurídico a través de foros de discusión, como una actividad obligatoria previa al juicio. Esta tarea inicial se llevó a cabo a través de la plataforma de aprendizaje asincrónica en 2D Moodle (Aula Judicial); (2) el trabajo colaborativo a través de Google Docs para preparar todos los documentos legales pertinentes (demanda, contestación y tram…
Tři pohledy do života Boženy Němcové (Miloš Urban, František Novotný, Lenka Lagronová)
2018
The paper employs Aby Warburg’s concept of Nachleben to analyse Božena Němcova’s figure. It concentrates on her images created after 1989 which constitute a sign of breaking the cultural taboo. In Urban’s action novel, she is demythologized in the intermezzi that are ostensibly unrelated to the actual plot. Novotný’s figuratively and literally “undresses” the writer, whereas Lagronová demonstrates the woman’s tragedy as a victim of other people’s desires.
β decay studies of n-rich Cs isotopes with the ISOLDE Decay Station
2017
R. Lica et al. -- 14 pags., 7 figs., tab. -- Open Access funded by Creative Commons Atribution Licence 3.0
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 employment of a traction battery for load match optimisation of a residential building: Life cycle and operation applications
The increasing use of renewable energy technologies for the electricity generation in buildings will require a growing number of energy storage systems (ESSs) in the next years in order to reduce the mismatch between the highly variable on-site electricity generation and the building load. Retired electric vehicle batteries (EVBs), before recycling, can be used for this purpose, considering that they have about 80% of the original energy capacity. In this context, the study aims at examining an ESS made by retired EVBs, in order to identify its optimal size for reducing the mismatch in a net zero energy building equipped with a photovoltaic plant and to assess the life cycle energy and envi…
Energy and environmental benefits of circular economy strategies: The case study of reusing used batteries from electric vehicles
2019
Abstract According to recent literature and technical analyses, used batteries from electric vehicles can still be used, before the final treatment at the end-of-life, in stationary applications that are usually less stressing than the automotive ones. In this framework, a circular economy inspired pathway is emerging between the building and the transportation sector, generally called “second life” of batteries. Used batteries from electric vehicles can be re-used in residential buildings together with renewable electricity generation technologies to improve the matching between the highly variable electricity generation from renewables and the electricity demand in buildings. This study a…
Reuse of electric vehicle batteries in a residential stationary application: an integrated load match analysis and life cycle assessment approach
Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
2022
FNEGE 3, HCERES A, ABS 2; International audience; The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it w…