52,833 research outputs found

    New technologies for urban designers: the VENUE project

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    In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500

    Machinima interventions: innovative approaches to immersive virtual world curriculum integration

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    The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation

    Some Aspects of Modality in Analytical Mechanics

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    This paper discusses some of the modal involvements of analytical mechanics. I first review the elementary aspects of the Lagrangian, Hamiltonian and Hamilton-Jacobi approaches. I then discuss two modal involvements; both are related to David Lewis' work on modality, especially on counterfactuals. The first is the way Hamilton-Jacobi theory uses ensembles, i.e. sets of possible initial conditions. The structure of this set of ensembles remains to be explored by philosophers. The second is the way the Lagrangian and Hamiltonian approaches' variational principles state the law of motion by mentioning contralegal dynamical evolutions. This threatens to contravene the principle that any actual truth, in particular an actual law, is made true by actual facts. Though this threat can be avoided, at least for simple mechanical systems, it repays scrutiny; not least because it leads to some open questions.Comment: 36 pages, no figures. Delivered at a Philosophy of Science Association Symposium in memory of the distinguished philosopher David Lewis, Milwaukee, November 2002. This version includes significant additions to Section 5.1. This version is forthcoming in `Formal Teleology and Causality', ed. M. Stoeltzner, P. Weingartner, Paderborn, Germany: Mentis. A precis of the first half of the paper is forthcoming in the journal Philosophy of Scienc

    A Proposal to Create Learning Environments in Virtual Worlds Integrating Advanced Educative Resources

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    Social Networking has been a global consumer phenomenon during the last few years. Online communities are changing the way people behave, share and interact within their daily lives. Most of such communities are mainly focused on sharing contents and communicating using a traditional web interface. However, social virtual worlds are computer-simulated environments that the users can "inhabit" and in which they can interact and create objects. Education is one of the most interesting applications of virtual worlds, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, we highlight the potential of virtual worlds as an educative tool and propose a model to create learning environments within Second Life or OpenSimulator combining the Moodle learning management system, embodied conversational metabots, and programmable 3D objects. We have implemented the proposal in a learning system for several subjects of the Computer Science degree in our university and show that it fostered engagement and collaboration and helped the students to better understand complex concepts.Research funded by projects CICYT TIN 2011-28620-C02-01, CICYT TEC 2011-28626 C02-02, CAM CONTEXTS (S2009/TIC-1485), and DPS 2008-07029-C02-02.Enviad

    Secure Integration of Desktop Grids and Compute Clusters Based on Virtualization and Meta-Scheduling

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    Reducing the cost for business or scientific computations, is a commonly expressed goal in today’s companies. Using the available computers of local employees or the outsourcing of such computations are two obvious solutions to save money for additional hardware. Both possibilities exhibit security related disadvantages, since the deployed software and data can be copied or tampered if appropriate countermeasures are not taken. In this paper, an approach is presented to let a local desktop machines and remote cluster resources be securely combined into a singel Grid environment. Solutions to several problems in the areas of secure virtual networks, meta-scheduling and accessing cluster schedulers from desktop Grids are proposed

    Introduction

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    Publication within the project “The V4 towards migration challenges in Europe. An analysis and recommendations” is financed by Visegrad Fund

    An approach to develop intelligent learning environments by means of immersive virtual worlds

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    Merging Immersive Virtual Environments, Natural Language Processing and Artificial Intelligence techniques provides a number of advantages to develop Intelligent Environments for multiple applications. This paper is focused on the application of these technologies to develop intelligent learning environments. Education is one of the most interesting applications of immersive virtual environments, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. We highlight the potential of virtual worlds as an educative tool and propose a model to create learning environments within Second Life or OpenSimulator combining the Moodle learning management system, embodied conversational metabots, and programmable 3D objects. Our proposal has been applied in several subjects of the Computer Science degree in the Carlos III University of Madrid. The results of the evaluation show that developed learning environment fosters engagement and collaboration and helps students to better understand complex concepts.This work was supported in part by Projects MINECO TEC2012-37832-C02-01, CICYT TEC2011-28626-C02-02, CAM CONTEXTS (S2009/TIC-1485).Publicad
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