422 research outputs found

    Basic Communication Course Annual Vol. 21

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    Full issue (247 pages, 8.4 MB

    Basic Communication Course Annual Vol. 24

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    Full issue (298 pages, 12.1 MB

    Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

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    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields

    Hate Speech and Polarization in Participatory Society

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    This timely volume offers a comprehensive and rigorous overview of the role of communication in the construction of hate speech and polarization in the online and offline arena. Delving into the meanings, implications, contexts and effects of extreme speech and gated communities in the media landscape, the chapters analyse misleading metaphors and rhetoric via focused case studies to understand how we can overcome the risks and threats stemming from the past decade’s defining communicative phenomena. The book brings together an international team of experts, enabling a broad, multidisciplinary approach that examines hate speech, dislike, polarization and enclave deliberation as cross axes that influence offline and digital conversations. The diverse case studies herein offer insights into international news media, television drama and social media in a range of contexts, suggesting an academic frame of reference for examining this emerging phenomenon within the field of communication studies. Offering thoughtful and much-needed analysis, this collection will be of great interest to scholars and students working in communication studies, media studies, journalism, sociology, political science, political communication and cultural industries

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs
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