617 research outputs found

    Dialogic pedagogy and semiotic-dialogic inquiry into visual literacies and augmented reality

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    Technological determinism has been driving conceptions of technology enhanced learning for the last two decades at least. The abrupt shift to the emergency delivery of online courses during COVID-19 has accelerated big tech’s coup d’état of higher education, perhaps irrevocably. Yet, commercial technologies are not necessarily aligned with dialogic conceptions of learning while a technological transmission model negates learners’ input and interactions. Mikhail Bakhtin viewed words as the multivocal bridge to social thought. His theory of the polysemy of language, that has subsequently been termed dialogism, has strong correlations with the semiotic philosophy of American pragmatist Charles Sanders Peirce. Peirce’s semiotic philosophy of signs extends far beyond words, speech acts, linguistics, literary genres, and/or indeed human activity. This study traces links between Bakhtin’s dialogism with Peirce’s semiotics. Conceptual synthesis develops the semiotic-dialogic framework. Taking augmented reality as a theoretical case, inquiry illustrates that while technologies are subsuming traditional pedagogies, teachers and learners, this does not necessarily open dialogic learning. This is because technologies are never dialogic, in and of themselves, although semiotic learning always involves social actors’ interpretations of signs. Crucially, semiotic-dialogism generates theorising of the visual literacies required by learners to optimise technologies for dialogic learning

    Dialogic pedagogy and semiotic-dialogic inquiry into visual literacies and augmented reality

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    Technological determinism has been driving conceptions of technology enhanced learning for the last two decades at least. The abrupt shift to the emergency delivery of online courses during COVID-19 has accelerated big tech’s coup d’état of higher education, perhaps irrevocably. Yet, commercial technologies are not necessarily aligned with dialogic conceptions of learning while a technological transmission model negates learners’ input and interactions. Mikhail Bakhtin viewed words as the multivocal bridge to social thought. His theory of the polysemy of language, that has subsequently been termed dialogism, has strong correlations with the semiotic philosophy of American pragmatist Charles Sanders Peirce. Peirce’s semiotic philosophy of signs extends far beyond words, speech acts, linguistics, literary genres, and/or indeed human activity. This study traces links between Bakhtin’s dialogism with Peirce’s semiotics. Conceptual synthesis develops the semiotic-dialogic framework. Taking augmented reality as a theoretical case, inquiry illustrates that while technologies are subsuming traditional pedagogies, teachers and learners, this does not necessarily open dialogic learning. This is because technologies are never dialogic, in and of themselves, although semiotic learning always involves social actors’ interpretations of signs. Crucially, semiotic-dialogism generates theorising of the visual literacies required by learners to optimise technologies for dialogic learning

    Investigating Visitors’ Behavioural Response to Virtual Reality (VR) Retail Environments

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    This thesis aimed to explore the influence of Virtual Reality (VR) retail environment cues on visitors’ behavioural intentions in the context of urban shopping destinations. The Stimulus-Organism-Response (S-O-R) theory (Mehrabian and Russell, 1974) were employed as a theoretical foundation given that many researchers have provided substantial evidence on its suitability as a theoretical framework to investigate the effects of various physical and virtual (online/mobile) retail environment cues on human behaviour through the mediating variables of affective and cognitive states. The first step to achieving the aim was to determine the current state of knowledge surrounding this topic. Therefore, relevant literature over four key topic areas was critically reviewed including 1) urban place marketing, particularly within the broader context of urban tourism, 2) retail store environment literature extending to electronic and mobile commerce research, 3) immersive technology, and 4) technology adoption (Objective 1). Then, primary data were collected in two research phases. Research Phase 1 entailed two sets of semi-structured interviews. First, a contrasting case-based approach was employed, and interviews were conducted with seven urban place marketers from three urban place marketing organisations in four urban shopping destinations in the UK (Objective 2). The findings provided initial insights into urban place marketers’ views on the perceived barriers, benefits, internal organisational capability and external pressures associated with immersive technology (VR and Augmented Reality) implementation and their overall intention to adopt these innovative technologies for city marketing. This data was analysed using thematic analysis and four themes and eleven sub-themes emerged including three new context-specific sub-themes (technology access, organisational readiness and industry readiness). Based on these findings, twelve semi-structured interviews with visitors to Manchester City Centre were gathered and aimed to draw out context-specific themes and sub-themes. This data was also analysed using thematic analysis and overall, three themes and thirteen sub-themes emerged including four new sub-themes (virtual aesthetics, virtual atmospherics, social presence and layout design) under the main theme of VR retail environment cues. Accordingly, ten hypotheses were proposed and informed the development of a qualitative VR Visitor Behaviour Model based on S-O-R theory. The aim of Research Phase 2 was to validate the proposed model (Objective 3). To achieve this, survey data were gathered from 150 potential visitors to urban shopping destinations and the data were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) (Objective 3). From these findings, a final VR Visitor Behaviour S-O-R Model was proposed, which is the main contribution of this study (Objective 4). The thesis concludes by outlining the theoretical contributions of this research and providing guidance to urban place marketers and VR developers and designers. Finally, avenues for further research based on the identified study limitations are offered

    Proceedings of the International Conference ‘Between Data and Senses; Architecture, Neuroscience and the Digital Worlds’.

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    The cross-over between the digital and the physical is being increasingly addressed in design disciplines, architecture, arts and urban studies. Artists and designers increasingly make use of hard data to interpret the world and/or create meaningful and sensuous environments or design objects. Architects attempt to measure neurophysiological data to understand better the human experience in spaces. Designers script parametric processes to translate data into responsive, meaningful and/or aesthetically intriguing installations. Scientists and architects/ artists/ designers collaborate to visualise data in new and creative ways so as to trigger and reveal further connections, interpretations and readings. Practices such as the above attempt to break down the dichotomy between data and the sensuous (or else the digital and the physical). They translate elusive, ephemeral and intangible aspects of a place into solid data. In other instances the solid data are interpreted and represented in a way so as to be perceived by the different senses and/or experienced in a different manner. In this context, methods and conceptual frameworks of different disciplines need to engage in a dialogue; and through these cross-disciplinary practices, new strategies and processes emerge. This publication aims to present collaborative projects, where methods from more than one discipline are involved. This publication also addresses how collaborators from different disciplines can work together to deal with current design and social issues

    Contemporary Urban Media Art – Images of Urgency:A Curatorial Inquiry

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    The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions

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    The Metaverse offers a second world beyond reality, where boundaries are non-existent, and possibilities are endless through engagement and immersive experiences using the virtual reality (VR) technology. Many disciplines can benefit from the advancement of the Metaverse when accurately developed, including the fields of technology, gaming, education, art, and culture. Nevertheless, developing the Metaverse environment to its full potential is an ambiguous task that needs proper guidance and directions. Existing surveys on the Metaverse focus only on a specific aspect and discipline of the Metaverse and lack a holistic view of the entire process. To this end, a more holistic, multi-disciplinary, in-depth, and academic and industry-oriented review is required to provide a thorough study of the Metaverse development pipeline. To address these issues, we present in this survey a novel multi-layered pipeline ecosystem composed of (1) the Metaverse computing, networking, communications and hardware infrastructure, (2) environment digitization, and (3) user interactions. For every layer, we discuss the components that detail the steps of its development. Also, for each of these components, we examine the impact of a set of enabling technologies and empowering domains (e.g., Artificial Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on its advancement. In addition, we explain the importance of these technologies to support decentralization, interoperability, user experiences, interactions, and monetization. Our presented study highlights the existing challenges for each component, followed by research directions and potential solutions. To the best of our knowledge, this survey is the most comprehensive and allows users, scholars, and entrepreneurs to get an in-depth understanding of the Metaverse ecosystem to find their opportunities and potentials for contribution

    XR Academia:Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe

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    The book XR Academia: Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe, has at its core the objective of making immersive technology accessible and visible worldwide, with the simultaneous breaking-down of linguistic barriers. Both European and Latin American authors can read each other’s work(s), allowing knowledge and experience in extended reality to be shared. Another important aspect of XR Academia is its attempt to introduce an open science contribution to the issues of immersive technologies, in order to inspire new generations that do not have access to increasingly expensive publications. This volume includes fourteen selected chapters from presenters from the 2020 and 2021 events. These chapters describe research and experiences on a wide range of XR applications, which include entertainment, health, narration, education, psychotherapy, guidance, language, culture and arts. Considering that great inventions and innovations are developed in Latin America but fail to be published internationally, our aim was to open a door to allow the permanent exchange between two languages: Spanish and English

    Innovative Learning Environments in STEM Higher Education

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    As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education

    VR in Tourism: A New Call for Virtual Tourism Experience amid and after the COVID-19 Pandemic

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    Virtual reality has become a more common phenomenon in both destination marketing and on-site experience. The recent challenges such as overtourism and the COVID-19 pandemic have created a pressing need to examine virtual tourism as an alternative to traditional travel. This conceptual article aims at clarifying virtual experience in tourism, discussing the main antecedents and outcomes of virtual experience, and proposing a conceptual model of virtual tourism experience. The review of the literature revealed that virtual experience in tourism is influenced by factors related to information, quality, technology acceptance, and affective involvement and has significant effects on tourists\u27 attitudes and behavioral intentions. This paper contributes to knowledge and practice by classifying the main groups of factors influencing virtual tourism experience, introducing the conceptual model, discussing opportunities for future research, and providing recommendations for tourism practitioners
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