5,928 research outputs found

    A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers

    Virtual Meeting Rooms: From Observation to Simulation

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    Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior.\ud As an example of social perception research in the VMR, we describe an experiment to assess human observers’ accuracy for head orientation

    Embodied Metaphors and Creative “Acts”

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    Creativity is a highly sought after skill. To inspire people’s creativity, prescriptive advice in the form of metaphors abound: We are encouraged to think outside the box, to consider the problem on one hand, then on the other hand, and to put two and two together to achieve creative breakthroughs. These metaphors suggest a connection between concrete bodily experiences and creative cognition. Inspired by recent advances on body-mind linkages under the emerging vernacular of embodied cognition, we explored for the first time whether enacting metaphors for creativity enhances creative problem-solving. In five studies, findings revealed that both physically and psychologically embodying creative metaphors promote fluency, flexibility, and/or originality in problem-solving. Going beyond prior research that focused primarily on the kind of embodiment that primes preexisting knowledge, we provide the first evidence that embodiment can also activate cognitive processes conducive for generating previously unknown ideas and connections

    CGAMES'2009

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    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Life™ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances

    Footprints in the sky: using student track logs from a "bird's eye view" virtual field trip to enhance learning

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    Research into virtual field trips (VFTs) started in the 1990s but, only recently, the maturing technology of devices and networks has made them viable options for educational settings. By considering an experiment, the learning benefits of logging the movement of students within a VFT are shown. The data are visualized by two techniques: “animated path maps” are dynamic animations of students' movement in a VFT; “paint spray maps” show where students concentrated their visual attention and are static. A technique for producing these visualizations is described and the educational use of tracking data in VFTs is critically discussed

    Enhanced teleoperation interfaces for multi-second latency conditions: System design and evaluation

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    Adding human cognitive skills to planetary exploration through remote teleoperation can lead to more effective and valuable scientific data acquisition. Still, even small amounts of latency can significantly affect real-time operations, often leading to compromised robot safety, goal overshoot, and high levels of human mental fatigue and cognitive workload. Thus, novel operational strategies are necessary to cope with these effects. This paper proposes three augmented teleoperation interfaces that allow the user to operate a robot subject to 3 seconds of latency: (1) Avatar-Aided Interface (AAI), a semi-autonomous approach based on a virtual element; (2) Predictive Interface (PI), an approach with direct control and predictive elements; and (3) Hybrid Interface (HI), where the operator can easily switch between PI and AAI. We conducted a systematic within-subject experiment to evaluate the proposed interfaces in a realistic virtual environment with frequent traction losses. The user study compared AAI and PI to a Control Interface (CI), which did not display any augmented elements. The main results of this comparison showed that: (1) AAI led to a significant reduction in workload and a significant increase in usability and robot safety; (2) the use of the PI caused a significant increase in path length, indicating that operators overshoot their goals more often with this approach; (3) PI and AAI had lower reported effort; and (4) AAI is more flexible and effortless than PI and CI. Finally, the presented results show the need to consider uncertainty (e.g., traction loss) in future interface design.info:eu-repo/semantics/publishedVersio

    Amputee Perspectives of Virtual Patient Education

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    Amputees have expressed the need for more information on the recovery path that follows amputation. Inclusion of education in the amputation rehabilitation process empowers amputees to make decisions about their options and form realistic expectations. Virtual worlds are effective as healthcare support communities because they provide both synchronous and asynchrous communication, voice enabled technology, file sharing and more, enhanced by immersion in a visually stimulating and interactive 3-D environment. The objective of this research was to discover how a virtual world could be used to address amputees’ educational needs. A focus group of three lower limb amputees ages ranging from 39 to 82 was convened. Data were analyzed qualitatively using the thematic analysis procedure. Four themes emerged: Challenges amputees face, Getting out and doing things, Becoming empowered, and What’s next for the virtual world. The challenges voiced set an important context. While we anticipated that amputees would want both education and support in a virtual world environment, we learned that support is not only part of education but that both are empowering. Participation in the virtual world facilitated getting out and about and getting moving

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Social Navigation of Food Recipes

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    The term Social Navigation captures every-day behaviour used to find information, people, and places – namely through watching, following, and talking to people. We discuss how to design information spaces to allow for social navigation. We applied our ideas in a recipe recommendation system. In a follow-up user study, subjects state that social navigation adds value to the service: it provides for social affordance, and it helps turning a space into a social place. The study also reveals some unresolved design issues, such as the snowball effect where more and more users follow each other down the wrong path, and privacy issues
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