8 research outputs found

    Measuring the Affordances of Studying in a Virtual World

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    There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe

    Establishing a Cultural Connection and a Sense of Place - Virtual Tour

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    As a student, how important is it to create a strong sense of connection to an educational institution you have chosen to help shape your mind and prepare you for your future profession? This usability study, entitled “Establishing a Cultural Connection and a Sense of Place - Virtual Tour,” serves as a means to establish an enrollment pathway to Honolulu Community College for Native Hawaiian students and create a sense of place at the college for Native Hawaiians that is culturally significant and relevant. It is the Kuleana (responsibility) of an institution to create a distinctive learning environment and campus culture that students can connect to and establish a sense of place (Manning and Kuh, 2005). Creating a sense of place – both physically and emotionally has a direct positive impact on the experiences of students. Manning and Kuh (2005) expressed that colleges that take intentional efforts to create a sense of place foster a “powerful connection to something larger than oneself [and] encourages students to engage with faculty, staff, and peers in meaningful ways” (p.1)

    View suggestion for interactive segmentation of indoor scenes

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    Point cloud segmentation is a fundamental problem. Due to the complexity of real-world scenes and the limitations of 3D scanners, interactive segmentation is currently the only way to cope with all kinds of point clouds. However, interactively segmenting complex and large-scale scenes is very time-consuming. In this paper, we present a novel interactive system for segmenting point cloud scenes. Our system automatically suggests a series of camera views, in which users can conveniently specify segmentation guidance. In this way, users may focus on specifying segmentation hints instead of manually searching for desirable views of unsegmented objects, thus significantly reducing user effort. To achieve this, we introduce a novel view preference model, which is based on a set of dedicated view attributes, with weights learned from a user study. We also introduce support relations for both graph-cut-based segmentation and finding similar objects. Our experiments show that our segmentation technique helps users quickly segment various types of scenes, outperforming alternative methods

    View suggestion for interactive segmentation of indoor scenes

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    Exploring how to use virtual tours to create an interactive customer remote experience

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    This paper investigates the use of Virtual Reality (VR) to develop virtual tour applications for marketing purposes. The aim is to explore how virtual technologies can support the creation of knowledge about a specific food product and the achievement of user engagement by a multi-sensory virtual tour of the real production site. The study provides design guidelines to create a valuable, multisensory experience by VR tours and demonstrate how the adoption of a user-driven approach, instead of a technology-driven approach, allows to achieve a positive intention to buy. The case study was represented by one of the excellences among Italian food products, the Parmigiano Reggiano (PR) cheese. The PR virtual tour was validated by a user testing campaign, involving more than 70 users: users' reactions and feedback were collected by human physiological data monitoring and questionnaires' administration. The research results demonstrated how virtual technologies could effectively help people to create a solid knowledge about a food product to support the marketing process and to form an intention to buy thanks to a better understanding of the quality of the local and traditional productions

    A Creative Exploration of the Use of Intelligent Agents in Spatial Narrative Structures

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    This thesis is an interdisciplinary study of authoring tools for creating spatial narrative structures– exposing the relationship between artists, the tools they use, and the experiences they create. It is a research-creation enterprise resulting in the creation of a new authoring tool. A prototype collaborative tool for authoring spatial narratives used at the Land|Slide: Possible Futures public art exhibit in Markham, Ontario 2013 is described. Using narrative analysis of biographical information a cultural context for authoring and experiencing spatial narrative structures is discussed. The biographical information of artists using digital technologies is posited as a context framing for usability design heuristics. The intersection of intelligent agents and spatial narrative structures provide a future scenario by which to assess the suitability of the approach outlined in this study

    Automatically Generating Virtual Guided Tours

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    After the introduction of VRML, 3D web browsing has become a popular form of networked virtual reality. However, it is still a great challenge for a novice user equipped with a regular desktop PC to navigate in most virtual worlds of moderate complexity. We think the main problem is due to the fact that a user usually uses a 2D mouse to provide low-level navigation control but the display frame rate is not high enough for this servo loop. In this paper, we consider an alternative metaphor of allowing a user to specify locations of interests on a 2D-layout map and let the system automatically generate the animation of guided tours in virtual architectural environments. Specifically, we aim to generate animations of customizable tour paths and its associated human/camera motions in an on-line manner according to high-level user inputs. We describe an auto-navigation system, in which several efficient pathplanning algorithms adapted from robotics are used. This system has been implemented..
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