4,905 research outputs found

    Designing multiplayer games to facilitate emergent social behaviours online

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    This paper discusses an exploratory case study of the design of games that facilitate spontaneous social interaction and group behaviours among distributed individuals, based largely on symbolic presence 'state' changes. We present the principles guiding the design of our game environment: presence as a symbolic phenomenon, the importance of good visualization and the potential for spontaneous self-organization among groups of people. Our game environment, comprising a family of multiplayer 'bumper-car' style games, is described, followed by a discussion of lessons learned from observing users of the environment. Finally, we reconsider and extend our design principles in light of our observations

    Go With The Flow: Examining The Effects Of Engagement Using Flow Theory And It\u27s Relationship To Achievement And Performance

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    Virtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the more popular virtual worlds, as a potentially powerful medium for creating and delivering instruction. Still, little is empirically known about the value of virtual worlds as viable learning platforms. This study examined the instructional potential of Second Life for creating engaging activities, and to investigate the relationship between Second Life and learning in educational settings. It was hypothesized that a positive relationship exists between a learner\u27s level of engagement and achievement. Achievement was assessed as a learner\u27s level of recognition and recall of factual content. It was also hypothesized that a positive relationship exists between a learner\u27s level of engagement and their performance. Performance was assessed as a learner\u27s level of participation, initiative and effort. Additionally, exploratory research was conducted to examine the factors that contributed to both performance and engagement. Lastly, the relationship between other demographic factors of age, Second Life skill level, and ethnicity, with engagement was explored. This research used an empirically tested unit of web-based instructional framework known as a WebQuest. A 3D version, named VWQuest, was created in Second Life. One hundred volunteers completed participation. Using role play, participants participated in a quest for information. While exploring, participants were asked to take photos as evidence of their experiences. Upon completion, they took a knowledge check multiple-choice quiz, and a survey which measured their perceived level of engagement during the activity. Regression analysis indicated no positive correlation between a participant\u27s level of engagement and his or her achievement. However, a positive correlation was found between participants\u27 level of engagement and their performance. Second Life skill level was significantly correlated to performance, and engagement was found to be a mediator between skill level and performance. Most significantly and unexpectedly, participants\u27 performance varied so greatly, the performance rubric was revised four times before it comprehensively captured the diverse range of performances. This evidence suggests that open-ended and creative opportunities to perform yield levels of creativity, engagement, and innovation within immersive platforms, unexpected and far beyond that of traditional instructional settings. Investigating flow dimensions, engagement elements of user control and loss of time were found to be the most significant contributors to performance, and accounted for the greatest amount of variance in explaining performance. Confirmatory factor analysis showed that the flow factors of defined goals and feedback loaded the highest, suggesting a strong relationship between the two factors. Demographic analysis revealed no significant mean difference between gender and engagement, or between age and engagement. The majority of participants were between 40 and 50 and was instructors or educators, not students. For those interested in understanding appropriate and effective instruction in complex, immersive environments, this study brings together new important implications for all of them. Instructional designers may benefit from these findings in their creation of instructional content; instructors may benefit in their curriculum design and teaching methods; and researchers may understand specific facets with instructional potential--engagement factors, technologies, and instructional frameworks--worthy of further investigation

    London Creative and Digital Fusion

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    date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capital’s creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, London’s distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusion’s innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13

    The Experience of a Lifetime: Interactive Digital Experience Beyond the Screen

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    Screen-based digital experience design is blooming among the local businesses in Metro Vancouver along with the increased pervasiveness of information technologies, new digital products in contemporary society. However, there are significantly fewer cases and related businesses around tangible interactive digital experience in which tangible objects and physical spaces replace the screen as the site of interaction. This thesis project aims to explore the specialties of the tangible interactive experience compared to the digital experience on the screen or in the virtual space. Additionally, the author investigates how to leverage user experience design methodologies in the process of designing an experimental interactive experience. In this practice-based exploration, the author prototyped four interactive digital experiences using different interactive technologies and tools tailored to different use case scenarios: 1. an interactive offline retail experience, 2. a “magical” and playful painting, 3. a room-scale interactive installation, and 4. an immersive meditation activity. These projects illustrate and explore the implementation of tangible interactions into digital experience design. During the development process, the author applied several user experience design methodologies in the projects – including field research, interviews, questionnaires, and design probes – to develop a workable framework designing tangible interactive experiences throughout the research project. The author aims to outline key implications of applying principles of user experience design to the field of tangible interactive environments. In the process, the author argues that tangible interactive design is indispensable in a successful and engaging digital experience, and thus worth investing in and exploring further in Vancouver’s marketplace

    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

    Facilitating immersion, engagement and flow in multi-user virtual environments

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    Virtual worlds are providing myriad opportunities for the development of innovative curricula for tertiary educators. They provide a virtual meeting space for those students and lecturers who are geographically remote from one another, rendering distance irrelevant and facilitating the formation of community. This paper will look at those factors - physical, social, virtual and those related to pedagogy - which facilitate immersion in virtual worlds; that suspension of disbelief which generates the feeling of presence or 'being there', crucial to promoting student engagement and ultimately, flow

    An international review of cultural consumption research

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    Despite the effects of the crisis, several studies show that there has been an increase in cultural production in all the most important western countries over the last twenty years. Nevertheless, the dimensions of the flows of demand are changing: the lowering of the threshold of perceived accessibility to the cultural contents on offer is resulting in new population segments using them. The modalities of cultural product consumption are also changing, and are increasingly influenced by the direct involvement of the consumer in the creative processes. On the other side, the competition to conquer consumersÕ free time has intensified because more figures are now involved, both from the cultural industry and outside. The cultural offer has multiplied and become more differentiated. But while this consumption is changing dimensions and modality, a gap is emerging in the information and knowledge of cultural consumption behaviour, mainly due to a lack of innovative official statistical measurements. The present paper wants to understand how academic literature reacted to the need for information on cultural consumption, that became widespread during 2000. Our main objective is to offer an initial overview of scientific literature of the fist decade of the twenty-first century, while trying to understand the future research trends. The analysis showed that great attention is still dedicated to the segmentation of cultural demand, but the analysis of motivations underlying cultural consumption is significantly acquiring more importance. Moreover, we identified vast research areas in which cultural consumption has only been partially studied, such as: social consumption, studies on individual businesses, methodological triangulation, and the operative implications for business management.Cultural consumption; Marketing research; Segmentation; Motivations
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