426 research outputs found
Examination of interactive experience: Construction of physical and social presence in virtual environments
Interactivity seems to be a familiar concept, which partially explains its frequent use in discussions about new communication technologies and what they can bring to communication studies. However, interactivity research has yet to reach a comprehensive and concrete consensus concerning the antecedents and consequences of interactive experiences. The main objective of this research is to determine the factors responsible for fostering the interactivity experience in the multiuser virtual environments and to observe how this variance in interactivity will affect the formation of physical and social presence. The study also examines the possible relationship between physical and social presence via correlation analysis and uses a one-way ANOVA with Post-Hoc Tests to designate the effects of interactivity on physical and social presence
Performance analysis of cloud-based cve communication architecture in comparison with the traditional client server, p2p and hybrid models
Gital et al. (2014) proposed a cloud based
communication architecture for improving efficiency of
collaborative virtual environment (CVE) systems in
terms of Scalability and Consistency requirements. This
paper evaluates the performance of the proposed CVE
architecture. The metrics use for the evaluation is
response time. We compare the cloud-based architecture
to the traditional client server and peer-2–peer (P2P)
architecture. The comparison was implemented in the
CVE systems. The comparative simulation analysis of
the results suggested that the CVE architecture based on
cloud computing can significantly improve the
performance of the CVE system
Evaluating a Second Life PBL Demonstrator Project: What Can We Learn?
This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support Problem-based Learning. The project designed, created and evaluated eight scenarios within Second Life (SL) for undergraduate courses in health care management and paramedic training. Evaluation was primarily qualitative, using illuminative evaluation which provided multiple perspectives through interviews, focus groups and questionnaires with designers, facilitators, learning technologists and students. Results showed that SL provided a rich, engaging environment which enhanced authenticity of the scenarios, though there were issues of access and usability. The article concludes by drawing together the lessons learned which will inform educators who seek to design and develop learning scenarios in this medium
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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