1,536 research outputs found

    Learning archetypes as tools of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life

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    This paper considers issues of validity and credibility of eTeaching using a 3D Virtual World as a delivery medium of eLearning pertaining to the transfer of authentic real life skills. It identifies the game like qualities perceived therein, recognising that these very attributes may, when experienced superficially, be a contributing factor to the potential educational demise of the platform. It goes on to examine traditional educational theories in the light of the affordances of a virtual world seeking to adapt and apply them to the construction of a new conceptual framework of a pedagogy reflecting the affordances and understanding of on-line learning which incorporates the implementation of Learning Archetypes (models of activities) to maximise the essence of a virtual world, in as much as it is able to facilitate learning experiences delimited by physical world constraints. It builds upon these ideas to develop a working model of Cybergogy and Learning Archetypes in 3D with a view to making it available to people who wish to demonstrate theoretically robust lesson and course planning. The model is then applied to three examples of eTeaching, developed as Case Studies for the purpose of critically evaluating the model, which is found to be operationally effective, accurate and flexible. Conclusions are drawn that identify the merits and challenges of implementing such a model of Cybergogy into eTeaching and eLearning conducted in Second Life®

    Technology, Learning and Scholarship in the Early 21st Century

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    Avatar Training - A Humanistic and Creativity Driven Approach

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    Avatar Training A Humanistic and Creativity Driven Approach This project is about the development of a program prototype for a humanistic and creativity driven approach to avatar training to be delivered in Second Life™ (SL). Specifically, the program aims at developing the skills necessary to make a presentation in, and to safely explore, SL. It was proposed to create a unique learning framework that takes into account the targeted clientele, adult professionals with no or limited experience with SL, the sensibilities of 3D immersive social virtual environment, the avatar training needs, and the possibility to weave in creativity skills practice. To that end, the resulting framework for a humanistic and creativity driven approach to avatar training integrates elements of the following four learning frameworks: 1) Dialogue Education, a framework for adult learning; 2) Torrance Incubation Model, to weave in creativity skills training; 3) Maslow’s Hierarchy of Needs, to inform the hierarchy of avatar training needs; and 4) Scopes’ Cybergogy of Learning Archetypes and Learning Domains to take advantage of the affordance of Second Life for immersive and experiential learning

    Finger tracking and hand recognition technologies in virtual reality maritime safety training applications

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    The competitiveness and development of the maritime sector together with the continuous effort on increasing operations performance while reducing operations costs, drives the needs for on-board effective and qualitative training safety related issues. Virtual reality (VR) has been considered by classification societies and training organizations as a technology that can significantly improve seafarer's performance and competence with the adaptation of maritime applications developed for design simulation and gaming. This paper presents the evolution of the MarSEVR (Maritime Safety Education with VR) technology as a new concept and technology by integrating finger tracking and hand recognition technologies that increase immersiveness and user engagement within the MarISOT technology, a Green Ocean innovation composed of VR safety applications. The paper approaches this integration by addressing game design, pedagogic and cognitive neuroscience principles and challenges on the use of hand recognition and finger tracking in the MarSEVR learning episodes

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Bridging Web 4.0 and Education 4.0 For Next Generation User Training in ERP Adoption

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    This study addresses the critical issue of user comprehension and application within the sphere of cloudbased Enterprise Resource Planning (ERP) systems, a recurrent challenge exacerbated by the intricate nature of these systems. To bridge the existing gaps in training methodologies, a novel paradigm that synergizes Web 4.0 and Education 4.0 modules with traditional ERP systems is proposed. This innovative framework ushers in a paradigm shift in ERP adoption strategies, promising a marked enhancement in user interaction and efficiency. Rigorous qualitative evaluations, conducted with expert panels and potential end-users, provided robust validation of the framework's transformative potential in the realm of user training for ERP systems. This pioneering approach not only makes a substantial academic contribution by reframing the perception of ERP systems but also holds a significant practical value in ameliorating the user experience with cloud-based ERP systems. In essence, the adoption of a Web 4.0-oriented approach in user training heralds a revolutionary shift in ERP adoption strategies, setting a solid foundation for future explorations in this domain

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

    Get PDF
    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Blending MOOC in Face-to-Face Teaching and Studies

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    Comparing XR And Digital Flipped Methods To Meet Learning Objectives

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    Digital learning has become increasingly important over the last decade as students and educators adopt new types of technology to keep up with emerging trends. The advent of the Covid-19 pandemic accelerated this rate of change in the higher education sector, leading to remote laboratory experiences and video conferencing becoming increasingly normal. In the wake of this transition, the priority is to understand how these technologies can be blended into existing teaching methodologies, in a complementary way, that enhances the student’s pedagogical experience. The upcoming study will compare three digital-based learning simulations to see which has the most beneficial effect on practical student laboratory experiences. Engineering students will be exposed to one of three forms of digital “pre-lab” laboratory simulation and their academic performance assessed following a physical laboratory. The three forms are a 2D photography “iLabs” simulation, a web-based “low fidelity” simulator and a Unity based immersive Virtual Reality (iVR) lab simulator. All three methods are based on the same empirically derived data. As a control, another group of students will not receive a pre-lab simulation, just a standard pre-lab quiz. The study methods will be tested in a small scale preliminary study with a smaller cohort of students ahead of the main work to optimize the experience. This research will build upon existing work carried out in the field of virtual labs, that indicates these experiences can help reinforce student learning outcomes, whilst also unpicking the complex relationship between simulation immersion, fidelity and memory recall in a learning context. In addition, the study will give an opportunity to perform a detailed cost versus pedagogical impact assessment, as each of these simulations has been designed and built from the ground up by the authors

    Reshaping the Museum of Zoology in Rome by Visual Storytelling and Interactive Iconography

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    This article summarizes the concept of a new immersive and interactive setting for the Zoology Museum in Rome, Italy. The concept, co-designed with all the museum’s curators, is aimed at enhancing the experiential involvement of the visitors by visual storytelling and interactive iconography. Thanks to immersive and interactive technologies designed by Centro Studi Logos, developed by Logosnet and known as e-REALâ and MirrorMeä, zoological findings and memoirs come to life and interact directly with the visitors in order to deepen their understanding, visualize stories and live experiences, and interact with the founder of the Museum (Mr. Arrigoni degli Oddi) who is now a virtualized avatar, or digital human, able to talk with the visitors. All the interactions are powered through simple hand gestures and, in a few cases, vocal inputs that transform into recognized commands from multimedia systems
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