83 research outputs found

    Growing the use of Virtual Worlds in education : an OpenSim perspective

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    The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin

    Designing for mod development: user creativity as product development strategy on the firm-hosted 3D software platform

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    The thesis is designed to improve our understanding of user participation in Web-based development practices in the commercial setting of the 3D software industry. It aims to investigate whether the creative capacities of users and their contributions to the online firm-hosted 3D platform are indicative of a novel configuration of production that influences the processes of product development across firm boundaries. The thesis mobilizes the user participation literature developing in media research as its main theoretical framework. It builds on insights derived from work on user participation in media sites as seen through a cultural lens, in particular, as developed in Henry Jenkins' notions of 'participatory' and 'convergence culture'. The user participation literature is supported by a combination of insights drawn from work on communities of practice and user-centred innovation so as to offer a more robust approach to examine and appreciate the firm-hosted 3D platform as a site of user participation. More specifically, the conceptual framework for the study provides a basis for an examination of the ways a software developer finn encourages user participation in a market and of how this enables and facilitâtes particular modes of user creativity. These are shown to shape and maintain a firm-hosted platform that aids product development efforts that are expected to benefit the developer fimi. An empirical study of the platform, Second Life, provides the basis for the analysis of finn-user interactions which are shown to underpin a distinctive finn leaming process in the context of product development that occurs across permeable fimi boundaries. The thesis yields insight into the way a developer firm invites its user base to partner with it in product development, indicating how aspects of user participation associated with non-market dynamics are embedded in commercial activity and professionalism. The pivotal role of users is revealed in the design, development and sustainability of a firm-hosted 3D product. The findings point to interesting relationships between the distinctive creative capacities of users and the range of capabilities afforded by the firm-provided design space. Variations in user participation and contributions to product development suggest that particular patterns of learning opportunities occur. The analysis yields several new concepts including a 'modification effect market' which are used to extend existing conceptualizations of user participation in digitai development practices in the commercial setting of the 3D software industry

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    Cognição e aprendizagem em mundo virtual imersivo

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    Behaviour-based identification of student communities in virtual worlds

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    VirtualWorlds (VW) have gained popularity in the last years in domains like training or education mainly due to their highly immersive and interactive 3D characteristics. In these platforms, the user (represented by an avatar) can move and interact in an artificial world with a high degree of freedom. They can talk, chat, build and design objects, program and compile their own developed programs, or move (flying, teleporting, walking or running) to different parts of the world. Although these environments provide an interesting working place for students and educators, VW platforms (such as OpenCobalt or OpenSim amongst others) rarely provide mechanisms to facilitate the automatic (or semi-automatic) behaviour analysis of users interactions. Using a VW platform called VirtUAM, the information extracted from different experiments are used to analyse and define students communities based on their behaviour. To define the individual student behaviour, different characteristics are extracted from the system, such as the avatar position (in form of GPS coordinates) and the set of actions (interactions) performed by students within the VW. Later this information is used to automatically detect behavioural patterns. This paper shows how this information can be used to group students in different communities based on their behaviour. Experimental results show how community identification can be successfully perform using K-Means algorithm and Normalized Compression Distance. Resulting communities contains users working in near places or with similar behaviours inside the virtual world.This work has been funded by the Spanish Ministry of Science and Innovation under the project ABANT (TIN2010-19872/TSI)

    Overcoming Roadblocks in Introducing Virtual World Technology to High Schools

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    The EAST (Environmental And Spatial Technology) Initiative is a non-profit educational organization that provides students in over two hundred schools in eight states with access to advanced computing technologies for the purpose of enabling students to develop technical skills early and to produce solutions to local community problems. Although many high-end technologies are available through EAST, they are desktop solutions that individual students use and there are none that enable students within a school or between schools to collaborate. This thesis is a saga that documents the identification and removal of many roadblocks to introducing a 3D multi-user virtual simulation platform known as OpenSimulator into an EAST high school, Greenland High, located in Northwest Arkansas. The end result seemed compelling, simple and achievable -- with OpenSimulator, students from one or many EAST Labs would be able connect, chat, and work together within the same or nearby virtual areas to build models of (parts and aspects of) their communities. But getting to the point where students can begin to use this platform involved solving cost, safety, firewall, administrative, sustainability, and other puzzles. Most of this thesis is concerned with solving problems up to introducing OpenSimulator to Greenland -- more work is needed in understanding whether and how this kind of technology will benefit high school computing programs like EAST

    Enhancing the Teaching of Lawyering Skills and Perspectives Through Virtual World Engagement

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    Educators from around the globe are rapidly utilizing and transforming virtual worlds, such as Second Life, with innovative teaching strategies. Mediation and dispute resolution, and associated communication and problem-solving skills, are particularly well suited for developing in virtual worlds, as are other lawyering skills such as, interviewing, counseling, and trial advocacy. The opportunities for students and faculty to engage in cross-cultural exchange and networking are another selling feature of virtual world engagement. Virtual worlds offer particular promise for those seeking innovative and cost-effective ways to integrate more professional training and skills development into the law school curriculum. Moreover, as more and more people enter virtual worlds and other forms of online social engagement, there is increasing need to offer innovative online opportunities for student learning. This article uses a project on teaching dispute resolution skills to law students conducted in the virtual world as a medium within the law school curriculum

    How are Australian higher education institutions contributing to change through innovative teaching and learning in virtual worlds?

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    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an overview of how they have changed directions through the effective use of virtual worlds for diverse teaching and learning activities such as business scenarios and virtual excursions, role-play simulations, experimentation and language development. The case studies offer insights into the ways in which institutions are continuing to change directions in their teaching to meet changing demands for innovative teaching, learning and research in virtual worlds. This paper highlights the ways in which the authors are using virtual worlds to create opportunities for rich, immersive and authentic activities that would be difficult or not possible to achieve through more traditional approaches. © 2011 Brent Gregory, Sue Gregory, Denise Wood, Yvonne Masters, Mathew Hillier, Frederick Stokes-Thompson, Anton Bogdanovych, Des Butler, Lyn Hay, Jay Jay Jegathesan, Kim Flintoff, Stefan Schutt,Dale Linegar, Robyn Alderton, Andrew Cram, Ieva Stupans, Lindy McKeown Orwin, Grant Meredith, Debbie McCormick, Francesca Collins, Jenny Grenfell, Jason Zagami, Allan Ellis, Lisa Jacka, Angela Thomas, Helen Farley, Nona Muldoon, Ali Abbas, Suku Sinnappan, Katrina Neville, Ian Burnett, Ashley Aitken, Simeon Simoff, Sheila Scutter, Xiangyu Wang, Kay Souter, David Ellis, Mandy Salomon, Greg Wadley, Michael Jacobson, Anne Newstead, Gary Hayes, Scott Grant, Alyona Yusupova

    How are Australian higher education institutions contributing to change through innovative teaching and learning in virtual worlds?

    Get PDF
    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an overview of how they have changed directions through the effective use of virtual worlds for diverse teaching and learning activities such as business scenarios and virtual excursions, role-play simulations, experimentation and language development. The case studies offer insights into the ways in which institutions are continuing to change directions in their teaching to meet changing demands for innovative teaching, learning and research in virtual worlds. This paper highlights the ways in which the authors are using virtual worlds to create opportunities for rich, immersive and authentic activities that would be difficult or not possible to achieve through more traditional approaches

    Serious gama for integration in higher education

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    Tese de mestrado integrado. Engenharia Informática e Computação. Universidade do Porto. Faculdade de Engenharia. 201
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