3,680 research outputs found

    Extended immersive learning environment: a hybrid remote/virtual laboratory

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    This paper presents a collaborative virtual learning environment, which includes technologies such as 3D virtual representations, learning and content management systems, remote experiments, and collaborative learning spaces, among others. It intends to facilitate the construction, management and sharing of knowledge among teachers and students, in a global perspective. The environment proposes the use of 3D social representations for accessing learning materials in a dynamic and interactive form, which is regarded to be closer to the physical reality experienced by teachers and students in a learning context. A first implementation of the proposed extended immersive learning environment, in the area of solid mechanics, is also described, including the access to theoretical contents and a remote experiment to determine the elastic modulus of a given object.These instructions give you basic guidelines for preparing camera-ready papers for conference proceedings. Use this document as a template if you are using Microsoft Word 6.0 or later. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further. Define all symbols used in the abstract. Do not cite references in the abstract

    Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning

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    [EN] In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.The VAR.HEE. project – Virtual and Augmented Reality for Heritage and art Education in school and museum Experiences – was funded by the Free University of Bozen/Bolzano with a competitive call for proposals by the Central Research Commission in 2017. The project lasts three years, started in January 2018 and will end in December 2020 (June 2021, after Covid-19 health emergency).Luigini, A.; Fanini, B.; Basso, A.; Basso, D. (2020). Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning. VITRUVIO - International Journal of Architectural Technology and Sustainability. 5(2):73-85. https://doi.org/10.4995/vitruvio-ijats.2020.14665OJS73855

    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

    Virtual reality as pedagogical tool to enhance experiential learning: A systematic literature review

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    Since half of the century, technology has dominated the modern era. The rapid advancement of technology has reached generating artificial intelligence and artificial realities. So, virtual reality is an emerging technology and is applicable in education as well. Virtual reality is a computer-generated simulation, where people can interact within an artificial environment. Moreover, in an educational setting, such an environment provides students with a chance to get experiential learning. This paper has a systematic literature review on emerging technologies, such as virtual reality as a pedagogical tool for enhancing students’ experiential learning. This review aims to explore and understand the effect of virtual reality on students’ experiential learning by reviewing twenty-six selected articles. The selected studies have followed various methodologies and are from different contexts. This review study aims to present a systematic literature review for understanding and exploring the effect of virtual reality as a pedagogical tool for enhancing students’ experiential learning. Nine themes were identified, which are (a) virtual reality as pedagogical tool, (b) virtual reality as emerging educational technology tool, (c) virtual reality as digital transformation, (d) virtual reality as teaching learning model, (e) virtual reality as architectural pedagogy, (f ) virtual reality for communication skills, (g) virtual reality for reading and writing skills, (h) virtual reality for social learning, and (i) virtual reality for experiential learning. Thus, it is found that virtual reality is used as a pedagogical tool for various subject areas for encouraging involvement. It is helpful in medical, engineering, language, and social learning, as it provides a chance to get first-hand experience of the environment. Also, it helps learners to engage in a presented virtual environment and experience the sense of presence in it and enhances students’ experiential learning. Therefore, this review found virtual reality as an essential pedagogical tool for strengthening students’ experiential learning

    A Survey on Federated Learning for the Healthcare Metaverse: Concepts, Applications, Challenges, and Future Directions

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    Recent technological advancements have considerately improved healthcare systems to provide various intelligent healthcare services and improve the quality of life. Federated learning (FL), a new branch of artificial intelligence (AI), opens opportunities to deal with privacy issues in healthcare systems and exploit data and computing resources available at distributed devices. Additionally, the Metaverse, through integrating emerging technologies, such as AI, cloud edge computing, Internet of Things (IoT), blockchain, and semantic communications, has transformed many vertical domains in general and the healthcare sector in particular. Obviously, FL shows many benefits and provides new opportunities for conventional and Metaverse healthcare, motivating us to provide a survey on the usage of FL for Metaverse healthcare systems. First, we present preliminaries to IoT-based healthcare systems, FL in conventional healthcare, and Metaverse healthcare. The benefits of FL in Metaverse healthcare are then discussed, from improved privacy and scalability, better interoperability, better data management, and extra security to automation and low-latency healthcare services. Subsequently, we discuss several applications pertaining to FL-enabled Metaverse healthcare, including medical diagnosis, patient monitoring, medical education, infectious disease, and drug discovery. Finally, we highlight significant challenges and potential solutions toward the realization of FL in Metaverse healthcare.Comment: Submitted to peer revie

    Furthering Service 4.0: Harnessing Intelligent Immersive Environments and Systems

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    With the increasing complexity of service operations in different industries and more advanced uses of specialized equipment and procedures, the great current challenge for companies is to increase employees' expertise and their ability to maintain and improve service quality. In this regard, Service 4.0 aims to support and promote innovation in service operations using emergent technology. Current technological innovations present a significant opportunity to provide on-site, real-time support for field service professionals in many areas

    Improving Laboratory Learning Outcomes: An Investigation Into the Effect of Contextualising Laboratories Using Virtual Worlds and Remote Laboratories.

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    This thesis presents research into improving learning outcomes in laboratories. It was hypothesised that domain specific context can aid students in understanding the relationship between a laboratory (as a proxy for reality), the theoretical model being investigated within the laboratory activity and the real world. Specifically, the research addressed whether adding domain context to a laboratory activity could improve students' ability to identify the strengths and limitations of models as predictors of real-world behaviour. The domain context was included in a laboratory activity with the use of a remote radiation lab set within a context-rich virtual world. The empirical investigation used a pretest-posttest control group design to assess whether there was a statistically significant difference in the learning outcome between a treatment group who completed the lab in a contextualised virtual world, and the control group who conducted the activity in an empty virtual world. The results showed that there were no statistically significant differences between the groups and therefore there are cases where contextualising a laboratory activity will not have an effect on students' ability to identify the strengths and limitations of models as predictors of real-world behaviour. This research postulates that previous exposure to the model, the level of awareness students had of the context and the lack time available for reflection may have masked or attenuated the effect of the context. This research has contributed a framework for the analysis and design of domain context in laboratory activities, and an interface for integrating iLabs laboratories into the Open Wonderland virtual world. It has explicitly clarified the relationship between context, labs, models and the real world. Most significantly, this research has contributed knowledge to the field of laboratory learning outcomes and the understanding of how domain context affects laboratory activities

    Teaching and Learning Immersion and Presence

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    Exploratory and Collaborative Learning Scenarios in Virtual World using Unity-based Technology

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    This paper focuses on learning tools developed for the integration in virtual learning worlds that enable instructors to create in-world scenarios more easily. The tools were implemented in consideration of several learning concepts on exploratory, collaborative and challenge-based approaches. It elaborates on the design and development of a virtual world project on two platforms, namely Unity and Open Wonderland which is based on an Egyptian learning world. Users explore the world to find, explore and discard information. Through the process of identification and elimination a story is formed. Users can share information and collaborate with other users in- world and the tasks are supported by tools embedded in the virtual world, such as Textchat, Itemboard and Chatbot. The virtual world in Unity has addressed some of the issues raised in Open Wonderland such as the graphics enhancements, level of interactivities and lessons learned from the first prototype
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