11,822 research outputs found

    Strategies and challenges to facilitate situated learning in virtual worlds post-Second Life

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    Virtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative—often OpenSim-based—solutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid “fake” avatars so people behind these avatars can be held accountable for their actions

    Paving the way to e-services: Innovation through online games

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    The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment. --Online value creation,virtual world,virtual good,value chain,digital content convergence,new business models,services

    The Role of News on Facebook: Common yet Incidental

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    On Facebook, the largest social media platform, news is a common but incidental experience, according to an initiative of Pew Research Center in collaboration with the John S. and James L. Knight Foundation. Overall, about half of adult Facebook users, 47%, "ever" get news there. That amounts to 30% of the population. Most U.S. adults do not go to Facebook seeking news out, the nationally representative online majority of Facebook news consumers, 78%, get news when they are on Facebook for other reasons. And just 4% say it is the most important way they get newsHowever, the survey provides evidence that Facebook exposes some people to news who otherwise might not get it. While only 38% of heavy news followers who get news on Facebook say the site is an important way they get news, that figure rises to 47% among those who follow the news less often.

    Increasing rainwater yield in water sensitive cities using short-term rainfall forecasts

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    Rainwater harvesting performance is examined in Brisbane and Sydney for three rainwater tank configurations comprising: 1) A conventional 5kL tank; 2) A 5kL tank with a fixed leaking compartment for baseflow (240 L/d); and 3) As with leaking but including a variable diversion compartment (480 L/day) controlled by short-term rainfall forecasts. This concept is referred to as adaptive rainwater diversion (ARD). Result show the ARD system achieves superior emulation of pre-urban runoff frequencies, runoff volumes and baseflows, while maintaining the household rainwater supply to within 90% of conventional systems, and also while producing an additional water resources of up to 60kL/hh/y. With these outcomes, the ARD system could potentially create an avenue to approach water sensitive cities in Eastern Australia

    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Game Based Learning for Safety and Security Education

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    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students

    Appliance design for pervasive computing

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    The First International Conference on Appliance Design offered the opportunity for computer scientists, electronic engineers, designers, architects, and business strategists to discuss and to blend all the perspectives of design—physical, functional, interaction, graphical, and information—of pervasive computing systems and infrastructures

    The role of news on Facebook

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    On Facebook, the largest social media platform, news is a common but incidental experience, according to an initiative of Pew Research Center in collaboration with the John S. and James L. Knight Foundation. Overall, about half of adult Facebook users, 47%, “ever” get news there. That amounts to 30% of the population. Most U.S. adults do not go to Facebook seeking news out, the nationally representative online survey of 5,173 adults finds. Instead, the vast majority of Facebook news consumers, 78%, get news when they are on Facebook for other reasons. And just 4% say it is the most important way they get news. As one respondent summed it up, “I believe Facebook is a good way to find out news without actually looking for it.” However, the survey provides evidence that Facebook exposes some people to news who otherwise might not get it. While only 38% of heavy news followers who get news on Facebook say the site is an important way they get news, that figure rises to 47% among those who follow the news less often. “If it wasn’t for Facebook news,” wrote one respondent, “I’d probably never really know what’s going on in the world because I don’t have time to keep up with the news on a bunch of different locations.” In particular, younger adults, who as a group are less engaged than their elders are with news on other platforms, are as engaged, if not more so, with news on Facebook. Young people (18- to 29– year-olds) account for about a third, 34%, of Facebook news consumers. That far outpaces the 20% that they account for among Facebook users who do not get news on the site. What’s more, these 18- to 29-year-olds get news on Facebook across topics at roughly the same levels as older age groups, turn there as often for breaking news and deem the site as important a source of news. All in all, then, it may be the very incidental nature of the site that ultimately exposes more people to news there. Indeed, the more time one spends on the site, the more likely they are to get news there. Two-thirds (67%) of those who use Facebook for at least an hour a day get news there compared with only 41% of those who spend less than an hour a day on the site. These are some of the findings of the survey, which is the first in a multi-part research project by the Pew Research Center, in collaboration with the Knight Foundation, examining the role of news on Facebook and other social media platforms. Authors: Amy Mitchell, Jocelyn Kiley, Jeffrey Gottfried and Emily Guski
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