290 research outputs found

    Virtual Property

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    This article explores three new concepts in property law. First, the article defines an emerging property form - virtual property - that is not intellectual property, but that more efficiently governs rivalrous, persistent, and interconnected online resources. Second, the article demonstrates that the threat to high-value uses of internet resources is not the traditional tragedy of the commons that results in overuse. Rather, the naturally layered nature of the internet leads to overlapping rights of exclusion that cause underuse of internet resources: a tragedy of the anticommons. And finally, the article shows that the common law of property can act to limit the costs of this internet anticommons

    Implementation ofVirtual Guide in UTP Virtual Mosque

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    Ease of navigation and interaction is the most important element in the virtual environment besides the design and the architecture of the environment of building. This project is focusing more onthe development of the virtual guide to aids user in exploring and navigating through the environment. The objectives of this development are to develop a virtual guide and interface, to help user while navigating through the virtual environment and to enhance the user interactivity through the navigation. To achieve the development target, research and analysis had been done to gather more useful information to complete this project followed by designing and development of the application in order to achieve the objective that had been set up earlierand lastlythe completed application is evaluated a result had been obtained. From the evaluation, 80% of the respondent agreed that with the implementation of the virtual guide within the virtual mosque, it had helped them a lot in order to explore and understand the environment. For the future enhancement, it is recommended that the use of virtual guide should be explored further as an intelligent agent to make the guide to be functioned more effectively

    Editorial: Crossing boundaries: Learning and teaching in virtual worlds

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    The January 2010 special issue of the British Journal of Educational Technology presents papers on virtual-world environments into teaching and learning practices. A theme that is present in all papers in this special issue is that of sociability and the capabilities of VirtualWorlds to support groups or communities of learners. Dalgarno and Lee review the unique characteristics of virtual worlds, identifying opportunities for researchers and practitioners to use virtual worlds in education in relation to the potential learning benefits they provide. Bellotti and colleagues in this issue focus on describing the development of tools and processes that allow for the development of re-usable learning tasks that can be embedded across virtual worlds. Veletsianos and colleagues focus on intelligent and conversational pedagogical agents/avatars. The issue ranges from the directions of research and practice in the use and application of virtual worlds for learning and training

    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 studentsā€™ experiential learning. This review aims to explore and understand the effect of virtual reality on studentsā€™ 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 studentsā€™ 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 studentsā€™ experiential learning. Therefore, this review found virtual reality as an essential pedagogical tool for strengthening studentsā€™ experiential learning

    Virtual worlds players ā€“ consumers or citizens?

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    This article questions the preconceived notions that participants in virtual worlds are essentially consumers. Building on the existing scholarship around virtual worlds and notwithstanding the current character of virtual worlds, this paper explores aspects of End User Licence Agreements and notes the unfairness of their provisions, particularly the imbalance between user and developer interests governed by such contracts. It argues that the contracts cannot be regulated with consumer protection legislation, as interests such as property or intellectual property are beyond the scope of consumer protection regimes. Finally, recognising the phenomenon of constitutionalisation of virtual worlds, the article argues for stronger regulatory solutions in this domain, in order to strike a more appropriate balance between competing interests in virtual worlds

    Animation Control for Real-Time Virtual Humans

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    The computation speed and control methods needed to portray 3D virtual humans suitable for interactive applications have improved dramatically in recent years. Real-time virtual humans show increasingly complex features along the dimensions of appearance, function, time, autonomy, and individuality. The virtual human architecture weā€™ve been developing at the University of Pennsylvania is representative of an emerging generation of such architectures and includes low-level motor skills, a mid-level parallel automata controller, and a high-level conceptual representation for driving virtual humans through complex tasks. The architectureā€”called Jackā€” provides a level of abstraction generic enough to encompass natural-language instruction representation as well as direct links from those instructions to animation control

    The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation

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    Upper limb exercise is often neglected during post-stroke rehabilitation. Video games have been shown to be useful in providing environments in which patients can practise repetitive, functionally meaningful movements, and in inducing neuroplasticity. The design of video games is often focused upon a number of fundamental principles, such as reward, goals, challenge and the concept of meaningful play, and these same principles are important in the design of games for rehabilitation. Further to this, there have been several attempts for the strengthening of the relationship between commercial game design and rehabilitative game design, the former providing insight into factors that can increase motivation and engagement with the latter. In this article, we present an overview of various game design principles and the theoretical grounding behind their presence, in addition to attempts made to utilise these principles in the creation of upper limb stroke rehabilitation systems and the outcomes of their use. We also present research aiming to move the collaborative efforts of designers and therapists towards a model for the structured design of these games and the various steps taken concerning the theoretical classification and mapping of game design concepts with intended cognitive and motor outcomes

    MISER: Mise-En-ScĆØne Region Support for Staging Narrative Actions in Interactive Storytelling

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    The recent increase in interest in Interactive Storytelling systems, spurred on by the emergence of affordable virtual reality technology, has brought with it a need to address the way in which narrative content is visualized through the complex staging of multiple narrative agents' behaviors within virtual story worlds. In this work we address the challenge of automating several aspects of staging the activities of a population of narrative agents and their interactions, where agents can have differing levels of narrative relevance within the situated narrative actions. Our solution defines an approach that integrates the use of multiple dynamic regions within a virtual story world, specified via a semantic representation that is able to support the staging of narrative actions through the behaviors of the primary and background agents' that are involved. This encompasses both the mechanics of dealing with the narrative discourse level as well as the interaction with the narrative generation layer to account for any dynamic modifications of the virtual story world. We refer to this approach as mise-en-scĆØne region (miser) support. In this paper, we describe our approach and its integration as part of a fully implemented Interactive Storytelling system. We illustrate the work through detailed examples of short narrative instantiations. We present the results of our evaluation which clearly demonstrate the potential of the miser approach, as well as its scalability

    Implementation ofVirtual Guide in UTP Virtual Mosque

    Get PDF
    Ease of navigation and interaction is the most important element in the virtual environment besides the design and the architecture of the environment of building. This project is focusing more onthe development of the virtual guide to aids user in exploring and navigating through the environment. The objectives of this development are to develop a virtual guide and interface, to help user while navigating through the virtual environment and to enhance the user interactivity through the navigation. To achieve the development target, research and analysis had been done to gather more useful information to complete this project followed by designing and development of the application in order to achieve the objective that had been set up earlierand lastlythe completed application is evaluated a result had been obtained. From the evaluation, 80% of the respondent agreed that with the implementation of the virtual guide within the virtual mosque, it had helped them a lot in order to explore and understand the environment. For the future enhancement, it is recommended that the use of virtual guide should be explored further as an intelligent agent to make the guide to be functioned more effectively
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