64,611 research outputs found
+SPACES: Serious Games for Role-Playing Government Policies
The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to
engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined.
We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques
Virtual reality urban modelling - an overview
This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model
Peripatetic electronic teachers in higher education
This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a āPeripatetic Electronic Teacherā (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PETāworlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PETāworld paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed ShortāTerm British Telecom Research Fellowship, based at the BT Adastral Park
Peer mentoring in assisting retention ā is a virtual form of support a viable alternative?
Support systems are vital for university entrants and one established means of support is peer mentoring, which has the potential to improve student engagement and retention. Peer mentoring models are generally based on face-to-face contact. However, given the increasing number of higher education institutions using social media, might online models be beneficial in a peer mentoring context? This article describes a literature review and case study that considers the advantages and disadvantages of three potential virtual models to facilitate a peer mentoring scheme. The case study, undertaken at Northumbria University, UK, involved an investigation of mentoring needs and current usage of electronic media where special attention is afforded to a diverse student body. The three models discussed are virtual learning environments (VLE), social networking sites and virtual worlds. We find that the VLE is established within institutions but lacks excitement; social networking is popular particularly with younger students but there may be resentment if this appears to be appropriated by the institution; whilst virtual worlds are unfamiliar to many students and require advanced skills to use successfully. Based on these findings the social networking model is now being run as a pilot study by business programmes at Northumbria University
SpikingLab: modelling agents controlled by Spiking Neural Networks in Netlogo
The scientific interest attracted by Spiking Neural Networks (SNN) has lead to the development of tools for the simulation and study of neuronal dynamics ranging from phenomenological models to the more sophisticated and biologically accurate Hodgkin-and-Huxley-based and multi-compartmental models. However, despite the multiple features offered by neural modelling tools, their integration with environments for the simulation of robots and agents can be challenging and time consuming. The implementation of artificial neural circuits to control robots generally involves the following tasks: (1) understanding the simulation tools, (2) creating the neural circuit in the neural simulator, (3) linking the simulated neural circuit with the environment of the agent and (4) programming the appropriate interface in the robot or agent to use the neural controller. The accomplishment of the above-mentioned tasks can be challenging, especially for undergraduate students or novice researchers. This paper presents an alternative tool which facilitates the simulation of simple SNN circuits using the multi-agent simulation and the programming environment Netlogo (educational software that simplifies the study and experimentation of complex systems). The engine proposed and implemented in Netlogo for the simulation of a functional model of SNN is a simplification of integrate and fire (I&F) models. The characteristics of the engine (including neuronal dynamics, STDP learning and synaptic delay) are demonstrated through the implementation of an agent representing an artificial insect controlled by a simple neural circuit. The setup of the experiment and its outcomes are described in this work
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Learning in an age of digital networks
The final years of the twentieth century and early years of the twenty first century have been marked by the rapid rise of digital and networked technologies. Some have even called it a paradigm shift and suggested that it will lead to a dramatic change in the way young people learn (Tapscott and Williams, 2010). As with all commentary on new technologies we should beware of being carried away with the excitement of the new. There is a recurrent innovation cycle beginning with over excitement followed by disappointment and once the reaction has set in against the new it is followed by a move away to yet another new technology, often before a proper assessment and evaluation of the previous cycle can take place. Equally we must be careful not to ignore the profound changes that are taking place and how they may affect universities and learning in society more generally. A recent description by a UK based think tank Demos characterized the kind of university that is emerging from the engagement with new digital and networked technologies as the 'edgeless university' (Bradwell, 2009). The term edgeless is borrowed from work on the city that suggests edgeless cities have the function of cities without being organized in their classic form. In the same way the Demos pamphlet suggests that the university retains an identifiable function but the functions of the university are no longer confined to a single institution nor are they confined to higher education institutions more broadly. Over a decade ago Brown and Duguid (2000) identified the core functions of universities as the capacity to grant degrees, to accredit students and to provide the warrant that guaranteed the credentials obtained by the students from the university. They also suggested that the introduction of what were then new technologies would lead to an increased focus on these core functions. The core role remains in the edgeless university but the boundaries to these may alter. This article tries to provide a way of thinking about new technologies that manages to balance these two conflicting needs. It identifies some current ways of thinking about the changes taking place in universities that are related to digital and networked technologies and to assess their impact. It then goes on to suggest the kinds of choices we may have to make in relation to new technologies at a variety of levels, the personal, the institutional and in terms of society in general. The edgeless university is associated with broad technological change but whether such change is inevitable is still an issue that needs to be discussed
A fuzzy-based approach for classifying students' emotional states in online collaborative work
(c) 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Emotion awareness is becoming a key aspect in collaborative work at academia, enterprises and organizations that use collaborative group work in their activity. Due to pervasiveness of ICT's, most of collaboration can be performed through communication media channels such as discussion forums, social networks, etc. The emotive state of the users while they carry out their activity such as collaborative learning at Universities or project work at enterprises and organizations influences very much their performance and can actually determine the final learning or project outcome. Therefore, monitoring the users' emotive states and using that information for providing feedback and scaffolding is crucial. To this end, automated analysis over data collected from communication channels is a useful source. In this paper, we propose an approach to process such collected data in order to classify and assess emotional states of involved users and provide them feedback accordingly to their emotive states. In order to achieve this, a fuzzy approach is used to build the emotive classification system, which is fed with data from ANEW dictionary, whose words are bound to emotional weights and these, in turn, are used to map Fuzzy sets in our proposal. The proposed fuzzy-based system has been evaluated using real data from collaborative learning courses in an academic context.Peer ReviewedPostprint (author's final draft
Use and perceptions of second life by distance learners: comparison with other communication media
Research has demonstrated that the use of communication media in distance education can reduce the feeling of distance and isolation from peers and tutor, and provide opportunities for collaborative learning activities (Bates, 2005). The use of virtual worlds (VW) in education has increased in recent years, with Second Life (SL) being the most commonly used VW in higher educationĀ (Wang & Burton, 2012). There is a paucity of information available on studentsā use and perceptions of SL in relation to other online communication media available to the distance learner. Consequently, in the study described here, this area was explored with a group of students registered in a part-time distance education Masterās program at a large UK University open to international students. A self-completion survey was designed to assess studentsā use and perceptions of using SL compared with other communication media. The majority of students rated SL lower than other forms of communications media such as email, WebCT discussion boards, Skype, and Wimba for facilitating communication, promoting the formation of social networks, fostering a sense of community, and benefiting their learning.Ā It is possible that the results of this study were influenced by the lower frequency of use of SL in this program compared to other work reported on this subject. Further work is required to evaluate the effect of frequency of use of SL and availability of alternative communication media on studentsā use and perceptions of this virtual world
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