24,896 research outputs found

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    Using virtual worlds as collaborative environments for innovation and design: lessons learned and observations from case studies in architectural projects

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    In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process, organisations can tap the community's creativity and intelligence through immersive technology. The paper provides an overview of the latest advances of information and communication technologies in immersive virtual environments and discusses some of the observations and lessons learned which should be taken into account in developing collaboration models for such activities. Here we propose four modes of collaboration, based on the choices for degree of openness and governance structure, which are illustrated by four case studies

    Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design

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    Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario

    Peer mentoring in assisting retention ā€“ is a virtual form of support a viable alternative?

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    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

    Special Session on Industry 4.0

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    Social Requirements for Virtual Organization Breeding Environments

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    The creation of Virtual Breeding Environments (VBE) is a topic which has received too little attention: in most former works, the existence of the VBE is either assumed, or is considered as the result of the voluntary, participatory gathering of a set of candidate companies. In this paper, the creation of a VBE by a third authority is considered: chambers of commerce, as organizations whose goal is to promote and facilitate business interests and activity in the community, could be good candidates for exogenous VBE creators. During VBE planning, there is a need to specify social requirements for the VBE. In this paper, SNA metrics are proposed as a way for a VBE planner to express social requirements for a VBE to be created. Additionally, a set of social requirements for VO planners, VO brokers, and VBE members are proposed.Comment: 10 pages, 2 figure
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