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The tutoring role of mentors working with adults and elderly people with learning disabilities using virtual environments
This article outlines the potential of virtual training environments in the rehabilitation of adults and elderly people with learning disabilities. Before such virtual training environments are developed, tutoring roles for mentors working with adults and elderly people must be investigated. This is because this group of people has far less expectation of and experience with computers than younger people with learning disabilities, for whom virtual training environments have already proved effective. Effective tutoring strategies employed, together with appropriate and well-designed virtual training environments, will be the outcomes of two methods suggested in this article
Virtual learning environments in action
In this workshop Paul and Patricia demonstrated the webcast lectures developed at Glasgow Graduate School of Law as part of a learning environment where students can take control of their own learning experience. They outlined the practical benefits of such a learning environment for both professional and undergraduate legal education, and discussed the theoretical implications of this approach for the pedagogy of legal education
Learning emotions in virtual environments
A modular hybrid neural network architecture, called SHAME, for emotion learning is introduced. The system learns from annotated data how the emotional state is generated and changes due to internal and external stimuli. Part of the modular architecture is domain independent and part must be\ud
adapted to the domain under consideration.\ud
The generation and learning of emotions is based on the event appraisal model.\ud
The architecture is implemented in a prototype consisting of agents trying to survive in a virtual world. An evaluation of this prototype shows that the architecture is capable of\ud
generating natural emotions and furthermore that training of the neural network modules in the architecture is computationally feasible.\ud
Keywords: hybrid neural systems, emotions, learning, agents
Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments
With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on studentsā perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning.
Keywords:
Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p
Second Life as a Learning and Teaching Environment for Digital Games Education
Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance studentsā experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning,
compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education
and how they affect studentsā learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual
environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Studentsā views on using Second Life for
learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this
phenomenon and suggest ways to avoid it in the preparation stage
Flexible virtual environments: Gamifying immersive learning
Ā© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways to enable interactive immersive experiences [16]. The opportunities these create in learning and training applications are immense: but create new challenges . Meanwhile, current virtual learning environments are typically web or app based technologies, sometimes perceived as having little value added from a user perspective beyond improved User Interfaces to access some content [6]. The challenge is how the human computer interaction features of such VE platforms may be used in education in a way that adds value, especially for computer mediated instruction. This paper will outline some of the issues, and opportunities, as well as some of the open questions about how such technologies can be used effectively in a higher education context, along with a proposed framework for embedding a learning engine within a virtual reality or environment system. Three-dimensional technologies: from work-walls, through CAVES to the latest headsets offer new ways to immerse users in computer generated environments. Immersive learning [1] is increasingly common in training applications, and is beginning to make inroads into formal education. The recent rise in such off-the-shelf technologies means that Augmented Learning becomes a realistic mainstream tool [13]. Much of this use is built in game environments using game engines, where these serious games provide learning effects as an intended consequence of playing
EFFECTS OF PRESENCE, COPRESENCE, AND FLOW ONLEARNING OUTCOMES IN 3D LEARNING SPACES
The level of satisfaction and effectiveness of 3D virtual learning environments were examined. Additionally, 3D virtual learning environments were compared with face-to-face learning environments. Students that experienced higher levels of flow and presence also experienced more satisfaction but not necessarily more effectiveness with 3D virtual learning environments. There were no significant differences between satisfaction and effectiveness of 3D virtual learning environments and face-to-face environments. These findings suggest that 3D virtual learning environments can be made to provide high levels of learning satisfaction. Additionally, these findings suggest that 3D virtual learning environments may be a viable delivery method for instruction and training because they compare favorably with face-to-face learning environments
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