23,637 research outputs found

    An illustrated framework for the analysis of Web2.0 interactivity

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    Understanding Engagement within the Context of a Safety Critical Game

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    One of the most frequent arguments for deploying serious games is that they provide an engaging format for student learning. However, engagement is often equated with enjoyment, which may not be the most relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, the term ‘serious’ does not only relate to the non-entertainment purpose of the game but also the environment simulated by the game. In addition, a lack of engagement in a safety critical training setting can have serious ethical implications, leading to significant real-world impacts. However, evaluations of safety-critical games (SCGs) rarely provide an in-depth consideration of player experience. Thus, in relation to simulation game-based training, we are left without a clear understanding of what sort of experience players are having, what factors influence their engagement and how their engagement relates to learning. In order to address these issues, this paper reports on the mixed-method evaluation of a SCG that was developed to support police training. The findings indicate that engagement is supported by the experience situational relevance, due to the player’s experience of real-world authenticity, targeted feedback mechanisms and learning challenges

    Use and perceptions of second life by distance learners: comparison with other communication media

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    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 education (Wang & Burton, 2012). There is a paucity of information available on students’ 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 Master’s program at a large UK University open to international students. A self-completion survey was designed to assess students’ 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.  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 students’ use and perceptions of this virtual world

    Online backchannel synthesis evaluation with the switching Wizard of Oz

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    In this paper, we evaluate a backchannel synthesis algorithm in an online conversation between a human speaker and a virtual listener. We adopt the Switching Wizard of Oz (SWOZ) approach to assess behavior synthesis algorithms online. A human speaker watches a virtual listener that is either controlled by a human listener or by an algorithm. The source switches at random intervals. Speakers indicate when they feel they are no longer talking to a human listener. Analysis of these responses reveals patterns of inappropriate behavior in terms of quantity and timing of backchannels

    Studying web 2.0 interactivity: a research framework and two case studies

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    With more than one third of the world’s population being online, the Internet has increasingly become part of modern living, giving rise to popular literature that often takes a teleological and celebratory perspective, heralding the Internet and Web 2.0 specifically, as an enabler of participation, democracy, and interactivity. However, one should not take these technological affordances of Web 2.0 for granted. This article applies an interaction framework to the analysis of two Web 2.0 websites viewed as spaces where interaction goes beyond the mere consultation and selection of content, i.e., as spaces supporting the (co)creation of content and value. The authors’ approach to interactivity seeks to describe websites in objective, structural terms as spaces of user, document, and website affordances. The framework also makes it possible to talk about the websites in subjective, functional terms, considering them as spaces of perceived inter-action, intra-action and outer-action affordances. Analysis finds that both websites provide numerous user, document, and website affordances that can serve as inter-action or social affordances

    Appraisal and the Future of Archives in the Digital Era

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    Discussion of the implications of new technologies, changing public policies, and transformation of culture for how archivists practice and think about appraisal

    Initial validation of a virtual-reality learning environment for prostate biopsies: realism matters!

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    : Introduction-objectives: A virtual-reality learning environment dedicated to prostate biopsies was designed to overcome the limitations of current classical teaching methods. The aim of this study was to validate reliability, face, content and construct of the simulator. Materials and methods: The simulator is composed of a) a laptop computer, b) a haptic device with a stylus that mimics the ultrasound probe, c) a clinical case database including three dimensional (3D) ultrasound volumes and patient data and d) a learning environment with a set of progressive exercises including a randomized 12-core biopsy procedure. Both visual (3D biopsy mapping) and numerical (score) feedback are given to the user. The simulator evaluation was conducted in an academic urology department on 7 experts and 14 novices who each performed a virtual biopsy procedure and completed a face and content validity questionnaire. Results: The overall realism of the biopsy procedure was rated at a median of 9/10 by non-experts (7.1-9.8). Experts rated the usefulness of the simulator for the initial training of urologists at 8.2/10 (7.9-8.3), but reported the range of motion and force feedback as significantly less realistic than novices (p=0.01 and 0.03 respectively). Pearson's r correlation coefficient between correctly placed biopsies on the right and left side of the prostate for each user was 0.79 (p<0.001). The 7 experts had a median score of 64% (59-73), and the 14 novices a median score of 52% (43-67), without reaching statistical significance (p=0,19). Conclusion: The newly designed virtual reality learning environment proved its versatility and its reliability, face and content were validated. Demonstrating the construct validity will require improvements to the realism and scoring system used
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