3,968 research outputs found

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    The role of fingerprints in the coding of tactile information probed with a biomimetic sensor

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    In humans, the tactile perception of fine textures (spatial scale <200 micrometers) is mediated by skin vibrations generated as the finger scans the surface. To establish the relationship between texture characteristics and subcutaneous vibrations, a biomimetic tactile sensor has been designed whose dimensions match those of the fingertip. When the sensor surface is patterned with parallel ridges mimicking the fingerprints, the spectrum of vibrations elicited by randomly textured substrates is dominated by one frequency set by the ratio of the scanning speed to the interridge distance. For human touch, this frequency falls within the optimal range of sensitivity of Pacinian afferents, which mediate the coding of fine textures. Thus, fingerprints may perform spectral selection and amplification of tactile information that facilitate its processing by specific mechanoreceptors.Comment: 25 pages, 11 figures, article + supporting materia

    British Standards: a personal view

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    Using experience in design: a practical attempt to simplify the design process

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    It is proposed that the theoretical models of design management have now moved from being too shallow to being too complex. As a result, they are not being used. There needs to be a new approach that is simple to use, will capture particular experiential knowledge that exists within the organisation and also focus on the needs of the potential customers. Theoretical design management techniques were compared to those stages undertaken in this real design situation and those that were found to work are described. Also described is a simplified design management process that was found helpful in this particular situatio

    Using product and design tools to improve services

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    Employment in the service sector in industrialised countries now exceeds that in manufacturing. In Europe and USA 80% of people are now employed in services and even in Japan employment in services started to exceed manufacturing this century (Sakao & Shimomura 2004). Therefore, engineering designers must turn to the service sector for new opportunities and by doing so, will find many of their existing skills can be adapted to this wider market. This paper looks at some of their skills that can be so applied

    Using product & process design tools to improve services

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    When everything seems right and it still goes wrong: a case study

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