54 resultados para virtual worlds


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How selected next generation technologies support collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape and encourage the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning.

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Parallax is a live contemporary dance work that incorporates 3D animation, stereoscopic illusions and dance. This work was performed within the Melbourne Fringe Festival at the Substation, Newport. Within this work the stereoscopic illusion creates a new choreographic palette that can be used to manipulate human physicality via animated bodies that appear within the performance space. The stereoscopic image is released from the wall and placed within the dancing environment the image becomes another body within the dance space that can be manipulated in ways that would be impossible for a real physical body. In turn, the dancing body is positioned within the digital environment. The performer’s abilities have not changed, but the space around the dancer can be manipulated with imagery that transforms the place of the dancer within time and space. The stereoscopic illusion and live dance are melded creating a new experience of choreography one that takes the infinite possibilities of 3D animation and places them directly within choreography. Thematically this performance draws on the historical events revolving around the development of the stereoscope in the 1830s and the seminal ideas of the virtual that surfaced at this time. In the early 1830s Charles Wheatstone drew on the ideas and writings of Euclid and Leonardo da Vinci and discovered binocular vision through the use of his stereoscope box. It was this box that became the entertainment sensation of this time becoming a standard parlour entertainment. Unlike now where imagery of people are everywhere in the 1830s these types of imagery were novel. The stereoscopic pictures often showed content of people doing ordinary tasks such as chopping wood, doing the washing or simply standing in front of their house. In Parallax a Victorian woman is transported from her hallway to virtual worlds where she encounters, Euclid’s ancient Greek column, a di Vinci sphere and one of the first stereoscopic images drawn by Charles Wheatstone’s a stick figure cube.

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With increasing popularity and 1.9 billion cumulative registered accounts, virtual worlds are seeing an increase in a cybercrime named Virtual Property Theft. Currently, there is no data available on victim's perception of reasons for this theft. In this study, the authors aim to identify these reasons, and fill the need for a deeper understanding of VPT. This study used a survey including questions on virtual property ownership, theft, recovery and security. This survey is the first to report the views of victims of theft and remarkably showed although users are aware of offenders and have adequate security knowledge, 23% still become victims. This highlights that cyber criminals have found loopholes in existing security systems. Finally, given the continual growth of virtual worlds, it is essential to develop new policies and effective regulations. In this paper we will discuss the most critical survey results relating to security and provide statistical analysis.

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There are compelling reasons for educators to consider incorporating virtual worlds (VWs) in their marketing curriculum. That said, the ways in which VWs can be implemented into the teaching curriculum are many and varied. This article reports on two studies in which notionally similar graduate classes are taught about marketing in Second Life (SL). The degree of student and instructor immersion is intentionally varied: One class is taught entirely in SL, by a technically expert instructor, while novice/intermediate instructors teach the second class in an interactive tutorial setting. Taken together, these studies offer marketing educators insights into developing “full” and “lite” approaches to teaching in SL, thereby lowering the barrier to uptake of the technology by catering to a broader spectrum of both instructor and student competencies, interests, and abilities.

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The long-standing Patani Muslim separatist resistance of Southern Thailand is not one that is well known, and its contemporaneous spill over onto the Internet even less so. The more radical Patani online propaganda is in fact symptomatic of the relocation of the struggle within the sphere of influence of global jihadism, distancing itself from the ethno-nationalism characteristic of a previous generation of fighters. New media propaganda, in particular Jihad 2.0, has opened a new sphere of influence to the Patani neojihadist movement, allowing the militants to expand their propaganda campaign to a wider audience, while reaching out to a younger Melayu public. While Jihad 2.0 has presented the resistance movement with new ways to diffuse its message, in a more innovative and appealing manner, it also has enabled it to engage with its audiences more interactively. Because the message is no longer linear, anyone can contribute to the dialectics of the struggle, which in fine results in the alteration and reshaping of its ideological discourse in unprecedented directions. Arguably the ‘glocalisation’ of Islamophobia within Thai culture has resulted in the alteration of the Thai cultural stereotype of the Muslim khaek ‘Other’, transforming the khaek into an evil violent Muslim, both in real and virtual worlds. This further leads to discriminatory attitudes and behaviours towards Muslims, which causes the hardening of the views of the online Patani community of support towards the Thais and possibly its radicalisation.

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Abstract:-Global language and cultural communicative competency is an ever increasing requirement in our connected world. Learners of Arabic at the only five Australian universities where Arabic is taught have access to predominantly on-campus delivery modes. One of the main challenges learners face when learning another language (L2) in an academic setting in countries where that language is not actively used – so little L2 exposure – is that it is harder to provide meaningful contexts for learning. This restriction in L2 exposure in the formal academic framework is due to the limited face-to-face learning time and, more significantly, is compounded by lack of exposure to the language‟s authentic use settings. Students are often isolated from the target language‟s authentic discourse communities and native speakers. This situation is exacerbated for Cloud (online) students, studying in relative isolation. All of these factors make developing communicative oral fluency in Modern Standard Arabic (MSA) moredifficult and challenging for many learners. This paper will discuss two innovative approaches used at Deakin University in Melbourne, Australia to enable learners of Arabic at Deakin University to practice their developing skills by listening, practising, and experiencing directly how the language is used outside the classroom boundaries as well as allow learners to develop their oral and cultural communicative competency by engaging them in simulating and evolving authentic language scenarios with native Arabic speakers through the Virtual World (VW).

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There are high expectations of the educational value of online games and immersive, virtual worlds. Digital games, if used for educational purposes, it is argued, have the capacity to transform learning, engage disenchanted students, address major differences in experience and orientation in out-of-school and in-school contexts, teach twenty-first-century literacies and prepare learners to become tech savvy, critical and agential participants – ‘knowledge workers’ (Gee et al., 1996) – in a technologically saturated world. As governments and other institutions seek to respond to rapid and massive technological change, the use of games-based learning via online and mobile Internet-based technologies is seen as providing much potential for innovative, effective and accessible contemporary teaching and learning. While there is considerable enthusiasm for the use of games to support learning, however, research focusing on these areas is fragmented and provides a more mixed picture of their use.Games studies as an interdisciplinary field is informed by quite different research traditions and trajectories, each with its own epistemological framework and assumptions. In this chapter, the focus is on games and learning as they relate to formal educational contexts, particularly schools. The chapter begins with an overview of some of the key issues and assumptions related to the use of online games for educational purposes. This is followed by a discussion of four major disciplinary orientations towards games: perspectives and approaches drawn from humanities and social science; explorations of literacy and media production from media and cultural studies; the study of games themselves within the formally designated, eponymous area of games studies; and technical and educational approaches based in the fields of e-learning and instructional design. This section concludes with an extended discussion of the use of Second Life, which canvasses the main approaches to its use, and goes on to provide a detailed account of the use of Second Life to foster argumentative knowledge construction in Singapore secondary schools (Jamaludin et al., 2009). This is followed by an account of ongoing tensions between research traditions and a discussion of issues for further development and insights for the future. The chapter concludes with a summary of key points and suggestions for further reading in the games and learning area.

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The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia.This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.

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A collaborative constructivist model of e-learning enabled second year undergraduate students and art educators to establish a community of learners within an augmented immersive learning environment. Artistic practice and work based learning was enhanced through the creation of digital artifacts to support shared knowledge building using authentic learning tasks and social networking.