93 resultados para Interactive Virtual Environment


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In this paper, we study the scope of virtual worlds for student engagement in higher education. The motivation for the study is the gap in opportunities for interactivity that exist for off-campus students compared with on-campus students. A student taking a course at a university, while located in a different geographic location, has limited opportunity for student-student and student-teacher interaction; this effects student engagement significantly. We conduct a feasibility analysis for engaging students in a virtual world; Second Life is used as the test-bed to create the virtual world environment. We present preliminary findings, the promises and the limitations of Second Life as an immersive environment for engaging students.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and 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 support interaction between communities of learners and 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. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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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.

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Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users’ perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centred design and evaluation paradigm and draws on theories of cognitive, skillbased and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users’ performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting and manipulating 3D objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

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We propose a framework for visual and haptic collaboration in X3D/VRML shared virtual spaces. In this collaborative framework, two pipelines— visual and haptic—complement each other to provide a simple and efficient solution to problem requiring collaboration in shared virtual spaces on the web. We consider shared objects defined as virtual object with their visual and physical properties rendered synchronously on each client computer. We introduce virtual tools which are shared objects associated with interactive and haptic devices. We implemented the proposed ideas as a server-client framework with a dedicated viewer. We discuss two implementation frameworks based on the strong and thin server concepts.

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 Key Messages

1. We assessed children’s physical activity (PA) in structured (physical education) and unstructured (recess, lunch, before and after school) periods in special schools 
and examined its association with modifiable area contextual characteristics.
2. Children with disabilities were not highly active, but were more active during recess and lunch periods than at other times including physical education classes.
3. Areas were often not accessible during unstructured settings. Children were more active in areas when supervision and organised activities were provided.
4. Providing an interactive game during free play did not significantly increase group’s PA.
5. Children’s PA accrual is influenced by contextual characteristics of the school environment. There is a need to make areas more accessible and to use social marketing and programming to attract more users. School and health professionals
should modify contextual characteristics by providing more direct supervision and organised activities during free play.

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Skill shortage is a realistic social problem that Australia is currently facing, especially in the fields of Science, Technology, Engineering and Mathematics (STEM). Various approaches have been proposed to soften this issue. By now the most successful approach is to attract pre-university youth and university freshmen into those fields before they make a decision on future subjects by introducing them with interactive, modifiable and inspiring virtual environments, which incorporates most essential knowledge of STEM. We propose to design a comprehensive virtual reality platform with immersive interactions, pluggable components and flexible configurations. It also involves haptics, motion capture and gesture recognition, and could be deployed in both local and distributed environments. The platform utilizes off the shelf low cost haptics and motion capture products, however the fidelity can be maintained at a good level. The proposed platform has been implemented with different configurations and has been tested on a group of users. Preliminary test results show that the interactivity, flexibility and fidelity of the platform are highly appreciated by users. User surveys also indicate that the proposed platform could help pre-university students and university freshmen build an overview of various aspects of STEM education. Besides, users are also positive on the fact that the platform enabled them to identify the challenges for higher education in STEM by providing them opportunities to interactively modify system configurations and instantly experience the corresponding results both visually and haptically.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and 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 support interaction between communities of learners and 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. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

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Owners and tenants of sustainable buildings are now realising the sustainable building that they own or occupy and also how they use the building have a significant impact on their work practices. These stakeholders are demanding sustainability outcomes such as improved occupant health and performance, lower energy and material consumption use as well as encouraging healthy ecosystem in their sustainable building. Clearly the level of user knowledge about a sustainable building and its technologies makes a difference about the actual behaviour towards sustainable buildings (Knott 2007, Stenberg 2007) There remains two major challenge faced by sustainable building occupants: (i) addressing the gap between an occupant's expectations of sustainable building outcomes and what the building actually provides and (ii) overcoming the lack of user knowledge about sustainability design and operation for a particular with regards to performance (Jailani et. al, 2011). This is an innovative study designed to address these challenges. It uses a focus group approach to investigate the gap between (a) user expectations and (b) sustainable building performance, with reference to the relationship between interactive learning process and the level of implementation of sustainability in commercial buildings. The outcome from the study will provide a post-occupancy evaluation of the perception of occupants in sustainable buildings. Most importantly, this information can then assist architects and designers in private and government organisations to successfully develop future sustainable design and policy which can fully capitalise on the original intention when delivering sustainable buildings, as well as providing an innovative feedback mechanism between occupiers and architects.

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Computer programming can be challenging for beginners because of the need to understand abstract programming concepts. In this paper, we study the use of the Second Life (SL) virtual world for learning computer programming concepts. We conduct an empirical study for learning computer programming in SL by addressing affordances of SL for experiential problem-based learning pedagogies. We present preliminary findings, the promises and the limitations of Second Life as an environment for learning computer programming.

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A narrative interpretative research methodology was used to investigate collaboration between higher education students and an art educator with the aim of establishing a community of learners. Located, Cloud based and graphically built 3D virtual, socially networked, e-learning environments were used to encourage synchronous and asynchronous student participation in authentic learning and collaborative art practice. Discussion focuses on art educator observations, student visual journal entries, their virtual exhibition of artworks on Deakin Art Education Island in Second Life and student evaluations of the unit Navigating the Visual World. It was concluded that immersion in an e-technology rich blended learning environment resulted in the establishment of an effective e-learning community of art.

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In service-oriented computing applications, trust management systems are emerging as a promising technology to improve the e-commerce consumers and provider's relationship. Both consumers and providers need to evaluate the trust levels of potential partners before engaging in interactions. The accuracy of trust evaluation greatly affects the success rate of the interaction. This paper addresses the threats and challenges that can compromise the reliability of the current trust management system. This paper studies and examines the importance of the trust factors of the trust management framework, specifically in dealing with malicious feedback ratings from e-commerce users. To improve the reliability of the trust management systems, an approach that addresses feedback-related vulnerabilities is paramount. A multilevel trust management system computes trust by combining different types of information. Using this combination, we introduce a multilevel framework for a new interactive trust management to improve the correctness in estimate of trust information.

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Existing solutions to carrier-based sensor placement by a single robot in a bounded unknown Region of Interest (ROI) do not guarantee full area coverage or termination. We propose a novel localized algorithm, named Back-Tracking Deployment (BTD). To construct a full coverage solution over the ROI, mobile robots (carriers) carry static sensors as payloads and drop them at the visited empty vertices of a virtual square, triangular, or hexagonal grid. A single robot will move in a predefined order of directional preference until a dead end is reached. Then it back-tracks to the nearest sensor adjacent to an empty vertex (an "entrance" to an unexplored/uncovered area) and resumes regular forward movement and sensor dropping from there. To save movement steps, the back-tracking is carried out along a locally identified shortcut. We extend the algorithm to support multiple robots that move independently and asynchronously. Once a robot reaches a dead end, it will back-track, giving preference to its own path. Otherwise, it will take over the back-track path of another robot by consulting with neighboring sensors. We prove that BTD terminates within finite time and produces full coverage when no (sensor or robot) failures occur. We also describe an approach to tolerate failures and an approach to balance workload among robots. We then evaluate BTD in comparison with the only competing algorithms SLD [Chang et al. 2009a] and LRV [Batalin and Sukhatme 2004] through simulation. In a specific failure-free scenario, SLD covers only 40-50% of the ROI, whereas BTD covers it in full. BTD involves significantly (80%) less robot moves and messages than LRV.

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Abstract : This presentation will focus on design, modularity, development and control of a highly interactive programmable surface created within the CISR. The system is comprised of thousands of pneumatic cylinders controlled simultaneously in real-time to create a highly dynamic and responsive 3 dimensional surface. The idea behind this research project was the creation of a dynamically responsive surface that configures in real-time according to input from a variety of electronic inputs (movements, sound, etc). The surface is also viewed potentially as a universal motional simulator platform. A simulator that was developed for ease of system reconfiguration demonstrates the translation of complex mathematical functions into 3D shapes in the virtual world before being generated on the real surface. Application areas span from optical telescope to product manufacturing and giant 3D screens billboards for advertising and artwork.