75 resultados para Virtual Organizations Breeding Environments

em Deakin Research Online - Australia


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This case study explored the influence of the Virtual Independent Learning Centre on the preferred language learning strategies of adult immigrant English as a second language learners. Findings expand the understanding of English as a second language learners' use of language learning strategies within online independent learning environments.

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In this paper the author reports on the introduction of the flipped classroom integrating located, online and virtual world learning environments to support the collaborative lived experiences of a group of students and the educator participating in a higher education undergraduate art unit, Navigating the Visual World. A qualitative narrative methodology, A/r/tography, incorporating both image making and textual recording is used to explore and identify interwoven aspects of the artist/ researcher/ educator relationship in the creative artistic process of exploring concepts of identity within inquiry based art practice. Selected student examples, including a collaborative group assessment project demonstrate effective student engagement with experiential blended learning within the flipped classroom.

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3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area.

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Engaging students’ lifeworlds and the concerns of their communities in globalised, semiotic and information societies is imperative with the complexity of multimodal communication (Lemke 2006) in the ‘new media age’ (Kress 2003). As youth continue to demonstrate their multiliteracies proficiency with new literacies emerging from Internet Communication Technologies (ICTs), education - particularly curriculum and instruction - remains largely focused around monomodal, print-only literacy practices, often ignoring their multiple voices. In New Times (Hall 1996), there has been much rhetoric about the role of education in equipping students for the future. Multiliteracies pedagogy allows individual teachers to reconceptualise pedagogy and curriculum thereby addressing adolescents’ complex and demanding literacy needs (New London Group 1996). This paper presents new and emerging virtual contexts and environments for adolescent literacy instruction highlighting one teacher’s curricular interruptions where Multiliteracies pedagogies replaced the progressive monomodal reading and writing workshop. In conclusion, new perspectives on research related to the education of teachers in the education in post-typographic societies of the 21st century.

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In New Times (Hall, 1996), there has been much rhetoric about school’s role in equipping students for the future. Multiliteracies pedagogy allows individual teachers to reconceptualise pedagogy and curriculum thereby addressing adolescents’ complex and demanding literacy needs (New London Group, 1996). As a result of the advent of widespread computer use and Internet Communication Technologies (ICTs), this paper presents new and emerging virtual contexts and environments for adolescent literacy instruction. The paper highlights one teacher’s curricular initiatives/interruptions where Multiliteracies pedagogies and the incorporation of multimodal digital and multimedia design, replaced the progressive monomodal reading and writing workshop. In conclusion, new perspectives on research related to the education of teachers in the 21st century are presented to contribute to the public knowledge base of teacher education in post-typographic societies.

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Grid users and their jobs need credentials to access grid resources and services. It is important to minimize the exposure of credentials to adversaries. A practical solution is needed that works with existing software and is easy to deploy, administer, and maintain. Thus, credential management services are the wave of the future for virtual organizations such as Grid computing. This paper describes architecture of a scalable, secure and reliable on-line credential management service called SafeBox for InterGrid computing platform. SafeBox provides InterGrid users with secure mechanism for storing one or multiple credentials and access them based on need at anytime from anywhere.

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Interaction with virtual or teleoperated environments requires contact with objects on a multipoint level. We describe the design of a pinch--grasp hand interface device for use as a grasping mechanism to complement haptic interfaces. To preserve a suitable level of transparency for human--computer interaction, this novel interface is designed for high-resolution contact forces, while centered around a lightweight structure. This functionality renders the device scalable and adaptable to a wide range of haptic interface structures and force level requirements. We present an optimal configuration for a pinch--grasp interface, which produces bidirectional forces to an operator's fingers and a rotational force to the wrist through a cable drive system. The device is characterized for use on a commercial haptic interface through demonstration of sustained peak performance and also workspace utilization. The dynamic performance of the pinch--grasp interface is experimentally determined, and the frequency response is identified to illustrate its contact force resolution.

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A web operating system is an operating system that users can access from any hardware at any location. A peer-to-peer (P2P) grid uses P2P communication for resource management and communication between nodes in a grid and manages resources locally in each cluster, and this provides a proper architecture for a web operating system. Use of semantic technology in web operating systems is an emerging field that improves the management and discovery of resources and services. In this paper, we propose PGSW-OS (P2P grid semantic Web OS), a model based on a P2P grid architecture and semantic technology to improve resource management in a web operating system through resource discovery with the aid of semantic features. Our approach integrates distributed hash tables (DHTs) and semantic overlay networks to enable semantic-based resource management by advertising resources in the DHT based upon their annotations to enable semantic-based resource matchmaking. Our model includes ontologies and virtual organizations. Our technique decreases the computational complexity of searching in a web operating system environment. We perform a simulation study using the Gridsim simulator, and our experiments show that our model provides enhanced utilization of resources, better search expressiveness, scalability, and precision. © 2014 Springer Science+Business Media New York.

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Virtual and augmented environments are often dependent on human intervention for change to occur. However there are times when it would be advantageous for appropriate human-like activity to still occur when there are no humans present. In this paper, we describe the installation art piece Recognition, which uses the movement of human participants to effect change, and the movement of a performing agent when there are no humans present. The agent's Artificial Neural Network has learnt appropriate movements from a dancer and is able to generate suitable movement for the main avatar in the absence of human participants.

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In this paper the author reports on the conceptualization and implementation of the flipped classroom, integrating located, online and virtual world learning environments to support the collaborative lived experiences of a group of students and the educator participating in a higher education undergraduate art unit, Navigating the Visual World. A qualitative narrative methodology, A/r/tography, incorporating both image making and textual recording is used to explore and identify interwoven aspects of the artist/ researcher/ educator relationship in the creative artistic process of exploring concepts of identity within inquiry based art practice. Selected student examples, including a collaborative group assessment project demonstrate effective student engagement with experiential blended learning within the flipped classroom.

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The rise of geographically dispersed project teams enabled by technology has made project quality management a significant challenge for organizations. This paper uses findings from a project on geographically dispersed, cooperating SMEs in the building trade, to explore whether concepts and artefacts from the Rational Unified Process® (RUP®) software development approach could be adapted and used to better manage quality in virtual projects. Our future research aims to explore the use of RUP artefacts in a virtual environment and their impact on
project management and quality.

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Ward Cunningham used the word wiki (the Hawaiian word meaning quick) to name the collaborative tool he developed for use on the internet in 1994. Wikis are fully editable websites. Users can visit, read, re-organize and update the structure and content (text and pictures) of a wiki as they see fit. This functionality is called open editing (Leuf & Cunningham, 2001). All a user needs to edit and read a wiki, is a web browser. Consequently, the wiki has great potential for use as a collaborative virtual learning environment. Wikis abound on the internet. A well known wiki is Wikipedia an online collaborative encyclopaedia, where anybody can read, edit, re-organize and update the encyclopaedia content (Wikipedia, 2004).

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This paper describes a research facility which has been established to explore the integration of live and virtual environments in real-time. The facility combines digital ontput from both live and electronic sources such as video, animatinos and 3D virtual environments and enables the monitoring and control of the interaction between live actors and the digital enviromnents. This provides a research environment in which the interaction between participants in the design and construction process and 3D virtual buildings can be investigated. This will lead to the enhancement of decision making and planning in the design and construction process.