819 resultados para Networked Virtual Environment
Resumo:
This paper discusses our experiences of integrating a Multi-User Virtual Environment (MUVE) called Quest Atlantis into a pre-service secondary science education unit. The use of educational MUVEs as teaching tools is accelerating, so it is crucial that pre-service teachers develop some expertise with these and related technologies. We outline the processes we followed in embedding Quest Atlantis into the content and assessment of the unit, the results of this initiative and its implications for integrating MUVEs and other ICTs into teacher education programs. Challenges such as limited time and expertise, demands of a busy teaching program, and the need for continuous specialist support need to be overcome for sustainable integration of MUVEs and related technologies into preservice teacher education. This is particularly important given the potential of preservice teachers as change agents in schools, and the imperatives of the ICT-related National Professional Standards for Teachers and the Australian Curriculum.
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As a concept, the magic circle is in reality just 4 years old. Whilst often accredited to Johan Huizinga (1955), the modern usage of term in truth belongs to Katie Salen and Eric Zimmerman. It became in academia following the publication of “Rules of Play” in 2003. Because of the terminologyused, it carries with it unhelpful preconceptions that the game world, or play-space, excludes reality. In this paper, I argue that Salen and Zimmerman (2003) have taken a term used as an example, and applied a meaning to it that was never intended, based primarily upon definitions given by other authors, namely Apter (1991) and Sniderman (n.d.). I further argue that the definition itself contains a logical fallacy, which has prevented the full understanding of the definition in later work. Through a study of the literature in Game Theory, and examples of possible issues which could arise in contemporary games, I suggest that the emotions of the play experience continue beyond the play space, and that emotions from the “real world” enter it with the participants. I consider a reprise of the Stanley Milgram Obedience Experiment (2006), and what that tells us about human emotions and the effect that events taking place in a virtual environment can have upon them. I evaluate the opinion espoused by some authors of there being different magic circles for different players, and assert that this is not a useful approach to take when studying games, because it prevents the analysis of a game as a single entity. Furthermore I consider the reasons given by other authors for the existence of the Magic Circle, and I assert that the term “Magic Circle” should be discarded, that it has no relevance to contemporary games, and indeed it acts as a hindrance to the design and study of games. I conclude that the play space which it claims to protect from the courts and other governmental authorities would be better served by the existing concepts of intent, consent, and commonly accepted principles associated with international travel.
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Online fraud poses a significant problem to society in terms of its monetary losses and the devastating impact on victims. It also poses significant challenges to law enforcement agencies, regarding their ability to investigate crimes which are complex, occur in a virtual environment, incorporate multiple (often international) jurisdictions, and have a very low reporting rate. This paper examines the police response to online fraud. It argues that traditionally, fraud has received little attention and priority from police agencies and this is exacerbated in the online context. In contrast to this, the paper presents the example of Project Sunbird, a partnership between the West Australian Police and the West Australian Department of Commerce which has embraced the use of financial intelligence to proactively contact suspected victims of online fraud. This paper argues that a proactive approach to policing online fraud can have substantial positive effects for police and victims alike.
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While the indirect and direct cost of occupational musculoskeletal disorders (MSD) causes a significant burden on the health system, lower back pain (LBP) is associated with a significant portion of MSD. In Australia, the highest prevalence of MSD exists for health care workers, such as nurses. The digital human model (DHM) Siemens JACK was used to investigate if hospital bed pushing, a simple task and hazard that is commonly associated with LBP, can be simulated and ergonomically assessed in a virtual environment. It was found that while JACK has implemented a range of common physical work assessment methods, the simulation of dynamic bed pushing remains a challenge due to the complex interface between the floor and wheels, which can only be insufficiently modelle
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Past research has suggested that social engineering poses the most significant security risk. Recent studies have suggested that social networking sites (SNSs) are the most common source of social engineering attacks. The risk of social engineering attacks in SNSs is associated with the difficulty of making accurate judgments regarding source credibility in the virtual environment of SNSs. In this paper, we quantitatively investigate source credibility dimensions in terms of social engineering on Facebook, as well as the source characteristics that influence Facebook users to judge an attacker as credible, therefore making them susceptible to victimization. Moreover, in order to predict users’ susceptibility to social engineering victimization based on their demographics, we investigate the effectiveness of source characteristics on different demographic groups by measuring the consent intentions and behavior responses of users to social engineering requests using a role-play experiment.
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The aim of this study was to build a model and analyze how users move in a virtual environment and to explore the experiential dimensions connected with different ways of moving. Due to the lack of previous research on this subject, this was an explorative study. This study also aimed to identify different ways how users move in virtual environments and the background variables connected to them. It was hypothesized that fluent movement in virtual environments is connected to high presence, skill and challenge assessments. Test participants (n = 68) were mostly highly educated young adults. A virtual environment was built using a CAVE -type virtual reality interface. The task was to search for objects that do not belong into a normal house. The participants movement in the virtual house was recorded on a computer. Movement was modelled using a cluster analysis of information entropy based movement measurements, acceleration, amount of stops and time spent being stationary. The experiential dimensions were measured using the EVEQ -questionnaire. We were able to identify four different ways of moving in virtual environments. In respect of background variables, the four groups differed only in the amount of weekly computer usage. However, fluent movement in virtual environments was connected to a high sense of presence. Furthermore, participants who moved fluently in the environment assessed their skills as being high and regarded the use of virtual environment as challenging. The results indicate that different ways of moving affects how people experience virtual environments. Consequently the participants assessment of their skills and level of challenge have an impact on the affective evaluation of the situation at hand. Entropy measures have not been previously applied when studying movement, and in addition the role of movement on the experiential dimensions of virtual environments is an unexplored subject. The movement analysis method introduced here is applicable to other research problems. Finally, this study expands on our knowledge of the special characteristics connected with the experiential dimensions of virtual environments.
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The study examines one case of students' experiences from the activity in a collaborative learning process in a networked learning environment, and explores whether or not the experiences explain the participation or lack of participation in the activities. As a research task the students' experiences in the database of the networked learning environment, participating in its construction, and the ways of working needed to build the database, were examined. To contrast the students' experiences, their actual participation in the building of the database was clarified. Based on actual participation, groups more active and more passive than average were separated, and their experiences were compared to each other. The research material was collected from the course Cognitive and Creative Processes, which was offered to studentsof the Department of Textile Teacher Education in University of Helsinki, and students of the Departments of Teacher Education Units giving textile education in Turku, Rauma and Savonlinna in the beginning of 2001. In this course, creativity was examined from a psychological and sosiocultural context with the aim of realizing a collaborative progressive inquiry process. The course was held in a network-based Future Learning Environment (Fle 2) except for the starting lecture and training the use of the learning environment. This study analyzed the learning diaries that the students had sent to the tutor once a week for four weeks, and the final thoughts written into the database of the learning environment. Content analysis was applied as the research method. The case was enriched from another point of view by examining the messages the students had written into the learning environment with the social network analysis. The theoretical base of the study looks at the research of computer-supported collaborative learning, the conceptions of learning as a process of participation and knowledge building, and the possibilities and limitations of network-based learning environments. The research results show, that both using the network-based learning environment and collaborative ways of studying were new to the students. The students were positively surprised by the feedback and support provided by the community. On the other hand, they also experienced problems with facelessness and managing the information in the learning environment. The active students seemed to be more ready for a progressive inquiry process. It can be seen from their attitudes and actions that they have strived to participate actively and invested into the process both from their own and the community's point of view. The more passive students reported their actions to get credits and they had a harder time of perceiving the thoughts presented in the net as common progression. When arranging similar courses in the future, attention should be paid to how to get the students to act in ways necessary for knowledge building, and different from more traditional ways of studying. The difficulties of students used to traditional studying methods to adapt to collaborative knowledge building were evident on the course Cognitive and Creative Processes. Keywords: computer supported collaborative learning, knowledge building, progressive Inquiry, participation
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There is an increased interest on the use of UAVs for environmental research such as tracking bush fires, volcanic eruptions, chemical accidents or pollution sources. The aim of this paper is to describe the theory and results of a bio-inspired plume tracking algorithm. A method for generating sparse plumes in a virtual environment was also developed. Results indicated the ability of the algorithms to track plumes in 2D and 3D. The system has been tested with hardware in the loop (HIL) simulations and in flight using a CO2 gas sensor mounted to a multi-rotor UAV. The UAV is controlled by the plume tracking algorithm running on the ground control station (GCS).
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Undergraduate Medical Imaging (MI)students at QUT attend their first clinical placement towards the end of semester two. Students undertake two (pre)clinical skills development units – one theory and one practical. Students gain good contextual and theoretical knowledge during these units via a blended learning model with multiple learning methods employed. Students attend theory lectures, practical sessions, tutorial sessions in both a simulated and virtual environment and also attend pre-clinical scenario based tutorial sessions. The aim of this project is to evaluate the use of blended learning in the context of 1st year Medical Imaging Radiographic Technique and its effectiveness in preparing students for their first clinical experience. It is hoped that the multiple teaching methods employed within the pre-clinical training unit at QUT builds students clinical skills prior to the real situation. A quantitative approach will be taken, evaluating via pre and post clinical placement surveys. This data will be correlated with data gained in the previous year on the effectiveness of this training approach prior to clinical placement. In 2014 59 students were surveyed prior to their clinical placement demonstrated positive benefits of using a variety of learning tools to enhance their learning. 98.31%(n=58)of students agreed or strongly agreed that the theory lectures were a useful tool to enhance their learning. This was followed closely by 97% (n=57) of the students realising the value of performing role-play simulation prior to clinical placement. Tutorial engagement was considered useful for 93.22% (n=55) whilst 88.14% (n=52) reasoned that the x-raying of phantoms in the simulated radiographic laboratory was beneficial. Self-directed learning yielded 86.44% (n=51). The virtual reality simulation software was valuable for 72.41% (n=42) of the students. Of the 4 students that disagreed or strongly disagreed with the usefulness of any tool they strongly agreed to the usefulness of a minimum of one other learning tool. The impact of the blended learning model to meet diverse student needs continues to be positive with students engaging in most offerings. Students largely prefer pre -clinical scenario based practical and tutorial sessions where 'real-world’ situations are discussed.
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This paper presents the Treadport Active Wind Tunnel (TPAWT)-a full-body immersive virtual environment for the Treadport locomotion interface designed for generating wind on a user from any frontal direction at speeds up to 20 kph. The goal is to simulate the experience of realistic wind while walking in an outdoor virtual environment. A recirculating-type wind tunnel was created around the pre-existing Treadport installation by adding a large fan, ducting, and enclosure walls. Two sheets of air in a non-intrusive design flow along the side screens of the back-projection CAVE-like visual display, where they impinge and mix at the front screen to redirect towards the user in a full-body cross-section. By varying the flow conditions of the air sheets, the direction and speed of wind at the user are controlled. Design challenges to fit the wind tunnel in the pre-existing facility, and to manage turbulence to achieve stable and steerable flow, were overcome. The controller performance for wind speed and direction is demonstrated experimentally.
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[ES] Este proyecto genera productos adicionales de trabajos también disponibles en el repositori, en concreto:
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Os diários de escrita íntima constituem tipo de texto do domínio confessional. Apresentam narrativas pessoais com características específicas ao gênero, como datação, marcas de subjetividade, escrita informal e coloquialidade. Durante muitos anos, eram escritos em cadernos e guardados a sete chaves por seus autores para que não fossem lidos por outras pessoas. Por volta dos anos 80, surgiram as agendas de adolescentes. Aproveitando o modelo pré-definido industrialmente, as agendas eram preenchidas dia a dia, como um diário, mas com a novidade do acréscimo de elementos semióticos, como fotos, papéis de bala, recortes de revistas, entre outros. Além disso, traziam como diferencial a presença de um leitor participativo: os textos eram compartilhados com amigos, e bilhetes e comentários eram escritos nas páginas das agendas. Com o advento da Internet, o diário e a agenda se fundem no blog que aproveita os recursos do suporte virtual para tornar o gênero interativo, hipertextual e multimídia, acentuando o processo de leitura e de escrita nos jovens produtores de blogs. Paralelamente, a escrita se torna grande ferramenta de comunicação no ambiente virtual, adquirindo características peculiares em função da rapidez na comunicação e da economia de digitação. A partir da teoria de Bakthin sobre gêneros do discurso e do conceito de gêneros digitais de Marcuschi, a pesquisa apresenta como objeto perceber e elencar categorias pertinentes aos gêneros diário e blog para analisá-las e compará-las, na intenção de mapear um possível percurso dos diários aos blogs de adolescentes, discutindo o contraste público-privado na escrita íntima, bem como suas principais marcas linguísticas, percebendo vantagens e desvantagens de sua utilização como ferramenta auxiliar no processo de aprendizagem da escrita e da leitura de Língua Portuguesa. A pesquisa foi motivada pela discussão de que a escrita digital pode prejudicar o desenvolvimento da produção textual de jovens em formação, o que não se confirmou, visto que a estrutura sintática da língua se mantém, e que a variação acontece apenas no nível vocabular, não interferindo na comunicação. Os resultados apontam para a utilização de blogs na educação como complementação do material pedagógico e como incentivo à leitura, à escrita, à construção da argumentação e do posicionamento crítico, aproximando a escola da vida cotidiana dos estudantes
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O objeto deste estudo é o Projeto Vidas Pararelas (PVP) no estado do Rio de Janeiro. Possui como objetivo geral estudar a experiência do PVP do Rio de Janeiro à luz dos conceitos da Educação Popular e Saúde (EPS). Como norteador da pesquisa, utilizamos o método qualitativo e para a análise dos dados, utilizamos a análise de conteúdo. O cenário da pesquisa consta de tudo que envolve o PVP, seus integrantes e o ambiente virtual. Antes de apresentarmos os resultados das entrevistas, descrevemos o componente digital do PVP (o site) e o perfil dos sujeitos da pesquisa que foi composta de 11 trabalhadores inseridos no PVP RJ. Categorizamos os achados das entrevistas em quatro tópicos: o primeiro, fala sobre a participação no PVP, onde constatamos que, quanto a participação, os trabalhadores mostraram várias formas de uso do projeto, bem como tipos de participação, com ênfase às falas que esperam que o PVP também forme multiplicadores. Dentre os ganhos para a classe trabalhadora, no segundo tópico, eles citaram a melhoria da cultura de denúncia e a oportunidade de reconhecimento da identidade de gênero de uma classe em especial. Outros trabalhadores consideram o projeto, também, como agente fortalecedor de sua ou de outras categorias profissionais. No terceiro tópico, consideram que, no futuro, o PVP será uma importante ferramenta nas mãos do trabalhador para a exposição de sua realidade de trabalho. Além disso, eles colocam a esperança na melhoria do convívio com o próprio grupo do PVP no Rio de Janeiro. Por fim, no quarto tópico como melhorias, os entrevistados apontam a necessidade de reorganização do coletivo que compõe o PVP RJ. E para que esse convívio se concretize, os trabalhadores cobram que a Rede de Apoio realize mais reuniões. Outro ponto bem enfático na fala dos entrevistados, neste tópico, foi a dificuldade em acessar o site e a dificuldade de acesso à internet. Portanto, neste estudo observamos como a tecnologia da informação, associada a rede mundial de computadores e guiados pela experiência da metodologia da educação popular em saúde, se mostrou uma ferramenta de auxílio para a participação de trabalhadores em um projeto de saúde do trabalhador. No entanto, observamos que lidar com a metodologia a qual o projeto foi calcado trouxe dificuldades para a maturação dele no Rio de Janeiro. Também foi constatado a dificuldade de alguns trabalhadores em lidar com o componente digital do PVP. E, por fim, a reclamação implícita na fala dos trabalhadores em se sentir participante em todas as etapas da constituição do PVP.
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Em um ambiente virtual, construído com o uso de tecnologia computacional, encontram-se presentes entidades virtuais inseridas em um espaço tridimensional, que é utilizado para a simulação de processos críticos, como os acidentes radiológicos. A pronta detecção de um acidente radiológico e a determinação da sua possível extensão são fatores essenciais para o planejamento de respostas imediatas e de ações de emergência. A integração das representações georeferenciadas do espaço tridimensional, com modelos baseados em agentes autônomos, com o objetivo de construir ambientes virtuais que tenham a capacidade de simular acidentes radiológicos é a proposta dessa tese. As representações georeferenciadas do espaço tridimensional candidatas são: i)as representações espaciais usadas nos sistemas de informações geográficas (SIG) e ii) a representação adotada pelo Google MapsTM. Com o uso deste ambiente pode-se: quantificar as doses recebidas pelas pessoas; ter uma distribuição espacial das pessoas contaminadas; estimar o número de indivíduos contaminados; estimar o impacto na rede de saúde; estimar impactos ambientais; gerar zonas de exclusão; construir cenários alternativos; treinar pessoal técnico para lidar com acidentes radiológicos.
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O presente trabalho analisa a formação da cidade digital nas relações sociais, ressaltando os efeitos da garantia do direito à privacidade no ambiente dos navegantes de sites e redes sociais, em função das repercussões jurídicas do vazamento de informações da vida pessoal dos usuários da rede, e do tratamento dos dados coletados pelos prestadores de serviço. Através do ciberespaço formam-se comunidades virtuais que ultrapassam a necessidade de localidade e sociabilidade, criando um isolamento social e abandonando as interações face a face em ambientes reais, originando uma sociabilidade baseada no individualismo. Avaliamos os novos padrões de interação que se originam nesta nova formatação de coletividade informacional e suas repercussões no âmbito do direito. Em uma perspectiva mais detalhada, esse estudo indica quais as hipóteses de responsabilidade civil dos provedores na Internet em decorrência de atos ilícitos cometidos por terceiros e as alternativas de um sistema de tutela da privacidade à proteção de dados, face à lesão no ambiente informacional. O levantamento das possíveis situações de responsabilização civil foi efetuado através da análise da jurisprudência e da doutrina dominante, ressaltando os aspectos fáticos que caracterizam sua formatação. Esse modelo se impõe, através de uma relação hierárquica a uma multiplicidade de indivíduos, criando um encarceramento perfeito através do exercício do biopoder. Tais papéis são reforçados por uma cultura consumista e a sociedade do espetáculo, que transforma o indivíduo em mercadoria levantando perfis de usuários conectados em rede, propiciando uma categorização dos consumidores. Nesse contexto, apresentamos os riscos de uma sociedade de vigilância que se apresenta factível como um produto das relações de mercado, que possibilita dispor livremente de um conjunto crescente de informações. Esta constante vigilância invade todos os espaços, custodiando nosso comportamento independente do tempo, com uma implacável memória no âmbito das comunicações eletrônicas, tornando nosso passado eternamente visível e fazendo surgir situações constrangedoras a nos assombrar.