806 resultados para Virtual Reality Learning Environment


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The purpose of this thesis was to explore the boundary between human and other created by virtual worlds in contemporary science fiction novels. After a close reading of the three novels: Surface Detail, Existence, and Lady of Mazes, and the application of contemporary literary theories, the boundary presented itself and led to the discovery of where the human becomes other. The human becomes other when it becomes lost to the virtual world and no longer exists or interacts with material reality. Each of the primary texts exhibits both virtual reality and humanity in different ways, and each is explored to find where humanity falls apart. Overall, when these theories are applied to real life there is no real way to avoid the potential for fully immersive virtual worlds, but there are ways to avoid their alienating effects.

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The purpose of this qualitative study was to gain an understanding of what participation in a first year residential learning community meant to students 2-3 years after their involvement in the program. Various theories including environmental, student involvement, psychosocial and intellectual, were used as a framework for this case study. Each of the ten participants was a junior or senior level student at the time of the study, but had previously participated in a first year residential learning community at Florida International University. The researcher held two semi-structured interviews with each participant, and collected data sheets from each. The narrative data produced from the interviews were transcribed, coded and analyzed to gain insights into the experiences and perspectives of the participants. Member checking was used after the interview process. A peer reviewer offered feedback during the data analysis. The resulting data was coded into categories, with a final selection of four themes and 15 sub-themes, which captured the essence of the participants' experiences. The four major themes included: (a) community, (b) involvement, (c) identity, and (d) academics. The community theme is used to describe how students perceived the environment to be. The involvement theme is used to describe the students' participation in campus life and their interaction with other members of the university community. The identity theme is used to describe the students' process of development, and the personal growth they underwent as a result of their experiences. The academics theme refers to the intellectual development of students and their interaction around academic issues. The results of this study showed that the participants valued greatly their involvement in the First Year Residents Succeeding Together program (FYRST) and can articulate how it helped them succeed as students. In describing their experience, they most recall the sense of community that existed, the personal growth they experienced, the academic development process they went through, and their involvement, both with other people and with activities in their community. Recommendations are provided for practice and research, including several related to enhancing the academic culture, integrating faculty, utilizing peer influence and providing further opportunities to create a seamless learning environment.

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This study investigated the physical, mental, emotional, and spiritual aspects of transformational learning, including the elements, attributes, factors, and catalysis of the transformational learning environment, as Indigenous women experienced them in the Indigenous Studies 3040H: The Meaning of Work in the Contemporary World (INDG 3040H) course at Trent University. Using a holistic model developed in connection with the Medicine Wheel an Indigenous epistemology is integrated into the study. Qualitative interviews were conducted with eight Indigenous women. The data collected from the interviews indicated that for Indigenous women, the transformational learning environment of the post-secondary classroom is heavily connected to the relationship students develop with themselves, their peers, and the faculty member alongside the content of the course.

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The Virtual Reality techniques applied in Electricity Environments provide a new supervisory control paradigm. The fact of existing a virtual environment (VE), geometrically similar to a real substation, reduces the difference of mental models built by field operators compared with those built by system center operation improving the communication. Beside this, those systems can be used as visualization interfaces for electricity system simulators, training systems for professors and undergraduate students, field operators and maintenance professionals. However, the development process of these systems is quite complex, combining several activities such as implementation, 3D modeling, virtual sceneries construction, usability assessment and management project techniques. In this context, this work present a GUI strategy to build field arrangements based on scene graphs, to reduce time in Virtual Electricity Substations Arrangement development. Through this, mistakes during the VE building can be avoided making this process more reliable. As an concept proof, all toolkits developed in this work were applied in the virtualization of the substations from a Brazilian power concessionary named CEMIG.

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This work focuses on the study of the circular migration between America and Europe, particularly in the discussion about knowledge transfer and the way that social networks reconfigure the form of information distribution among people, that due to labor and academic issues have left their own country. The main purpose of this work is to study the impact of social media use in migration flows between Mexico and Spain, more specifically the use by Mexican migrants who have moved for  multiple years principally for educational purposes and then have returned to their respective locations in Mexico seeking to integrate themselves into the labor market. Our data collection concentrated exclusively on a group created on Facebook by Mexicans who mostly reside in Barcelona, Spain or wish to travel to the city for economic, educational or tourist reasons.  The results of this research show that while social networks are spaces for exchange and integration, there is a clear tendency by this group to "narrow lines" and to look back to their homeland, slowing the process of opening socially in their new context.

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This study examined how students leveraged different types of knowledge resources on an outdoor learning trail. We positioned the learning trail as an integral part of the curriculum with a pre- and post-trail phase to scaffold and to support students’ meaning-making process. The study was conducted with two classes of secondary two students. We coded two groups’ discourse to examine the use of knowledge resource types in the meaning-making process in an outdoor learning setting: contextual resource, new conceptual resource, prior knowledge resource, as well as the relationship among these knowledge resource types. Next, we also examined environmental interaction and integration in the students’ use of these knowledge resource types. Analysis showed that contextual resources are chiefly instrumental in fostering students’ capacity to harness new conceptual resource and to activate prior knowledge resource in interacting with and integrating the outdoor learning environment in the meaning-making process.

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This is a pre-print for personal use only. Please refer to the Springer website for the official, published version http://www.springer.com/978-3-662-52923-2

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Social media tools are increasingly popular in Computer Supported Collaborative Learning and the analysis of students' contributions on these tools is an emerging research direction. Previous studies have mainly focused on examining quantitative behavior indicators on social media tools. In contrast, the approach proposed in this paper relies on the actual content analysis of each student's contributions in a learning environment. More specifically, in this study, textual complexity analysis is applied to investigate how student's writing style on social media tools can be used to predict their academic performance and their learning style. Multiple textual complexity indices are used for analyzing the blog and microblog posts of 27 students engaged in a project-based learning activity. The preliminary results of this pilot study are encouraging, with several indexes predictive of student grades and/or learning styles.

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The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.

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In the last few years a branch of pain research has been focussing on the modulatory effects of the vision of the body on pain perception. So, for instance, the vision of one’s own real body has been proven to induce analgesic effects. On the other hand, bodily illusions such as the rubber hand illusion have provided new tools for the study of perceptual processes during altered body ownership states. Recently, new paradigms of body ownership made use of a technology that is going places both in clinical and in experimental settings, i.e. virtual reality. While the vision of one’s own real body has been proven to yield compelling analgesic effects, slightly more controversial are those attributed to the vision of “owned” dummy bodies. This review will discuss the studies that examined the effects on pain perception of the vision of the own body, with or without body ownership illusions.

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2016 is the outbreak year of the virtual reality industry. In the field of virtual reality, 3D surveying plays an important role. Nowadays, 3D surveying technology has received increasing attention. This project aims to establish and optimize a WebGL three-dimensional broadcast platform combined with streaming media technology. It takes streaming media server and panoramic video broadcast in browser as the application background. Simultaneously, it discusses about the architecture from streaming media server to panoramic media player and analyzing relevant theory problem. This paper focuses on the debugging of streaming media platform, the structure of WebGL player environment, different types of ball model analysis, and the 3D mapping technology. The main work contains the following points: Initially, relay on Easy Darwin open source streaming media server, built a streaming service platform. It can realize the transmission from RTSP stream to streaming media server, and forwards HLS slice video to clients; Then, wrote a WebGL panoramic video player based on Three.js lib with JQuery browser playback controls. Set up a HTML5 panoramic video player; Next, analyzed the latitude and longitude sphere model which from Three.js library according to WebGL rendering method. Pointed out the drawbacks of this model and the breakthrough point of improvement; After that, on the basis of Schneider transform principle, established the Schneider sphere projection model, and converted the output OBJ file to JS file for media player reading. Finally implemented real time panoramic video high precision playing without plugin; At last, I summarized the whole project. Put forward the direction of future optimization and extensible market.

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Este artigo tem como objetivo mostrar que é possível incentivar a aprendizagem em museus através da construção de comunidades virtuais, com base em repositórios de objetos de aprendizagem (OA), ferramentas comunicacionais e produção de OA por parte dos visitantes. O enfoque é incentivar a aprendizagem no sentido de motivar a participação/envolvimento do visitante nas atividades da comunidade virtual. Nesta perspectiva, partimos do pressuposto de que a informação, a comunicação, a interação e a colaboração são essenciais para o processo de aprender no contexto informal dos museus. Acreditamos que a interação e a colaboração são partes integrantes do processo de aprendizagem proporcionado por comunidades virtuais e que o principal recurso de aprendizagem oferecido nessas comunidades são os objetos de aprendizagem. Assim sendo, por meio de um entendimento do aprender baseado na comunicação e na linguagem, percebemos os museus interativos como espaços discursivos em que os visitantes mergulham e por eles são modificados. Neste sentido, argumentamos que as comunidades virtuais de aprendizagem, com a possibilidade de virtualizar a linguagem, são excelentes mecanismos para ampliar o poder comunicacional dos museus, criando novas estratégias comunicativas. Para atingir o objetivo, foi necessário reunir quatro conceitos técnicos da área de informática, são eles: comunidades virtuais de aprendizagem; objetos de aprendizagem; metadados e mapas de tópicos. A junção destes conceitos permitiu a construção do ambiente de comunidade virtual, denominada CV-Muzar. Diante do exposto, de modo a identificar os meios pelos quais se podem motivar os visitantes a realmente produzirem novos conhecimentos durante sua visita informal ao museu, examinando essa questão tanto do ponto de vista quantitativo, como também qualitativamente, foi realizada uma experimentação do ambiente com um grupo de pessoas convidadas segundo suas áreas de formação.

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Este artículo presenta el proceso de implementación de una API (Application Programming Interface) que permite la interacción del guante P5 de Essential Reality1 con un entorno virtual desarrollado en el lenguaje de programación Java y su librería Java 3D.2 Por otra parte, se describe un ejemplo implementado, haciendo uso de la API en cuestión. Con base en este ejemplo se presentan los resultados de la ejecución de pruebas de requerimientos de recursos físicos como la CPU y memoria física. Finalmente, se especifican las conclusiones y resultados obtenidos.

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Knowledge on human behaviour in emergency is crucial to increase the safety of buildings and transportation systems. Decision making during evacuations implies different choices, of which one of the most important concerns the escape route. The choice of a route may involve local decisions between alternative exits from an enclosed environment. This work investigates the influence of environmental (presence of smoke, emergency lighting and distance of exit) and social factors (interaction with evacuees close to the exits and with those near the decision-maker) on local exit choice. This goal is pursued using an online stated preference survey carried out making use of non-immersive virtual reality. A sample of 1,503 participants is obtained and a Mixed Logit Model is calibrated using these data. The model shows that presence of smoke, emergency lighting, distance of exit, number of evacuees near the exits and the decision-maker, and flow of evacuees through the exits significantly affect local exit choice. Moreover, the model points out that decision making is affected by a high degree of behavioural uncertainty. Our findings support the improvement of evacuation models and the accuracy of their results, which can assist in designing and managing building and transportation systems. The main contribution of this work is to enrich the understanding of how local exit choices are made and how behavioural uncertainty affects these choices.

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Relatório de Estágio apresentado para a obtenção do grau de mestre em Educação e Comunicação Multiméddia