909 resultados para Networked Virtual Environment


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Part 2: Behaviour and Coordination

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Part 1: Introduction

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O avanço das tecnologias de informação continua a mudar os paradigmas de ensino e aprendizagem. Os meios disponíveis são cada vez mais diversificados e, com a necessidade de procurar novos estudantes e diversificar o público-alvo, as instituições de ensino superior estão a repensar os seus modelos de negócio e estratégias pedagógicas. A proliferação de dispositivos móveis catalisa uma aposta crescente no ensino a distância (EaD) no sentido de proporcionar aprendizagens em mobilidade (m-learning). No entanto, as soluções existentes para m-learning são ainda pouco adaptadas às recentes metodologias de EaD, na maioria das vezes funcionando como extensão de um ambiente virtual de aprendizagem ou com muito foco nos conteúdos. Sendo a Universidade Aberta (UAb) a única instituição de ensino superior público em Portugal de ensino a distância, com um modelo pedagógico próprio, constitui um natural caso de aplicação de tecnologia móvel em novos contextos de aprendizagem, importando por isso estudar e desenhar os mecanismos de interação mais adequados com professores e estudantes em mobilidade. Adotou-se neste trabalho a metodologia Design Science Research, tendo sido identificadas as características e comportamentos de potenciais utilizadores, e definidas as funcionalidades que devem ser disponibilizadas na primeira versão de uma aplicação para dispositivos móveis (app) no contexto do ensino a distância. É proposto o design da interface dessa app, usando o modelo da UAb como caso de aplicação, e disponibilizada uma lista de orientações para o desenvolvimento do protótipo funcional. Da investigação realizada, concluiu-se que a interface proposta constitui um modelo válido para o desenho de uma app para aprendizagens em mobilidade, no regime de ensino de uma universidade virtual. A partir deste modelo, as instituições de ensino superior podem desenvolver apps adaptando-se ao avanço das Tecnologias de Informação e Comunicação e ficarem alinhadas com as necessidades dos seus alunos e docentes, particularmente se dispuserem de oferta formativa a distância.

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PURPOSE: The aim of this research was to explore educators' perceptions of a virtual world Second Life TM as an environment for social interaction and social inclusion for the Norwegian adult students with intellectual disability that they supported.

METHOD: Five educators who supported a total of 10 adult students with intellectual disability in computer classes in community Adult Education Centres participated in individual in-depth interviews. The interviews were transcribed verbatim and analysed using a content analysis.

RESULTS: Participants were positive about Second Life although they did not perceive that it offered a successful context for social interaction or inclusion. They identified a number of benefits to using a virtual world and for students participating in virtual world research. Barriers identified included language, literacy, and technology issues along with the complexity of participating independently in a virtual world.

CONCLUSIONS: Some people with intellectual disability can use virtual worlds but the skills required need additional research. Virtual worlds may provide a stimulating, safe, and exciting context for a range of activities but the level of support required by many people is high and consequently expensive.

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This paper reports on higher education student engagement with blended learning experiences incorporating located (on campus), cloud based (online e-learning ) and graphically built, socially networked 3D multi user virtual environments (MUVES). Immersion in this environment enabled collaboration between two groups of students enrolled in separate undergraduate art education and public relations units, to identify, develop and participate in an integrated, authentic assessment project. It is contended that immersive blended learning experiences support creative problem solving and encourages synchronous and asynchronous student participation in authentic problem solving and collaborative practice. Interacting with co-learners, students gain knowledge and skills through situated learning, defined as the application of knowledge, learned in one setting and transferred to another and where immersion in a virtual learning experience leads to higher level engagement on the transfer task in a real world setting. In this project, collaborative blended learning involved the creation of a collection of digital artworks by art education students using computer software located in a real world environment. These artworks were curated and exhibited by the students in a virtual gallery they designed and built on Deakin Arts Education island in Second Life. For public relations students, the virtual art exhibition was the focus of a virtual campaign, designed, researched and developed by them to promote the Deakin Virtual Art Gallery on Deakin island in Second Life. The final promotion for the Virtual Gallery was presented by the students at a symposium in both real world and virtual world environments.

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The Australian Government's widening participation agenda - also referred to as the social inclusion agenda - considers equity through the triple focus of access, participation and outcomes. These foci are catalysts for re-examining teaching and learning approaches in formal education. This article considers this national refocus and the possibilities for addressing access and equity issues through and within threedimensional virtual learning environments (3DVLEs). The findings of an Australian Learning and Teaching Council (ALTC)-funded project that investigated the potential of an accessible 3DVLE for increasing access and participation of students with disabilities are reported, and strategies for improving outcomes (i.e. retention, success and completion) proposed. The article also highlights some of the remaining challenges with regard to the goal of improving outcomes for under-represented learner groups. The final section of the article identifies areas for further research.

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 The thesis presents design, implementation, and evaluation of a wireless networked embedded system for product usage monitoring. It includes low-power sensor nodes, router nodes, and a cloud server. A mesh network platform that can dynamically self-organise and self-heal is designed and incorporated in the system.

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In the digital era the availability of resources for online learning has multiplied along with personal learning environments. Proof of this is the proliferation of phenomena in the internet like Open Educational Resources or the Massive Open Online Course (MOOC) and the vast diversity of Online Communities of Practice (OCoP). The former is the object of study in the present Thesis. As Juan Freire (2012: 71) wrote: “The education is already happening, specially outside of educational institutions and formal process of education.” The OCoP garnered attention in the research community during the last few years. And, according to published research, online communities are turning into an emerging phenomena not only for “digital natives” (White, 2011) but also for lifelong learning (Wenger et al, 2002; Dubé et al, 2006; Lai et al, 2006) and specially as a tool for teacher training (Garrido, 2003; Murua, 2015). Teachers develop, through these tools, networks of self support, share didactic material, and look for solutions to common problems while undertaking initiatives towards even more collaboration. The present thesis is a study of Comunidad Todoele (CT) one of the most reputable networks for Spanish as a Foreign Language Teachers (ELE, from it’s Spanish acronym). Currently the community has near 11,000 members and it’s main purpose is researching, describing, and theorising the formative processes that happen inside the network from the perspective of those experiencing it. Debate is centred on the questions: What relevant knowledge do the teachers get from the community? In which way are these processes of learning developed? In other words, How, and what, do teachers learn in these environment?..

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Self-managed access points (APs) with growing intelligence can optimize their own performances but pose potential negative impacts on others without energy ef ciency. In this paper, we focus on modeling the coordinated interaction among interest-independent and self-con gured APs, and conduct the power allocation case study in the autonomous Wi-Fi scenario. Speci cally, we build a `coordination Wi-Fi platform (CWP), a public platform for APs interacting with each other. OpenWrt-based APs in the physical world are mapped to virtual agents (VAs) in CWP, which communicate with each other through a standard request-reply process de ned as AP talk protocol (ATP).With ATP, an active interference measurement methodology is proposed re ecting both in-range interference and hidden terminal interference, and the Nash bargaining-based power control is further formulated for interference reductions. CWP is deployed in a real of ce environment, where coordination interactions between VAs can bring a maximum 40-Mb/s throughput improvement with the Nash bargaining-based power control in the multi-AP experiments.

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CmyView is a research project that investigates how mobile technologies have the potential to facilitate new ways to share, experience and understand the connections that people have with places. The aim of the project is to theorise and develop a tool and a methodology that addresses the reception of architecture and the built environment using mobile digital technologies that harness ubiquitous everyday practices, such as photography and walking. While CmyView is primarily focused on evidencing the reception of places, this chapter argues that these activities can also make a contribution to the core pedagogy of architectural education, the design studio. This chapter presents findings of an initial pilot study with four students at an Australian university that demonstrates how CmyView offers a valuable contribution to the educational experience in the design studio.

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This research was carried out to fill the gap within existing knowledge on the approaches to supplement the training for micro-robotic cell injection procedure by utilising virtual reality and haptic technologies.

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A framework developed that uses reliability block diagrams and continuous-time Markov chains to model and analyse the reliability and availability of a Virtual Network Environment (VNE). In addition, to minimize the unpredicted failures and reduce the impact of failure on a virtual network, a dynamic solution proposed for detecting a failure before it occurs in the VNE. Moreover, to predict failure and establish a tolerable maintenance plan before failure occurs in the VNE, a failure prediction method for VNE can be used to minimise the unpredicted failures, reduce backup redundancy and maximise system performance.

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This paper reports on the experiences of an extracurricular program in English language learning (ELL) that was implemented in an institute of technology in the hinterland of the People's Republic of China (PRC). Following the guidelines set out in an impact study of the reform of curriculum change in Hong Kong (Adamson & Morris, 2000), this study takes account of the context of the particular socio-cultural and political environment in which the research program takes place. Three distinct phases emerged in the career of the extracurricular program - the establishment of the program; successful implementation; and the decline. The study identifies three key factors that shaped these phases: teacher motivation; student motivation and its various influences; and available resources (including collegial and administrative support). The findings suggest that of the key factors impacting on the ELL extracurriculum, student motivation was the most influential.

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