882 resultados para Second Life


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Nova et Vetera, ISSN 1692 - 5866, Año 8 No. 20 (Agosto 26 - septiembre 1 de 2013)

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Título del congreso: 'La enseñanza del español en tiempos de crisis'

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Monográfico con el título: 'Metodologías de Aprendizaje Colaborativo'. Resumen basado en la publicación

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Trabajo publicado con ISSN: 1988-8430. Trabajo publicado como monográfico de la revista 'Tejuelo. Didáctica de la lengua y la literatura. Educación'

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Forgetting immediate physical reality and having awareness of one�s location in the simulated world is critical to enjoyment and performance in virtual environments be it an interactive 3D game such as Quake or an online virtual 3d community space such as Second Life. Answer to the question "where am I?" at two levels, whether the locus is in the immediate real world as opposed to the virtual world and whether one is aware of the spatial co-ordinates of that locus, hold the key to any virtual 3D experience. While 3D environments, especially virtual environments and their impact on spatial comprehension has been studied in disciplines such as architecture, it is difficult to determine the relative contributions of specific attributes such as screen size or stereoscopy towards spatial comprehension since most of them treat the technology as monolith (box-centered). Using a variable-centered approach put forth by Nass and Mason (1990) which breaks down the technology into its component variables and their corresponding values as its theoretical basis, this paper looks at the contributions of five variables (Stereoscopy, screen size, field of view, level of realism and level of detail) common to most virtual environments on spatial comprehension and presence. The variable centered approach can be daunting as the increase in the number of variables can exponentially increase the number of conditions and resources required. We overcome this drawback posed by adoption of such a theoretical approach by the use of a fractional factorial design for the experiment. This study has completed the first wave of data collection and starting the next phase in January 2007 and expected to complete by February 2007. Theoretical and practical implications of the study are discussed.

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Running hydrodynamic models interactively allows both visual exploration and change of model state during simulation. One of the main characteristics of an interactive model is that it should provide immediate feedback to the user, for example respond to changes in model state or view settings. For this reason, such features are usually only available for models with a relatively small number of computational cells, which are used mainly for demonstration and educational purposes. It would be useful if interactive modeling would also work for models typically used in consultancy projects involving large scale simulations. This results in a number of technical challenges related to the combination of the model itself and the visualisation tools (scalability, implementation of an appropriate API for control and access to the internal state). While model parallelisation is increasingly addressed by the environmental modeling community, little effort has been spent on developing a high-performance interactive environment. What can we learn from other high-end visualisation domains such as 3D animation, gaming, virtual globes (Autodesk 3ds Max, Second Life, Google Earth) that also focus on efficient interaction with 3D environments? In these domains high efficiency is usually achieved by the use of computer graphics algorithms such as surface simplification depending on current view, distance to objects, and efficient caching of the aggregated representation of object meshes. We investigate how these algorithms can be re-used in the context of interactive hydrodynamic modeling without significant changes to the model code and allowing model operation on both multi-core CPU personal computers and high-performance computer clusters.

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The aim of this paper is to present the results of a research in the area of Discourse Analysis, to describe discourses found in the media about the identities constructed in the Second Life virtual communities network and, to find out what discursive strategies are produced by the profile “fashion in the soap operas” hosted in the Twitter micro-blogging as an attempt to have a significant number of logfiles and to discover what leads men, women and, teenagers to participate of this “fashion in the soap operas” interaction. Our corpus consists of printed media reportings that present users of Second Life and its avatars with a proposal of new identities, including the utterances produced by the profile “fashion in the soap operas” and their respective followers. The analysis of the reports and discourses are based on the work by Michel Pêcheux and Michel Foucault. The analysis have shown that the new identities, created in virtual communities network and, the profile of the followers of “fashion in the soap operas”, hosted in Twitter, are characteristically contemporary sensibilities, who take part in the truth games and in the social pressing experimented nowadays

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Se describe el modo de coordinación docente llevado a cabo en un Proyecto educativo de carácter interdisciplinar (y en torno a la figura literaria de Tomás Morales) efectuado en las aulas de diversos centros educativos. La coordinación del profesorado fue posible gracias al apoyo de tres entornos: un "Grupo" en Google, un Blog educativo y una sede de encuentro virtual en Second Life.