822 resultados para Collaborative virtual environment
Resumo:
This study investigated the potential for using collaborative learning spaces for the development of résumé writing knowledge and skills in higher education students. Utilising a collaborative learning environment, 227 students from a mix of programmes and year levels participated in one of 24 workshops centering on a technology supported, shared review and reflection approach to résumé construction. It was concluded that use of technology supported collaborative learning spaces has the potential to be a valuable, innovative approach for the delivery of career management related skills in higher education.
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Remote networked collaboration with business model documentation has many communication problems. The aim of this project is to solve some of these communication problems by using digital 3D representations of human visual cues. Results from this project increased our understanding of the role and effects of visual cues in remote collaboration, specifically for validating business process models. Technology designs to support such cues across a distance have been proposed in this thesis with qualitative and quantitative methods of analysis being combined to analyse the impact of these cues on the communication, coordination and performance of a team collaborating remotely.
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In daily life, rich experiences evolve in every environmental and social interaction. Because experience has a strong impact on how people behave, scholars in different fields are interested in understanding what constitutes an experience. Yet even if interest in conscious experience is on the increase, there is no consensus on how such experience should be studied. Whatever approach is taken, the subjective and psychologically multidimensional nature of experience should be respected. This study endeavours to understand and evaluate conscious experiences. First I intro-duce a theoretical approach to psychologically-based and content-oriented experience. In the experiential cycle presented here, classical psychology and orienting-environmental content are connected. This generic approach is applicable to any human-environment interaction. Here I apply the approach to entertainment virtual environments (VEs) such as digital games and develop a framework with the potential for studying experiences in VEs. The development of the methodological framework included subjective and objective data from experiences in the Cave Automatic Virtual Environment (CAVE) and with numerous digital games (N=2,414). The final framework consisted of fifteen factor-analytically formed subcomponents of the sense of presence, involvement and flow. Together, these show the multidimensional experiential profile of VEs. The results present general experiential laws of VEs and show that the interface of a VE is related to (physical) presence, which psychologically means attention, perception and the cognitively evaluated realness and spatiality of the VE. The narrative of the VE elicits (social) presence and involvement and affects emotional outcomes. Psychologically, these outcomes are related to social cognition, motivation and emotion. The mechanics of a VE affect the cognitive evaluations and emotional outcomes related to flow. In addition, at the very least, user background, prior experience and use context affect the experiential variation. VEs are part of many peoples lives and many different outcomes are related to them, such as enjoyment, learning and addiction, depending on who is making the evalua-tion. This makes VEs societally important and psychologically fruitful to study. The approach and framework presented here contribute to our understanding of experiences in general and VEs in particular. The research can provide VE developers with a state-of-the art method (www.eveqgp.fi) that can be utilized whenever new product and service concepts are designed, prototyped and tested.
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Souad Kouachi, a Science Lecturer at Epping Forest College has utilised the Xerte Online Toolkit (XOLTK ) to create a collaborative learning environment for her students. Souad briefed her learners on how to use the Xerte Online Toolkit to develop dynamic learning objects. Her learners were soon able to create presentations containing learning objects as well as assessment activities, which they now use in the classroom with their peers to reinforce learning.
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Este trabalho relata as estratégias e atividades realizadas em disciplinas semipresenciais desenvolvidas durante os períodos letivos de 2008 a 2012 com alunos dos cursos de Administração e de Ciências Contábeis, no ambiente virtual de aprendizagem Moodle. As disciplinas foram desenvolvidas segundo os princípios das abordagens colaborativas de aprendizagem com o objetivo de examinar as possibilidades de uso dos insólitos como estratégia de leitura e escrita. Buscou-se ainda apontar a aplicabilidade das estratégias didáticas descritas como forma de aprimorar as competências de leitura e escrita em alunos ingressantes no ensino superior e fornecer subsídios para a continuação da pesquisa. O trabalho mantém uma relação interdiscursiva com a obra Se um Viajante numa Noite de Inverno, de ítalo Calvino (1982), o que lhe possibilita não somente a titulação dos capítulos, mas também a construção sutil de uma presença que os perpassa. Do autor, retira também seis propostas ( leveza, rapidez, exatidão, visibilidade, multiplicidade e consistência) capazes de aprimorar a qualidade da comunicação em ambientes informáticos. Busca, ainda, na produção teórica de Michael Serres, um conceito singular de comunicação, algo capaz de transcender a substancialidade e de compreender e estimular a construção da presencialidade por meio de trocas e relações em ambientes virtuais de aprendizagem. Em vista disso, a pesquisa apoia-se na construção -reflexão- reconstrução de oficinas on-line que utilizam o insólito - concebido como algo surpreendente e propiciador de desestabilização - na construção de estratégias propiciadoras de aprimoramento da leitura e da produção textual de estudantes universitários. Recorre também às pesquisas desenvolvidas por Mikhail Bakhtin, Ângela Kleiman, Carla Coscarelli e Vilson Leffa, contribuições decisivas tanto na elaboração das oficinas on-line, quanto na reflexão que se tece ao longo da pesquisa. Por fim, busca apoio nos estudos sobre Estilos de Aprendizagem e na aplicação do Teste de Cloze para o aprimoramento das reflexões construídas
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Paralelamente às mudanças ocasionadas pelas tecnologias da informação e comunicação (TIC), no contexto da sociedade e organizações o treinamento como processo para preparar o trabalhador para atividades imediatas cedeu lugar à educação continuada, que visa a formação do indivíduo numa perspectiva mais abrangente, preparando-o para lidar com as constantes alterações sociais e com o mundo a sua volta. Na sociedade em rede introduz-se um novo conceito de espaço: o ciberespaço. Nesse contexto, não há barreiras físicas à propagação de acontecimentos, notícias, costumes e hábitos. Com o propósito de interconectar pessoas, ideias e experiências, o Sesc implementou o sistema de videoconferência para difundir saberes a seus funcionários, geograficamente dispersos por todo o Brasil. Porém a prática mostrou-nos que a procura por inovações no processo de ensino e aprendizagem deve ser constante. Nessa busca da formação humana mais completa, refletiu-se acerca da potencialidade das TIC para pensar-se em um processo de formação continuada que promova: o fazer junto, a troca de conhecimentos e ideias, reconhecer a riqueza proveniente da diversidade de saberes e práticas, ações que fomentem o diálogo, o pensamento crítico e a vontade em aprender mais. Em suma: valorizar a inteligência coletiva por meio da colaboração. Para chegar-se às respostas percorreu-se um caminho que envolveu estudo de referenciais bibliográficos, a realização de um curso por videoconferência e proposição da experiência no ambiente virtual que serviu como objeto de estudo, definição e aplicação das técnicas de coleta de dados quantitativas e qualitativas cuja averiguação dos resultados permitiu-nos elucidações capazes de responder a hipótese formulada na pesquisa, pois resultados apontaram que criar situações nas quais possam ser compartilhadas as práticas profissionais e experiências de vida são determinantes para a aprendizagem em processos de formação continuada e, no contexto pesquisado, a videoconferência, facilitada por docentes de destaque em suas áreas de atuação, por acontecer de forma síncrona e ser a mídia de EaD que mais se aproxima do ensino presencial, mostrou-se com potencial para compartilhar com os participantes, principalmente, conteúdos oficiais, provenientes de pesquisas e referenciais bibliográficos e o ambiente virtual de aprendizagem, em complementação às sessões de videoconferência, como espaço para viabilizar encontros, compartilhar saberes, experiências e ideias, promovendo um debate acerca da prática cotidiana, tendo como ponto de partida questões norteadoras com os conteúdos apresentados nas aulas proferidas por videoconferência, ou seja, um espaço propício para compartilhar e refletir a práxis a partir da teoria e da prática.
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An important characteristic of virtual assembly is interaction. Traditional di-rect manipulation in virtual assembly relies on dynamic collision detection, which is very time-consuming and even impossible in desktop virtual assembly environment. Feature-matching isa critical process in harmonious virtual assembly, and is the premise of assembly constraint sens-ing. This paper puts forward an active object-based feature-matching perception mechanism and afeature-matching interactive computing process, both of which make the direct manipulation in vir-tual assembly break away from collision detection. They also help to enhance virtual environmentunderstandability of user intention and promote interaction performance. Experimental resultsshow that this perception mechanism can ensure that users achieve real-time direct manipulationin desktop virtual environment.
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Virtual learning environments (VLEs) are often perceived by education establishments as an opportunity to widen access without traditional overheads. An integral part of most VLEs is asynchronous computer conferencing and on-line moderators must help students migrate quickly to the new virtual environment to minimize learning disruption. This paper focuses on 21 new on-line moderators and reports their changing perceptions re their role and concerns, from their first appointment through to the end of the delivery of their first on-line course. The findings suggest that it is only after socialization occurs that information can be exchanged and lead to knowledge construction. These are supported by, and extend, prior research by Z Berge, R Mason, M Paulsen and G Salmon and are reinforced by empirical work with a further 19 new on-line moderators.
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Math-Towers (www.math-towers.ca) is a collaborative mathematics environment for pupils in grades 7 to 9. Using a fantasy adventure game context students are presented with a mathematical challenge, given online tools for working on the problem,and provided with a messaging system by which they may exchange ideas and partial solutions. This paper presents the philosophy behind the design of Math-Towers and work with students that indicates the extent to which we have been successful in meeting our aims. The technical and social problems encountered and revisions made to address these are also described.
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The finite element method plays an extremely important role in forging process design as it provides a valid means to quantify forging errors and thereby govern die shape modification to improve the dimensional accuracy of the component. However, this dependency on process simulation could raise significant problems and present a major drawback if the finite element simulation results were inaccurate. This paper presents a novel approach to assess the dimensional accuracy and shape quality of aeroengine blades formed from finite element hot-forging simulation. The proposed virtual inspection system uses conventional algorithms adopted by modern coordinate measurement processes as well as the latest free-form surface evaluation techniques to provide a robust framework for virtual forging error assessment. Established techniques for the physical registration of real components have been adapted to localise virtual models in relation to a nominal Design Coordinate System. Blades are then automatically analysed using a series of intelligent routines to generate measurement data and compute dimensional errors. The results of a comparison study indicate that the virtual inspection results and actual coordinate measurement data are highly comparable, validating the approach as an effective and accurate means to quantify forging error in a virtual environment. Consequently, this provides adequate justification for the implementation of the virtual inspection system in the virtual process design, modelling and validation of forged aeroengine blades in industry.
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Cloud computing is a technological advancementthat provide resources through internet on pay-as-you-go basis.Cloud computing uses virtualisation technology to enhance theefficiency and effectiveness of its advantages. Virtualisation isthe key to consolidate the computing resources to run multiple instances on each hardware, increasing the utilization rate of every resource, thus reduces the number of resources needed to buy, rack, power, cool, and manage. Cloud computing has very appealing features, however, lots of enterprises and users are still reluctant to move into cloud due to serious security concerns related to virtualisation layer. Thus, it is foremost important to secure the virtual environment.In this paper, we present an elastic framework to secure virtualised environment for trusted cloud computing called Server Virtualisation Security System (SVSS). SVSS provide security solutions located on hyper visor for Virtual Machines by deploying malicious activity detection techniques, network traffic analysis techniques, and system resource utilization analysis techniques.SVSS consists of four modules: Anti-Virus Control Module,Traffic Behavior Monitoring Module, Malicious Activity Detection Module and Virtualisation Security Management Module.A SVSS prototype has been deployed to validate its feasibility,efficiency and accuracy on Xen virtualised environment.
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In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.
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A presente investigação foi conduzida no ambiente virtual imersivo 3D Second Life®, com o suporte de ferramentas Web 2.0 como complemento a aulas presenciais - numa lógica de sala de aula estendida. Teve como pressuposto que a socialização é um fator-chave para as aprendizagens colaborativas e para a construção de conhecimento. O estudo tem por objetivo identificar as variáveis que poderão influenciar a partilha de conhecimento em contextos de aprendizagem com recurso a ambientes virtuais; com a finalidade de contribuir para a melhoria das situações de aprendizagem com recurso a ferramentas online. Esta investigação é de carácter exploratório e enquadra-se no campo dos estudos fenomenológicos. O estudo foi implementado, em duas fases, com quatro turmas de ensino superior, duas turmas diurnas (regime geral) e duas turmas de ensino noturno (regime de maiores de 23). Todas seguindo o mesmo curso e a mesma unidade curricular. Concluímos que nos espaços virtuais os estudantes tendem a sentir-se mais confiantes, abertos, participativos, criativos, compreensivos e parecem participar nas sessões de formação online porque estão, de facto, interessados em aprender. Por outro lado, a possibilidade de providenciar sessões de tutória online permite chegar a um maior número de estudantes. Estas sessões online podem ser estabelecidas numa hora e local (virtual) livre de restrições e que pode ser adaptado, permitindo uma participação mais efetiva por parte dos estudantes. Assim, e com base nas observações retiradas do estudo implementado, pode ainda referir-se que os contrastes de comportamento verificados entre os alunos do regime diurno e do regime noturno, no que concerne ao empenhamento com as ferramentas online, parecem ser em função do nível de maturidade, do nível de independência enquanto alunos, da motivação intrínseca.
Resumo:
Just as readers feel immersed when the story line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their lifelong observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real.
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Background Appropriate sensorimotor correlations can result in the illusion of ownership of exogenous body parts. Nevertheless, whether and how the illusion of owning a new body part affects human perception, and in particular pain detection, is still poorly investigated. Recent findings have shown that seeing one’s own body is analgesic, but it is not known whether this effect is transferable to newly embodied, but exogenous, body parts. In recent years, results from our laboratory have demonstrated that a virtual body can be felt as one’s own, provided realistic multisensory correlations. Methods The current work aimed at investigating the impact of virtual body ownership on pain threshold. An immersive virtual environment allowed a first-person perspective of a virtual body that replaced the own. Passive movement of the index finger congruent with the movement of the virtual index finger was used in the “synchronous” condition to induce ownership of the virtual arm. The pain threshold was tested by thermal stimulation under four conditions: 1) synchronous movements of the real and virtual fingers, 2) asynchronous movements, 3) seeing a virtual object instead of an arm, and 4) not seeing any limb in real world. Results Our results show that, independently of attentional and stimulus adaptation processes, the ownership of a virtual arm per se can significantly increase the thermal pain threshold. Conclusions This finding may be relevant for the development and improvement of digital solutions for rehabilitation and pain treatment.