938 resultados para Virtual Auditory Environments


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The aim of this study was to gain a deeper understanding of the learning experiences of upper secondary school students in a virtual learning environment. The focus of the study is younger students aged 16–18. Virtual learning environments are defined as collaborative, interactive and communicative digital environments. The main research question was to distinguish the meaning of learning given by the participants. Did the participants perceive learning potential in the virtual learning environment, and if so, what signifies learning potential? Sub-questions were: What enhances learning? What might inhibit learning in a distance course? How do the participants relate to their role as distant learners? Four upper secondary schools in Finland took part in the study. Thirteen upper secondary students were interviewed after a distance course in social studies. During the analysis, four main categories were identified: responsibility, freedom, time and communication. A constructivist approach to learning was adopted while analysing the interviews, and the categories were understood through cognitive, affective and social dimensions of learning. The implications of the study are that a student-centred pedagogy and a social constructivist course design have the potential to motivate students to interact to learn, while the software, such as Second Life, Google+ and Wikibooks, offers them the possibility to do so. The study introduces an empirically supported concept, virtual learning. Virtual learning assumes an active learner who manages different learning spaces while communicating with people and metacognitively assessing the learning process. At the same time, students get used to the virtual and everchanging nature of information and knowledge.

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This study reports on an international project in which students taking the course Contemporary Issues in Turkish Politics in spring 2011 and fall 2011 at two institutions of higher education, ‘Gettysburg College’ in the United States and ‘Izmir University of Economics’ in Turkey, worked together in virtual learning environments to complete various tasks as part of their course work. The project employed a blend of traditional and technology-based teaching methods in order to introduce a technology like Skype in a bi-national learning environment in Turkey. Students collaborated and interacted with their international counterparts in two different virtual contexts. First, classrooms in the two countries were merged via Skype three times to conduct classroom-to-classroom discussion sessions on Turkish politics. Second, students were paired across locations to work on several assignments. In this paper, our goal is to present how Skype is used in a bi-national context as a blended teaching tool in an upper-level college course for instructors pursuing a similar exercise. In addition to outlining the process with a focus on Skype discussions and one-on-one student projects, we provide actual assignments and discussion questions. Students’ views elicited through surveys administered throughout the semester are presented alongside anecdotal evidence to reflect how the project was received.

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This paper presents a best-practice model for the redesign of virtual learning environments (VLEs) within creative arts to augment blended learning. In considering a blended learning best-practice model, three factors should be considered: the conscious and active human intervention, good learning design and pedagogical input, and the sensitive handling of the process by trained professionals. This study is based on a comprehensive VLE content analysis conducted across two academic schools within the creative arts at one Post-92 higher education (HE) institution. It was found that four main barriers affect the use of the VLE within creative arts: lack of flexibility in relation to navigation and interface, time in developing resources, competency level of tutors (confidence in developing online resources balanced against other flexible open resources) and factors affecting the engagement of ‘digital residents’. The experimental approach adopted in this study involved a partnership between the learning technology advisor and academic staff, which resulted in a VLE best-practice model that focused directly on improving aesthetics and navigation. The approach adopted in this study allowed a purposive sample of academic staff to engage as participants, stepping back cognitively from their routine practices in relation to their use of the VLE and questioning approaches to how they embed the VLE to support teaching and learning. The model presented in this paper identified a potential solution to overcome the challenges of integrating the VLE within creative arts. The findings of this study demonstrate positive impact on staff and student experience and provide a sustainable model of good practice for the redesign of the VLE within creative disciplines.

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Efficient Navigation is essential for the user-acceptance of the Virtual Environments (VEs), but it is also inherently, a difficult task to perform. Resulting research in the area provides users with great variety of navigation assistance in VEs however it is still known to be inadequate, complex and suffers through many limitations. In this paper we discuss the task of navigation in the virtual environments and record the wayfinding assistance currently available for the VEs. The paper introduces taxonomy of navigation and categorizes the aids on basis of the functions performed. The paper provides views on current work performed in the area of non-speech auditory aids. Further we conclude by providing views on the important areas that require further investigation and research.

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This paper addresses the crucial problem of wayfinding assistance in the Virtual Environments (VEs). A number of navigation aids such as maps, agents, trails and acoustic landmarks are available to support the user for navigation in VEs, however it is evident that most of the aids are visually dominated. This work-in-progress describes a sound based approach that intends to assist the task of 'route decision' during navigation in a VE using music. Furthermore, with use of musical sounds it aims to reduce the cognitive load associated with other visually as well as physically dominated tasks. To achieve these goals, the approach exploits the benefits provided by music to ease and enhance the task of wayfinding, whilst making the user experience in the VE smooth and enjoyable.

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We conducted two psychophysical experiments to investigate the relationship between processing mechanisms for exocentric distance and direction. In the first experiment, the task was to discriminate exocentric distances. In the second one, the task was to discriminate exocentric directions. The individual effects of distance and direction on each task were dissociated by analyzing their corresponding psychophysical functions. Under stereoscopicviewing conditions, distancejudgments of excentric intervals were not affected by exocentric direction. However, directionjudgments were influenced by the distance between the pair of stimuli. Therefore, the mechanism processing exocentric direction is dependent on exocentric distance, but the mechanism processing exocentric distance does not require exocentric: direction measures. As a result, we suggest that exocentric distance and direction are hierarchically processed, with distance preceding direction. Alternatively, and more probably, a necessary condition for processing the exocentric direction between two stimuli may be to know the location of each of them.

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Object-oriented programming languages presently are the dominant paradigm of application development (e. g., Java,. NET). Lately, increasingly more Java applications have long (or very long) execution times and manipulate large amounts of data/information, gaining relevance in fields related with e-Science (with Grid and Cloud computing). Significant examples include Chemistry, Computational Biology and Bio-informatics, with many available Java-based APIs (e. g., Neobio). Often, when the execution of such an application is terminated abruptly because of a failure (regardless of the cause being a hardware of software fault, lack of available resources, etc.), all of its work already performed is simply lost, and when the application is later re-initiated, it has to restart all its work from scratch, wasting resources and time, while also being prone to another failure and may delay its completion with no deadline guarantees. Our proposed solution to address these issues is through incorporating mechanisms for checkpointing and migration in a JVM. These make applications more robust and flexible by being able to move to other nodes, without any intervention from the programmer. This article provides a solution to Java applications with long execution times, by extending a JVM (Jikes research virtual machine) with such mechanisms. Copyright (C) 2011 John Wiley & Sons, Ltd.

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In this paper a new simulation environment for a virtual laboratory to educational proposes is presented. The Logisim platform was adopted as the base digital simulation tool, since it has a modular implementation in Java. All the hardware devices used in the laboratory course was designed as components accessible by the simulation tool, and integrated as a library. Moreover, this new library allows the user to access an external interface. This work was motivated by the needed to achieve better learning times on co-design projects, based on hardware and software implementations, and to reduce the laboratory time, decreasing the operational costs of engineer teaching. Furthermore, the use of virtual laboratories in educational environments allows the students to perform functional tests, before they went to a real laboratory. Moreover, these functional tests allow to speed-up the learning when a problem based approach methodology is considered. © 2014 IEEE.

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El presente proyecto se plantea el siguiente problema de investigación:¿Cuál es la eficacia de los entornos virtuales de enseñanza para optimizar los aprendizajes de Química? Se sostiene la hipótesis de que los entornos virtuales de enseñanza, empleados como mediación instrumental, son eficaces para optimizar los aprendizajes de química, particularmente facilitando la vinculación y reversibilidad entre "mundo micro y macroscópico"; capacidad que usualmente sólo se atribuye al trabajo experimental de laboratorio. Los objetivos propuestos son: Determinar la eficacia de entornos virtuales de enseñanza, como mediaciones instrumentales, para optimizar los aprendizajes de química en estudiantes de ingeniería. Implementar un entrono virtual de enseñanza de química, diseñado como mediación instrumental y destinado a estudiantes de dos carreras de ingeniería del IUA. Evaluar el desarrollo y los resultados de la innovación introducida. Comparar los resultados de la innovación con los resultados de la enseñanza usual. Derivar conclusiones acerca de la eficacia de la innovación propuesta. Socializar el conocimiento producido en ámbitos científico-tecnológicos reconocidos. Se generará un aula virtual en plataforma Educativa y utilidzando el laboratorio de computación de la institución se buscará desarrollar laboratorios virtuales donde se propondrán actividades de simulación de trabajo experimental. Los resultados esperados son: - Un Aula Virtual que cumpla funciones análogas a las de un laboratorio experimental. - Información válida y confiable acerca de la eficacia de la misma como medio para optimizar los aprendizajes de química. - Publicaciones en ámbitos científico-tecnológicos reconocidos que sometan a juicio público la innovación y la investigación efectuadas. La importancia del proyecto radica principalmente en poner a prueba la eficacia de los entornos virtuales para optimizar los aprendizajes de química, analogando tareas usualmente limitadas al trabajo experimental de laboratorio. Su pertinencia apunta a un replanteo del curriculo de los cursos de Química para estudiantes de Ingeniería.

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Dynamic potential fields, guided exploration, virtual environments, navigation

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ERP, auditory virtual reality, dichotic listening, selective auditory attention, cocktail-party phenomenon, HRTF

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This work describes the characteristics of a representative set of seven different virtual laboratories (VLs) aimed for science teaching in secondary school. For this purpose, a 27-item evaluation model that facilitates the characterization of the VLs was prepared. The model takes into account the gaming features, the overall usability, and also the potential to induce scientific literacy. Five of the seven VLs were then tested with two larger and highly heterogenic groups of students, and in two different contexts – biotechnology and physics, respectively. It is described how the VLs were received by the students, taking into account both their motivation and their self-reported learning outcome. In some cases, students’ approach to work with the VLs was recorded digitally, and analyzed qualitatively. In general, the students enjoyed the VL activities, and claimed that they learned from them. Yet, more investigation is required to address the effectiveness of these tools for significant learning.

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The aim of this study was to assess the usefulness of virtual environments representing situations that are emotionally significant to subjects with eating disorders (ED). These environments may be applied with both evaluative and therapeutic aims and in simulation procedures to carry out a range of experimental studies. This paper is part of a wider research project analyzing the influence of the situation to which subjects are exposed on their performance on body image estimation tasks. Thirty female patients with eating disorders were exposed to six virtual environments: a living-room (neutral situation), a kitchen with highcalorie food, a kitchen with low-calorie food, a restaurant with high-calorie food, a restaurant with low-calorie food, and a swimming-pool. After exposure to each environment the STAI-S (a measurement of state anxiety) and the CDB (a measurement of depression) were administered to all subjects. The results show that virtual reality instruments are particularly useful for simulating everyday situations that may provoke emotional reactions such as anxiety and depression, in patients with ED. Virtual environments in which subjects are obliged to ingest high-calorie food provoke the highest levels of state anxiety and depression.