A Case Study on the Implementation of the 3C Collaboration Model in Virtual Environments

Author(s):  
Daniel Medeiros ◽  
Eduardo Ribeiro ◽  
Peter Dam ◽  
Rodrigo Pinheiro ◽  
Thiago Motta ◽  
...  
2007 ◽  
Vol 2007 ◽  
pp. 1-8 ◽  
Author(s):  
Robert Leeb ◽  
Doron Friedman ◽  
Gernot R. Müller-Putz ◽  
Reinhold Scherer ◽  
Mel Slater ◽  
...  

The aim of the present study was to demonstrate for the first time that brain waves can be used by a tetraplegic to control movements of his wheelchair in virtual reality (VR). In this case study, the spinal cord injured (SCI) subject was able to generate bursts of beta oscillations in the electroencephalogram (EEG) by imagination of movements of his paralyzed feet. These beta oscillations were used for a self-paced (asynchronous) brain-computer interface (BCI) control based on a single bipolar EEG recording. The subject was placed inside a virtual street populated with avatars. The task was to “go” from avatar to avatar towards the end of the street, but to stop at each avatar and talk to them. In average, the participant was able to successfully perform this asynchronous experiment with a performance of 90%, single runs up to 100%.


Author(s):  
Joao Lourenco ◽  
Joao Teixeira ◽  
Paulo Carvalho ◽  
Luis Padua ◽  
Telmo Adao ◽  
...  

Author(s):  
Minkie O. English ◽  
Rozanne Dioso-Lopez ◽  
Salika A. Lawrence

An exploratory and descriptive case study of the experiences of secondary learners at a community-based learning center on the Caribbean coast in Latin America, this study explores how the Casa Morpho Community of Learners (CoL) model met the socio-emotional (SEL) and literacy needs of adolescents within various virtual environments during the quarantine in Costa Rica. Using lesson plans, teachers' reflective notes, and a developed Learners reflective survey, the following questions were addressed: 1) How did Casa Morpho's curriculum support learners in virtual environments, and with their SEL and literacy needs during the COVID-19 pandemic? 2) What practices were used and how do learners perceive those experiences?


Author(s):  
James Cunningham ◽  
Christian Lopez ◽  
Omar Ashour ◽  
Conrad S. Tucker

Abstract In this work, a Deep Reinforcement Learning (RL) approach is proposed for Procedural Content Generation (PCG) that seeks to automate the generation of multiple related virtual reality (VR) environments for enhanced personalized learning. This allows for the user to be exposed to multiple virtual scenarios that demonstrate a consistent theme, which is especially valuable in an educational context. RL approaches to PCG offer the advantage of not requiring training data, as opposed to other PCG approaches that employ supervised learning approaches. This work advances the state of the art in RL-based PCG by demonstrating the ability to generate a diversity of contexts in order to teach the same underlying concept. A case study is presented that demonstrates the feasibility of the proposed RL-based PCG method using examples of probability distributions in both manufacturing facility and grocery store virtual environments. The method demonstrated in this paper has the potential to enable the automatic generation of a variety of virtual environments that are connected by a common concept or theme.


2005 ◽  
Vol 14 (02n03) ◽  
pp. 299-328 ◽  
Author(s):  
HUGO FUKS ◽  
ALBERTO B. RAPOSO ◽  
MARCO A. GEROSA ◽  
CARLOS J. P. LUCENA

This paper introduces an approach based on the 3C (communication, coordination and cooperation) collaboration model to the development of collaborative systems. The 3C model is studied by means of a detailed analysis of each of its three elements, followed by a case study of a learningware application and the methodology of a web-based course, both designed based on this model. Moreover, this paper describes a component-based system architecture following this 3C approach.


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