scholarly journals Learning outcome, presence and satisfaction from a science activity in Second Life

Author(s):  
Ioannis Vrellis ◽  
Nikolaos Avouris ◽  
Tassos A. Mikropoulos

Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are 3D collaborative virtual environments that could act as complementary or alternative worlds for the implementation of laboratory PBL activities offering low-cost, safe, and always available environments. The aim of this study was to compare a simple laboratory PBL activity implemented in both the real and virtual worlds, in terms of learning outcome, satisfaction, and presence. The sample consisted of 150 undergraduate university students. The results show that the MUVE provided similar learning outcome and satisfaction to the real-world condition. Presence was positively correlated to satisfaction but not to the learning outcome. Finally, there are indications that the MUVE was perceived as more pleasurable and informal learning environment, while reality was perceived as more stressful.

2012 ◽  
Vol 11 (3) ◽  
pp. 229-253 ◽  
Author(s):  
Jeffrey L. Kidder

Parkour is a new sport based on athletically and artistically overcoming urban obstacles. In this paper, I argue that the real world practices of parkour are dialectically intertwined with the virtual worlds made possible by information and communication technologies. My analysis of parkour underscores how globalized ideas and images available through the Internet and other media can be put into practice within specific locales. Practitioners of parkour, therefore, engage their immediate, physical world at the same time that they draw upon an imagination enabled by their on–screen lives. As such, urban researchers need to consider the ways that virtual worlds can change and enhance how individuals understand and utilize the material spaces of the city.


2015 ◽  
Vol 11 (3) ◽  
pp. 245-264 ◽  
Author(s):  
Julia J. A. Shaw

AbstractThe largely unfettered realm of hardware and software code offers limitless possibilities in expanding the use and influence of information and communication technologies. As transcendent technologies they are unrestrained by the divergent equivalence of human categories of difference such as gender, race and class, or conceptual binary oppositions such as good/evil, happy/sad, freedom/oppression. Whilst a material grounding in earlier forms of embodied social experience remains an essential precondition of interaction with virtual systems, it is suggested that the virtual world is in the process of transforming the real world or, at least, subordinating it as slave to the machine world. This shift has fostered an imbalance of power between human and the posthuman, and consequently the epoch of the machine is often alleged to be both modern miracle and monster. Just as at a human level, rational thought processes restrain ideas which are unruly and require control, ICT advancements have proliferated to the point where these technologies also need to be classified, constrained where necessary, and diluted into the real world in real time. In this current climate of endless technological transformation, along with the growth of mass surveillance technologies together with the expansion of regulatory state powers, it is clear that any further innovations cannot be left to market forces without first considering the groundwork for the development of an appropriate monitoring mechanism. Before an appropriate set of regulatory mechanisms can be explicated, it is first necessary to consider the nature of the evolving transgressive human–machine relationship and the possible implications for humanity in the modern hypermediated world.


Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and ‘médiance' in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a mesocriticism will be proposed as a new approach for the study of virtual environments.


Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and “médiance” in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a meso-criticism will be proposed as a new approach for the study of virtual environments.


2013 ◽  
Vol 6 (2) ◽  
Author(s):  
Marco Lüthy ◽  
Jean-Julien Aucouturier

The real-world music industry is undergoing a transition away from the retailing and distribution of fixed objects (records, files) to the consumption of live, interactive events (concerts, happenings). This development is paralleled by the recent flourishing of live music in virtual worlds, which in many ways could become the epitome of its real-world counterpart. For the artists, virtual concerts are cheap and easy to organize, and can therefore be a viable alternative to performing in the real world. For the music promoter and marketer, virtual concert attendance can be traced and analyzed more easily than in the real world. For the virtual concertgoer, attending concerts that are happening a (virtual) world away is possible with a single click.Taking insights from both a survey among the Second-Life music practitioners and from our own prototype of a live music recommendation system built on top of Second-Life, this article shows that the technical infrastructure of current virtual worlds is not well-suited to the development of the content management tools needed to support this opportunity. We propose several new ways to address these problems, and advocate for their recognition both by the artistic and the technical community.


2020 ◽  
Vol 2 (2) ◽  
pp. 1-4
Author(s):  
Nadine Touzeau ◽  

In 2003, one of Canada’s neighbours stood up to talk about cyberbullying for the first time. Bill Belsey defined it as follows: “Cyberbullying is the use of information and communication technologies to deliberately, repeatedly and aggressively engage in behaviour towards individuals or a group with the intent to cause harm to others [1]. Cyberbullying cannot be compared to harassment in the real world, as discussed in one of my scientific publications [2]. The method, the impacts and the propagations are different than in the real world. In fact, the impact on the victim is also different. She does not feel the same reproaches, criticisms, insults, as in the virtual world and does not experience them in the same way. In fact, the emotional cycle from the moment of receiving the insult to reparation or resignation is different. This is what I have found when working on several cases of cyberbullying victims and their predators. I name this theory: “Phases of Cyberbullying Victim’s Feelings” In fact, the emotional cycle from the moment of receiving the insult to reparation or resignation is different. This is what I have found when working on several cases of cyberbullying victims and their predators. I name this theory: “Phases of Cyberbullying Victim’s Feelings” It is the fifth in my family of theories on Behavioral Differences between the real and the virtual [3]. “Avatarization”, “Transversal Zone”, “Virtual Intelligence” and “Modus Operandi in the virtual” as well as my books on net-profiling [4]. Understanding these emotional phases of the cyberbullying victim allows to better apprehend the said victim and prevent him from committing suicide, but also to prevent the cybercriminal. The victim will also feel better considered.


Author(s):  
Andrew Brooks

Education is moving out of the classroom and into the real world, driven by both emerging Information and Communication Technologies (ICT) and new economic models. The boom of the web and social networking has revolutionised global communication and collaboration. A DIY culture and industries are emerging because of this. Mobile devices connecting to the digital superhighways are merging the real and digital worlds. This, coupled with the falling cost of the hardware as well as the free software movement may soon place a new model of education into the grasp of almost everyone. A model where education is no longer the process of being fed information, but rather a process of enquiry, exploration, discovery, expression and re-interpretation of the world around us on our own terms. The potential for learning from and with each other at this moment in time is unprecedented.


2009 ◽  
pp. 308-319 ◽  
Author(s):  
Ned Kock

Virtual worlds can be defined as technology-created virtual environments that incorporate representations of real world elements such as human beings, landscapes and other objects. Recent years have seen the growing use of virtual worlds such as Second Life and World of Warcraft for entertainment and business purposes, and a rising interest from researchers in the impact that virtual worlds can have on patterns of e-collaboration behavior and collaborative task outcomes. This article looks into whether actual work can be accomplished in virtual worlds, whether virtual worlds can provide the basis for trade (B2C and C2C e-commerce), and whether they can serve as a platform for credible studies of ecollaboration behavior and related outcomes. The conclusion reached is that virtual worlds hold great potential in each of these three areas, even though there are certainly pitfalls ahead.


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Paul R Messinger ◽  
Xin Ge ◽  
Eleni Stroulia ◽  
Kelly Lyons ◽  
Kristen Smirnov ◽  
...  

What is the relationship between avatars and the people they represent in terms of appearance and behavior? In this paper, we hypothesize that people (balancing motives of self-verification and self-enhancement) customize the image of their avatars to bear similarity to their real selves, but with moderate enhancements. We also hypothesize that virtual-world behavior (due to deindividuation in computer-mediated communication environments) is less restrained by normal inhibitions than real-world behavior. Lastly, we hypothesize that people with more attractive avatars than their real selves will be somewhat more confident and extraverted in virtual worlds than they are in the real world. We examine these issues using data collected from Second Life residents using an in-world intercept method that involved recruiting respondents’ avatars from a representative sample of locations. Our quantitative data indicate that, on average, people report making their avatars similar to themselves, but somewhat more attractive. And, compared to real-world behavior, respondents indicate that their virtual-world behavior is more outgoing and risk-taking and less thoughtful/more superficial. Finally, people with avatars more attractive than their real selves state that they are more outgoing, extraverted, risk-taking, and loud than their real selves (particularly if they reported being relatively low on these traits in the real world). Qualitative data from open-ended questions corroborate our hypotheses.


1970 ◽  
Vol 2 (5) ◽  
Author(s):  
Donizetti Louro ◽  
Tania Fraga ◽  
Maurício Pontuschka

This essay reflects the metaverse as a virtual reality system created byaffective and aesthetic computing and its digital morphology through visual mathematics. An appropriate system and its structures can move, changing their shapes as a whole, and produce responsive 3D assemblages answering in simple ways to emotions. The study of behavior and cognition in virtual environments, and to interact with them as a collaborator, is valuable, but we also need someone who gets right into the code to see how it all works and how it may be adapted to his own world, as well as keeping the study focused on the necessity to organize the known geometries in systematized morphological sets to apply them for the creation of affective and aesthetic systems for virtual worlds in 3D platforms, which change and grow, becoming symbiotic assemblages. Certainly, there is a long journey to go on to investigating conditions and evolutionary iterations which may assist the affective computing to approximate to the real world, to go ahead and conquermore and more ambitious digital architectural spaces, but it all are like vectors pointing to such direction.


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