A review of interoperability and possibilities for data analysis from virtual world environments

2011 ◽  
Vol 6 (3/4) ◽  
pp. 234 ◽  
Author(s):  
Carlos Miguel Lorenzo
2012 ◽  
pp. 149-160
Author(s):  
Linda W. Wood

Higher education institutions are constantly challenged with the task of educating a technology savvy generation of students. Colleges must be able and ready to meet the needs of these digital-age students. What are the perceptions of college faculty of using virtual world technology as a teaching tool in the classroom? The purpose of this chapter is to explore how virtual world environments can be used as a faculty development tool in order to encourage the use of virtual worlds as a teaching tool in the classroom. This chapter references research from a mixed methods study exploring college faculty perceptions of the adoption of virtual world technology into the classroom, which in turn, provides insight to the willingness of higher education faculty to adopt this type of technology. In addition, the final section of the chapter includes a suggested guide on how to create a virtual world faculty development workshop based in Linden Lab’s Second Life.


Author(s):  
Marcel Kyas ◽  
Joshua D. Springer ◽  
Jan Tore Pedersen ◽  
Valentina Chkoniya

This chapter identifies the critical issues that must be addressed to accelerate the digital transition in the chartering market. The maritime industry is one of the pillars of global trade, where change is a constant. Again, shipping is at the cusp of a new era—one driven by data. The authors review the state-of-the-art technology that is useful to automate chartering processes. · The Fourth Industrial Revolution (or Industry 4.0) starts to change the bulk shipping markets leveraging the data flow between industrial processes in the physical and virtual world. · The internet of things accelerates data flow from things in the real world to the virtual world and enables us to control processes in real-time. Machine-to-machine communication, together with artificial intelligence, creates autonomous systems in many areas of production and logistics. Based on the gathered elements, eShip's case study was analyzed, and future steps have been defined for the data analysis in the shipping industry.


Author(s):  
James Oliverio ◽  
Dennis Beck

We introduce the term ‘mixed social environments’ as a strategic learning construct to augment student interaction when utilizing virtual world environments such as Second Life in the classroom. While an increasing number of institutions are investigating the use of virtual world environments for enhanced learning, at present there are at least three major areas that are underdeveloped: interdisciplinary research, documentation of best practices, and exploration of the use of mixed social environments. In the spring of 2007, a new interdisciplinary research seminar addressing these aspects was offered at a large American university. We present an overview of the resultant learning artifacts, outcomes, and research questions in hopes of helping to inform best practices, expand interdisciplinary research, and assist in the design of future mixed social environments for enhanced learning.


Author(s):  
Brenda Eschenbrenner ◽  
Fiona Fui-Hoon Nah ◽  
Keng Siau

Three-dimensional virtual world environments are providing new opportunities to develop engaging, immersive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. Hence, virtual worlds are presenting opportunities for students to engage in both constructivist and collaborative learning. To assess the impact of the use of virtual worlds on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on the review, educational opportunities in virtual worlds and gaps in meeting pedagogical objectives are discussed. Practical and research implications are also addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.


KIRYOKU ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 44-57
Author(s):  
Izzatul Maulina ◽  
Lisda Nurjaleka

This study aims to analyze and categorize the type of yakuwarigo or role language on the Anime of Gintama. Role language, or known as Yakuwarigo in Japanese, is a set of language features associated with a particular type of character in the virtual world. The characteristic of these languages variation such as vocabulary, grammar, intonation, and accent patterns. (Kinsui, 2003). This study also investigates the function of these language variation types focusing on the yakuwarigo types in Anime Gintama. The data collection technique that was used is the note technique. The data analysis technique used in this study was the reading markah analysis technique followed by a descriptive qualitative data analysis technique to present the results of the data analysis. The results show that the type of Yakuwarigo found in Anime Gintama shows the variation of the character itself. Seven types of yakuwarigo seen from 10 Gintama anime characters, namely, aruyo kotoba, hakase go, onee kotoba, joseigo, danseigo, chara gobi, and Osaka ben. And the particular type of the yakuwarigo’s characteristics was shujoshi and specific types of expression used by these characters.


2016 ◽  
Vol 7 (1-2) ◽  
pp. 20-38
Author(s):  
Andrei Cosmin Dumbravă

As we can see the significant increase in the number of video games on the market, but also an increase in the number of people who choose to relax in a virtual world at the expense of reality. In this context, present study has the primary objective of discovering whether any of the Big Five personality components can predict gaming addiction. A total of 137 respondents aged between 10 and 55 participated in the data collection. As a result of the data analysis, the neuroticism factor explains 28% of the gaming addiction variable (R2 = .28, p <0.01) and the introversion factor variance explains 4% of the gaming addiction variable (R2 = .04, p <0.05). The rest of the personality factors did not correlate significantly with the gaming addiction variable. The types of video games did not moderate the relationship between emotional stability and gaming addiction.


Sign in / Sign up

Export Citation Format

Share Document