multiuser virtual environment
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Author(s):  
Adriana Peña Pérez Negrón ◽  

Current virtual environments are predominantly visual-spatial, which allows their ‘inhabitants’ the display, either in a conscious or unconscious way, of nonverbal cues during interaction, such as gaze direction, deictic gestures or location. This interchange of nonverbal messages enriches interaction while supports mutual comprehension, fundamental for collaborative work and therefore particularly important in a multiuser virtual environment, that is, a Collaborative Virtual Environment. Different techniques, the media involvement, and automatic detection related collaborative nonverbal interaction are here discussed.


Author(s):  
Diane Jass Ketelhut ◽  
Chris Dede ◽  
Jody Clarke ◽  
Brian Nelson ◽  
Cassie Bowman

2013 ◽  
Vol 27 (3) ◽  
pp. 146-154 ◽  
Author(s):  
Luanne Billingsley ◽  
Karen Rice ◽  
Marsha Bennett ◽  
Shelley Thibeau

2012 ◽  
Vol 51 (10) ◽  
pp. 595-596 ◽  
Author(s):  
Estelle Codier ◽  
Anna Holeikaumaka Holt

2012 ◽  
pp. 117-136
Author(s):  
YiYan Wu ◽  
Tiffany A. Koszalka

This chapter examines the instructional design of, and reports on research conducted within, a multiuser virtual environment created for a distributed Collaborative Engineering Design (CED) course. The course’s Advanced Interactive Discovery Environment (AIDE) provided a variety of synchronous online tools and communication devices to support SameTime virtual team collaboration and problem-solving within the course. The research helped to unpack (1) which tools team members engaged with during collaborative learning activities, (2) how and why they used or did not use provided online features to support their individual learning and enhance team productivity, collaboration, and communication, and (3) how team members communicated socially. The research also describes how different team social communication patterns may be related to the patterns of team technology use. Relevant theoretical frameworks including social learning, media stickiness, cognitive imprinting, and recommendations on how different tools can be effectively integrated into multiuser virtual environments to facilitate learning are discussed.


2012 ◽  
Vol 30 (2) ◽  
pp. 63-67 ◽  
Author(s):  
Maximilian Veltman ◽  
Kelley Connor ◽  
Michelle Honey ◽  
Scott Diener ◽  
David Bodily

ReCALL ◽  
2012 ◽  
Vol 24 (1) ◽  
pp. 20-39 ◽  
Author(s):  
Mark Peterson

AbstractThis paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer Assisted Language Learning (CALL). The discussion then focuses on an investigation of the Second Life-based text chat of learners located at a university in Japan. Data analysis reveals that the environment, and tasks, elicited types of collaborative interaction hypothesized as beneficial in the sociocultural account of language development. Collaborative interaction identified in the data involved peer-scaffolding focusing on lexis, and correction. The data further showed that the participants actively maintained a supportive atmosphere through the provision of utterances designed to signal interest, and the extensive use of positive politeness. These factors facilitated social cohesion, intersubjectivity, and the consistent production of coherent target language output focused on the tasks. Participant feedback was broadly positive, and indicates that specific features of Second Life such as individual avatars, coupled to the computer-based nature of the interaction, appeared to enhance discourse management, engagement, and participation. The findings suggest that Second Life provides an arena for learner centered social interaction that offers valuable opportunities for target language practice, and the development of autonomy. Areas of potential for future research are identified.


Author(s):  
YiYan Wu ◽  
Tiffany A. Koszalka

This chapter examines the instructional design of, and reports on research conducted within, a multiuser virtual environment created for a distributed Collaborative Engineering Design (CED) course. The course’s Advanced Interactive Discovery Environment (AIDE) provided a variety of synchronous online tools and communication devices to support SameTime virtual team collaboration and problem-solving within the course. The research helped to unpack (1) which tools team members engaged with during collaborative learning activities, (2) how and why they used or did not use provided online features to support their individual learning and enhance team productivity, collaboration, and communication, and (3) how team members communicated socially. The research also describes how different team social communication patterns may be related to the patterns of team technology use. Relevant theoretical frameworks including social learning, media stickiness, cognitive imprinting, and recommendations on how different tools can be effectively integrated into multiuser virtual environments to facilitate learning are discussed.


Author(s):  
Jiuguang Feng ◽  
Liyan Song

Second Life (SL) is a multiuser virtual environment (MUVE) that can be used to enhance students’ learning. It is a virtual environment constructed by SL residents, where students can engage in collaborative learning with other SL residents. In the field of education, SL has been used as a professional tool, a synchronous online system, a virtual environment mimicking real life, a platform for role-playing, a communication tool between teachers and students. This chapter focuses on education-oriented research activities conducted in SL. The authors explain and analyze SL usage in higher education, foreign language instruction as well as investigated its contribution to various learning paradigms, and suggested future research directions.


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