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An evaluation of user support strategies for managed learning in a multi user virtual environmentPerera, Galhenage Indika Udaya Shantha January 2013 (has links)
The management of online learning environments so that they are effective and efficient presents a significant challenge for institutions and lecturers due to the complexity of requirements in the learning and teaching domain. The use of 3D Multi User Virtual Environments (MUVEs) for education introduces a novel set of management challenges. MUVEs were designed to cater for entertainment and commercial needs and as such do not intrinsically support managed learning. When MUVEs are used for educational purposes, forming 3D Multi User Learning Environments (MULEs), user support for learning management becomes an important factor. This thesis highlights the importance of managed learning in MULEs. It proposes a coordinated approach which accommodates the existing education institutional infrastructure. The research has focused on two very widely used and closely compatible MUVEs, Second Life (SL) and OpenSim. The thesis presents system and user studies that have been carried out on these selected MUVEs. The findings reveal the challenges that academics and students can experience if they do not have sufficient knowhow to manage learning activities in SL/OpenSim. User guidance and training tools were then developed for supporting learning management strategies in the context of SL/OpenSim and demonstrated in exemplar use-case scenarios. The user support models and tools which were developed have been extensively evaluated for their usability and educational value using diverse participant groups. The results validate the efficacy of these contributions, defending the research thesis. These contributions can be used in future research on managing MUVE supported education.
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Understanding user engagement in immersive and interactive storiesDow, Steven P. 23 September 2008 (has links)
Popular science fiction often proffers the Holodeck vision for future immersive media: a seamless and transparent interface connecting users to a virtual world where they transform into a story character and influence unfolding events. In my dissertation, I offer empirical observations on a discussion that has been largely theoretical to this point. I explore the psychological concept of user engagement through an immersive and interactive story experience called AR Façade. In the experience, the "player" interfaces with an animated married couple through an augmented reality (AR) interface that allows for unconstrained body movement and speech communication. The player finds herself in the middle of a marital conflict and can influence how the social scenario plays out through her actions and statements. I have studied the AR Façade experience from the user perspective by conducting mixed-method investigations in two instantiations: our proof of concept lab demo at Georgia Tech and an eleven-week gallery installation at the Beall Center for Art and Technology in Irvine, CA.
My thesis challenges the assumptions ingrained in the Holodeck vision by offering empirical evidence that immersive display technology both supports and counteracts the experiential pleasures sought by proponents of the Holodeck medium. Focusing on the experiential aspects of the human-computer interface, I examine how a media experience changes when going from traditional desktop interaction to immersive augmented reality. While the goal of many presence researchers is to strive for an "illusion of non-mediation", I conclude that explicit mediation may be required for reaching embodied narrative engagement. An immersive interface should be mediated to provide clear mechanics to support player agency (the feeling of empowerment over events) and allow the player to manage their distance from the designated character role. In the process of presenting evidence for my claim, I clarify the terminology across the stakeholder disciplines and present an empirical case study that spans media theory, design practice, and computer science.
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Dmitry: uma arquitetura para gestão ágil de projetos no moodleSantos, Christiano Lima 16 May 2014 (has links)
In recent decades, geographic barriers no longer exist, communication has become faster and affordable and technological tools expanded the power of human information processing, leading to profound economic, social and cultural transformations. Thus, Information and Communication Technologies received critical role in a society that communicates, negotiates and learns "in network", however educational approaches adopted in schools and universities are still lagged. New constructivist teaching techniques such as Project-Based Learning and computational tools like Virtual Learning Environments are researched and experimented, suggesting educational project management through cyberspace as a possible educational approach that promotes the construction of knowledge by the learners themselves collaboratively and overcoming geographical constraints. This dissertation analyzes the Virtual Learning Environment Moodle to support the technique of Project-Based Learning and presents a software architecture for the educational project management like an environment that enables learning of more autonomous and collaborative way. / Nas últimas décadas, barreiras geográficas deixaram de existir, a comunicação tornou-se mais veloz e acessível e ferramentas tecnológicas ampliaram o poder de processamento humano das informações, levando a profundas transformações econômicas, sociais e culturais. Assim, Tecnologias da Informação e Comunicação receberam papel fundamental em uma sociedade que se comunica, negocia e aprende "em rede", entretanto abordagens educacionais adotadas nas instituições de ensino ainda se encontram defasadas. Novas técnicas de ensino construtivistas como a Aprendizagem Baseada em Projetos e ferramentas computacionais como os Ambientes Virtuais de Aprendizagem são pesquisadas e experimentadas, apontando a gestão de projetos educativos por meio do ciberespaço como uma possível abordagem educacional capaz de promover a construção do conhecimento pelos próprios aprendizes de forma colaborativa e superando restrições geográficas. Esta dissertação analisa o Ambiente Virtual de Aprendizagem Moodle como suporte à técnica de Aprendizagem Baseada em Projetos e apresenta uma arquitetura de software para a gestão de projetos educativos como um ambiente que permita a aprendizagem de forma mais autônoma e colaborativa.
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Dmitry: uma arquitetura para gestão ágil de projetos no moodleSantos, Christiano Lima 16 May 2014 (has links)
In recent decades, geographic barriers no longer exist, communication has become faster and affordable and technological tools expanded the power of human information processing, leading to profound economic, social and cultural transformations. Thus, Information and Communication Technologies received critical role in a society that communicates, negotiates and learns "in network", however educational approaches adopted in schools and universities are still lagged. New constructivist teaching techniques such as Project-Based Learning and computational tools like Virtual Learning Environments are researched and experimented, suggesting educational project management through cyberspace as a possible educational approach that promotes the construction of knowledge by the learners themselves collaboratively and overcoming geographical constraints. This dissertation analyzes the Virtual Learning Environment Moodle to support the technique of Project-Based Learning and presents a software architecture for the educational project management like an environment that enables learning of more autonomous and collaborative way. / Nas últimas décadas, barreiras geográficas deixaram de existir, a comunicação tornou-se mais veloz e acessível e ferramentas tecnológicas ampliaram o poder de processamento humano das informações, levando a profundas transformações econômicas, sociais e culturais. Assim, Tecnologias da Informação e Comunicação receberam papel fundamental em uma sociedade que se comunica, negocia e aprende "em rede", entretanto abordagens educacionais adotadas nas instituições de ensino ainda se encontram defasadas. Novas técnicas de ensino construtivistas como a Aprendizagem Baseada em Projetos e ferramentas computacionais como os Ambientes Virtuais de Aprendizagem são pesquisadas e experimentadas, apontando a gestão de projetos educativos por meio do ciberespaço como uma possível abordagem educacional capaz de promover a construção do conhecimento pelos próprios aprendizes de forma colaborativa e superando restrições geográficas. Esta dissertação analisa o Ambiente Virtual de Aprendizagem Moodle como suporte à técnica de Aprendizagem Baseada em Projetos e apresenta uma arquitetura de software para a gestão de projetos educativos como um ambiente que permita a aprendizagem de forma mais autônoma e colaborativa.
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Produção de material didático para ambientes virtuais de aprendizagem na educação a distância para o ensino superiorSilva, Leonardo Florencio da 11 September 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-11-07T12:23:41Z
No. of bitstreams: 1
Leonardo Florêncio da Silva.pdf: 35190693 bytes, checksum: e417a59f537fe58b1978aa8931e59920 (MD5) / Made available in DSpace on 2018-11-07T12:23:41Z (GMT). No. of bitstreams: 1
Leonardo Florêncio da Silva.pdf: 35190693 bytes, checksum: e417a59f537fe58b1978aa8931e59920 (MD5)
Previous issue date: 2018-09-11 / The dissertation has no abstract / Esta pesquisa visa apresentar o processo de produção de material didático para ambientes
virtuais de aprendizagem (AVA), na educação a distância (EaD), em uma instituição de ensino
superior (IES).
Reflete-se em torno de questões como: Quais são os elementos norteadores na elaboração
de material didático digital para a EaD? Quais são as metodologias e processos dessa IES?
Qual a contribuição que tais processos propiciam para além da realidade dessa IES?
São apresentados elementos norteadores, tais como os instrumentos avaliativos e os
referenciais de qualidade, que respaldam a prática da educação a distância no Brasil, no
ensino superior, com reflexo no material didático. Com o avanço da pesquisa, foi possível
perceber a presença e importância de teorias instrucionais e teoria multimídia,
principalmente aplicadas aos objetos virtuais de aprendizagem, principal conteúdo do
material didático
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Implementation and Analysis of Co-Located Virtual Reality for Scientific Data VisualizationJordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>
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