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Adaptive network traffic management for multi user virtual environmentsOliver, Iain Angus January 2011 (has links)
Multi User Virtual Environments (MUVE) are a new class of Internet application with a significant user base. This thesis adds to our understanding of how MUVE network traffic fits into the mix of Internet traffic, and how this relates to the application's needs. MUVEs differ from established Internet traffic types in their requirements from the network. They differ from traditional data traffic in that they have soft real-time constraints, from game traffic in that their bandwidth requirements are higher, and from audio and video streaming traffic in that their data streams can be decomposed into elements that require different qualities of service. This work shows how real-time adaptive measurement based congestion control can be applied to MUVE streams so that they can be made more responsive to changes in network conditions than other real-time traffic and existing MUVE clients. It is shown that a combination of adaptive congestion control and differential Quality of Service (QoS) can increase the range of conditions under which MUVEs both get sufficient bandwidth and are Transport Control Protocol (TCP) fair. The design, implementation and evaluation of an adaptive traffic management system is described. The system has been implemented in a modified client, which allows the MUVE to be made TCP fair without changing the server.
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Gaming Realism in Second LifeZhang, Dan 21 April 2009 (has links)
Virtual worlds are online communities that enable user interaction via avatars in a computer-based simulated environment. In recent years, the fast growth of virtual worlds and their enormous potential for various applications have attracted much attention. Though the uses of virtual worlds are becoming numerous in diverse fields, the core issue for their development from the perspective of gamers is to maximize user immersion. This paper tackles the issue from the perspective of game designers and explores the immersive dimensions of users via an experiment. The experimental platform is a specific virtual world, Second Life, and a particular gaming situation, dancing. The main manipulation involves altering the graphic realism level of both the avatar¡¯s appearance and the dancing environment. The research aims to find out whether there is a correlation between graphic realism and user immersion and, if there is, what element(s) or degrees of realism will lead to different levels of user immersion.
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Fame and Celebrity Within A Virtual World : A Case Study Of World Of WarcraftArmelin, Lucy January 2012 (has links)
Despite the vast amount of research conducted by media academics over the past decade, little is known about the concept of internet celebrity, or e-celebrity, within an online-gaming environment. The overall impression that emerges from literature in this field is that e-celebrity has been studied in popular, user-based or social networking websites. However, this paper aims to contribute to the field by further exploring the role, concept and practices of e-celebrity within a virtual world: the Massively Multiplayer Online Role Playing Game World of Warcraft. By exploring Marwick’s concept of micro-celebrity and by studying players via qualitative means using virtual ethnographic participant observation supported by interviews, the data collected in this paper aims to add nuance to our understanding of the changing concept of celebrity on a virtual level.
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Online Teacher Candidates' Experiences in a Virtual World for the Preparation to Teach Middle SchoolMiller, Nicole C 15 December 2012 (has links)
Increasingly virtual worlds are being used to provide new and varied learning opportunities by various educational organizations such as universities, K-12 schools, and museums (Dembo, 2008; Ketelhut, Nelson, Clarke, & Dede, 2010; The Forbidden City: Beyond Space and Time, 2008). Simultaneously teacher preparation programs are increasingly being offered online (Minsun & Yoon-Joo, 2009; Saltmarsh & Sutherland-Smith, 2010; Sawchuk, 2009; Schrum, Burbank, & Capps, 2007). However, these more traditional online asynchronous learning experiences are often more challenging in several ways: (a) they require greater self-regulation (Artino & Stephens, 2009; Bol & Garner, 2011), (b) they have been reported as sometimes less effective than face-toace learning (Hudson, 2006; C. L. Peterson & Bond, 2004; Saltmarsh & Sutherland-Smith, 2010; Zirkle, 2002); and (c) they have sometimes been perceived as less effective (E. I. Allen & Seaman, 2011; Huss, 2007). Given the potential of virtual worlds for teaching and learning, it was believed that the use of a virtual world for middle level teacher preparation might provide a solution to some of these reported challenges of online learning. The purpose of this study was to describe and examine the experiences of online middle level teacher candidates using a multi-user virtual environment (MUVE) for teacher preparation. Case study methodology was employed, using multiple data sources including interviews, surveys, observations, snapshots, course artifacts, and the primary researcher’s journal. All data were coded and reviewed iteratively to inductively deduce the nature of the participants’ experiences. The data indicate middle level teacher preparation in the MUVE was more supportive and engaging than traditional online-learning experience, and was useful for learning about middle level education. Though the participants found the experiences to be positive, distractions including personal and technical issues played a role. This study offers insights on the use and implementation of MUVEs in online middle level teacher preparation.
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Analýza virtuálního světa Second Life / Analysis of the virtual world Second LifeKubíček, Aleš January 2009 (has links)
This thesis focuses on virtual world Second Life and its creator company Linden Lab. The theoretical part introduces elements of web, social networks and virtual worlds in general. The practical part of the thesis presents Second Life in detail, describes the possibilities for individuals and real-life institutions, together with the present achievements in individual fields. The company Linden Lab is presented in a separate chapter and its present income is estimated and then predicted from statistics of Second Life. The final chapter summarizes the potential barriers to further growth.
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Facilitating Motivation in a Virtual World Within a Second Language Acquisition ClassroomGump, Andrew Warren 26 March 2015 (has links)
No description available.
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Dynamic Designs of Virtual Worlds Using Generative Design AgentsGu, Ning January 2006 (has links)
Doctor of Philosophy (PhD) / This research aims at developing a different kind of virtual world that is dynamically designed and implemented as needed. Currently, most virtual world designs are considered static. Similar to the physical world, these worlds are pre-defined prior to their use. The resultant environments serve certain purposes but do not take into consideration possible changes to the purposes during their use, changes which often occur when the occupants interact with the environments and with each other. Virtual worlds as networked environments can be flexibly configured and programmed. This flexibility makes it possible to consider virtual world designs in terms of dynamics and autonomy, reflecting the changing needs of different moments. To achieve dynamic designs of virtual worlds, this study applies a computational approach using rational design agents. A Generative Design Agent (GDA) model is developed that specifies computational processes for reasoning and designing in virtual worlds. The GDAs serve as personal design agents to the virtual world occupants. Design formalisms for virtual worlds are also addressed. The design component of a GDA is supported by the application of a generative design grammar. On one hand, generative design grammars serve as the generative force to be applied by the GDAs for virtual world design automation. On the other hand, each grammar defines coherent stylistic characterisations shared by the virtual world designs it generates. The technical outcomes of the research consist of the GDA model and a generative design grammar framework. The framework provides guidelines and strategies to designers for developing generative design grammars that produce different design languages for virtual worlds, rather than predefine every detail of all possible virtual world designs. GDAs monitor the virtual worlds and the various activities that occur in the worlds, interpret the occupants’ needs in the virtual worlds and the state of the worlds based on these observations, hypothesise design goals in order to satisfy these needs, and finally apply generative design grammars to provide virtual world designs for the moment, or initiate other actions in the worlds, according to the current design goals, on behalf of the occupants. The development of the GDA model and the generative design grammar framework provides new perspectives for understanding and developing virtual worlds. The GDA model challenges the conventional way that virtual worlds are designed and implemented, and this leads to dynamic designs of virtual worlds. The generative design grammar framework provides a computational approach to formally defining design languages for virtual worlds.
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Distant pointing in desktop collaborative virtual environments2013 March 1900 (has links)
Deictic pointing—pointing at things during conversations—is natural and ubiquitous in human communication. Deictic pointing is important in the real world; it is also important in collaborative virtual environments (CVEs) because CVEs are 3D virtual environments that resemble the real world. CVEs connect people from different locations, allowing them to communicate and collaborate remotely. However, the interaction and communication capabilities of CVEs are not as good as those in the real world. In CVEs, people interact with each other using avatars (the visual representations of users). One problem of avatars is that they are not expressive enough when compare to what we can do in the real world. In particular, deictic pointing has many limitations and is not well supported.
This dissertation focuses on improving the expressiveness of distant pointing—where referents are out of reach—in desktop CVEs. This is done by developing a framework that guides the design and development of pointing techniques; by identifying important aspects of distant pointing through observation of how people point at distant referents in the real world; by designing, implementing, and evaluating distant-pointing techniques; and by providing a set of guidelines for the design of distant pointing in desktop CVEs.
The evaluations of distant-pointing techniques examine whether pointing without extra visual effects (natural pointing) has sufficient accuracy; whether people can control free arm movement (free pointing) along with other avatar actions; and whether free and natural pointing are useful and valuable in desktop CVEs.
Overall, this research provides better support for deictic pointing in CVEs by improving the expressiveness of distant pointing. With better pointing support, gestural communication can be more effective and can ultimately enhance the primary function of CVEs—supporting distributed collaboration.
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A study of ESL students’ performance and perceptions in face-to-face and virtual-world group oral testsSong, Jayoung 04 September 2015 (has links)
The purpose of my dissertation was to explore whether a virtual world could be a suitable platform for second language assessment. It specifically looked at the validity evidence of a virtual-world group oral test compared to that of a face-to-face group oral test by means of test-retest reliability, concurrent validity, face validity, and discourse features in the two testing modes. A total of 64 ESL students who were enrolled in a large language institution in the southwestern part of the United States participated in the study. Thirty students served as a control group and took two sets of face-to-face and virtual-world tests. Thirty-four students served as an experimental group and took two sets of face-to-face and virtual-world tests after receiving familiarity training in the virtual-world setting. Data were drawn from the students’ group oral test scores, a survey asking for their perceptions on the two testing modes, interviews, and speech samples from their group oral tests. The findings showed that students produced similar scores when tested again in the virtual world, confirming the test-retest validity. The results also revealed that the students’ group oral test scores in the virtual world were comparable to their face-to-face group oral scores, providing concurrent validity of the virtual-world testing mode. It is noteworthy that students produced comparable scores in the virtual world only after they experienced the virtual world. Students’ perceptions on the virtual-world testing mode were promising in terms of anxiety, ease of the testing mode, and ease of turn-taking. Qualitative analyses of interviews showed that virtual worlds have some benefits, including interesting, relaxing testing conditions as well as a feeling of co-presence in the virtual world. Conversation analysis of the students’ interactions revealed four interactional features unique to the two testing modes: 1) different strategies to start the conversation in each testing mode, 2) more scaffolding in face-to-face, 3) more successful instances of showing agreement and disagreement in face-to-face mode, and 4) different turn-taking patterns in each testing mode. / text
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The Effect of Field-Dependency and Seductive Augmentation on Achievement and Computer Self-Efficacy in a Virtual WorldMoghadasian Rad, Zahra 2011 December 1900 (has links)
Keeping a learner interested-and therefore engaged-in content to be mastered generally improves learning. One way to keep a learner interested is using seductive augmentation, which refers to the addition of entertaining text, graphics, sound, music, video or animation that is either irrelevant or only tangentially relevant to the learning objectives.
Learner cognitive styles impact how individuals approach learning and problem-solving situations. With recent advances in technology, there has been an increased interest in the way such individual differences influence performance while learning. Research on the effects of cognitive styles has mainly focused on the role of field-dependence/independence.
One of the recent advances in technology is the availability of virtual worlds as learning environments. This study investigated whether seductive augmentation in Second Life, a commonly used virtual world, affects the learning performance of field-dependent and field-independent education majors in an undergraduate class unit. A second focus of this study was to examine whether the computer self-efficacy of these learners changed after their two-month experience with the virtual world of Second Life.
To determine if seductive augmentation in Second Life affects the achievement of field-dependent and field-independent learners differently, two different settings were designed in two different regions of Second Life. One setting was free of seductive augmentation, but the other setting included seductive augmentation in the forms of music, animation, text, videos and games. Thirty-six participants self-selected to the seductive setting and 48 to the non-seductive setting. The participants were pre- and post-tested on the instructional content presented both in Second Life and in real life classes; furthermore, to examine the influence on learners' computer self-efficacy, pre- and post-computer self-efficacy surveys were administered.
The results of the study were obtained through two independent mixed-model factorial analyses of variance with repeats on the third factor (time) for achievement and computer self-efficacy scores. For the main effects, results indicated no significance for the between-group factors of field-dependency and seductiveness or for their interaction with either achievement scores or computer self-efficacy scores. The only significant factor was time as the main within-group factor for achievement scores. Therefore, the study did not find seductive augmentation effect in Second Life. In addition, there was no detectable change in the participants' computer self-efficacy as a result of their experience in this virtual world. The results of the present study contradict the findings of some previous research and support others.
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