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Web 2.0, synthetic immersive environments, and mobile resources for language education
- CALICO Journal
, 2008
"... In light of the increasingly blurred line between mediated and nonmediated contexts for social, professional, and educational purposes, attention to the presence and use of in-novative digital media is critical to the consideration of the future of computer-assisted language learning (CALL). This ar ..."
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In light of the increasingly blurred line between mediated and nonmediated contexts for social, professional, and educational purposes, attention to the presence and use of in-novative digital media is critical to the consideration of the future of computer-assisted language learning (CALL). This article reviews current trends in the use of mediated com-munication and offers a vision for near-future second and foreign language (L2) learning that utilizes emerging media as (a) meaningful contexts for L2 language development and (b) a means for adding real world relevance to in-class uses of internet-mediated communication tools. In this article, we first explore a sampling of Web 2.0 technologies (e.g., blogs, wikis, and social bookmarking) related to collaborative content building and dissemination of information. We then consider three types of 3-dimensional virtual en-vironments, including open social virtualities (such as Second Life and There), massively multiplayer online games (MMOGs) (e.g., World of Warcraft, Everquest, and Eve On-line), and synthetic immersive environments (SIEs, i.e., visually rendered spaces which combine aspects of open social virtualities with goal-directed gaming models to address specific learning objectives). In particular, we report on SIEs as they might be used to foster interlanguage pragmatic development and briefly report on an existing project in this area. The ultimate goal is to spark future research and pedagogical innovation in these areas of emerging digital media in order to arrive at a greater understanding of the complexities involved in their integration with language learning in ways that will be most relevant to the communicative contexts of the 21st century.
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking,” in Joint Virtual Reality Conference 2010, 2010. Christian Neth finished his MSc of Media and Communications Informatics at the University of Reutlingen in 2011 and currently works for the
- in Virtual Reality. Prof. Dr. Heinrich Bülthoff is scientific member of the Max Planck Society and director at the Max Planck Institute for Biological Cybernetics in Tübingen. He is head of the Department Human Perception, Cognition and Action which
"... Abstract—Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysica ..."
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Abstract—Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysical experiment, we found that sensitivity to walking on a curved path was significantly lower for slower walking speeds (radius of 10 meters versus 22 meters). In an applied study, we investigated the influence of a velocity-dependent dynamic gain controller and an avatar controller on the average distance that participants were able to freely walk before needing to be reoriented. The mean walked distance was significantly greater in the dynamic gain controller condition, as compared to the static controller (22 meters versus 15 meters). Our results demonstrate that perceptually motivated dynamic redirected walking techniques, in combination with reorientation techniques, allow for unaided exploration of a large virtual city model.
Reinforcement learning utilizes proxemics: an avatar learns to manipulate the position of people in immersive virtual reality
- Trans. on Applied Perception 9
"... A Reinforcement Learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory we predicted that when the ..."
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A Reinforcement Learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory we predicted that when the character approached within personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from amongst the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual
Exploring the Immersive Parasocial: Is it You or the Thought of You?
"... Abstract Immersive and persistent 3D virtual spaces have been adopted for e-learning in higher education. These spaces involve multi-sensory, real-time interactivity with other learners through high-fidelity, human-embodied avatars as well as automated 'bots; these involve virtual contexts tha ..."
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Abstract Immersive and persistent 3D virtual spaces have been adopted for e-learning in higher education. These spaces involve multi-sensory, real-time interactivity with other learners through high-fidelity, human-embodied avatars as well as automated 'bots; these involve virtual contexts that situate various types of learning. Practitioners have discussed promoting immersive addictions to support long-term, deep-transfer, and complex systems-based learning. The social presences of human-embodied avatars, in individuals and groups, and their communications-heavy interactivity, have encouraged the development of parasocial relationships in several forms: self-love of people for their own avatars (which they may build up with a range of attractive features and digital powers), and other-love for others' online personas. Understanding the parasocial spectrum will be important for those heading into immersive multiverses, especially with campuses starting to offer full-service virtual and distance support systems that encourage distance learning without the hybrid / blended or any aspect of face-to-face (F2F). This position paper explores ways to build immersive learning and to communicate to elicit the salutary parasocial effects while avoiding possible negative ones.
Pointing Facilitation Techniques for 3D Object Selection in Virtual Environments Doctoral Thesis
, 2011
"... Programa de Doctorat de Software ..."
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Linden Labs Second Life: Understanding the Business Model and Sources of Commercial and Social Success or Decline of Second Life
"... The online virtual world, Second Life, has been described by its developers, Linden Lab, as a ‘free ’ online Virtual reality application with which residents (users) can imagine and create their respective virtual worlds. The degree of ‘freedom ’ of use of Second Life by residents as described by th ..."
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The online virtual world, Second Life, has been described by its developers, Linden Lab, as a ‘free ’ online Virtual reality application with which residents (users) can imagine and create their respective virtual worlds. The degree of ‘freedom ’ of use of Second Life by residents as described by the developers comes into question as it would rather imply that it is a charity-based online application; therefore, creating a lacuna as to how its existence is being sustained. This paper discusses the business model of Second Life as it affects its potential sources of commercial and social success and decline, and we have skewed our discourse more to the potential sources of decline than that of success, with some solutions offered along the lines.
Web Engineering at the Frontier of the Web 2.0: Design Patterns for Online 3D Shared Spaces
, 2009
"... Abstract Online 3D Shared Spaces (3DSSs) can be regarded as a frontier of the Web 2.0, where users as participants contribute to create a meaningful, engaging experience. Like other complex web applications, the development and evolution of high-quality 3DSS applications requires methodological supp ..."
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Abstract Online 3D Shared Spaces (3DSSs) can be regarded as a frontier of the Web 2.0, where users as participants contribute to create a meaningful, engaging experience. Like other complex web applications, the development and evolution of high-quality 3DSS applications requires methodological support—through models, methods, and principles. Yet, the application of structured, engineered approaches to this domain is largely unexplored. The purpose of this paper is to contribute to bridging Web Engineering to the 3DSS world by means of design patterns. We present five patterns that focus on two factors deemed necessary for effective experiences in a 3DSS: Presence (i.e. the feeling of “being there”, typical of “virtual worlds”) and Long-Term Engagement (typical of successful Web 2.0 communities). The patterns presented in the paper distil our large-scale experiences with 3DSSs (that have involved so far over 9,000 youngsters from 3 continents) and are discussed in the light of existing literature.