Augmented, Alternate and Virtual Realities in Education
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Augmented, Alternate and Virtual Realities in Education
Technology mediated reality and multi-user virtual environments collide and present teachers and learners with unprecedented learning possibilities..
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Scooped by Kim Flintoff
June 15, 2012 12:20 AM
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Sarah Stewart on Midwifery in New Zealand

Sarah Stewart on Midwifery in New Zealand | Augmented, Alternate and Virtual Realities in Education | Scoop.it
The following are excerpts from notes taken by Oronoque Westland (SL) and Ellie Brewster (SL) during the AAUW talk by Sarah Stewart (SL: Petal Stransky) on June 4, 2012.

 

Ellie Brewster (SL): Welcome to the Ohio State University virtual campus for the Department of Women’s, Gender and Sexuality Studies. We teach classes here, and our sim is open to the public. If you walk around, you’ll find quite a few student presentations, and other course materials. We also have an art exhibit on the other side of the island, “Lightbird,” by Maya Paris (SL) which makes light-hearted references to reproduction. This exhibit is open to the public.

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Scooped by Kim Flintoff
June 13, 2012 7:47 AM
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The virtual patient: helping healthcare staff to address healthcare inequalities | VeRSI: engaging, collaborating, developing ... bringing eResearch to researchers

The virtual patient: helping healthcare staff to address healthcare inequalities | VeRSI: engaging, collaborating, developing ... bringing eResearch to researchers | Augmented, Alternate and Virtual Realities in Education | Scoop.it

One method that is increasing in popularity within healthcare education and professional development is the use of 'virtual patients' (VPs). VPs can effectively use a range of digital technologies to depict various challenging healthcare scenarios, recreating real-life clinical situations and environments in ways that present zero risk to actual patients.

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Scooped by Kim Flintoff
June 10, 2012 12:26 AM
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Wadley, G. R. (2011). Voice in virtual worlds. PhD thesis, Department of Information Systems, The University of Melbourne.

Wadley, G. R. (2011). Voice in virtual worlds. PhD thesis, Department of Information Systems, The University of Melbourne. | Augmented, Alternate and Virtual Realities in Education | Scoop.it

http://repository.unimelb.edu.au/10187/15573

 

Abstract

 

Virtual worlds are simulated online spaces through which large numbers of people connect in order to work, play and socialize. Examples include massively multiplayer online games like World of Warcraft and open-ended worlds like Second Life. Virtual worlds are differentiated from other systems by their simulation of a persistent three-dimensional landscape, in which users are usually represented as avatars. Virtual worlds host large numbers of users and support a variety of recreational and instrumental uses.

 

A critical aspect of any collaborative system is communication. In virtual worlds this is especially complex. Most users encounter people who are unknown to them offline. Most maintain a presence in the world over many months or even years, yet may prefer to be pseudonymous or engage in identity-play. Users must simultaneously manage both physical and virtual contexts. Synchronous as well as asynchronous communication is required.

 

Virtual worlds initially offered only text as a medium for user-to-user communication. More recently, vendors have introduced facilities for communicating by voice. This has made the experience of virtual worlds more convivial for some, and has enabled forms of collaboration that were previously only possible in small experimental systems. But the introduction of voice provoked controversy, with some protesting that it projects too clearly the personal characteristics of speakers, damaging pseudonymity. Some are more sensitive about speaking with strangers than they are typing, and may become less communicative when adopting voice, or more easily dominated by extroverted collaborators. Voice channels are more prone to abuse, and the abuse can be more impactful. Users encounter sound quality problems, and are often uncertain whether they are being heard. Voice is less suited to asynchronous communication, and is more prone to congestion.

 

It appears that voice works well when conditions suit, but can lead to failed implementations when deployed inappropriately. Yet little research has been conducted to help us understand to which situations voice is suited, whom it benefits and whom it does not, and how it can best be configured to support different activities.

 

I conducted four studies designed to fill this gap. Two examined the influence of voice on user experience, in the two major types of virtual world. The others examined the interaction between voice and spatiality, the defining feature of virtual worlds, at macro and micro scales. I studied use in naturalistic contexts, collecting data via interviews and diaries and triangulating these with observation, online ethnography, conversation analysis and quantitative measures.

 

I found that voice transforms the user experience of virtual worlds. It makes some forms of collaboration more efficient. However it interferes with identity-play and the ability of users to manage multiple tasks and conversations. When voice is propagated spatially, it increases immersion, reduces channel clutter, and affords new strategies for team coordination. However verbal references to places and objects often fail.

 

I discuss these results in the light of post-media-richness theories of communication, arguing that preferences for one modality or another reflect broader issues of managing social presence in virtual and physical contexts.

Rachael Currie's curator insight, April 26, 2016 4:52 AM
A very thorough insight into virtual worlds and how we communicate with other users through them. 
Scooped by Kim Flintoff
June 9, 2012 9:13 PM
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BMC Medical Education | Abstract | Experience with using second life for medical education in a family and community medicine education unit

BMC Medical Education | Abstract | Experience with using second life for medical education in a family and community medicine education unit | Augmented, Alternate and Virtual Realities in Education | Scoop.it

Background

The application of new technologies to the education of health professionals is both a challenge and a necessity. Virtual worlds are increasingly being explored as a support for education.

 

Conclusions

SL is a tool that allows educational activities to be designed that involve a number of health centres in different geographical locations, consequently eliminating the need to travel and making more effective use of educational resources.

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Scooped by Kim Flintoff
June 9, 2012 9:08 PM
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PhD Thesis: Designing Collaboration Experiences for 3D Virtual Worlds

PhD Thesis: Designing Collaboration Experiences for 3D Virtual Worlds | Augmented, Alternate and Virtual Realities in Education | Scoop.it
On June 5, Andreas Schmeil will defend his PhD thesis titled Designing Collaboration Experiences for 3D Virtual Worlds, at the University of Lugano (USI) in Switzerland. Andreas is a Research Associate at the University of Lugano (USI).
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Scooped by Kim Flintoff
June 9, 2012 9:07 PM
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Can Virtual Classrooms Deliver Concrete Results?

Can Virtual Classrooms Deliver Concrete Results? | Augmented, Alternate and Virtual Realities in Education | Scoop.it

"

Colleges learn how avatars and electronic 3-D worlds can fit into their formal curricula.

 

Yes, there is room for avatars and 3-D worlds in higher education.

 

One minute you’re walking the floorboards of the Globe Theatre, circa 1590, watching Shakespeare give stage direction to a soon- to-be-famous Dane. The next minute, you’re immersed in a heated discussion about the intellectual property rights of bloggers — with opinionated copyright lawyers from around the world.

 

Learning opportunities like these are becoming familiar to students navigating the growing number of 3-D virtual worlds created by colleges and universities

 

"Virtual classrooms can help “democratize the teaching of law,” says New York Law School Professor Beth Simone Noveck."

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Scooped by Kim Flintoff
June 9, 2012 8:41 PM
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CliniSpace : a seroius game made with Unity3D

CliniSpace : a seroius game made with Unity3D | Augmented, Alternate and Virtual Realities in Education | Scoop.it
CliniSpace offers a new generation of training environments for healthcare professionals – immersive, authentic, 3D virtual environments that replicate the familiar surroundings of daily work...
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Scooped by Kim Flintoff
June 4, 2012 10:48 PM
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MachinimUWA V Entry: Seek Wisdom by Soda Lemondrop

Treasure #88 - http://www.treasures.uwa.edu.au/treasures/88/ Machinima Entry in the 5th Machinima Challenge put forth by the University of Western Australia ...
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Scooped by Kim Flintoff
June 1, 2012 11:35 PM
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Students create sensory room to bring beach, ballpark to those with disabilities

Students create sensory room to bring beach, ballpark to those with disabilities | Augmented, Alternate and Virtual Realities in Education | Scoop.it

The open space at the nonprofit school in Amesbury bustles with energy as students with an array of disabilities work together with staff on different exercises and games.

Sometimes, the students just need a quiet space.

Enter the sensory room.

Thanks to a group of soon-to-be engineering graduates from UMass Lowell, an empty room furnished with only a chair and bare walls can now be a beach, a forest, an aquarium, a coffee shop, a boat or even McDonald’s.

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Scooped by Peter Mellow
May 30, 2012 8:16 PM
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Cyborg Literacy Acquisition Through Second Life

Cyborg Literacy Acquisition Through Second Life | Augmented, Alternate and Virtual Realities in Education | Scoop.it

“Using 3D virtual worlds (OpenSimulator, Second Life) to teach design, programming and other subjects.”

 

Curated by David W. Deeds

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Rescooped by Learning Futures from Educational Technology News
May 25, 2012 11:21 PM
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3D for PD: Professional Development moves to Second Life

3D for PD: Professional Development moves to Second Life | Augmented, Alternate and Virtual Realities in Education | Scoop.it

"Entering the digital world exposes us daily to new programs, software and systems. As both consumers and educators, we consistently sort through these technologies to find the ones that meet our immediate needs. With so many technologies available, there are times we overlook, misjudge or reject something that potentially has value for us."


Via EDTECH@UTRGV
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Scooped by Peter Mellow
May 21, 2012 12:53 AM
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Second Life | Education Technology, Apps, Product Reviews, and Social Media – Edudemic

Second Life | Education Technology, Apps, Product Reviews, and Social Media – Edudemic | Augmented, Alternate and Virtual Realities in Education | Scoop.it

Second Life is an open-ended online world. Users design their own surroundings, and create avatars as their characters to work there. The avatars can interact with each other; they can cooperate towards a common goal, or make business deals with each other, or sabotage each other. Second Life can facilitate some interesting experiments that might not be possible in real life.

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Rescooped by Peter Mellow from Gamification, education and our children
May 13, 2012 8:40 PM
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Why 3D, Games and Simulations Matter for Learning and Collaboration?

Why 3D, Games and Simulations Matter for Learning and Collaboration? | Augmented, Alternate and Virtual Realities in Education | Scoop.it

An experience as an avatar can change a person’s real life perceptions. In a study conducted by Yee and Bailenson (2007), it was found that negative stereotyping of the elderly was significantly reduced when participants were placed in avatars of old people compared with those participants placed in avatars of young people.

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Scooped by Kim Flintoff
June 13, 2012 8:00 AM
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3D Virtual Patients - Resources - About Dentistry - Dentistry - By discipline - Education and training - NHS Education for Scotland

3D Virtual Patients - Resources - About Dentistry - Dentistry - By discipline - Education and training - NHS Education for Scotland | Augmented, Alternate and Virtual Realities in Education | Scoop.it

3D virtual patients are being created via a collaboration between NHS Education for Scotland and the Glasgow School of Art's Digital Design Studio

Digital tools present great opportunities to health education. In this project students will be able to access and use three virtual patient scenarios to develop capability to tackle health inequalities.

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Scooped by Kim Flintoff
June 13, 2012 3:50 AM
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TranceFormational Learning Seminar - Virtual AI

TranceFormational Learning Seminar - Virtual AI | Augmented, Alternate and Virtual Realities in Education | Scoop.it
A 12 week learning activity focusing on the use of artificial intelligence in Second Life. A primary focus of the session will be to create a prototype for a functional artificial intelligence in the SL environment.

 

When

Monday June 25, 2012 at 7:00 PM CDT
-to-
Monday September 10, 2012 at 7:00 PM CDT

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Scooped by Kim Flintoff
June 9, 2012 9:14 PM
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Virtual worlds offer variety, less stress for language learners – Hypergrid Business

Virtual worlds offer variety, less stress for language learners – Hypergrid Business | Augmented, Alternate and Virtual Realities in Education | Scoop.it

According to a recent paper from the 22nd International Conference on College Teaching and Learning, virtual worlds offer many benefits for language education.

 

The authors — David Parrott and James Lenze from Indiana University of Pennsylvania — argue that the social nature of virtual worlds combined with the elements of game play make virtual worlds the best platform for learning languages on the computer.

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Scooped by Kim Flintoff
June 9, 2012 9:08 PM
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Instructional Design for Virtual Worlds

Instructional Design for Virtual Worlds | Augmented, Alternate and Virtual Realities in Education | Scoop.it
Welcome to stop #10 on the blog book tour for Learning in 3D! How does the instructional design process change when you’re working with virtual worlds and 3-D environments? That’s the q...
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Scooped by Kim Flintoff
June 9, 2012 9:07 PM
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UW Virtual Worlds Program Graduation 2012 & Opening of the Museum of Virtual Media | Alive Learning

UW Virtual Worlds Program Graduation 2012 & Opening of the Museum of Virtual Media | Alive Learning | Augmented, Alternate and Virtual Realities in Education | Scoop.it
The Certificate in Virtual Worlds offered completely online by the University of Washington since 2009 is no ordinary e-learning program.
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Scooped by Kim Flintoff
June 9, 2012 9:05 PM
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Why Weird Experiences Boost Creativity

Why Weird Experiences Boost Creativity | Augmented, Alternate and Virtual Realities in Education | Scoop.it
In a recent paper, Simone Ritter and colleagues propose that any life experience, from the traumatic to the joyful, can lead to flexibility and creativity as long as it diversifies your experiences and pushes you outside your normal thought patterns.

 

To test their idea, the researchers put people in a virtual reality world where participants took a virtual three-minute stroll through the university cafeteria, and during the course of their walk experienced weird events that violated the laws of physics.

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Scooped by Kim Flintoff
June 7, 2012 9:09 PM
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CyberLightning launches virtual collaboration environment – Hypergrid Business

CyberLightning launches virtual collaboration environment – Hypergrid Business | Augmented, Alternate and Virtual Realities in Education | Scoop.it

Press release: CyberLightning Expands the 3D Internet, Launches CyberTeam Virtual Environment for Business Collaboration

OULU, FINLAND — CyberLightning Ltd. today introduced CyberTeam, a virtual world meeting tool that supports collaborative group work in hosted networks or as a cloud-based service. CyberTeam provides an immersive, interactive meeting environment for up to 24 participating avatars that can share data and media content and work within applications while talking and chatting.

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Scooped by Peter Mellow
June 4, 2012 2:53 AM
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Virtual reality at a tipping point

Virtual reality at a tipping point | Augmented, Alternate and Virtual Realities in Education | Scoop.it

Technology is only going to get more immersive and consume a bigger percentage of our attention.

 

George Wrightkeeps his eye on emerging technology trends and figures out how they impact life and business.

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Scooped by Kim Flintoff
June 1, 2012 10:50 PM
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Temple students produce videos, PowerPoints and short stories for ‘Telepresence Creativity’ assignment

Temple students produce videos, PowerPoints and short stories for ‘Telepresence Creativity’ assignment | Augmented, Alternate and Virtual Realities in Education | Scoop.it

During the spring 2012 semester that just ended, I taught a Temple University course titled Psychological Processing of Media. The course, for undergraduate and masters level students, emphasized telepresence research and theory; the syllabus is here.

One of the optional assignments was “Telepresence Creativity” with the only instructions to “[c]reate a high quality graphic or video on the theme of presence and telepresence; see instructor with ideas and questions.” Below are links to the work produced by students in the class.

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Scooped by Kim Flintoff
May 29, 2012 12:46 AM
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Augmented Reality

Augmented Reality | Augmented, Alternate and Virtual Realities in Education | Scoop.it

AR (Augmented Reality) works on the principle of a target being scanned, this being compared to a database, then something happening in response to this recognition.

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Scooped by Kim Flintoff
May 24, 2012 12:24 AM
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F/Xual Education Services

F/Xual Education Services | Augmented, Alternate and Virtual Realities in Education | Scoop.it

I have worked in online education in New Zealand for the past twelve years in the tertiary and private sectors as both teacher and developer, specializing in the development and implementation of interactive online content.

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Scooped by Peter Mellow
May 15, 2012 8:42 PM
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Health in the third dimension

Health in the third dimension | Augmented, Alternate and Virtual Realities in Education | Scoop.it
Health in the third dimension...

 

3D technology has stepped out of the cinema screen and on to the practical world of healthcare.

 

The spectacular rise and subsequent fall in popularity of virtual online world Second Life may have led many to consider 3D virtual worlds a fad best confined to video games.

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