نتایج جستجو برای: virtual life
تعداد نتایج: 892389 فیلتر نتایج به سال:
In this paper, a methodology called “reverse distributed computing” will be introduced. Second Life provides a means to conduct experimental research in a way that reduces barriers related to physical space and conceptual understanding. An emerging example of this is the author's own Second Life location (the Media-based Computation and Natural Systems Lab). This is comparable to distributed co...
This chapter presents a summary of research undertaken at the University of Hertfordshire into the usability and affordances of three-dimensional (3D) virtual environments (VE) used in teaching and learning. Our earlier experimental work identified important variables related to individual differences and how these affected task completion, learning, and attitude to the environment. More recent...
This paper seeks to show that virtual worlds provide a useful addition to the use of computer mediated learning tools. We discuss the underlying educational context and link this to the properties of virtual worlds and, in particular, that of Second Life. We report on the progress of a project for developing group work which seeks to link affordances in the environment to learning outcomes and ...
Virtual Worlds are largely adopted as places where students can perform normal class activities, including lectures. In this paper we describe a didactical experience conducted in Second Life during an Italian-Spanish collaboration which occurred in spring 2010. We proposed to a group of university students that they make use of a virtual world for carrying out the presentations of the projects...
Background: ICT development has led to the emergence of virtual organizations phenomenon. Virtual hospital is one of these virtual organizations which present digital version of services and information of a hospital. In scientific literature, the term “virtual hospital” covers other concepts as well as the concept of a hospital. The study aimed at analyzing conceptual and practical ...
The purpose of this study is to search for any difference in self-expression of Second Life residents with different levels of shyness. For this purpose, we used sixty students from two fifth-grade elementary school classes. Thirty students were assigned to the high shyness group and the rest to the low shyness group. Each group completed preand postself-expression tests. After six weeks of spe...
Contemporary virtual worlds provide unique environments in which users may collaborate in the development of shared digital artifacts. However, the ways in which such collaboration takes place is to date under researched. This paper uses an activity theory perspective to analyze the development activities of two communities within the virtual world of Second Life, based on data gathered using e...
There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, pr...
In this work the educational capabilities of the virtual world Second Life are researched and tested. A virtual world is constructed to support education for sustainable development. The life and characteristics of the shark is studied as this fish has received a lot of negative publicity and is in the danger of extinction. A virtual museum was developed for this purpose. The research question ...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a variety of collaborative activities in business. This study examines user’s intentions to use the virtual world, Second Life, and explores factors associated with the intentions. Based on the Technology Acceptance Model (TAM) and extended factors, a research model is proposed. The model is tested th...
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