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Multi-User 3D Virtual Environment for Spanish Learning: A Wonderland Experience

María Blanca Ibanez, José Jesús García, Sergio Galán, David Maroto, Diego Morillo, Carlos Delgado Kloos
2010 2010 10th IEEE International Conference on Advanced Learning Technologies  
The environment includes technical issues such as natural text chatting with synthetic characters, textual tagging of virtual objects, automatic reading of texts, and the integration of a 3D mouse in learning  ...  We have used the Wonderland development toolkit to deploy a 3D virtual learning environment, which is flexible enough to allow learners to improve their language skills with minimum teacher's help, setting  ...  In our 3D learning scenario, the activities are structured as the interaction of avatars with 3D elements: synthetic environment, smart objects, non-player characters (NPCs) and other avatars.  ... 
doi:10.1109/icalt.2010.132 dblp:conf/icalt/IbanezGGMMK10 fatcat:zsxvojyftfhepl66y5h57jnnza

Collaborative learning in multi-user virtual environments

María Blanca Ibáñez, José J. García Rueda, David Maroto, Carlos Delgado Kloos
2013 Journal of Network and Computer Applications  
Keywords: 3D virtual w orlds; Collaborative learning techniques a nd platforms; Collaborative w orkflows a nd a pplications C ollaborative workspaces a nd applications Abstract: Multi-user virtual environments  ...  (MUVEs) have captured the attention and interest of educators as remote collaborative learning environments due to their immersion, interaction and communication capabilities.  ...  In recent years, there has been growing interest in the use of multi-user virtual environments (MUVEs) as collaborative learning environments Ranon, 2007, Dalgarno and .  ... 
doi:10.1016/j.jnca.2012.12.027 fatcat:2zi7j64s2jhe5ndgnyrdjup2yu

Developing Embodied Interactive Virtual Characters for Human-Subjects Studies

Kangsoo Kim, Austin Erickson, Nahal Norouzi
2020 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)  
The participants with learn how to incorporate contextualized SBE data, information, and services into AR applications and use that data to improve user interactions with SBEs and support better collaboration  ...  Embodied interactive virtual characters, such as virtual humans or animals, have been actively used for various Virtual / Augmented / Mixed Reality (VAMR) applications, and researchers have developed different  ...  The participants with learn how to incorporate contextualized SBE data, information, and services into AR applications and use that data to improve user interactions with SBEs and support better collaboration  ... 
doi:10.1109/vrw50115.2020.0-270 dblp:conf/vr/KimEN20 fatcat:aedjd6yhvzdjvnwcvi6ovrsaea

Using Synthetic Worlds for Work and Learning

Ulrike Schultze, Starr R. Hiltz, Bonnie Nardi, Julie Rennecker, Susan Stucky
2008 Communications of the Association for Information Systems  
Frequently categorized as technologies of play, synthetic worlds range from massively multiplayer online games (MMOGs) such as World of Warcraft, to virtual reality environments such as Second Life.  ...  The panelists will rely on their research, conducted in educational, corporate and game environments, to address questions about learning, working and playing in these new media spaces.  ...  Our experience with these learning environment tools informs our expectations for the impact of 3D, multi-user virtual environments on meaningful learning.  ... 
doi:10.17705/1cais.02219 fatcat:hqqknitluve65ntcxqyyfsx5xi

Potential for Augmented Reality in Education: An Overview

Li Xia, Bin Sheng, Ping Li, Ruimin Shen
2015 EAI Endorsed Transactions on Future Intelligent Educational Environments  
Collaborative Learning Augmented Reality can also be used to enhance collaborative tasks.  ...  In Virtual Reality environment, users are immersed inside a synthetic world and are normally not able to view the surrounding real world.  ... 
doi:10.4108/fiee.1.2.e2 fatcat:ays63dhwwzffbay4hklwzvneeq

The Changing Trends in Education

Leman Figen Gül
2015 Frontiers in ICT  
education in the digital environments.  ...  Eventually, integrating ICTs into teaching and learning offers significant potentials for higher education institutions and new challenges for educators, through their capacity to facilitate new kind of  ...  In such platforms, students become virtual characters (avatars) who immersed into virtual reality to collaboratively work and learn.  ... 
doi:10.3389/fict.2015.00001 fatcat:3hm6e2twc5cpbmu54n5yv3lvg4

TEATRIX: Virtual Environment for Story Creation [chapter]

Rui Prada, Isabel Machado, Ana Paiva
2000 Lecture Notes in Computer Science  
This paper describes TEATRIX; a learning environment designed to help children, and their teachers, in the whole process of collaborative story creation.  ...  TEATRIX provides an environment where both drama and story creation are merged into one medium providing a form of collaborative makebelieve for children.  ...  Aiming at the recreation and expansion of this activity in a virtual interactive learning environment.  ... 
doi:10.1007/3-540-45108-0_50 fatcat:m64vbs5e7ffghiajqszbykb5ui

Bringing drama into a virtual stage

Isabel Machado, Rui Prada, Ana Paiva
2000 Proceedings of the third international conference on Collaborative virtual environments - CVE '00  
Keywords Collaborative virtual environment, intelligent agents  ...  This paper describes a collaborative virtual environment, Teatrix, developed with the aim of bringing drama activities into a virtual stage.  ...  Nevertheless, the use of synthetic characters in learning situations does not necessarily fall into a tutor or a companion role.  ... 
doi:10.1145/351006.351026 fatcat:ipxv3wgdejcitj5inyuttseeb4

Computer animation: from avatars to unrestricted autonomous actors (A survey on replication and modelling mechanisms)

Alfredo Pina, Eva Cerezo, Francisco J Serón
2000 Computers & graphics  
Dealing with synthetic actors who move and behave realistically in virtual environments is a task which involves di!  ...  In this paper we use the nature of the information required for controlling actors' motion and behaviour to propose a new classi"cation of synthetic actors. A description of the di!  ...  Using a mouse the user moves a hand-shaped cursor to directly touch, pet, and pick up the characters, as well as use toys and objects in the virtual environments.  ... 
doi:10.1016/s0097-8493(99)00165-x fatcat:5oeffjlikffp7h3czyu3ao5cri

ICTs for Assessment and Intervention on Cultivation of Empathy

Athanasios Drigas, Chara Papoutsi
2015 International Journal of Emerging Technologies in Learning (iJET)  
The main objective of this project is to enhance learning through the use of a new kind of interactive 3D environment that explores virtual play and improvisational drama with synthetic characters.  ...  Virtual Learning Environment (VLE).  ...  He has been the Coordinator of Several International Projects, in the fields of ICTs, and eservices (e-learning, e-psychology, e-government, einclusion, e-culture etc).  ... 
doi:10.3991/ijet.v10i5.4731 fatcat:um3z2lbxqzdn5dgzlpx6c6363y

Applying Situated Learning in a Virtual Reality System to Enhance Learning Motivation

Huang Huang, ShuSheng Liaw
2011 International Journal of Information and Education Technology  
In this study, a Virtual Hospital Situated Learning System (VHSLS) uses virtual reality to develop a virtual learning environment focused on human organ anatomy.  ...  virtual environment conducive to effective and engaging learning [3] .  ... 
doi:10.7763/ijiet.2011.v1.48 fatcat:he5ztedcavggvkefyl267x2fbu

Believable groups of synthetic characters

Rui Prada, Ana Paiva
2005 Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems - AAMAS '05  
We have implemented this model into the behaviour of autonomous synthetic characters that collaborate with the user in the resolution of collaborative tasks within a virtual environment.  ...  In recent years, virtual environments have evolved from single user and single agent, to multi-user and multi-agent, all interacting, collaborating or competing with each other.  ...  INTRODUCTION With the emergence of synthetic characters, collaborative virtual environments can now be populated, at the same time, by characters and users, all interacting, collaborating or competing  ... 
doi:10.1145/1082473.1082479 dblp:conf/atal/PradaP05 fatcat:2opml4vpgzardgjypjwrv74sla

Be Civic: An Immersive Serious Game

Yoselie Alvarado, Roberto Guerrero, Francisco Serón
2018 EAI Endorsed Transactions on Serious Games  
Particularly, the use of virtual worlds and serious games in education is growing. This paper introduces the development of a serious game in an immersive learning environment for teaching Civics.  ...  In order to improve the user's experience, the game was developed to work in a cave-like immersive environment by using a conversational character for a new kind of Human-Computer Interface.  ...  One of the most important reasons for immersive environments use, as Cave-Like Environment, is that user interaction with a virtual world through their senses is more suitable using environments like the  ... 
doi:10.4108/eai.5-1-2018.153534 fatcat:22cbc3tvrvdpxmhoq4tbp5ghyy

Intelligent virtual humans with autonomy and personality: State-of-the-art

Zerrin Kasap, Nadia Magnenat-Thalmann
2007 International Journal of Intelligent Decision Technologies  
In this paper, we present a state-ofthe-art of virtual human mentioning about the use of intelligent decision technologies in order to build virtual human architectures.  ...  This survey provides a novel insight to the current state of designing and modeling virtual humans using different decision technologies and can be used as a basis for several future directions.  ...  For example a work done at MIT Synthetic Characters Group aims to train a virtual dog through clicker training in interaction with human using reinforcement learning technique [57] .  ... 
doi:10.3233/idt-2007-11-202 fatcat:ratv5z5uhbd2xk77svg7f2lm4q

FearNot's Appearance: Reflecting Children's Expectations and Perspectives [chapter]

Lynne Hall, Marco Vala, Marc Hall, Marc Webster, Sarah Woods, Adrian Gordon, Ruth Aylett
2006 Lecture Notes in Computer Science  
This paper discusses FearNot, a virtual learning environment populated by synthetic characters aimed at the 8-12 year old age group for the exploration of bullying and coping strategies.  ...  In this paper we focus on informing the design of the characters and of the virtual learning environment through our interpretation of qualitative data gathered about interaction with FearNot by 345 children  ...  FearNot provides a school-based Virtual Learning Environment populated by synthetic characters representing the various characters in a number of bullying scenarios using 3D selfanimating characters to  ... 
doi:10.1007/11821830_33 fatcat:ru6cqvo265a75hs3qtn6zefjbu
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