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Book
Metaverse - metaverse 2022 : 18th international conference, held as part of the services conference federation, SCF 2022, Honolulu, HI, USA, December 10-14, 2022, proceedings
Author:
ISBN: 9783031235184 Year: 2022 Publisher: Cham, Switzerland : Springer Nature Switzerland AG,


Book
Teaching Health Care in Virtual Space : Best Practices for Educators in Multi-User Virtual Environments
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ISBN: 0824882520 0824858034 0824858018 082485800X Year: 2016 Publisher: Honolulu : University of Hawaiʻi Press,

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Teaching Health Care in Virtual Space is the first “how-to” manual for health educators on the instructional use of three-dimensional, computer-generated virtual environments that can be inhabited simultaneously by many participants; commonly called “multi-user virtual learning environments” or MUVE. Based on her experience supervising more than 400 learning activities in Second Life®—as of 2014, the largest public (free) MUVE—Dr. Estelle Codier has written a step-by-step handbook for novice and experienced MUVE teachers alike. The book provides those new to virtual teaching with specific steps to assess their own instructional readiness, guidance for assessing student and class readiness, as well as detailed descriptions of problem prevention and solutions. The text is accompanied by lively case studies of both success and failure in virtual learning environments. Inspiring stories of student learning illustrate the power of MUVE to transform health care education. This innovative handbook presents an extended discussion of the pedagogical advantages for learning in multi-user virtual environments, along with a history of learning in Second Life®. The text includes an appendix of supporting materials for MUVE learning activities: evaluation grids, grading matrices, syllabus descriptions, and detailed orientation materials for both faculty and students. While the sample learning activities were designed for nurses, instructors in other disciplines could easily adapt them for use in any MUVE setting.


Book
Designing adaptive virtual worlds
Authors: --- --- --- ---
ISBN: 3110367653 3110367661 3110399210 9783110367669 Year: 2014 Publisher: De Gruyter

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Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.


Book
Learning in virtual worlds
Authors: --- --- ---
ISBN: 177199133X 1771991356 1771991348 9781771991346 9781771991353 9781771991360 1771991364 9781771991339 Year: 2016 Publisher: Edmonton, AB

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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, Open Simulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.


Periodical
Journal of virtual exchange.
Author:
ISSN: 26474832 Year: 2018 Publisher: Groningen : University of Groningen Press,

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Book
Pivoting during the Pandemic
Authors: ---
ISBN: 9780838949740 9780838949894 0838949746 0838949894 Year: 2021 Publisher: Chicago

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"Offering real-life examples of what it means to be a 24/7 library, this collection from the Public Library Association and ALA Editions shares how several libraries transitioned to virtual and socially-distanced services when the pandemic hit. No matter your library's current situation or outlook for the future, you'll be inspired to adapt their ideas to suit the needs of your own organization"--

Avatars at work and play : collaboration and interaction in shared virtual environments
Authors: ---
ISBN: 1402038984 1402038836 9048169895 Year: 2006 Volume: v. 34 Publisher: Dordrecht, the Netherlands : Springer,

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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Keywords

Shared virtual environments. --- Avatars (Virtual reality) --- Virtual work teams. --- Human-computer interaction. --- Internet games. --- Computer science. --- Special purpose computers. --- User interfaces (Computer systems). --- Computers and civilization. --- Multimedia systems. --- Social sciences. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Computers and Society. --- Media Design. --- Social Sciences, general. --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Civilization and computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Special purpose computers --- Computers --- Informatics --- Science --- Electronic games --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Eteams (Virtual work teams) --- Virtual teams (Work teams) --- VTeams (Virtual work teams) --- Teams in the workplace --- Avatars (Computer graphics) --- Avs (Virtual reality) --- Buddy icons --- Icons, Buddy --- Icons (Computer graphics) --- Virtual reality --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Software engineering. --- Computer software engineering --- Engineering --- Multimedia systems . --- Video games.


Book
The virtual future
Author:
ISBN: 0857299034 9786613350794 1283350793 0857299042 Year: 2011 Publisher: London : Springer,

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The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online gameworlds remain mysterious.  The Virtual Future employs theories and methods from social science to explore nine very different virtual futures:  The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick.  Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars.  Four decades after the last trip to the moon, a new conception of spaceflight is emerging.  Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home.  All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences.  Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented.  They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations.  By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future.

Keywords

Computer games -- Social aspects. --- Computer games. --- Shared virtual environments. --- Social Sciences --- Engineering & Applied Sciences --- Computer Science --- Recreation & Sports --- Computer games --- Social aspects. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Computer science. --- Application software. --- Education --- Computers and civilization. --- Multimedia systems. --- Computer Science. --- Computers and Society. --- Computer Appl. in Social and Behavioral Sciences. --- Computer Applications. --- Media Design. --- Computers and Education. --- Data processing. --- Virtual reality --- Social sciences --- Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Multimedia systems . --- Education—Data processing. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Civilization and computers --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Video games

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