Added Value of Teaching in a Virtual World

Author(s):  
Inger-Marie Falgren Christensen ◽  
Andrew Marunchak ◽  
Cristina Stefanelli
Keyword(s):  
Author(s):  
Ivonne Citarella

The author focused her studies on the series of professional competences which have grown within virtual worlds, and which have been made possible thanks to two main peculiarities: the highly intuitive software and playfulness gaming. The research allowed to classify the various professions born within the Second Life virtual world, these have allowed also to become a viable economic opportunities in real life. In parallel with the observations on the dimension of “work” within Second Life, the author gave also attention to the relational and educational dynamics. The author decided to enact her sociological and didactical experiment in the occasion of the event Salerno in Fantasy, a yearly convention dedicated to the Fantasy world.


Author(s):  
Nikolaos Pellas

Motivational factors that may affect adult participation in educational activities have attracted educators' interests and probably are one of the most discussed topics in the field of adult education. The current study seeks to investigate the students' participation in collaborative online activities based on the interpretive framework of adult participation theories stapling to interpret motivational factors, and recommended by McGivney (1993). A qualitative (comprehensive) research was conducted and a voluntary sample of Higher education by eighty students (n=80) who participated in online collaborative settings through the virtual world of Second Life and wanted to share experiences from their participation. The added value of this effort is to understand the educational community theoretically based on the utilization of adult theories that might motivate adult participation in different aspects and more practically to enunciate the key factors influencing their decisions to participate in team-based activities held in Second Life.


Educators around the world are experimenting with the possibilities virtual three dimensional worlds have for education and learning how to use these new environments efficiently. Virtual worlds have the potential to bring some new added value to education and educators can use them to create something that is not possible to do or show in traditional classrooms. Although a lot have been learned about virtual worlds and their potential, a lot more has to be learned before virtual worlds can become an integrated part of education on various levels. The article looks back at the birth and growth of the EduFinland community in the virtual world of Second Life and discusses lessons learned so far during the years of its existence.


Author(s):  
E Westkämper ◽  
J Niemann ◽  
M Stolz

The paper describes how the application of new information and communication technologies in manufacturing systems and technical consumer goods gives companies the possibility to create added value services in the usage phase, e.g. through remote operations or virtual facility management. In this regard, a communication platform for a digital factory has been developed to make diagnoses of the machine, program changes or process optimizations possible in less time by using an integrated control system, visualization and surveillance. The precise reproduction of the production system in a virtual world makes it possible to analyse and optimize all influences on the real production in that virtual world.


2013 ◽  
pp. 125-137 ◽  
Author(s):  
Inger-Marie Falgren Christensen ◽  
Andrew Marunchak ◽  
Cristina Stefanelli
Keyword(s):  

1970 ◽  
Vol 1 (2) ◽  
Author(s):  
So Ra Park ◽  
Fiona Fui-Hoon Nah ◽  
David DeWester ◽  
Brenda Eschenbrenner ◽  
Sunran Jeon

Virtual worlds are three-dimensional, computer-generated worlds that are a natural extension of the existing Internet. Although many businesses are jumping on the bandwagon to maintain a presence in virtual worlds, there is no well-established knowledge or theory to guide businesses in their involvement in these environments. In this paper, we identify affordances in the virtual worlds that can be used to increase the state of flow experienced in a business virtual site, which in turn may enhance brand equity, or the perceived added value of a brand to customers. We present a conceptual model that can be used to guide future research and industry practice on business implications of the virtual worlds.


2016 ◽  
Vol 4 (1) ◽  
pp. 27-31
Author(s):  
Alexandra Rovňanová ◽  
◽  
Mária Rostášová ◽  
Marek Valica

Customers are generally characterized by having different requirements in selection from the product offer. They are interested in the so-called differentiated offers on the market because the differentiation of services is based on providing higher added value to the customers in comparison with competitors. One of the ways of possible solution is the use of value chain which enables company to find the opportunities to differentiate its product portfolio. The value chain can be used for finding the sources of differentiation and suitable placement in a customer value chain, for identifying a way to create the value of competition as well as for ensuring of the most profitable placement in supply and distribution value chains. Contribution focuses on the possibility of using diagnostics of value chains in services and it also presents a draft sequence of the diagnostic phases applied in the evaluation of activities/processes contained in the value chains. An important part of this contribution is connected with the ideas about the completion of traditional value chain with virtual value chain. It presents the proposals to discussion which should currently integrate the virtual world of information into further value chains of service company activities.


2011 ◽  
Vol 4 (3) ◽  
Author(s):  
José Manuel Cabello ◽  
José María Franco ◽  
Antonio Collado ◽  
Jordi Janer ◽  
Samuel Cruz-Lara ◽  
...  

Nowadays, tourism has become a very important industry in the international economy. Information and communication technologies are in constant development; they progress worldwide and across sectors. Their applications in tourism and tourist resources is rapidly increasing, reaching new, innovative and sometimes amazing results in terms of effectiveness, productivity, quality, and customer satisfaction. Exploring the interaction between technologies and tourism is difficult and challenging. Specifically, using virtual world technologies as a new means of information for potential tourists is a big challenge where the actual methods, goals and needs still need to be exactly identified.This paper aims at analyzing why and how virtual worlds can become an important platform for tourism-oriented areas to promote a destination in general, and their local heritage and tourist added-value services in particular. The document will also introduce the design of the first prototypes and the validation results of the four specific technologies tested at the Virtual Travel Use Case (Soundscape generation, Multilinguality, Video streaming and Path and Camera Planning). Finally, the contribution to the MPEG-V standard will also be detailed in the paper.


Author(s):  
B. Lencova ◽  
G. Wisselink

Recent progress in computer technology enables the calculation of lens fields and focal properties on commonly available computers such as IBM ATs. If we add to this the use of graphics, we greatly increase the applicability of design programs for electron lenses. Most programs for field computation are based on the finite element method (FEM). They are written in Fortran 77, so that they are easily transferred from PCs to larger machines.The design process has recently been made significantly more user friendly by adding input programs written in Turbo Pascal, which allows a flexible implementation of computer graphics. The input programs have not only menu driven input and modification of numerical data, but also graphics editing of the data. The input programs create files which are subsequently read by the Fortran programs. From the main menu of our magnetic lens design program, further options are chosen by using function keys or numbers. Some options (lens initialization and setting, fine mesh, current densities, etc.) open other menus where computation parameters can be set or numerical data can be entered with the help of a simple line editor. The "draw lens" option enables graphical editing of the mesh - see fig. I. The geometry of the electron lens is specified in terms of coordinates and indices of a coarse quadrilateral mesh. In this mesh, the fine mesh with smoothly changing step size is calculated by an automeshing procedure. The options shown in fig. 1 allow modification of the number of coarse mesh lines, change of coordinates of mesh points or lines, and specification of lens parts. Interactive and graphical modification of the fine mesh can be called from the fine mesh menu. Finally, the lens computation can be called. Our FEM program allows up to 8000 mesh points on an AT computer. Another menu allows the display of computed results stored in output files and graphical display of axial flux density, flux density in magnetic parts, and the flux lines in magnetic lenses - see fig. 2. A series of several lens excitations with user specified or default magnetization curves can be calculated and displayed in one session.


2015 ◽  
Vol 25 (1) ◽  
pp. 50-60
Author(s):  
Anu Subramanian

ASHA's focus on evidence-based practice (EBP) includes the family/stakeholder perspective as an important tenet in clinical decision making. The common factors model for treatment effectiveness postulates that clinician-client alliance positively impacts therapeutic outcomes and may be the most important factor for success. One strategy to improve alliance between a client and clinician is the use of outcome questionnaires. In the current study, eight parents of toddlers who attended therapy sessions at a university clinic responded to a session outcome questionnaire that included both rating scale and descriptive questions. Six graduate students completed a survey that included a question about the utility of the questionnaire. Results indicated that the descriptive questions added value and information compared to using only the rating scale. The students were varied in their responses regarding the effectiveness of the questionnaire to increase their comfort with parents. Information gathered from the questionnaire allowed for specific feedback to graduate students to change behaviors and created opportunities for general discussions regarding effective therapy techniques. In addition, the responses generated conversations between the client and clinician focused on clients' concerns. Involving the stakeholder in identifying both effective and ineffective aspects of therapy has advantages for clinical practice and education.


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