The Role of Virtual Spaces and Interactivity in Emergency Training

Author(s):  
Giulia Benvegnù ◽  
Mattia Furlan ◽  
Valeria Orso ◽  
Luciano Gamberini
2015 ◽  
Vol 40 (2) ◽  
pp. 74-79
Author(s):  
Robin Schaeverbeke ◽  
Hélène Aarts ◽  
Ann Heylighen

Teaching drawing in architectural education raises questions regarding the representation of spatial experiences: to what extent can sensory experiences of space be intensified through observing and drawing and, perhaps equally important, what those drawings would look like? In the context of their drawing classes, the authors started to inquire the discrepancy between conceiving and perceiving space, and the aptitude of representing spatial concepts upon a two dimensional surface. Through observation and translating observation into drawings, students discover that conventionalised ways of drawing, such as linear perspective, only reveal part of the story. While linear perspective remains the dominant way of representing space, obviously visible in photography, film, 3D-imaging and architectural impressions, the authors started looking for ways of drawing which inquire possibilities of expressing spatial experiences. Drawing as an activity which is able to enhance spatial understanding, rather than as a tool to communicate virtual spaces. Next to drawing as a ‘skill’, which can be learnt, the drawing classes started to inquire non-visual aspects of space by analysing attributes of spatiality, which are difficult to convey through two dimensional drawings. Starting from a contextualisation of spatial drawing within architectural practice, the article examines the discrepancy between geometric space and lived space, in order to reveal the dubious role of linear perspective within (architectural) culture and history. After a brief return to how we imagined and represented space in our childhood, the article presents a series of practice based examples. Drawing on the authors’ teaching practice, it illustrates possibilities to expand our visual language by exploring space and spatiality through observing and drawing.


Author(s):  
Shalin Hai-Jew

The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive spaces for e-learning, more awareness of related fundamentals may enhance e-learning. This chapter discusses the role of graphics in interactivity (live and automated) and immersion and strategies for creating effective interfaces, virtual spaces, contexts, agents, and 3D digital learning objects.


2021 ◽  
Author(s):  
◽  
Jennifer Drayton

<p>This thesis encompasses a mixed methods enquiry into the language used in air traffic control in simulated emergency situations in the United Arab Emirates. The workplaces studied employ pilots and controllers from a diverse range of language backgrounds. This research sets out to answer three questions: 1. What is the technical vocabulary of aviation radiotelephony in emergency training in the simulator? 2. To what extent is technical vocabulary used in radiotelephony in emergency training in the simulator? 3. What factors influence the use of technical vocabulary in speaking? The first part of the study investigates the nature of technical language in aviation radiotelephony. Two spoken corpora were created from recordings of three air traffic controllers from two different workplaces (Ghaf and Sandy aerodromes), undergoing emergency simulator training. Mandated standard phraseology formed a written corpus. Standard phraseology is an international language defined by the International Civil Aviation Organisation (ICAO) and adopted by governments for use in radiotelephony communication. Quantitative analysis showed that the technical vocabulary in aviation radiotelephony consists of proper nouns, numbers, aviation alphabet, acronyms, technical word types and multiword units. The technical word types included purely technical words e.g. taxiway and cryptotechnical vocabulary (high, medium and low frequency words with a technical meaning (Fraser, 2009)) e.g. approach. Multiword units included ICAO standard phraseology e.g. hold short or subsidiary and local phraseology in the spoken corpora e.g. Do you have any question (subsidiary) and engine start approved (local).  The second part of the study examines sources of difference in language use by controllers. Technical vocabulary coverage differed between the spoken corpora at 70.52% for Ghaf Aerodrome and 51.61% for Sandy Aerodrome. Two explanations for this were: differences in the purpose of emergency training in each aerodrome; and differences in linguistic style by the Sandy controller which was established through keyword analysis. Interviews with nine controllers established further factors which are likely to affect the use of technical vocabulary in radiotelephony communication including: communication styles of native English speakers (NES) and non-native English speakers (NNES). Further examination of interview data also revealed contradictory beliefs underlying language use by controllers. Their beliefs diverge around the role of standard phraseology, its use (or not) in emergencies and the value of language training for emergencies. This divergence reflects the contradictions in definitions of standard phraseology and plain language in the literature. Differences in language use can lead to frequent miscommunication and the need for clarification of meaning in these UAE workplaces. The present study makes two contributions to the significant body of research on aviation radiotelephony. The first is an Aviation Radiotelephony Word and Number List. It is used to clarify the role of technical vocabulary and plain language in radiotelephony and to show how the technical vocabulary coverage of radiotelephony communication, in an extract from the simulator emergency training and another extract from an ICAO document, is high compared to other professions. Second, a Model of Controller Beliefs and Outcomes is presented and suggests a way to interpret divergent language outcomes in radiotelephony. The model summarises two contradictory sets of controller beliefs about standard phraseology, language in emergencies, and training. Further, the language and training outcomes reflect those beliefs. The investigation concludes with implications for training and testing in aviation for ab initio and experienced controllers. The corpora, word and number list and model all provide useful tools for the training and testing needs in these UAE workplaces. The chapter concludes with limitations of the study and future research directions.</p>


2011 ◽  
pp. 1682-1711
Author(s):  
Shalin Hai-Jew

The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive spaces for e-learning, more awareness of related fundamentals may enhance e-learning. This chapter discusses the role of graphics in interactivity (live and automated) and immersion and strategies for creating effective interfaces, virtual spaces, contexts, agents, and 3D digital learning objects.


2020 ◽  
pp. 1629-1655
Author(s):  
Samaa Gamie

The chapter explores the complex emergent feminist ethos in two virtual spaces created by the San Francisco chapter of AWSA—the Arab Women's Solidarity Association International, an Arab women's activist group. First, the chapter discusses ethos and identity construction in cyberspace. Second, the chapter analyzes AWSA's cyber discourses to uncover the characteristics of its feminist ethos and the opportunities allowed or lost for authenticity and the role of anonymity in constructing its feminist ethos. Third, the chapter questions whether anonymity allows for the critical examination of the discourses and ideologies of the powerful in addition to the creation of a sustainable counter-hegemonic discourse or whether it heightens the threat of homogeneity and streamlining in cyberspace. The chapter, in its conclusion, calls for a critical investigation of the potential of the digital domain to challenge the concentration of power in virtual spaces and uncover frameworks through which revolutionary discourses can be sustained and disseminated.


Author(s):  
Samaa Gamie

The chapter explores the complex emergent feminist ethos in two virtual spaces created by the San Francisco chapter of AWSA—the Arab Women's Solidarity Association International, an Arab women's activist group. First, the chapter discusses ethos and identity construction in cyberspace. Second, the chapter analyzes AWSA's cyber discourses to uncover the characteristics of its feminist ethos and the opportunities allowed or lost for authenticity and the role of anonymity in constructing its feminist ethos. Third, the chapter questions whether anonymity allows for the critical examination of the discourses and ideologies of the powerful in addition to the creation of a sustainable counter-hegemonic discourse or whether it heightens the threat of homogeneity and streamlining in cyberspace. The chapter, in its conclusion, calls for a critical investigation of the potential of the digital domain to challenge the concentration of power in virtual spaces and uncover frameworks through which revolutionary discourses can be sustained and disseminated.


Pedagogika ◽  
2014 ◽  
Vol 116 (4) ◽  
pp. 94-111
Author(s):  
Elvyda Martišauskienė

The article discusses socialisation problems from the methodological perspective, which are of particular importance in adolescence because this period is closely linked with the most important process, i.e., search for own identity. Therefore, the focus is laid on the inborn powers of individuals, their functions and the role of spiritual dimensions based on transcendence and conscience while creating relations with others and oneself in real and virtual spaces is highlighted as well as spiritual values, as foundation of relations, and adolescents’ attitude towards them, which open up access to spirituality education and socialisation.


Author(s):  
Sara Price ◽  
Carey Jewitt ◽  
Nikoleta Yiannoutsou

AbstractHow touch is conceptualised matters in shaping technical advancements, bringing opportunities and challenges for development and design and raising questions for how touch experience is reconfigured. This paper explores the notion of touch in virtual reality (VR). Specifically, it identifies how touch ‘connection’ is realised and conceptualised in virtual spaces in order to explore how digital remediation of touch in VR shapes the sociality of touch experiences and touch practices. Ten participants from industry and academia with an interest in touch in virtual contexts were interviewed using an in-depth semi-structured approach to elicit experiences and perspectives around the role of touch in VR. Data analysis shows the growing value and significance of touch in virtual spaces and reveals particular ways in which touch is talked about, implemented and conceptualised. It highlights changes for the sociality of touch through participants’ conceptualisations of touch as replication and illusion, and how the body is brought into this ‘touch’ space. These perspectives of touch shape who touches, what is touched and how it is touched and set an agenda for the types of touch that are facilitated by VR. The findings suggest ways in which technological techniques can be employed towards interpretive designs of touch that allow for new ways to look at touch and haptics. They also show how touch is distorted and disrupted in ways that have implications for disturbing established ‘real world’ socialities of touch as well as their renegotiation by users in the space of digitally mediated touch in VR.


Leonardo ◽  
2001 ◽  
Vol 34 (5) ◽  
pp. 403-408 ◽  
Author(s):  
Richard K. Merritt

This paper examines contemporary developments in the creation and experience of immersive 3D art projects in the context of spatial and information design. It takes into consideration historic forebears, particularly the ancient Greek art of memory, contemporary theorists, and current new media artists who are pushing code and application design to new limits. The essay specifically addresses the role of the artist as “coder” and application engineer and anticipates concerns and possible technological developments in data visualization and virtual spaces. As new media artists write their own code, current boundaries between disciplines and sectors become blurred and new aesthetic judgments become pivotal. Additionally, current management and organizational structures are challenged to confront a world that increasingly visualizes and communicates in 3D.


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