scholarly journals Action et langage dans un monde virtuel utilisé à des fins de pratique de la langue | Action and Language in a Virtual World Used for Language Practice

Author(s):  
Wenjun Tang

Cette étude s’inscrit dans un contexte de télécollaboration entre des apprenants d’anglais et de français dans un environnement virtuel en 3D - Second Life. Elle s’intéresse plus particulièrement aux relations entre l’utilisation des langues cibles, les activités proposées et l’environnement simulé. À partir d’une analyse qualitative des interactions entre les participants, nous avons défini six catégories d’interaction langage/environnement dans le but de comprendre l’influence de cet environnement sur les pratiques langagières.This study is part of a tele-collaboration project which links learners of English and French in a 3D virtual environment - Second Life. We are particularly interested in the relationship among the use of target languages, the activities and the simulated environment. According to our observation and recording of the interactions, as well as the interviews with participants, we have defined six categories of interactions based on the special virtual environment in order to understand its influence for the language practice.

Author(s):  
Yungang Wei ◽  
Xiaoye Tan ◽  
Xiaoran Qin ◽  
Xiaohang Yu ◽  
Bo Sun ◽  
...  

The use of 3D virtual technology in cultural transmission has been more and more innovative and popular in the recent years. Meanwhile, with the high interactivity, experience of virtual technology deeply rooted in the people's hearts, the use of 3D virtual world in cultural transmission shows an evident advantage. Through scene construction and intelligent interaction in a 3D virtual world environment, we developed the project “Confucius' Journey”. And considering the problems in such applications, such as the lack of interaction and reduced effectiveness in representing the application purpose, we explored interactive objects and virtual human technology. In addition, we can verify the advantage of using the 3D platform via the experimental results.


Author(s):  
Michelangelo Tricarico

This chapter discusses the author's experience in virtual environments, with particular reference to virtual reconstruction. The events are narrated from the perspective of a student who at first developed his skills in this specific field at school, and then became competent and passionate enough to teach what he had learned in the course of time. He describes his experience from early school projects to the personal ones; from his award as a “Master Builder” to his early teaching lessons. Other learning activities that can be carried out in a virtual world are also illustrated, with particular reference to “coding”, which appears to be of great interest to the author. The main objective of this paper is to highlight the potential of a 3D virtual environment for the reconstruction of monuments, i.e., the author's area of expertise. It also provides a description of other activities that can be performed in a virtual environment, while illustrating the most common issues that can be experienced and suggesting how to solve them.


1970 ◽  
Vol 4 (2) ◽  
Author(s):  
Stina Bengtsson

In this article I will present and discuss the Swedish virtual embassy as a new example of nation branding. By exploring the development of the Swedish embassy in Second Life, activities arranged by and involving the virtual embassy as well as the surrounding discourse of international mainstream media and people engaged in the development of Second Life, I will analyse the significance of the virtual environment in this virtual nation-branding project. I argue that the most important achievement of the Swedish virtual embassy was reached through the connection with the virtual environment in the coverage of traditional international mass media and that the key dimension, although not the only one, of the virtual world in branding Sweden was to serve as a fresh and influential brand signifier within the marketing project.


Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 16
Author(s):  
Juan M. Alonso-Martinez ◽  
Shaghayegh Ravaei ◽  
Teodoro Rudolphi-Solero ◽  
Francisco Sendra-Portero

Nine professors of radiology from six different cities were invited to give a 1-hour seminar in the virtual world Second Life® to 154 third-year medical students from the University of Málaga. Students and teachers performed a questionnaire about the cognitive load that implies receiving/teaching seminars inside Second Life@ and several characteristics involving the experience. This experience was considered remarkably enriching by teachers and learners and opens new interesting pathways for educational contact between students and teachers from different universities, with the advantages of reducing costs and travel time.


2009 ◽  
Vol 18 (4) ◽  
pp. 294-303 ◽  
Author(s):  
Jesse Fox ◽  
Jeremy Bailenson ◽  
Joseph Binney

In this study, the role of presence in the imitation of a virtual model was examined. Immersive virtual environment technology (IVET) was used to create photorealistic virtual representations of the self that were depicted eating food in a virtual world. Changes in the virtual environment (via a changing or unchanging body) were incorporated to create variance in perceived subjective presence. Based on previous research, presence was hypothesized to affect the relationship between the environmental manipulations and the behavioral outcome of imitating the avatar's eating behavior. Here we show that presence did indeed affect imitation, but that the effects varied for men and women in accordance with previous research on sex differences in eating behavior. Men who experienced high presence were more likely than low presence men to imitate the virtual model and eat candy, whereas women who experienced high presence were more likely than low presence women to suppress the behavior and not eat candy.


Author(s):  
Emil R. Kaburuan ◽  
Chien-Hsu Chen ◽  
Tay-Sheng Jeng

The growing numbers of online religion practice has increased significantly. This growing number is not only based on the website pattern, but also in the 3D online virtual environment. Over the last three years the practice of online churchgoing in the 3D virtual environment has grown rapidly through the arrival of a number of large, well-financed projects supported by well-known real-world Christian groups. This phenomenon has been allowing users not only just participate but also experiencing the online virtual environment. What are the users’ experiences in the virtual church? How does this experience relate to users’ spiritual life? These issues will be discussed in this chapter, starting with origin of online church. This is followed by the description of the one year study result based on participant observation and interview with the participants. The ability of Second Life as user generated virtual environment to act as medium of ritual practice and kinds of experience fostered will be interesting in the future development of the online church. The empirical based study may contribute greatly to a more nuanced and balanced understanding.


Author(s):  
Erika deJong ◽  
Dave Chodos ◽  
Pawel Kuras ◽  
Patricia Boechler ◽  
Eleni Stroulia ◽  
...  

Virtual interactive environments such as Second Life are emerging as innovative tools that can support and enhance learning in various educational domains. However, for the educational practitioner new to these environments, developing educational settings and activities in a virtual environment can appear to be technically complex and beyond their area of expertise. This case study describes some of the technical challenges encountered and the solutions derived during the development of a virtual world for the delivery of a health science interprofessional communications course.


Author(s):  
Caroline M L Ho

This chapter focuses on participant engagement in an immersive virtual environment among a group of Singaporean teenagers in the context of the subject, General Paper, aimed at developing students’ critical thinking and argumentation skills. Investigation based on the functional linguistic resources of ‘Engagement’ (Martin & White, 2005) examined 17-18 year old pre-tertiary students’ engagement with each other in the Second Life virtual world. Of specific interest in this study were the linguistic resources and strategies used by students as they thought, ‘spoke’ and acted on issues from the perspectives of simulated personas. The exchange of perspectives revolved around the theme of euthanasia. Findings highlighted how students engaged with a range of perspectives on issues raised, and the level of assertiveness and moderation in their claims proposed. The examination also showed the extent of participants’ dialogically expansive or contractive stance. The pedagogical implications of the findings are discussed.


1970 ◽  
Vol 1 (2) ◽  
Author(s):  
Paul R Messinger ◽  
Xin Ge ◽  
Eleni Stroulia ◽  
Kelly Lyons ◽  
Kristen Smirnov ◽  
...  

What is the relationship between avatars and the people they represent in terms of appearance and behavior? In this paper, we hypothesize that people (balancing motives of self-verification and self-enhancement) customize the image of their avatars to bear similarity to their real selves, but with moderate enhancements. We also hypothesize that virtual-world behavior (due to deindividuation in computer-mediated communication environments) is less restrained by normal inhibitions than real-world behavior. Lastly, we hypothesize that people with more attractive avatars than their real selves will be somewhat more confident and extraverted in virtual worlds than they are in the real world. We examine these issues using data collected from Second Life residents using an in-world intercept method that involved recruiting respondents’ avatars from a representative sample of locations. Our quantitative data indicate that, on average, people report making their avatars similar to themselves, but somewhat more attractive. And, compared to real-world behavior, respondents indicate that their virtual-world behavior is more outgoing and risk-taking and less thoughtful/more superficial. Finally, people with avatars more attractive than their real selves state that they are more outgoing, extraverted, risk-taking, and loud than their real selves (particularly if they reported being relatively low on these traits in the real world). Qualitative data from open-ended questions corroborate our hypotheses.


2020 ◽  
Vol 45 (1) ◽  
pp. 45-64
Author(s):  
Lesley Procter

Research into how online avatars are used has mostly concentrated on the agentic user controlling the passive avatar. With the proliferation, variety, and increasing uptake of online representations now available to individuals, however, we might more productively examine the relationship between what I call the avatar-persona and the user as one in which the avatar-persona also plays a part. Due to the affordances of parasociality and self-presence, a dialectic interaction develops between the user and the avatar as extended and extraordinary self. This dialectic enables the avatar-persona to express a certain degree of influence over the user in some circumstances. My discussion of these dynamics is illustrated from observations made during an extended participant observation in a multi-user virtual environment Second Life.


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