scholarly journals Bringing Reality into Calculus Classrooms: Mathematizing a Real-life Problem Simulated in a Virtual Environment

2013 ◽  
Vol 3 (1) ◽  
pp. 29 ◽  
Author(s):  
Olga V. Shipulina ◽  
David Harris Smith ◽  
Peter Liljedahl

The study explores how students, who had completed the AP calculus course, mathematized the optimal navigation real-life problem simulated in the Second Life Virtual Environment. The particular research interest was to investigate whether/how students�?? empirical activity in VE influences the way of their mathematizing.

Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and ‘médiance' in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a mesocriticism will be proposed as a new approach for the study of virtual environments.


Author(s):  
Jiuguang Feng ◽  
Liyan Song

Second Life (SL) is a multiuser virtual environment (MUVE) that can be used to enhance students’ learning. It is a virtual environment constructed by SL residents, where students can engage in collaborative learning with other SL residents. In the field of education, SL has been used as a professional tool, a synchronous online system, a virtual environment mimicking real life, a platform for role-playing, a communication tool between teachers and students. This chapter focuses on education-oriented research activities conducted in SL. The authors explain and analyze SL usage in higher education, foreign language instruction as well as investigated its contribution to various learning paradigms, and suggested future research directions.


2012 ◽  
Vol 36 (10) ◽  
pp. 391-396 ◽  
Author(s):  
Jeremy Rampling ◽  
Aileen O'Brien ◽  
Keelyjo Hindhaugh ◽  
Luke Woodham ◽  
Sheetal Kavia

Aims and methodTo create a simulated patient with psychosis for psychiatric training within the online virtual environment of Second Life. After design and delivery of the scenario, medical students were asked to complete it and provide feedback.ResultsA total of 24 students tried the scenario and gave feedback via an online survey. The project had been offered to 150 students so the take up was low. The feedback was predominantly negative with 53 critical responses to 32 positive ones. The consensus was that the scenario was cumbersome, did not imitate real life and was of little educational value. Multimedia representations of psychotic symptoms were more positively received and there may be scope for further development.Clinical implicationsInteractive technology has a role in psychiatric education but we would not recommend the use of scenarios that rely predominantly on verbal communication within Second Life.


Author(s):  
Christophe Duret

This chapter will propose an ontology of virtual environments that calls into question the dichotomy between the real and the virtual. This will draw on the concepts of trajectivity and “médiance” in order to describe the way virtual environments, with their technological and symbolic features, take part in the construction of human environments. This theoretical proposition will be illustrated with the analysis of Arcadia, a virtual environment built in Second Life. Finally, a meso-criticism will be proposed as a new approach for the study of virtual environments.


Author(s):  
Garrett Cullity

In Paradise Lost, Satan’s first sight of Eve in Eden renders him “Stupidly good”: his state is one of admirable yet inarticulate responsiveness to reasons. Turning from fiction to real life, this chapter argues that stupid goodness is an important moral phenomenon, but one that has limits. The chapter examines three questions about the relation between having a reason and saying what it is—between normativity and articulacy. Is it possible to have and respond to morally relevant reasons without being able to articulate them? Can moral inarticulacy be good, and if so, what is the value of moral articulacy? And, thirdly, can moral philosophy help us to be good? The chapter argues that morality has an inarticulacy-accepting part, an articulacy-encouraging part, an articulacy-surpassing part, and an articulacy-discouraging part. Along the way, an account is proposed of what it is to respond to the reasons that make up the substance of morality.


2021 ◽  
Vol 128 ◽  
pp. 103782
Author(s):  
Mohamed Yassin ◽  
Ahmed El Antably ◽  
Manal A.S. Abou El-Ela

2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


2018 ◽  
Vol 17 (4) ◽  
pp. 186-192
Author(s):  
Wendy Silver

Purpose Organizations will need HR departments that take bold new approaches if they are to weather the uncertainty and changes on the horizon. This paper aims to discuss what makes an organization or a leader BRAVE, and examples of HR professionals and organizations leading the way are provided to help readers bravely shape their own organizations. Design/methodology/approach This paper draws upon various real-life examples of organizations whose HR departments are leading the way. Findings Organizations need BRAVE HR professionals and leaders to create, implement and communicate key initiatives to ensure companies make decisions that support workplace cultures that people choose to join and remain a part of. Originality/value No amount of technology can replace the forward-thinking thought, communication and action that being BRAVE requires. This paper will help HR professionals gain a braver perspective.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


2012 ◽  
Vol 5 (1) ◽  
Author(s):  
Bernadett Koles ◽  
Peter Nagy

Virtual social environments opened the door to individual experiences that may not be feasible or possible in real physical settings; in turn bringing to question the applicability of certain more traditional theories to digital environments. Addressing some of this gap in the available literature, in the current study, we compare virtual and real life identities simultaneously, as well as explore the impact of selfconsciousness on virtual identity. Our results indicate that while some of the overall trends are similar between identities constructed in the physical world and those constructed in virtual settings, different identity elements and dimensions tend to be emphasized to different degrees. Furthermore, we find evidence for the role of private in addition to public self-consciousness as influencing virtual existence. In other words, in addition to the general emphasis concerning the  role of socially influenced external elements in the formulation of virtual identities, the current study highlights the importance of more internalized and  individual level attitudes and perceptions, including one’s inner thoughts, emotions, and perspectives. Implications and future directions are discussed.


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