Virtual Worlds Innovation with Open Wonderland

Author(s):  
Fábio Alexandre Caravieri Modesto

Open Wonderland is a Java open source toolkit for creating collaborative 3D virtual worlds. Within those worlds, users can communicate with high-fidelity, immersive audio, share live desktop applications, and collaborate in an education, business, or government context. Wonderland is completely extensible; developers and graphic artists can extend its functionality to create entirely new worlds and add new features to existing worlds. The vision for Open Wonderland is to provide an environment that is robust enough in terms of security, scalability, and functionality that organizations can rely on it as a place to conduct real business or education. Organizations should be able to use Wonderland to create a virtual presence to better communicate with students, customers, partners, or friends. Individuals should also be able to tailor portions of the world to adapt to their needs and to express their personal style.

2018 ◽  
Vol 12 ◽  
pp. 85-98
Author(s):  
Bojan Kostadinov ◽  
Mile Jovanov ◽  
Emil STANKOV

Data collection and machine learning are changing the world. Whether it is medicine, sports or education, companies and institutions are investing a lot of time and money in systems that gather, process and analyse data. Likewise, to improve competitiveness, a lot of countries are making changes to their educational policy by supporting STEM disciplines. Therefore, it’s important to put effort into using various data sources to help students succeed in STEM. In this paper, we present a platform that can analyse student’s activity on various contest and e-learning systems, combine and process the data, and then present it in various ways that are easy to understand. This in turn enables teachers and organizers to recognize talented and hardworking students, identify issues, and/or motivate students to practice and work on areas where they’re weaker.


Author(s):  
Shinji Kobayashi ◽  
Luis Falcón ◽  
Hamish Fraser ◽  
Jørn Braa ◽  
Pamod Amarakoon ◽  
...  

Objectives: The emerging COVID-19 pandemic has caused one of the world’s worst health disasters compounded by social confusion with misinformation, the so-called “Infodemic”. In this paper, we discuss how open technology approaches - including data sharing, visualization, and tooling - can address the COVID-19 pandemic and infodemic. Methods: In response to the call for participation in the 2020 International Medical Informatics Association (IMIA) Yearbook theme issue on Medical Informatics and the Pandemic, the IMIA Open Source Working Group surveyed recent works related to the use of Free/Libre/Open Source Software (FLOSS) for this pandemic. Results: FLOSS health care projects including GNU Health, OpenMRS, DHIS2, and others, have responded from the early phase of this pandemic. Data related to COVID-19 have been published from health organizations all over the world. Civic Technology, and the collaborative work of FLOSS and open data groups were considered to support collective intelligence on approaches to managing the pandemic. Conclusion: FLOSS and open data have been effectively used to contribute to managing the COVID-19 pandemic, and open approaches to collaboration can improve trust in data.


Author(s):  
Rompapas Damien Constantine ◽  
Daniel Flores Quiros ◽  
Charlton Rodda ◽  
Bryan Christopher Brown ◽  
Noah Benjamin Zerkin ◽  
...  

Author(s):  
Damien Rompapas ◽  
Charlton Rodda ◽  
Bryan Christopher Brown ◽  
Noah Benjamin Zerkin ◽  
Alvaro Cassinelli

2016 ◽  
Vol 12 (04) ◽  
pp. 27 ◽  
Author(s):  
Caroline Porto Antonio ◽  
João Paulo Lima ◽  
João Bosco Alves ◽  
Juarez Bento Silva ◽  
José Pedro Simão

This paper presents an educational tool based on open source software and low cost hardware to supplement science teaching, merging concepts of remote experiment, virtual worlds and virtual learning environment. Using an avatar, students can move around in an enriched environment and access a remote microscope that enables visualization of plant parts and interaction with the available samples.


2012 ◽  
Vol 2 (2) ◽  
pp. 15 ◽  
Author(s):  
Frederico Menine Schaf ◽  
Suenoni Paladini ◽  
Carlos Eduardo Pereira

<span style="color: #000000;"><span style="font-family: Times New Roman,serif;"><span style="font-size: x-small;">Recent evolutions of social networks, virtual environments, Web technologies and 3D virtual worlds motivate the adoption of new technologies in education, opening successive innovative possibilities. These technologies (or tools) can be employed in distance education scenarios, or can also enhance traditional learning-teaching (blended or hybrid learning scenario). It is known and a wide advocated issue that laboratory practice is essential to technical education, foremost in engineering. In order to develop a feasible implementation to this research area, a prototype was developed, called 3DAutoSysLab, in which a metaverse is used as social collaborative interface, experiments (real or simulated) are linked to virtual objects, learning objects are displayed as interactive medias, and guiding/feedback are supported via an autonomous tutoring system based on user's interaction data mining. This prototype is under test, but preliminary applied results indicate great acceptance and increase of motivation of students.</span></span></span>


2021 ◽  
Author(s):  
Theodore Sumers ◽  
Mark K Ho ◽  
Robert Hawkins ◽  
Tom Griffiths

People use a wide range of communicative acts, from concrete demonstrations to abstract language. What are the strengths and weaknesses of such different modalities? We present a series of real-time, multi-player experiments asking participants to teach (Boolean) concepts using either demonstrations or language. Our first experiment (N = 454) manipulated the complexity of the concept, finding that linguistic (but not demonstrative) teaching enables high-fidelity transmission of more complex concepts. Why, then, do humans use both demonstrations and language? As a form of conventionalized communication, language relies on shared context between speaker and listener, whereas demonstrations are inherently grounded in the world. We hypothesized linguistic communication would be more sensitive to perturbations of shared context than demonstrations. Our second experiment (N = 568) manipulated teachers’ ability to see the features that defined the concept. This restriction severely impaired linguistic (but not demonstrative) teaching. Our comparative approach confirms language relies on shared context to permit high bandwidth communication; in contrast, demonstrations are lower-bandwidth but more robust.


Author(s):  
Hugo Paredes ◽  
Fernando Cassola ◽  
Leonel Morgado ◽  
Fausto de Carvalho ◽  
Silvia Ala ◽  
...  

Version Control Software or Revision Control Software are the most important things in the world of software development. In this paper, we have described two version control tools: Git and Apache Subversion. Git comes as free and open source code management and version control system which is disseminated with the GNU general public license. Apache Subversion abbreviated as SVN is one amongst a software versioning and revision control systems given as open source under Apache License. Git design, its functionality, and usage of Git and SVN are discussed in this paper. The goal of this research paper is to accentuate on GIT and SVN tools, evaluate and compare five version control tools to ascertain their usage and efficacy.


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