immersive worlds pafos sept-2012

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www.immersive- worlds.com www.immersive- worlds.com Immersive Worlds for Learning eXperience+: Engaging users in the zone of proximal flow in Second Life Niki Lambropoulos, Rolf Reinhardt, Stylianos Mystakidis, Dimitris Tolis, Sophi Danis & Alain Gourdin -Immersive Worlds Team * LANETO Group -University of West Paris ADTU Conference, Paphos, Cyprus, 27 - 28 September, 2012

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Immersive worlds Pafos Sept-2012

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Page 1: Immersive worlds Pafos Sept-2012

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Immersive Worlds for Learning eXperience+: Engaging users in the zone of proximal flow in Second Life

Niki Lambropoulos, Rolf Reinhardt, Stylianos Mystakidis, Dimitris Tolis, Sophi Danis & Alain Gourdin-Immersive Worlds Team * LANETO Group-University of West Paris EADTU Conference, Paphos, Cyprus, 27 - 28 September, 2012

Page 2: Immersive worlds Pafos Sept-2012

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Agenda

• Web 1.0 Web 2.0 Web 3.0• Virtual Collaboration in Immersive Worlds• 3D VIRTUAL IMMERSIVE ENVIRONMENTS – Second Life

• User/Learner eXperience+ (U/LX+) • Zone of Proximal Flow (ZPF)• The Innovation Management eCourse– Virtual Collaboration for Creativity & Open Innovation

• Immersive Worlds of the Present Future• Conclusions & Future Trends

Page 3: Immersive worlds Pafos Sept-2012

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http://loopinginfinities.blogspot.gr/2011/03/web-10-20-and-to-come-30.html

What is Web 3.0?

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Virtual Collaboration in Immersive Worlds

• Web 3.0– Primary aims• Virtual Collaboration • Online Learning • Quality group work / learning

– 3D environments can be modelled entirely by the user• Gamification

– Immersive eXperience+

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Virtual collaboration

Sharing

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Upgrading reality Pushing boundaries of• Space• Imagination

Quality services • Planning via preparing • Running sessions • Following-up activities

Immersive Worlds

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Immersive Worlds Taxonomy

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Avatars @Second Life

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IW Team @Second Life

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Zone of Proximal Flow

Extract of Figure from Repenning, A. "Programming Goes to School", B. CACM, 55, 5, May, 2012.

ZPF

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ZPF 10 Immersive Factors

1. Clear goals as challenge level and skill high level 2. Concentration and focused attention3. Loss of feeling4. Distorted sense of time5. Direct and immediate feedback6. Balance between ability level and challenge 7. Sense of personal control over the situation or activity8. The activity is intrinsically rewarding, so there is an

effortlessness of action9. Lack of awareness of bodily needs10. Absorption into the activity

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Engagement Factors

1. Perception via the senses 2. Action via the body/kinaesthetic – physical body

functions3. Emotion via the heart – emotional & instinctual

nature functions4. Cognition via the mind – rational consciousness

functions5. Co-creativity via imagination & intuition – higher

consciousness thinking functions 6. Combinations of the above

Page 14: Immersive worlds Pafos Sept-2012

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User Total eXperience (UX)

• ISO: User eXperience (UX) is – a person's perceptions– responses – resulting from • use and/or• anticipated use of a product, system or service

• UX is subjective • UX focuses on the use

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User/Learner Experience (U/LX+)

Immersive Experience+• Make learning interesting & fun• Engage the learner

– Have a clear & focused purpose– Be present– Be in a state of constant flow– Connect with each other

• Design: Understanding Users as Learners – Usability– Pedagogical usability– Mental & conceptual models– Joy, enthusiasm, humour – Other psychological factors

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http://www.itin.fr/

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Innovation Management eCourse

• Promote entrepreneurship and innovation knowledge and skills in action

• Reduce transactive cost for virtual collaboration • Create sense of belonging in a working group• Orchestrate collaborative learning convergence • Promote synergy for direct fit between – Social needs, working demands &– Virtual collaboration and educational tasks, methods and tools

• Use 3D Immersive Worlds to enhance two ways communication for virtual collaboration

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From Knowledge & Skills to Competencies

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In the class… and

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Moodle LMS… and

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Conclusion

From Virtual to

Physical Proximity

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Conclusion

From the Idea to

Production

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Immersive Worlds of the Present Future

Integration of Virtual & Augmented Reality Technologies: Provide the user with• Immersive multisensory stimuli (e.g. touching,

movement capture, haptic sensor) • Emotional channels (e.g. affective computing) • System adaptation & interoperability (e.g.

personalisation & multiple user interfaces)• Novel & Unique Immersive eXperience+

Create a Strong Vibration to Remember

Page 25: Immersive worlds Pafos Sept-2012

Niki LambropoulosOn behalf of the

Immersive Worlds Team