immersive worlds pafos sept-2012
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Immersive worlds Pafos Sept-2012TRANSCRIPT
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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
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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
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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
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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
Niki LambropoulosOn behalf of the
Immersive Worlds Team