Author:
Publisher: Tata McGraw-Hill Education
ISBN: 0070703612
Category:
Page:
View: 658
Learning in Virtual Worlds Understanding Virtual Worlds Imagine being able to
hold meetings and training sessions with dispersed participants while having a
level of interaction that mimics meeting in person . Virtual worlds allow you to see
...
Author: Anders Gronstedt
Publisher: American Society for Training and Development
ISBN: 1562865226
Category: Business & Economics
Page: 16
View: 617
Many people are unaware of virtual worlds and how they can be used in business and training. This issue will give you a firm understanding of virtual environments. Discover the various learning applications of virtual worlds including holding virtual meetings, creating realistic simulations, and role-play. You will also learn how to determine whether or not to use virtual worlds in your organization.5 Virtual Reality, Enhanced Sport Performance, and Embodiment Virtual reality
brings an exciting, ecologically valid setup for training in sport. Virtual worlds,
being fully controllable and flexible, allow inclusion of conditions that are not
easily ...
Author: Massimiliano L. Cappuccio
Publisher: MIT Press
ISBN: 9780262038508
Category: Sports & Recreation
Page: 808
View: 868
The first systematic collaboration between cognitive scientists and sports psychologists considers the mind–body relationship from the perspective of athletic skill and sports practice. This landmark work is the first systematic collaboration between cognitive scientists and sports psychologists that considers the mind–body relationship from the perspective of athletic skill and sports practice. With twenty-six chapters by leading researchers, the book connects and integrates findings from fields that range from philosophy of mind to sociology of sports. The chapters show not only that sports can tell scientists how the human mind works but also that the scientific study of the human mind can help athletes succeed. Sports psychology research has always focused on the themes, notions, and models of embodied cognition; embodied cognition, in turn, has found striking confirmation of its theoretical claims in the psychological accounts of sports performance and athletic skill. Athletic skill is a legitimate form of intelligence, involving cognitive faculties no less sophisticated and complex than those required by mathematical problem solving. After presenting the key concepts necessary for applying embodied cognition to sports psychology, the book discusses skill disruption (the tendency to “choke” under pressure); sensorimotor skill acquisition and how training correlates to the development of cognitive faculties; the intersubjective and social dimension of sports skills, seen in team sports; sports practice in cultural and societal contexts; the notion of “affordance” and its significance for ecological psychology and embodied cognition theory; and the mind's predictive capabilities, which enable anticipation, creativity, improvisation, and imagination in sports performance. Contributors Ana Maria Abreu, Kenneth Aggerholm, Salvatore Maria Aglioti, Jesús Ilundáin-Agurruza, Duarte Araújo, Jürgen Beckmann, Kath Bicknell, Geoffrey P. Bingham, Jens E. Birch, Gunnar Breivik, Noel E. Brick, Massimiliano L. Cappuccio, Thomas H. Carr, Alberto Cei, Anthony Chemero, Wayne Christensen, Lincoln J. Colling, Cassie Comley, Keith Davids, Matt Dicks, Caren Diehl, Karl Erickson, Anna Esposito, Pedro Tiago Esteves, Mirko Farina, Giolo Fele, Denis Francesconi, Shaun Gallagher, Gowrishankar Ganesh, Raúl Sánchez-García, Rob Gray, Denise M. Hill, Daniel D. Hutto, Tsuyoshi Ikegami, Geir Jordet, Adam Kiefer, Michael Kirchhoff, Kevin Krein, Kenneth Liberman, Tadhg E. MacIntyre, Nelson Mauro Maldonato, David L. Mann, Richard S. W. Masters, Patrick McGivern, Doris McIlwain, Michele Merritt, Christopher Mesagno, Vegard Fusche Moe, Barbara Gail Montero, Aidan P. Moran, David Moreau, Hiroki Nakamoto, Alberto Oliverio, David Papineau, Gert-Jan Pepping, Miriam Reiner, Ian Renshaw, Michael A. Riley, Zuzanna Rucinska, Lawrence Shapiro, Paula Silva, Shannon Spaulding, John Sutton, Phillip D. Tomporowski, John Toner, Andrew D. Wilson, Audrey Yap, Qin Zhu, Christopher MadanTeam Training , Mental Models , and the Team Model Trainer , Proceedings of
Advancement in Integrated Delivery Technologies , Denver , CO . Calvin , J . et al
, 1993 . The SIMNET virtual world architecture . Proceedings of the IEEE Virtual ...
Author: Christopher Landauer
Publisher: Society for Computer Simulation
ISBN: STANFORD:36105028499551
Category: Human-computer interaction
Page: 210
View: 125
1998 Western Multiconference, San Diego, California, January 11-14, 1998,
Catamaran Resort Hotel Christopher Landauer, Kirstie L. Bellman. AN
ARCHITECTURE FOR A TRAINING VIRTUAL WORLD ENVIRONMENT
asynchronously .
Author: Christopher Landauer
Publisher:
ISBN: UOM:39015047586428
Category: VRML (Computer program language)
Page: 243
View: 780
Some new applications in teaching and training are serious games and
simulations in the virtual world. The use of gaming is regarded as engaging,
motivating and asked for by students of today [ll-l3]. These educational
instruments are being ...
Author:
Publisher: IOS Press
ISBN:
Category:
Page:
View: 371
If you train people or are interested in simulations for training in virtual worlds,
you may find that some of these projects will help you bring more immersive
aspects to the virtual environment, such as interactivity, universal access, and a ...
Author: Ann Latham Cudworth
Publisher: CRC Press
ISBN: 9781466579668
Category: Computers
Page: 405
View: 978
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.I refer to education and training in deception detection . Although the report card
on the success of training efforts has not been encouraging , Mark Frank and
Tom Feeley ( Frank & Feeley , 2003 ) in a meta - analysis of training literature
found ...
Author: Judee K. Burgoon
Publisher:
ISBN: 0205503160
Category: Deception
Page: 25
View: 595
One particular area of interest to this publication is the $8 billion that the military
spends on virtual training. Additionally, the military spends $4 billion on
recruitment efforts which include an increased emphasis on the use of virtual
worlds to ...
Author: Ciaramitaro, Barbara
Publisher: IGI Global
ISBN: 9781616928100
Category: Business & Economics
Page: 399
View: 556
Virtual Worlds and E-Commerce: Technologies and Applications for Building Customer Relationships presents various opinions, judgments, and ideas on how the use of digitally created worlds is changing the face of e-commerce and extending the use of internet technologies to create a more immersive experience for customers. Containing current research on various aspects of the use of virtual worlds, this book includes a discussion of the elements of virtual worlds; the evolution of e-commerce to virtual commerce (v-commerce); the convergence of online games and virtual worlds; current examples of virtual worlds in use by various businesses, the military, and educational institutions; the economics of virtual worlds: discussions on legal, security and technological issues facing virtual worlds; a review of some human factor issues in virtual worlds; and the future of virtual worlds and e-commerce.Abstract This paper presents virtual training worlds that are relatively low - cost
distributed collaborative learning environments suitable for corporate training . A
virtual training world allows a facilitator , experts and trainees communicating and
...
Author: Vladan Devedzic
Publisher: Institute of Electrical & Electronics Engineers(IEEE)
ISBN: 0769519679
Category: Computer-assisted instruction
Page: 531
View: 344
Subsequently , it was significantly extended and applied to leadership training in
virtual Bosnia [ 8 ] . ... serve not only as an evaluation of Steve and HeSPI but
also as important lessons in building portable agents and flexible virtual worlds .
Author:
Publisher:
ISBN: UOM:39015058296875
Category: Computer simulation
Page:
View: 892
H1 Moving Employees from H3 Beyond E - learning : H6 Virtual World - Real
Compliance to New Approaches to ... Dell are To ensure the success of While
online training has using Second Life and other any corporate initiative , virtual
worlds ...
Author:
Publisher:
ISBN: UCLA:L0100411511
Category: Employees
Page:
View: 582
business - related uses of virtual worlds are still in their infancy , Larry Johnson ,
CEO of New Media Consortium ... the technology to keep people's attention that
is driving interest in virtual worlds within the education and training sectors , and
...
Author:
Publisher:
ISBN: STANFORD:36105063784909
Category: Internet and children
Page: 506
View: 473
The barriers include technology needs and access, student training, student
expectations, and assessment within virtual worlds. By understanding each of
these barriers, educators can plan accordingly and design professional
development or ...
Author: Charles Wankel
Publisher: Emerald Group Publishing
ISBN: 9781780520537
Category: Education
Page: 371
View: 567
A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.In the past it has been argued that education in virtual worlds is valuable
because it promotes knowledge - age skills ... World of Warcraft can also be seen
as training a generation of good corporate citizens not only to consume well and
to pay ...
Author: Kieron Sheehy
Publisher: Nova Science Pub Incorporated
ISBN: PSU:000067810765
Category: Education
Page: 197
View: 736
The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from this field are relevant to all educators, and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable. Each chapter addresses a particular issue and is illustrated with examples drawn from both research and practice. These examples cover a wide range of learning scenarios, both formal and informal, involving teenagers, school pupils, undergraduate and postgraduate students as well as a variety of lifelong learners. The issues include the importance of virtual worlds, the influence of online games and physical-world economics and politics, the relationship between avatars and learner identity, the challenges of ensuring child safety and protection, interaction between real-world and in-world environments and activities, accessibility and the development of new pedagogues. The authors are all teachers and learners in virtual worlds; many have been responsible for designing, programming and maintaining virtual environments.But the same may not apply in education where , as we have seen , the capacity
for world - building and for exploring interactive worlds has proved particularly ...
In training applications such as Virtual Worlds and Everyday Realities 81.
Author: Ralph Schroeder
Publisher: Westview Press
ISBN: UOM:39015037493379
Category: Business & Economics
Page: 203
View: 729
Virtual reality (VR) has become a revolutionary technology allowing users to experience nearly unlimited computer-generated realities—exercising a strong hold on the popular imagination, attracting hundreds of researchers, and spawning a booming industry. Possible Worlds provides a sociological and historical account of the genesis of VR and how it has shaped social life. The book also relates VR to more general issues in the study and effects of the new communications media, advanced research and development, the education and entertainment industries, and finally to youth culture and cultural expression.Real Challenges : Papers from SRI's 1991 Conference on Virtual Reality Teresa
Middleton ... The amount and complexity of training may determine whether a
technology is effectively used, and availability of funds for adequate training may
be ...
Author: Teresa Middleton
Publisher: Mecklermedia
ISBN: UCSC:32106010589502
Category: Reference
Page: 119
View: 922
The ability to have multiple environments within a virtual world is a key feature of
VREAM . This allows us to have large , complex virtual worlds without worrying
about the processing overhead because only objects within a single environment
...
Author:
Publisher:
ISBN: CORNELL:31924082780929
Category: Career education
Page: 637
View: 928
All rights reserved. doi:10.3233/978-1-60750-706-2-180 Medical Education
through Virtual Worlds: The HLTHSIM Project ... Training tools using virtual reality
(VR) are becoming more popular and cost-effective to develop and are
increasingly ...
Author: James D. Westwood
Publisher: IOS Press
ISBN: 9781607507055
Category: Medical
Page: 769
View: 900
Since the debut of the Medicine Meets Virtual Reality (MMVR) conference in 1992, MMVR has served as a forum for researchers harnessing IT advances for the benefit of patient diagnosis and care, medical education and procedural training. At MMVR, virtual reality becomes a theatre for medicine, where multiple senses are engaged - sight, sound and touch - and language and image fuse. Precisely because this theatre is unreal, it is a valuable tool: the risks of experimentation and failure are gone, while the opportunity to understand remains. Improvement of this tool, through steady technological progress, is the purpose of MMVR. This book presents papers delivered at the MMVR18 / NextMed conference, held in Newport Beach, California, in February 2011, with contributions from international researchers whose work creates new devices and methods at the juncture of informatics and medicine. Subjects covered include simulation and learning, visualization and information-guided therapy, robotics and haptics, virtual reality and advanced ICT in Europe, validation of new surgical techniques, and many other applications of virtual-reality technology. As its name suggests, the NextMed conference looks forward to the expanding role that virtual reality can play in global healthcare. This overview of current technology will interest those who dedicate themselves to improving medicine through technology.These virtual worlds can be used for training individuals , testing equipment ,
prototyping products , research and development or any application involving the
interaction of groups of people in a common synthetic environment .
Author: Thomas L. Clarke
Publisher: Society of Photo Optical
ISBN: STANFORD:36105012404807
Category: Technology & Engineering
Page: 327
View: 551
Proceedings of SPIE present the original research papers presented at SPIE conferences and other high-quality conferences in the broad-ranging fields of optics and photonics. These books provide prompt access to the latest innovations in research and technology in their respective fields. Proceedings of SPIE are among the most cited references in patent literature.