Sample records for immersive learning environments

  1. Learning Relative Motion Concepts in Immersive and Non-Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria

    2013-01-01

    The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…

  2. Evaluation of knowledge transfer in an immersive virtual learning environment for the transportation community.

    DOT National Transportation Integrated Search

    2014-05-01

    Immersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scientific investigations regarding the : transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key ...

  3. Immersive Environments in ADL

    DTIC Science & Technology

    2009-08-20

    Tracking and Storing In Browser 3-D 13 Questions or Comments? Peter Smith Team Lead, Immersive Learning Technologies peter.smith.ctr@adlnet.gov +1.407.384.5572 ...Immersive Environments in ADL Mr. Peter Smith, Lead, ADL Immersive Learning Team 08/20/2009 Report Documentation Page Form ApprovedOMB No. 0704-0188...5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Advanced Decision Learning (ADL),1901 N

  4. The ALIVE Project: Astronomy Learning in Immersive Virtual Environments

    NASA Astrophysics Data System (ADS)

    Yu, K. C.; Sahami, K.; Denn, G.

    2008-06-01

    The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.

  5. Best of Both Worlds

    ERIC Educational Resources Information Center

    Ramaswami, Rama

    2009-01-01

    Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations,…

  6. Declarative Knowledge Acquisition in Immersive Virtual Learning Environments

    ERIC Educational Resources Information Center

    Webster, Rustin

    2016-01-01

    The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…

  7. Active Learning through the Use of Virtual Environments

    ERIC Educational Resources Information Center

    Mayrose, James

    2012-01-01

    Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…

  8. "To Improve Language, You Have to Mix": Teachers' Perceptions of Language Learning in an Overseas Immersion Environment

    ERIC Educational Resources Information Center

    Roskvist, Annelies; Harvey, Sharon; Corder, Deborah; Stacey, Karen

    2014-01-01

    The overseas immersion environment has long been considered a superior context for language learning, supposedly providing unlimited exposure to target language (TL) input and countless opportunities for authentic interaction with expert users. This article focuses on immersion programmes (IPs) for in-service language teachers--a relatively…

  9. The Evolution of Constructivist Learning Environments: Immersion in Distributed, Virtual Worlds.

    ERIC Educational Resources Information Center

    Dede, Chris

    1995-01-01

    Discusses the evolution of constructivist learning environments and examines the collaboration of simulated software models, virtual environments, and evolving mental models via immersion in artificial realities. A sidebar gives a realistic example of a student navigating through cyberspace. (JMV)

  10. Inclusion of Immersive Virtual Learning Environments and Visual Control Systems to Support the Learning of Students with Asperger Syndrome

    ERIC Educational Resources Information Center

    Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion

    2013-01-01

    This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…

  11. Exploring the Relationship Between Distributed Training, Integrated Learning Environments, and Immersive Training Environments

    DTIC Science & Technology

    2007-01-01

    educating and training (O’Keefe IV & McIntyre III, 2006). Topics vary widely from standard educational topics such as teaching kids physics, mechanics...Winn, W., & Yu, R. (1997). The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy : Global Change, VR and Learning

  12. Immersive Environments - A Connectivist Approach

    NASA Astrophysics Data System (ADS)

    Loureiro, Ana; Bettencourt, Teresa

    We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.

  13. Perception of approaching and retreating floor-projected shapes in a large, immersive, multimedia learning environment.

    PubMed

    Dolgov, Igor; Birchfield, David A; McBeath, Michael K; Thornburg, Harvey; Todd, Christopher G

    2009-04-01

    Perception of floor-projected moving geometric shapes was examined in the context of the Situated Multimedia Arts Learning Laboratory (SMALLab), an immersive, mixed-reality learning environment. As predicted, the projected destinations of shapes which retreated in depth (proximal origin) were judged significantly less accurately than those that approached (distal origin). Participants maintained similar magnitudes of error throughout the session, and no effect of practice was observed. Shape perception in an immersive multimedia environment is comparable to the real world. One may conclude that systematic exploration of basic psychological phenomena in novel mediated environments is integral to an understanding of human behavior in novel human-computer interaction architectures.

  14. Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators

    ERIC Educational Resources Information Center

    de Byl, Penny

    2009-01-01

    Penny de Byl argues that one of the biggest challenges facing educators today is the integration of rich and immersive three-dimensional environments with existing teaching and learning materials. To empower educators with the ability to embrace emerging Web3D technologies, the Advanced Learning and Immersive Virtual Environment (ALIVE) research…

  15. A Virtual World for Collaboration: The AETZone

    ERIC Educational Resources Information Center

    Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H.

    2009-01-01

    Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…

  16. VILLAGE--Virtual Immersive Language Learning and Gaming Environment: Immersion and Presence

    ERIC Educational Resources Information Center

    Wang, Yi Fei; Petrina, Stephen; Feng, Francis

    2017-01-01

    3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners' home countries, and the potential of the language is limited by geography. Although learning contexts where English is spoken is important, in most EFL courses at the…

  17. "The Future Is Old": Immersive Learning with Generation Y Engineering Students

    ERIC Educational Resources Information Center

    Blashki, Katherine; Nichol, Sophie; Jia, Dawei; Prompramote, Supawan

    2007-01-01

    This paper explores the application of four elements deemed to be essential to immersive learning; immersion, engagement, risk/creativity and agency. The authors discuss the implementation of these four elements within two very different classroom environments, one secondary and one tertiary, to illustrate the importance of students' active…

  18. Feasibility of Using an Augmented Immersive Virtual Reality Learning Environment to Enhance Music Conducting Skills

    ERIC Educational Resources Information Center

    Orman, Evelyn K.; Price, Harry E.; Russell, Christine R.

    2017-01-01

    Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso…

  19. Measuring Flow Experience in an Immersive Virtual Environment for Collaborative Learning

    ERIC Educational Resources Information Center

    van Schaik, P.; Martin, S.; Vallance, M.

    2012-01-01

    In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human-computer interaction. Flow is defined as a "holistic sensation that people feel when they act with total involvement". We applied the concept of flow to modeling the experience of…

  20. Presence Relates to Distinct Outcomes in Two Virtual Environments Employing Different Learning Modalities

    PubMed Central

    Persky, Susan; Kaphingst, Kimberly A.; McCall, Cade; Lachance, Christina; Beall, Andrew C.; Blascovich, Jim

    2009-01-01

    Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user’s ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement. PMID:19366319

  1. Presence relates to distinct outcomes in two virtual environments employing different learning modalities.

    PubMed

    Persky, Susan; Kaphingst, Kimberly A; McCall, Cade; Lachance, Christina; Beall, Andrew C; Blascovich, Jim

    2009-06-01

    Presence in virtual learning environments (VLEs) has been associated with a number of outcome factors related to a user's ability and motivation to learn. The extant but relatively small body of research suggests that a high level of presence is related to better performance on learning outcomes in VLEs. Different configurations of form and content variables such as those associated with active (self-driven, interactive activities) versus didactic (reading or lecture) learning may, however, influence how presence operates and on what content it operates. We compared the influence of presence between two types of immersive VLEs (i.e., active versus didactic techniques) on comprehension and engagement-related outcomes. The findings revealed that the active VLE promoted greater presence. Although we found no relationship between presence and learning comprehension outcomes for either virtual environment, presence was related to information engagement variables in the didactic immersive VLE but not the active environment. Results demonstrate that presence is not uniformly elicited or effective across immersive VLEs. Educational delivery mode and environment complexity may influence the impact of presence on engagement.

  2. Use of Immersive Simulations to Enhance Graduate Student Learning: Implications for Educational Leadership Programs

    ERIC Educational Resources Information Center

    Voelkel, Robert H.; Johnson, Christie W.; Gilbert, Kristen A.

    2016-01-01

    The purpose of this article is to present how one university incorporates immersive simulations through platforms which employ avatars to enhance graduate student understanding and learning in educational leadership programs. While using simulations and immersive virtual environments continues to grow, the literature suggests limited evidence of…

  3. Learning immersion without getting wet

    NASA Astrophysics Data System (ADS)

    Aguilera, Julieta C.

    2012-03-01

    This paper describes the teaching of an immersive environments class on the Spring of 2011. The class had students from undergraduate as well as graduate art related majors. Their digital background and interests were also diverse. These variables were channeled as different approaches throughout the semester. Class components included fundamentals of stereoscopic computer graphics to explore spatial depth, 3D modeling and skeleton animation to in turn explore presence, exposure to formats like a stereo projection wall and dome environments to compare field of view across devices, and finally, interaction and tracking to explore issues of embodiment. All these components were supported by theoretical readings discussed in class. Guest artists presented their work in Virtual Reality, Dome Environments and other immersive formats. Museum professionals also introduced students to space science visualizations, which utilize immersive formats. Here I present the assignments and their outcome, together with insights as to how the creation of immersive environments can be learned through constraints that expose students to situations of embodied cognition.

  4. Learning Relative Motion Concepts in Immersive and Non-immersive Virtual Environments

    NASA Astrophysics Data System (ADS)

    Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria

    2013-12-01

    The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students' performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from "outside"), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.

  5. The "Total Immersion" Meeting Environment.

    ERIC Educational Resources Information Center

    Finkel, Coleman

    1980-01-01

    The designing of intelligently planned meeting facilities can aid management communication and learning. The author examines the psychology of meeting attendance; architectural considerations (lighting, windows, color, etc.); design elements and learning modes (furniture, walls, audiovisuals, materials); and the idea of "total immersion meeting…

  6. Designing for Learning Conversations: How Parents Support Children's Science Learning within an Immersive Simulation

    ERIC Educational Resources Information Center

    Tscholl, Michael; Lindgren, Robb

    2016-01-01

    This research investigates the social learning affordances of a room-sized, immersive, and interactive augmented reality simulation environment designed to support children's understanding of basic physics concepts in a science center. Conversations between 97 parent-child pairs were analyzed in relation to categories of talk through which…

  7. Immersive Learning Technologies: Realism and Online Authentic Learning

    ERIC Educational Resources Information Center

    Herrington, Jan; Reeves, Thomas C.; Oliver, Ron

    2007-01-01

    The development of immersive learning technologies in the form of virtual reality and advanced computer applications has meant that realistic creations of simulated environments are now possible. Such simulations have been used to great effect in training in the military, air force, and in medical training. But how realistic do problems need to be…

  8. Introducing an Avatar Acceptance Model: Student Intention to Use 3D Immersive Learning Tools in an Online Learning Classroom

    ERIC Educational Resources Information Center

    Kemp, Jeremy William

    2011-01-01

    This quantitative survey study examines the willingness of online students to adopt an immersive virtual environment as a classroom tool and compares this with their feelings about more traditional learning modes including our ANGEL learning management system and the Elluminate live Web conferencing tool. I surveyed 1,108 graduate students in…

  9. Full Immersive Virtual Environment Cave[TM] in Chemistry Education

    ERIC Educational Resources Information Center

    Limniou, M.; Roberts, D.; Papadopoulos, N.

    2008-01-01

    By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…

  10. Evaluation of knowledge transfer in an immersive virtual learning environment for the transportation community : [tech summary].

    DOT National Transportation Integrated Search

    2014-05-01

    mmersive Virtual Learning Environments (IVLEs) are extensively used in training, but few rigorous scienti c investigations regarding : the transfer of learning have been conducted. Measurement of learning transfer through evaluative methods is key...

  11. CliniSpace: a multiperson 3D online immersive training environment accessible through a browser.

    PubMed

    Dev, Parvati; Heinrichs, W LeRoy; Youngblood, Patricia

    2011-01-01

    Immersive online medical environments, with dynamic virtual patients, have been shown to be effective for scenario-based learning (1). However, ease of use and ease of access have been barriers to their use. We used feedback from prior evaluation of these projects to design and develop CliniSpace. To improve usability, we retained the richness of prior virtual environments but modified the user interface. To improve access, we used a Software-as-a-Service (SaaS) approach to present a richly immersive 3D environment within a web browser.

  12. Investigating Learners' Attitudes toward Virtual Reality Learning Environments: Based on a Constructivist Approach

    ERIC Educational Resources Information Center

    Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng

    2010-01-01

    The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…

  13. The effect of degree of immersion upon learning performance in virtual reality simulations for medical education.

    PubMed

    Gutiérrez, Fátima; Pierce, Jennifer; Vergara, Víctor M; Coulter, Robert; Saland, Linda; Caudell, Thomas P; Goldsmith, Timothy E; Alverson, Dale C

    2007-01-01

    Simulations are being used in education and training to enhance understanding, improve performance, and assess competence. However, it is important to measure the performance of these simulations as learning and training tools. This study examined and compared knowledge acquisition using a knowledge structure design. The subjects were first-year medical students at The University of New Mexico School of Medicine. One group used a fully immersed virtual reality (VR) environment using a head mounted display (HMD) and another group used a partially immersed (computer screen) VR environment. The study aims were to determine whether there were significant differences between the two groups as measured by changes in knowledge structure before and after the VR simulation experience. The results showed that both groups benefited from the VR simulation training as measured by the significant increased similarity to the expert knowledge network after the training experience. However, the immersed group showed a significantly higher gain than the partially immersed group. This study demonstrated a positive effect of VR simulation on learning as reflected by improvements in knowledge structure but an enhanced effect of full-immersion using a HMD vs. a screen-based VR system.

  14. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

    NASA Astrophysics Data System (ADS)

    Parmar, Dhaval

    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields.

  15. The Utility of Using Immersive Virtual Environments for the Assessment of Science Inquiry Learning

    ERIC Educational Resources Information Center

    Code, Jillianne; Clarke-Midura, Jody; Zap, Nick; Dede, Chris

    2013-01-01

    Determining the effectiveness of any educational technology depends upon teachers' and learners' perception of the functional utility of that tool for teaching, learning, and assessment. The Virtual Performance project at Harvard University is developing and studying the feasibility of using immersive technology to develop performance…

  16. Our Young Cultural Ambassadors: Montessori Peacemakers for a Modern World

    ERIC Educational Resources Information Center

    Carver-Akers, Kateri; Markatos-Soriano, Kristine

    2007-01-01

    This article describes the Language Center Montessori School in Chapel Hill, North Carolina, where students are learning in a language-immersion Montessori environment. The school offers a choice to parents--Spanish immersion or French immersion--but Montessori comes with both. The school's motivation for promoting bilingualism is to improve…

  17. Cognitive Presence and Effect of Immersion in Virtual Learning Environment

    ERIC Educational Resources Information Center

    Katernyak, Ihor; Loboda, Viktoriya

    2016-01-01

    This paper presents the approach to successful application of two knowledge management techniques--community of practice and eLearning, in order to create and manage a competence-developing virtual learning environment. It explains how "4A" model of involving practitioners in eLearning process (through attention, actualization,…

  18. Learning in Transformational Computer Games: Exploring Design Principles for a Nanotechnology Game

    ERIC Educational Resources Information Center

    Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark

    2012-01-01

    Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…

  19. Mirror Worlds: Examining the Affordances of a Next Generation Immersive Learning Environment

    ERIC Educational Resources Information Center

    Gautam, Aakash; Williams, Daron; Terry, Krista; Robinson, Kelly; Newbill, Phyllis

    2018-01-01

    As technologies continue to develop and evolve, it is imperative that instructional technologists, learning scientists, and educators involved with examining learning affordances of emerging technologies investigate the potential of innovative environments to promote and facilitate learning. This paper, as such, will describe a newly developed…

  20. The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling

    ERIC Educational Resources Information Center

    Mystakidis, Stylianos; Berki, Eleni

    2018-01-01

    The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…

  1. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning

    ERIC Educational Resources Information Center

    Dunleavy, Matt; Dede, Chris; Mitchell, Rebecca

    2009-01-01

    The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative…

  2. Computer-Assisted Culture Learning in an Online Augmented Reality Environment Based on Free-Hand Gesture Interaction

    ERIC Educational Resources Information Center

    Yang, Mau-Tsuen; Liao, Wan-Che

    2014-01-01

    The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…

  3. Creating a Transformational Learning Experience: Immersing Students in an Intensive Interdisciplinary Learning Environment

    ERIC Educational Resources Information Center

    White, Shelley K.; Nitkin, Mindell Reiss

    2014-01-01

    The Simmons World Challenge is a unique, interdisciplinary program recently developed at Simmons College. It immerses students in an intensive winter-session course that challenges them to tackle a pressing social issue, such as poverty or hunger, and create actionable solutions to the problem. The program was conceived and designed to harness the…

  4. A Practical Guide, with Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments

    ERIC Educational Resources Information Center

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

    With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…

  5. Evaluation of the Texas Technology Immersion Pilot: First-Year Results

    ERIC Educational Resources Information Center

    Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine

    2006-01-01

    The Technology Immersion Pilot (TIP) sets forth a vision for technology immersion in Texas public schools. The Texas Education Agency (TEA) directed nearly $14 million in federal Title II, Part D monies toward funding a wireless learning environment for high-need middle schools through a competitive grant process. A concurrent research project…

  6. Augmented Reality Simulations on Handheld Computers

    ERIC Educational Resources Information Center

    Squire, Kurt; Klopfer, Eric

    2007-01-01

    Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…

  7. Learner Presence, Perception, and Learning Achievements in Augmented-Reality-Mediated Learning Environments

    ERIC Educational Resources Information Center

    Chen, Yu-Hsuan; Wang, Chang-Hwa

    2018-01-01

    Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…

  8. Making Learning Fun: Quest Atlantis, A Game Without Guns

    ERIC Educational Resources Information Center

    Barab, Sasha; Thomas, Michael; Dodge, Tyler; Carteaux, Robert; Tuzun, Hakan

    2005-01-01

    This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating…

  9. Mobile Learning: At the Tipping Point

    ERIC Educational Resources Information Center

    Franklin, Teresa

    2011-01-01

    Mobile technologies are interfacing with all aspects of our lives including Web 2.0 tools and applications, immersive virtual world environments, and online environments to present educational opportunities for 24/7 learning at the learner's discretion. Mobile devices are allowing educators to build new community learning ecosystems for and by…

  10. Evaluation of the Texas Technology Immersion Pilot: Findings from the Second Year

    ERIC Educational Resources Information Center

    Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny; Huntsberger, Briana; Sturges, Keith

    2007-01-01

    The Technology Immersion Pilot (TIP) sets forth a vision for technology immersion in Texas public schools. The Texas Education Agency (TEA) originally directed more than $14.5 million in federal Title II, Part D monies toward funding a wireless learning environment for high-need middle schools through a competitive grant process. A concurrent…

  11. Level of Immersion in Virtual Environments Impacts the Ability to Assess and Teach Social Skills in Autism Spectrum Disorder

    PubMed Central

    Bugnariu, Nicoleta L.

    2016-01-01

    Abstract Virtual environments (VEs) may be useful for delivering social skills interventions to individuals with autism spectrum disorder (ASD). Immersive VEs provide opportunities for individuals with ASD to learn and practice skills in a controlled replicable setting. However, not all VEs are delivered using the same technology, and the level of immersion differs across settings. We group studies into low-, moderate-, and high-immersion categories by examining five aspects of immersion. In doing so, we draw conclusions regarding the influence of this technical manipulation on the efficacy of VEs as a tool for assessing and teaching social skills. We also highlight ways in which future studies can advance our understanding of how manipulating aspects of immersion may impact intervention success. PMID:26919157

  12. An Evaluation of the English Immersion Approach in the Teaching of Finance in China

    ERIC Educational Resources Information Center

    Zhou, Ruiqi

    2008-01-01

    The English immersion teaching approach adopted by SEIB of GDUFS in China was developed on the basis of the immersion theory which was originally developed in North America. Its purpose is to create a learning environment in which the students acquire knowledge in business with English as the main carrier. The adoption of this approach aims to…

  13. Mobile Immersion: An Experiment Using Mobile Instant Messenger to Support Second-Language Learning

    ERIC Educational Resources Information Center

    Lai, Arthur

    2016-01-01

    Immersion has been an acclaimed approach for second-language acquisition, but is not available to most students. The idea of this study was to create a mobile immersion environment on a smartphone using a mobile instant messenger, WhatsApp™. Forty-five Form-1 (7th grade) students divided into the Mobile Group and Control Group participated in a…

  14. Assessment in Immersive Virtual Environments: Cases for Learning, of Learning, and as Learning

    ERIC Educational Resources Information Center

    Code, Jillianne; Zap, Nick

    2017-01-01

    The key to education reform lies in exploring alternative forms of assessment. Alternative performance assessments provide a more valid measure than multiple-choice tests of students' conceptual understanding and higher-level skills such as problem solving and inquiry. Advances in game-based and virtual environment technologies are creating new…

  15. The Design of Immersive English Learning Environment Using Augmented Reality

    ERIC Educational Resources Information Center

    Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei

    2016-01-01

    The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…

  16. Self-Regulation and Gender within a Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Nietfeld, John L.; Shores, Lucy R.; Hoffmann, Kristin F.

    2014-01-01

    In this study, we examined how self-regulated learning (SRL) and gender influences performance in an educational game for 8th-grade students (N = 130). Crystal Island--Outbreak is an immersive, inquiry-based, narrative-centered learning environment featuring a microbiology science mystery aligned with 8th-grade science curriculum. SRL variables…

  17. Development and Deployment of a Library of Industrially Focused Advanced Immersive VR Learning Environments

    ERIC Educational Resources Information Center

    Cameron, Ian; Crosthwaite, Caroline; Norton, Christine; Balliu, Nicoleta; Tadé, Moses; Hoadley, Andrew; Shallcross, David; Barton, Geoff

    2008-01-01

    This work presents a unique education resource for both process engineering students and the industry workforce. The learning environment is based around spherical imagery of real operating plants coupled with interactive embedded activities and content. This Virtual Reality (VR) learning tool has been developed by applying aspects of relevant…

  18. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments

    ERIC Educational Resources Information Center

    Scoresby, Jon; Shelton, Brett E.

    2011-01-01

    The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…

  19. Foreign language learning in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  20. Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters

    NASA Astrophysics Data System (ADS)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

    Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.

  1. Moving Past Curricula and Strategies: Language and the Development of Adaptive Pedagogy for Immersive Learning Environments

    NASA Astrophysics Data System (ADS)

    Hand, Brian; Cavagnetto, Andy; Chen, Ying-Chih; Park, Soonhye

    2016-04-01

    Given current concerns internationally about student performance in science and the need to shift how science is being learnt in schools, as a community, we need to shift how we approach the issue of learning and teaching in science. In the future, we are going to have to close the gap between how students construct and engage with knowledge in a media-rich environment, and how school classroom environments engage them. This is going to require a shift to immersive environments where attention is paid to the knowledge bases and resources students bring into the classroom. Teachers will have to adopt adaptive pedagogical approaches that are framed around a more nuanced understanding of epistemological orientation, language and the nature of prosocial environments.

  2. Evaluation of the Texas Technology Immersion Pilot: An Analysis of the Baseline Conditions and First-Year Implementation of Technology Immersion in Middle Schools. Executive Summary

    ERIC Educational Resources Information Center

    Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine

    2006-01-01

    The Texas Education Agency (TEA) used Title II, Part D monies to fund a wireless learning environment for high-need middle schools through the Technology Immersion Pilot (TIP). A concurrent research project funded by a federal Evaluating State Education Technology Programs grant is scientifically evaluating whether student achievement improves…

  3. Evaluation of the Texas Technology Immersion Pilot: An Analysis of the Baseline Conditions and First-Year Implementation of Technology Immersion in Middle School

    ERIC Educational Resources Information Center

    Shapley, Kelly; Sheehan, Daniel; Sturges, Keith; Caranikas-Walker, Fanny; Huntsberger, Briana; Maloney, Catherine

    2006-01-01

    The Texas Education Agency (TEA) used Title II, Part D monies to fund a wireless learning environment for high-need middle schools through the Technology Immersion Pilot (TIP). A concurrent research project funded by a federal Evaluating State Education Technology Programs grant is scientifically evaluating whether student achievement improves…

  4. Immersion Classes in an English Setting: One Way for les Anglais to Learn French. Working Papers on Bilingualism, No. 2.

    ERIC Educational Resources Information Center

    Barik, Henri; And Others

    The results of the evaluation of the French immersion program at a school in a unilingual English environment are described. A battery of tests was administered to a random sample of children from the kindergarten and grade one experimental French immersion classes and to a comparison group composed of children following the regular English…

  5. Innovating Training through Immersive Environments: Generation Y, Exploratory Learning, and Serious Games

    NASA Technical Reports Server (NTRS)

    Gendron, Gerald

    2012-01-01

    Over the next decade, those entering Service and Joint Staff positions within the military will come from a different generation than the current leadership. They will come from Generation Y and have differing preferences for learning. Immersive learning environments like serious games and virtual world initiatives can complement traditional training methods to provide a better overall training program for staffs. Generation Y members desire learning methods which are relevant and interactive, regardless of whether they are delivered over the internet or in person. This paper focuses on a project undertaken to assess alternative training methods to teach special operations staffs. It provides a summary of the needs analysis used to consider alternatives and to better posture the Department of Defense for future training development.

  6. Global Channels of Evidence for Learning and Assessment in Complex Game Environments

    ERIC Educational Resources Information Center

    Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre

    2011-01-01

    In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…

  7. SciEthics Interactive: Science and Ethics Learning in a Virtual Environment

    ERIC Educational Resources Information Center

    Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth

    2013-01-01

    Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…

  8. Working Collaboratively in Virtual Learning Environments: Using Second Life with Korean High School Students in History Class

    ERIC Educational Resources Information Center

    Kim, Mi Hwa

    2013-01-01

    The purpose of this experimental study was to investigate the impact of the use of a virtual environment for learning Korean history on high school students' learning outcomes and attitudes toward virtual worlds (collaboration, engagement, general use of SL [Second Life], and immersion). In addition, this experiment examined the relationships…

  9. Virtual Solar System Project: Learning through a Technology-Rich, Inquiry-Based, Participatory Learning Environment.

    ERIC Educational Resources Information Center

    Barab, Sasha A.; Hay, Kenneth E.; Squire, Kurt; Barnett, Michael; Schmidt, Rae; Karrigan, Kristen; Yamagata-Lynch, Lisa; Johnson, Christine

    2000-01-01

    Describes an introductory undergraduate astronomy course in which the large-lecture format was moved to one in which students were immersed in a technologically-rich, inquiry-based, participatory learning environment. Finds that virtual reality can be used effectively in regular undergraduate university courses as a tool through which students can…

  10. Immersive 3D geovisualisation in higher education

    NASA Astrophysics Data System (ADS)

    Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold

    2014-05-01

    Through geovisualisation we explore spatial data, we analyse it towards a specific questions, we synthesise results, and we present and communicate them to a specific audience (MacEachren & Kraak 1997). After centuries of paper maps, the means to represent and visualise our physical environment and its abstract qualities have changed dramatically since the 1990s - and accordingly the methods how to use geovisualisation in teaching. Whereas some people might still consider the traditional classroom as ideal setting for teaching and learning geographic relationships and its mapping, we used a 3D CAVE (computer-animated virtual environment) as environment for a problem-oriented learning project called "GEOSimulator". Focussing on this project, we empirically investigated, if such a technological advance like the CAVE make 3D visualisation, including 3D geovisualisation, not only an important tool for businesses (Abulrub et al. 2012) and for the public (Wissen et al. 2008), but also for educational purposes, for which it had hardly been used yet. The 3D CAVE is a three-sided visualisation platform, that allows for immersive and stereoscopic visualisation of observed and simulated spatial data. We examined the benefits of immersive 3D visualisation for geographic research and education and synthesized three fundamental technology-based visual aspects: First, the conception and comprehension of space and location does not need to be generated, but is instantaneously and intuitively present through stereoscopy. Second, optical immersion into virtual reality strengthens this spatial perception which is in particular important for complex 3D geometries. And third, a significant benefit is interactivity, which is enhanced through immersion and allows for multi-discursive and dynamic data exploration and knowledge transfer. Based on our problem-oriented learning project, which concentrates on a case study on flood risk management at the Wilde Weisseritz in Germany, a river that significantly contributed to the hundred-year flooding in Dresden in 2002, we empirically evaluated the usefulness of this immersive 3D technology towards learning success. Results show that immersive 3D geovisualisation have educational and content-related advantages compared to 2D geovisualisations through the mentioned benefits. This innovative way of geovisualisation is thus not only entertaining and motivating for students, but can also be constructive for research studies by, for instance, facilitating the study of complex environments or decision-making processes.

  11. A Case Study in User Support for Managing OpenSim Based Multi User Learning Environments

    ERIC Educational Resources Information Center

    Perera, Indika; Miller, Alan; Allison, Colin

    2017-01-01

    Immersive 3D Multi User Learning Environments (MULE) have shown sufficient success to warrant their consideration as a mainstream educational paradigm. These are based on 3D Multi User Virtual Environment platforms (MUVE), and although they have been used for various innovative educational projects their complex permission systems and large…

  12. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  13. Implementation of 3d Tools and Immersive Experience Interaction for Supporting Learning in a Library-Archive Environment. Visions and Challenges

    NASA Astrophysics Data System (ADS)

    Angeletaki, A.; Carrozzino, M.; Johansen, S.

    2013-07-01

    In this paper we present an experimental environment of 3D books combined with a game application that has been developed by a collaboration project between the Norwegian University of Science and Technology in Trondheim, Norway the NTNU University Library, and the Percro laboratory of Santa Anna University in Pisa, Italy. MUBIL is an international research project involving museums, libraries and ICT academy partners aiming to develop a consistent methodology enabling the use of Virtual Environments as a metaphor to present manuscripts content through the paradigms of interaction and immersion, evaluating different possible alternatives. This paper presents the results of the application of two prototypes of books augmented with the use of XVR and IL technology. We explore immersive-reality design strategies in archive and library contexts for attracting new users. Our newly established Mubil-lab has invited school classes to test the books augmented with 3D models and other multimedia content in order to investigate whether the immersion in such environments can create wider engagement and support learning. The metaphor of 3D books and game designs in a combination allows the digital books to be handled through a tactile experience and substitute the physical browsing. In this paper we present some preliminary results about the enrichment of the user experience in such environment.

  14. Novel Web-based Education Platforms for Information Communication utilizing Gamification, Virtual and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2015-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.

  15. Immersive Collaboration Simulations: Multi-User Virtual Environments and Augmented Realities

    NASA Technical Reports Server (NTRS)

    Dede, Chris

    2008-01-01

    Emerging information technologies are reshaping the following: shifts in the knowledge and skills society values, development of new methods of teaching and learning, and changes in the characteristics of learning.

  16. The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context

    ERIC Educational Resources Information Center

    Bailenson, Jeremy N.; Yee, Nick; Blascovich, Jim; Beall, Andrew C.; Lundblad, Nicole; Jin, Michael

    2008-01-01

    This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that…

  17. Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education

    NASA Astrophysics Data System (ADS)

    Barab, Sasha A.; Scott, Brianna; Siyahhan, Sinem; Goldstone, Robert; Ingram-Goble, Adam; Zuiker, Steven J.; Warren, Scott

    2009-08-01

    Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of contextualization: (a) expository textbook condition, (b) simplistic framing condition, (c) immersive world condition, and (d) a single-user immersive world condition. Results indicated that the immersive-world dyad and immersive-world single user conditions performed significantly better than the electronic textbook group on standardized items. The immersive-world dyad condition also performed significantly better than either the expository textbook or the descriptive framing condition on a performance-based transfer task, and performed significantly better than the expository textbook condition on standardized test items. Implications for science education, and consistent with the goals of this special issue, are that immersive game-based learning environments provide a powerful new form of curriculum for teaching and learning science.

  18. Learning: A Multifarious Experience.

    ERIC Educational Resources Information Center

    Furuness, Linda B.; Cohen, Michael R.

    Science education has often struggled to determine effective teaching methodologies and learning strategies. One promising field of research has been that of alternative frameworks. The research described in this paper describes how immersion in an unfamiliar environment and culture affected teacher learning, some of the significant experiences…

  19. What Matters Most when Students and Teachers Use Interactive Whiteboards in Mathematics Classrooms?

    ERIC Educational Resources Information Center

    McQuillan, Kimberley; Northcote, Maria; Beamish, Peter

    2012-01-01

    Teachers are encouraged to immerse their students in rich and engaging learning environments (NSW Department of Education and Training, 2003). One teaching tool that can facilitate the creation of rich learning environments is the interactive whiteboard (IWB) (Baker, 2009). When teaching mathematics, the varied representational aspects of IWBs can…

  20. Blended Learning Environments: Using Social Networking Sites to Enhance the First Year Experience

    ERIC Educational Resources Information Center

    McCarthy, Joshua

    2010-01-01

    This study explores blending virtual and physical learning environments to enhance the experience of first year by immersing students into university culture through social and academic interaction between peers. It reports on the progress made from 2008 to 2009 using an existing academic platform, the first year design elective course…

  1. Pre-Service Teachers Designing Virtual World Learning Environments

    ERIC Educational Resources Information Center

    Jacka, Lisa; Booth, Kate

    2012-01-01

    Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…

  2. Outdoor Natural Science Learning with an RFID-Supported Immersive Ubiquitous Learning Environment

    ERIC Educational Resources Information Center

    Liu, Tsung-Yu; Tan, Tan-Hsu; Chu, Yu-Ling

    2009-01-01

    Despite their successful use in many conscientious studies involving outdoor learning applications, mobile learning systems still have certain limitations. For instance, because students cannot obtain real-time, context-aware content in outdoor locations such as historical sites, endangered animal habitats, and geological landscapes, they are…

  3. The Design, Development and Evaluation of a Virtual Reality Based Learning Environment

    ERIC Educational Resources Information Center

    Chen, Chwen Jen

    2006-01-01

    Many researchers and instructional designers increasingly recognise the benefits of utilising three dimensional virtual reality (VR) technology in instruction. In general, there are two types of VR system, the immersive system and the non-immersive system. This article focuses on the latter system that merely uses the conventional personal…

  4. Education Technology and Hidden Ideological Contradictions

    ERIC Educational Resources Information Center

    Amory, Alan

    2010-01-01

    This article examined, through a Cultural Historical Activity Theory lens, how immersive- or pervasive environments and pedagogical agents could more easily support social collaboration as foundation of contemporary learning theory. It is argued that the fundamentalism-liberationism contradiction (learn "from" versus learn "with" technology) is no…

  5. Moving virtuality into reality: A comparison study of the effectiveness of traditional and alternative assessments of learning in a multisensory, fully immersive physics program

    NASA Astrophysics Data System (ADS)

    Gamor, Keysha Ingram

    This paper contains a research study that investigated the relative efficacy of using both a traditional paper-and-pencil assessment instrument and an alternative, virtual reality (VR) assessment instrument to assist educators and/or instructional designers in measuring learning in a virtual reality learning environment. To this end, this research study investigated assessment in VR, with the goal of analyzing aspects of student learning in VR that are feasible to access or capture by traditional assessments and alternative assessments. The researcher also examined what additional types of learning alternative assessments may offer. More specifically, this study compared the effectiveness of a traditional method with an alternative (performance-based) method of assessment that was used to examine the ability of the tools to accurately evidence the levels of students' understanding and learning. The domain area was electrostatics, a complex, abstract multidimensional concept, with which students often experience difficulty. Outcomes of the study suggest that, in the evaluation of learning in an immersive VR learning environment, assessments would most accurately manifest student learning if the assessment measure matched the learning environment itself. In this study, learning and assessing in the VR environment yielded higher final test scores than learning in VR and testing with traditional paper-and-pencil. Being able to transfer knowledge from a VR environment to other situations is critical in demonstrating the overall level of understanding of a concept. For this reason, the researcher recommends a combination of testing measures to enhance understanding of complex, abstract concepts.

  6. An Investigation of the Role of Background Music in IVWs for Learning

    ERIC Educational Resources Information Center

    Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde

    2008-01-01

    Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…

  7. The Best of All Worlds: Immersive Interfaces for Art Education in Virtual and Real World Teaching and Learning Environments

    ERIC Educational Resources Information Center

    Grenfell, Janette

    2013-01-01

    Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…

  8. An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning

    ERIC Educational Resources Information Center

    Parson, Vanessa; Bignell, Simon

    2017-01-01

    Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…

  9. Early Childhood Bilingualism in the Montessori Children's House: Guessable Context and the Planned Environment. Spotlight: Montessori--Multilingual, Multicultural.

    ERIC Educational Resources Information Center

    Rosanova, Michael

    1998-01-01

    Describes the InterCultura Montessori School language immersion program in Oak Park, Illinois. Profiles the work of several children to illustrate important language learning strategies. Recommends that language immersion programs include: survival vocabulary skills; repetition of key grammatical forms; use of objects, pictures, and dramatization;…

  10. Hands-on Learning in the Virtual World

    ERIC Educational Resources Information Center

    Branson, John; Thomson, Diane

    2013-01-01

    The U.S. military has long understood the value of immersive simulations in education. Before the Navy entrusts a ship to a crew, crew members must first practice and demonstrate their competency in a fully immersive, simulated environment. Why not teach students in the same way? K-12 educators in Pennsylvania, USA, recently did just that when…

  11. Collaborative Science Learning in Three-Dimensional Immersive Virtual Worlds: Pre-Service Teachers' Experiences in Second Life

    ERIC Educational Resources Information Center

    Nussli, Natalie; Oh, Kevin; McCandless, Kevin

    2014-01-01

    The purpose of this mixed methods study was to help pre-service teachers experience and evaluate the potential of Second Life, a three-dimensional immersive virtual environment, for potential integration into their future teaching. By completing collaborative assignments in Second Life, nineteen pre-service general education teachers explored an…

  12. Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks

    ERIC Educational Resources Information Center

    Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador

    2012-01-01

    Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…

  13. The Emerging Technology of Avatars: Some Educational Considerations

    ERIC Educational Resources Information Center

    Blake, Anne M.; Moseley, James L.

    2010-01-01

    Avatars are gaining popularity as an emerging technology to facilitate learning and instruction. Avatars can be used as agents of e-learning applications or as part of immersive learning environments such as Second Life. Research indicates that avatar use has numerous potential benefits, including increased student engagement and opportunities for…

  14. iVFTs - immersive virtual field trips for interactive learning about Earth's environment.

    NASA Astrophysics Data System (ADS)

    Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.

    2014-12-01

    Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge (Iceland), and Mauna Kea (Hawaii). iVFTs are being beta-tested and used at ASU in several large-enrollment courses to assess its usability and effectiveness in meeting specific learning objectives. We invite geoscience educators to partake of this resource and find new applications to their own teaching.

  15. Mining Interactions in Immersive Learning Environments for Real-Time Student Feedback

    ERIC Educational Resources Information Center

    Kennedy, Gregor; Ioannou, Ioanna; Zhou, Yun; Bailey, James; O'Leary, Stephen

    2013-01-01

    The analysis and use of data generated by students' interactions with learning systems or programs--learning analytics--has recently gained widespread attention in the educational technology community. Part of the reason for this interest is based on the potential of learning analytic techniques such as data mining to find hidden patterns in…

  16. Productive confusions: learning from simulations of pandemic virus outbreaks in Second Life

    NASA Astrophysics Data System (ADS)

    Cárdenas, Micha; Greci, Laura S.; Hurst, Samantha; Garman, Karen; Hoffman, Helene; Huang, Ricky; Gates, Michael; Kho, Kristen; Mehrmand, Elle; Porteous, Todd; Calvitti, Alan; Higginbotham, Erin; Agha, Zia

    2011-03-01

    Users of immersive virtual reality environments have reported a wide variety of side and after effects including the confusion of characteristics of the real and virtual worlds. Perhaps this side effect of confusing the virtual and real can be turned around to explore the possibilities for immersion with minimal technological support in virtual world group training simulations. This paper will describe observations from my time working as an artist/researcher with the UCSD School of Medicine (SoM) and Veterans Administration San Diego Healthcare System (VASDHS) to develop trainings for nurses, doctors and Hospital Incident Command staff that simulate pandemic virus outbreaks. By examining moments of slippage between realities, both into and out of the virtual environment, moments of the confusion of boundaries between real and virtual, we can better understand methods for creating immersion. I will use the mixing of realities as a transversal line of inquiry, borrowing from virtual reality studies, game studies, and anthropological studies to better understand the mechanisms of immersion in virtual worlds. Focusing on drills conducted in Second Life, I will examine moments of training to learn the software interface, moments within the drill and interviews after the drill.

  17. The Role of Multicultural Information in Experiential Learning

    ERIC Educational Resources Information Center

    Shen, Lan

    2011-01-01

    This paper is based on the author's empirical experience in assisting cultural immersion programs through developing multicultural collections, promoting diversity resources, and creating a supportive information environment for faculty and students. After summarizing the significance, goals, learning objectives, and program models of cultural…

  18. Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality

    PubMed Central

    Rao, Hrishikesh M.; Khanna, Rajan; Zielinski, David J.; Lu, Yvonne; Clements, Jillian M.; Potter, Nicholas D.; Sommer, Marc A.; Kopper, Regis; Appelbaum, Lawrence G.

    2018-01-01

    Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full-body sensorimotor orienting. PMID:29467693

  19. Spatial Learning and Wayfinding in an Immersive Environment: The Digital Fulldome.

    PubMed

    Hedge, Craig; Weaver, Ruth; Schnall, Simone

    2017-05-01

    Previous work has examined whether immersive technologies can benefit learning in virtual environments, but the potential benefits of technology in this context are confounded by individual differences such as spatial ability. We assessed spatial knowledge acquisition in male and female participants using a technology not previously examined empirically: the digital fulldome. Our primary aim was to examine whether performance on a test of survey knowledge was better in a fulldome (N = 28, 12 males) relative to a large, flat screen display (N = 27, 13 males). Regression analysis showed that, compared to a flat screen display, males showed higher levels of performance on a test of survey knowledge after learning in the fulldome, but no benefit occurred for females. Furthermore, performance correlated with spatial visualization ability in male participants, but not in female participants. Thus, the digital fulldome is a potentially useful learning aid, capable of accommodating multiple users, but individual differences and use of strategy need to be considered.

  20. To Infinity and beyond!

    ERIC Educational Resources Information Center

    Harris, Genell Hooper

    2010-01-01

    How can teachers make learning exciting for students who are immersed in the digital age of television, interactive computers, video games, and Internet entertainment? To meet this challenge, teachers continually look for ways to motivate and involve their students. One option for bridging the gap between traditional learning environments and the…

  1. In Our Learners' Shoes. A Language Teacher's Reflections on Language Learning.

    ERIC Educational Resources Information Center

    Cervi, David A.

    1989-01-01

    A language teacher's Japanese-language learning experiences in educational and immersion environments lead to assertions about the ineffectiveness of exclusive use of traditional instructional methodologies; exclusive dependence on osmosis for developing fluency; instructional materials that students perceive as beneath them; and assumptions that…

  2. Contextual EFL Learning in a 3D Virtual Environment

    ERIC Educational Resources Information Center

    Lan, Yu-Ju

    2015-01-01

    The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…

  3. Cognitive Tools for Language Pedagogy.

    ERIC Educational Resources Information Center

    Schoelles, Michael; Hamburger, Henry

    1996-01-01

    Discusses the integration of Fluent 2, a two-medium immersive conversational language learning environment, into the pedagogical environment. The article presents a strategy to provide teachers and other designers of language lessons with tools that will enable them to produce lessons they consider appropriate. (seven references) (Author/CK)

  4. Linking Immersive Virtual Field Trips with an Adaptive Learning Platform

    NASA Astrophysics Data System (ADS)

    Bruce, G.; Taylor, W.; Anbar, A. D.; Semken, S. C.; Buxner, S.; Mead, C.; El-Moujaber, E.; Summons, R. E.; Oliver, C.

    2016-12-01

    The use of virtual environments in science education has been constrained by the difficulty of guiding a learner's actions within the those environments. In this work, we demonstrate how advances in education software technology allow educators to create interactive learning experiences that respond and adapt intelligently to learner input within the virtual environment. This innovative technology provides a far greater capacity for delivering authentic inquiry-driven educational experiences in unique settings from around the world. Our immersive virtual field trips (iVFT) bring students virtually to geologically significant but inaccessible environments, where they learn through authentic practices of scientific inquiry. In one recent example, students explore the fossil beds in Nilpena, South Australia to learn about the Ediacaran fauna. Students interactively engage in 360° recreations of the environment, uncover the nature of the historical ecosystem by identifying fossils with a dichotomous key, explore actual fossil beds in high resolution imagery, and reconstruct what an ecosystem might have looked like millions of years ago in an interactive simulation. With the new capacity to connect actions within the iVFT to an intelligent tutoring system, these learning experiences can be tracked, guided, and tailored individually to the immediate actions of the student. This new capacity also has great potential for learning designers to take a data-driven approach to lesson improvement and for education researchers to study learning in virtual environments. Thus, we expect iVFT will be fertile ground for novel research. Such iVFT are currently in use in several introductory classes offered online at Arizona State University in anthropology, introductory biology, and astrobiology, reaching thousands of students to date. Drawing from these experiences, we are designing a curriculum for historical geology that will be built around iVFT-based exploration of Earth history.

  5. The Future of Professional Learning

    ERIC Educational Resources Information Center

    Burns, Mary

    2013-01-01

    What will technology-based teacher professional development look like in the next few years? In this article, teacher training curriculum designer Mary Burns presents her 5 top picks from the professional learning technologies now emerging around the world: (1) IPTV; (2) Immersive Environments; (3) Video; (4) Social Media; and (5) Mobile…

  6. Immersive Learning Technologies

    DTIC Science & Technology

    2009-08-20

    Immersive Learning Technologies Mr. Peter Smith Lead, ADL Immersive Learning Team 08/20/2009 Report Documentation Page Form ApprovedOMB No. 0704...to 00-00-2009 4. TITLE AND SUBTITLE Immersive Learning Technologies 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR...unclassified c. THIS PAGE unclassified Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18 Why Immersive Learning Technologies

  7. Between Learning and Playing? Exploring Learners' Perceptions of Corrective Feedback in an Immersive Game for English Pragmatics

    ERIC Educational Resources Information Center

    Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet

    2012-01-01

    This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…

  8. Training a medical workforce to meet the needs of diverse minority communities.

    PubMed

    Sopoaga, Faafetai; Zaharic, Tony; Kokaua, Jesse; Covello, Sahra

    2017-01-21

    The growing demand for a competent health workforce to meet the needs of increasingly diverse societies has been widely acknowledged. One medical school in New Zealand explored the integration of the commonly used patient-centred model approach, with an intersectional framework in the development of a cultural competency training programme. In the Pacific Immersion Programme, medical students in their fourth year of training are given the opportunity to learn about different factors that influence the health and health care of a minority community through immersion in that community. The programme objectives include enabling students to learn through experience living within the local community context, and supporting them to re-evaluate their own personal beliefs, assumptions and/or prior prejudices. This study evaluates the usefulness of this programme in the training of medical students to work in diverse communities. Two analytical approaches were used for evaluation. Deductive and inductive analyses were conducted on 235 reflective essays completed by three cohorts of students from 2011 to 2013 to ascertain the value of the programme for student learning. In addition, one cohort was invited to complete a pre and post-programme questionnaire. Overall, the students found the programme to be a valued learning environment. They found living within a Pacific family environment to be an eye opening experience. It increased students comfort level in cross cultural engagement and emphasised the importance of patient's perspectives in health care provision. Students' self-reported knowledge about Pacific cultural values, protocols, traditional beliefs and the main health challenges increased significantly after the programme. They appreciated learning directly from community members, and through observations about how culture, beliefs and the socio-economic environment influence peoples' health and wellbeing. Medical schools are required to train a competent health workforce to meet the needs of diverse communities. The Pacific Immersion Programme provides a unique learning environment which can improve the training of doctors to work in diverse communities. The key to its success is enabling students to be engaged learners from "the inside" rather than an "outsider looking in". The Programme enables experiential learning in a sensitive and meaningful way and can be useful for training in other institutions.

  9. Design and Implementation of a 3D Multi-User Virtual World for Language Learning

    ERIC Educational Resources Information Center

    Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado

    2011-01-01

    The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…

  10. Immersive virtual reality platform for medical training: a "killer-application".

    PubMed

    2000-01-01

    The Medical Readiness Trainer (MRT) integrates fully immersive Virtual Reality (VR), highly advanced medical simulation technologies, and medical data to enable unprecedented medical education and training. The flexibility offered by the MRT environment serves as a practical teaching tool today and in the near future the will serve as an ideal vehicle for facilitating the transition to the next level of medical practice, i.e., telepresence and next generation Internet-based collaborative learning.

  11. A Virtual Walk through London: Culture Learning through a Cultural Immersion Experience

    ERIC Educational Resources Information Center

    Shih, Ya-Chun

    2015-01-01

    Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…

  12. Enhancing Grammatical Structures in Web-Based Texts

    ERIC Educational Resources Information Center

    Zilio, Leonardo; Wilkens, Rodrigo; Fairon, Cédrick

    2017-01-01

    Presentation of raw text to language learners is not enough to ensure learning. Thus, we present the Smart and Immersive Language Learning Environment (SMILLE), a system that uses Natural Language Processing (NLP) for enhancing grammatical information in texts chosen by a given user. The enhancements, carried out by means of text highlighting, are…

  13. Multivariate Gradient Analysis for Evaluating and Visualizing a Learning System Platform for Computer Programming

    ERIC Educational Resources Information Center

    Mather, Richard

    2015-01-01

    This paper explores the application of canonical gradient analysis to evaluate and visualize student performance and acceptance of a learning system platform. The subject of evaluation is a first year BSc module for computer programming. This uses "Ceebot," an animated and immersive game-like development environment. Multivariate…

  14. Assessing the Merits of International Service-Learning in Developing Professionalism in Mass Communication

    ERIC Educational Resources Information Center

    Motley, Phillip; Sturgill, Amanda

    2013-01-01

    This project assessed how an international service-learning course affected mass communication students' knowledge of professionalism. Using written reflections and focus group transcripts from four courses that took place in Central America, we observed that placing students in immersive environments, where they are able to work on authentic…

  15. Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!

    NASA Astrophysics Data System (ADS)

    Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.

    2015-04-01

    Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.

  16. A National Survey on the Use of Immersive Simulation for Interprofessional Education in Physical Therapist Education Programs.

    PubMed

    Stockert, Brad; Ohtake, Patricia J

    2017-10-01

    There is growing recognition that collaborative practice among healthcare professionals is associated with improved patient outcomes and enhanced team functioning, but development of collaborative practitioners requires interprofessional education (IPE). Immersive simulation, a clinically relevant experience that deeply engages the learner in realistic clinical environments, is used increasingly for IPE. The purpose of this study was to assess the use of immersive simulation as a strategy for IPE in physical therapist (PT) education programs. During fall 2014 and spring 2015, we contacted all 214 Commission on Accreditation in Physical Therapy Education accredited PT education programs in the United States and invited a faculty member to participate in our online survey. One hundred fourteen PT programs responded (53% response rate). Eighty responding programs (70%) identified themselves as users of immersive simulation, and 45 programs (39%) used simulation for IPE. Of these 45 programs, more than 90% included Interprofessional Education Collaborative competency learning objectives of roles/responsibilities, interprofessional communication, and teams/teamwork and 51% reported learning objectives for values/ethics for interprofessional practice. Interprofessional simulations with PT students commonly included nursing (91%). In programs using immersive simulation for IPE, 91% included debriefing and 51% included debriefing by interprofessional teams. Eighty accredited PT programs (70%) that responded to the survey use immersive simulation, and 45 programs (39%) use simulation for IPE. Most programs conduct simulations consistent with recognized best practice, including debriefing and Interprofessional Education Collaborative competency learning objectives for promoting interprofessional collaborative practice. We anticipate an increase in the use of immersive simulation for IPE as an educational strategy to comply with the revised Commission on Accreditation in Physical Therapy Education accreditation standards related to interprofessional collaborative practice that will become effective on January 1, 2018.

  17. Media-Education Convergence: Applying Transmedia Storytelling Edutainment in E-Learning Environments

    ERIC Educational Resources Information Center

    Kalogeras, Stavroula

    2013-01-01

    In the era of media convergence, transmedia (cross-media/cross-platform/multi-platform) narratives are catering to users who are willing to immerse themselves in their favorite entertainment content. The inherent interactivity of the Internet and the emotional engagement of story can lead to innovative pedagogies in media rich environments. This…

  18. Digital Native and Digital Immigrant Use of Scholarly Network for Doctoral Learners

    ERIC Educational Resources Information Center

    Berman, Ronald; Hassell, Deliesha

    2014-01-01

    The Doctoral Community Network (DC) is a learner driven, scholarly community designed to help online doctoral learners successfully complete their dissertation and program of study. While digital natives grew up in an environment immersed in technology, digital immigrants adapted to this environment through their ability to learn and adjust to…

  19. Resting-State fMRI Activity Predicts Unsupervised Learning and Memory in an Immersive Virtual Reality Environment

    PubMed Central

    Wong, Chi Wah; Olafsson, Valur; Plank, Markus; Snider, Joseph; Halgren, Eric; Poizner, Howard; Liu, Thomas T.

    2014-01-01

    In the real world, learning often proceeds in an unsupervised manner without explicit instructions or feedback. In this study, we employed an experimental paradigm in which subjects explored an immersive virtual reality environment on each of two days. On day 1, subjects implicitly learned the location of 39 objects in an unsupervised fashion. On day 2, the locations of some of the objects were changed, and object location recall performance was assessed and found to vary across subjects. As prior work had shown that functional magnetic resonance imaging (fMRI) measures of resting-state brain activity can predict various measures of brain performance across individuals, we examined whether resting-state fMRI measures could be used to predict object location recall performance. We found a significant correlation between performance and the variability of the resting-state fMRI signal in the basal ganglia, hippocampus, amygdala, thalamus, insula, and regions in the frontal and temporal lobes, regions important for spatial exploration, learning, memory, and decision making. In addition, performance was significantly correlated with resting-state fMRI connectivity between the left caudate and the right fusiform gyrus, lateral occipital complex, and superior temporal gyrus. Given the basal ganglia's role in exploration, these findings suggest that tighter integration of the brain systems responsible for exploration and visuospatial processing may be critical for learning in a complex environment. PMID:25286145

  20. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  1. Using Virtual Worlds to Identify Multidimensional Student Engagement in High School Foreign Language Learning Classrooms

    ERIC Educational Resources Information Center

    Jacob, Laura Beth

    2012-01-01

    Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…

  2. "Shrink Wrapping" Lectures: Teaching Cell and Molecular Biology within the Context of Human Pathologies

    ERIC Educational Resources Information Center

    Guilford, William H.

    2005-01-01

    Students are most motivated and learn best when they are immersed in an environment that causes them to realize why they should learn. Perhaps nowhere is this truer than when teaching the biological sciences to engineers. Transitioning from a traditionally mathematics-based to a traditionally knowledge-based pedagogical style can challenge student…

  3. Emboldened by Embodiment: Six Precepts for Research on Embodied Learning and Mixed Reality

    ERIC Educational Resources Information Center

    Lindgren, Robb; Johnson-Glenberg, Mina

    2013-01-01

    The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as "mixed reality" (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent…

  4. Connecting to Communities: Powerful Pedagogies for Leading for Social Change.

    PubMed

    Wagner, Wendy; Mathison, Patricia

    2015-01-01

    This chapter explores the use of powerful pedagogies such as service-learning, cultural immersion, and community-based research to enhance leadership development. Four key principles are presented that describe how leadership educators can facilitate community-based learning in a way that creates an optimal learning environment for students, while also engaging ethically with individuals and organizations in the community. © 2015 Wiley Periodicals, Inc., A Wiley Company.

  5. An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective.

    PubMed

    Menin, Aline; Torchelsen, Rafael; Nedel, Luciana

    2018-03-01

    Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants profiles influence results.

  6. Is Immersion of Any Value? Whether, and to What Extent, Game Immersion Experience during Serious Gaming Affects Science Learning

    ERIC Educational Resources Information Center

    Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih

    2017-01-01

    Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…

  7. The interplays among technology and content, immersant and VE

    NASA Astrophysics Data System (ADS)

    Song, Meehae; Gromala, Diane; Shaw, Chris; Barnes, Steven J.

    2010-01-01

    The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment (VE). The Virtual Meditative Walk, a new work-in-progress, integrates VR and biofeedback technologies with a self-directed, uni-directional treadmill. As immersants learn how to meditate while walking, robust, real-time biofeedback technology continuously measures breathing, skin conductance and heart rate. The physiological states of the immersant will in turn affect the audio and stereoscopic visual media through shutter glasses. We plan to test the potential benefits and limitations of this physically active form of meditation with data from a sitting form of meditation. A mixed-methods approach to testing user outcomes parallels the knowledge bases of the collaborative team: a physician, computer scientists and artists.

  8. Eye movements, visual search and scene memory, in an immersive virtual environment.

    PubMed

    Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary

    2014-01-01

    Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.

  9. Creating a Learner-Centered Environment in Nursing Education: An Immersion Experience

    ERIC Educational Resources Information Center

    Steiner, Susan H.; Floyd, Evelyn; Hewett, Beverly J.; Lewis, Nicole C.; Walker, Eldon H.

    2010-01-01

    A call for change in nursing education has been issued in order to prepare the nurse of the future in a changing health care delivery system with increasing complexity. The learning environment is changing, including the faculty role. Innovative research-based pedagogies are suggested as a way to challenge traditional nursing education. The…

  10. "Elven Elder LVL59 LFP/RB. Please PM Me": Immersion, Collaborative Tasks and Problem-Solving in Massively Multiplayer Online Games

    ERIC Educational Resources Information Center

    Voulgari, Iro; Komis, Vassilis

    2010-01-01

    Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…

  11. Problem-Based Learning Spanning Real and Virtual Words: A Case Study in Second Life

    ERIC Educational Resources Information Center

    Good, Judith; Howland, Katherine; Thackray, Liz

    2008-01-01

    There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…

  12. Generational, Cultural, and Linguistic Integration for Literacy Learning and Teaching in Uganda: Pedagogical Possibilities, Challenges, and Lessons from One NGO

    ERIC Educational Resources Information Center

    Ngaka, Willy; Graham, Ross; Masaazi, Fred Masagazi; Anyandru, Elly Moses

    2016-01-01

    This qualitative case study focuses on a volunteer-led local NGO in Uganda to examine how integrating generations, cultures, and languages is enhancing literacy learning to help ethnically and linguistically diverse rural communities survive in the prevailing globally competitive neoliberal environment. Immersing the study in the social practices…

  13. Exploring Learner Acceptance of the Use of Virtual Reality in Medical Education: A Case Study of Desktop and Projection-Based Display Systems

    ERIC Educational Resources Information Center

    Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min

    2016-01-01

    Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…

  14. Taking Science Online: Evaluating Presence and Immersion through a Laboratory Experience in a Virtual Learning Environment for Entomology Students

    ERIC Educational Resources Information Center

    Annetta, Leonard; Klesath, Marta; Meyer, John

    2009-01-01

    A 3-D virtual field trip was integrated into an online college entomology course and developed as a trial for the possible incorporation of future virtual environments to supplement online higher education laboratories. This article provides an explanation of the rationale behind creating the virtual experience, the Bug Farm; the method and…

  15. Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments

    ERIC Educational Resources Information Center

    McCreery, Michael P.; Schrader, P. G.; Krach, S. Kathleen

    2011-01-01

    There is a substantial and growing interest in immersive virtual spaces as contexts for 21st century skills like problem solving, communication, and collaboration. However, little consideration has been given to the ways in which users become proficient in these environments or what types of target behaviors are associated with 21st century…

  16. There and Back Again: From Research Methods to Principles of Learning, and Everything in Between: Consolidated Knowledge Using the Course Wiki

    ERIC Educational Resources Information Center

    Hogendoorn, Adrian

    2017-01-01

    A course wiki is an active environment in which students not only solve problems, but also find their own problems (Bransford, Brown, & Cocking, 1999). Wikis are novel, immersive environments requiring active participation, which enable students to build knowledge within a secure online setting (Hadjerrouit, 2011). This contribution traces a…

  17. Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments

    NASA Technical Reports Server (NTRS)

    Wu (u. Sjarpm)

    2012-01-01

    The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.

  18. From Cognitive Capability to Social Reform? Shifting Perceptions of Learning in Immersive Virtual Worlds

    ERIC Educational Resources Information Center

    Savin-Baden, Maggi

    2008-01-01

    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and…

  19. VirSchool: The Effect of Background Music and Immersive Display Systems on Memory for Facts Learned in an Educational Virtual Environment

    ERIC Educational Resources Information Center

    Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang

    2012-01-01

    Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…

  20. The Overlapping Worlds View: Analvzing Identity Transformation in Real and Virtual Worlds and the Effects on Learning

    ERIC Educational Resources Information Center

    Evans, Michael A.; Wang, Feihong

    2008-01-01

    Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…

  1. Eye Movements, Visual Search and Scene Memory, in an Immersive Virtual Environment

    PubMed Central

    Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary

    2014-01-01

    Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency. PMID:24759905

  2. Virtual Reality to Train Diagnostic Skills in Eating Disorders. Comparison of two Low Cost Systems.

    PubMed

    Gutiérrez-Maldonado, José; Ferrer-García, Marta; Plasanjuanelo, Joana; Andrés-Pueyo, Antonio; Talarn-Caparrós, Antoni

    2015-01-01

    Enhancing the ability to perform differential diagnosis and psychopathological exploration is important for students who wish to work in the clinical field, as well as for professionals already working in this area. Virtual reality (VR) simulations can immerse students totally in educational experiences in a way that is not possible using other methods. Learning in a VR environment can also be more effective and motivating than usual classroom practices. Traditionally, immersion has been considered central to the quality of a VR system; immersive VR is considered a special and unique experience that cannot achieved by three-dimensional (3D) interactions on desktop PCs. However, some authors have suggested that if the content design is emotionally engaging, immersive systems are not always necessary. The main purpose of this study is to compare the efficacy and usability of two low-cost VR systems, offering different levels of immersion, in order to develop the ability to perform diagnostic interviews in eating disorders by means of simulations of psychopathological explorations.

  3. Moving Past Curricula and Strategies: Language and the Development of Adaptive Pedagogy for Immersive Learning Environments

    ERIC Educational Resources Information Center

    Hand, Brian; Cavagnetto, Andy; Chen, Ying-Chih; Park, Soonhye

    2016-01-01

    Given current concerns internationally about student performance in science and the need to shift how science is being learnt in schools, as a community, we need to shift how we approach the issue of learning and teaching in science. In the future, we are going to have to close the gap between how students construct and engage with knowledge in a…

  4. Using theories of learning in workplaces to enhance physiotherapy clinical education.

    PubMed

    Patton, Narelle; Higgs, Joy; Smith, Megan

    2013-10-01

    Clinical education has long been accepted as integral to the education of physiotherapy students and their preparation for professional practice. The clinical environment, through practice immersion, situates students in a powerful learning context and plays a critical role in students' construction of professional knowledge. Despite this acknowledged centrality of practice and clinical environments to the students' experiential construction of professional knowledge, there has been limited exploration of learning theories underpinning clinical education in the literature. In this paper, we explore a selection of learning theories underpinning physiotherapy clinical education with a view to providing clinical educators with a firm foundation on which to base wise educational practices and potentially enhance physiotherapy students' clinical learning experiences. This exploration has drawn from leading thinkers in the field of education over the past century.

  5. Understanding Immersivity: Image Generation and Transformation Processes in 3D Immersive Environments

    PubMed Central

    Kozhevnikov, Maria; Dhond, Rupali P.

    2012-01-01

    Most research on three-dimensional (3D) visual-spatial processing has been conducted using traditional non-immersive 2D displays. Here we investigated how individuals generate and transform mental images within 3D immersive (3DI) virtual environments, in which the viewers perceive themselves as being surrounded by a 3D world. In Experiment 1, we compared participants’ performance on the Shepard and Metzler (1971) mental rotation (MR) task across the following three types of visual presentation environments; traditional 2D non-immersive (2DNI), 3D non-immersive (3DNI – anaglyphic glasses), and 3DI (head mounted display with position and head orientation tracking). In Experiment 2, we examined how the use of different backgrounds affected MR processes within the 3DI environment. In Experiment 3, we compared electroencephalogram data recorded while participants were mentally rotating visual-spatial images presented in 3DI vs. 2DNI environments. Overall, the findings of the three experiments suggest that visual-spatial processing is different in immersive and non-immersive environments, and that immersive environments may require different image encoding and transformation strategies than the two other non-immersive environments. Specifically, in a non-immersive environment, participants may utilize a scene-based frame of reference and allocentric encoding whereas immersive environments may encourage the use of a viewer-centered frame of reference and egocentric encoding. These findings also suggest that MR performed in laboratory conditions using a traditional 2D computer screen may not reflect spatial processing as it would occur in the real world. PMID:22908003

  6. L2 (IM)Politeness in the Synchronous Chat of Elementary School Learners

    ERIC Educational Resources Information Center

    Howard, Craig D.; Do, Jaewoo

    2017-01-01

    Participation in interactive games, especially those in immersive environments, is often employed in learning contexts to stochastically develop L2 learners' language ability. However, typical measures of language ability often do not reflect pragmatic competencies. This study juxtaposes two elementary school ESL learners' language ability, and…

  7. Using Immersive Virtual Reality for Electrical Substation Training

    ERIC Educational Resources Information Center

    Tanaka, Eduardo H.; Paludo, Juliana A.; Cordeiro, Carlúcio S.; Domingues, Leonardo R.; Gadbem, Edgar V.; Euflausino, Adriana

    2015-01-01

    Usually, distribution electricians are called upon to solve technical problems found in electrical substations. In this project, we apply problem-based learning to a training program for electricians, with the help of a virtual reality environment that simulates a real substation. Using this virtual substation, users may safely practice maneuvers…

  8. Evaluation of knowledge transfer in an immersive virtual learning environment for the transportation community : research project capsule.

    DOT National Transportation Integrated Search

    2010-01-01

    In 2008 alone, 720 individuals were killed in a : construction or maintenance work zone in the : United States. However, since 2003, the total : number of individuals killed in a construction or : maintenance work zone in the US reached a : staggerin...

  9. Scenario-Based Spoken Interaction with Virtual Agents

    ERIC Educational Resources Information Center

    Morton, Hazel; Jack, Mervyn A.

    2005-01-01

    This paper describes a CALL approach which integrates software for speaker independent continuous speech recognition with embodied virtual agents and virtual worlds to create an immersive environment in which learners can converse in the target language in contextualised scenarios. The result is a self-access learning package: SPELL (Spoken…

  10. Designing, Developing, and Implementing a Course on LEGO Robotics for Technology Teacher Education

    ERIC Educational Resources Information Center

    Chambers, Joan M.; Carbonaro, Mike

    2003-01-01

    Within a constructivist philosophy of learning, teachers, as students, are introduced to different perspectives of teaching with robotic technology while immersed in what Papert called a "constructionist" environment. Robotics allows students to creatively explore computer programming, mechanical design and construction, problem solving,…

  11. Drinking Parties and Learning: A Tale from Japan

    ERIC Educational Resources Information Center

    Suchan, Jim

    2007-01-01

    In spring of 2006, the author spent a semester teaching undergraduate and graduate business and managerial communication courses at Chuo University, with intent to challenge his US-centric habits of mind about interaction and communication by immersing himself in a cultural and work environment fundamentally different from his own. Although…

  12. Elementary Student Knowledge Gains in the Digital Portable Planetarium

    ERIC Educational Resources Information Center

    Carsten-Conner, Laura D.; Larson, Angela M.; Arseneau, Jennifer; Herrick, Robert R.

    2015-01-01

    Immersive environments hold promise to provide unique and heightened sensory experiences that focus a learner's attention, and thus may be useful learning platforms. In particular, portable planetariums may be useful in advancing conceptual knowledge about the night sky, because they afford learners with Earth-based views of celestial motions,…

  13. Learning through Place-Making: Virtual Environments and Future Literacies

    ERIC Educational Resources Information Center

    Berry, Maryanne Susan

    2010-01-01

    This study examines a project through which elementary school and high school students collaborated with university Architecture/New Media students in building models of virtual, immersive libraries. It presents the project in the context of multiple and cross-disciplinary fields currently investigating the use of virtual and immersive…

  14. Intelligent Tutors in Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Yan, Peng; Slator, Brian M.; Vender, Bradley; Jin, Wei; Kariluoma, Matti; Borchert, Otto; Hokanson, Guy; Aggarwal, Vaibhav; Cosmano, Bob; Cox, Kathleen T.; Pilch, André; Marry, Andrew

    2013-01-01

    Research into virtual role-based learning has progressed over the past decade. Modern issues include gauging the difficulty of designing a goal system capable of meeting the requirements of students with different knowledge levels, and the reasonability and possibility of taking advantage of the well-designed formula and techniques served in other…

  15. Design, Realization, and First Validation of an Immersive Web-Based Virtual Patient Simulator for Training Clinical Decisions in Surgery.

    PubMed

    Kleinert, Robert; Heiermann, Nadine; Wahba, Roger; Chang, De-Huan; Hölscher, Arnulf H; Stippel, Dirk L

    2015-01-01

    Immersive patient simulators (IPS) allow an illusionary immersion into a synthetic world where the user can freely navigate through a 3-dimensional environment similar to computer games. Playful learning with IPS allows internalization of medical workflows without harming real patients. Ideally, IPS show high student acceptance and can have positive effect on knowledge gain. Development of IPS with high technical quality is resource intensive. Therefore most of the "high-fidelity" IPS are commercially driven. Usage of IPS in the daily curriculum is still rare. There is no academic-driven simulator that is freely accessible to every student and combines high immersion grade with a profound amount of medical content. Therefore it was our aim to develop an academic-driven IPS prototype that is free to use and combines a high immersion grade with profound medical content. In addition, a first validation of the prototype was conducted. The conceptual design included definition of the following parameters: amount of curricular content, grade of technical quality, availability, and level of validation. A preliminary validation was done with 25 students. Students' opinion about acceptance was evaluated by a Likert-scale questionnaire. Effect on knowledge gain was determined by testing concordance and predictive validity. A custom-made simulator prototype (Artificial learning interface for clinical education [ALICE]) displays a virtual clinic environment that can be explored from a first-person view similar to a video game. By controlling an avatar, the user navigates through the environment, is able to treat virtual patients, and faces the consequence of different decisions. ALICE showed high students' acceptance. There was positive correlation for concordance validity and predictive validity. Simulator usage had positive effect on reproduction of trained content and declarative knowledge. We successfully developed a university-based, IPS prototype (ALICE) with profound medical content. ALICE is a nonprofit simulator, easy to use, and showed high students' acceptance; thus it potentially provides an additional tool for supporting student teaching in the daily clinical curriculum. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  16. Training wheelchair navigation in immersive virtual environments for patients with spinal cord injury - end-user input to design an effective system.

    PubMed

    Nunnerley, Joanne; Gupta, Swati; Snell, Deborah; King, Marcus

    2017-05-01

    A user-centred design was used to develop and test the feasibility of an immersive 3D virtual reality wheelchair training tool for people with spinal cord injury (SCI). A Wheelchair Training System was designed and modelled using the Oculus Rift headset and a Dynamic Control wheelchair joystick. The system was tested by clinicians and expert wheelchair users with SCI. Data from focus groups and individual interviews were analysed using a general inductive approach to thematic analysis. Four themes emerged: Realistic System, which described the advantages of a realistic virtual environment; a Wheelchair Training System, which described participants' thoughts on the wheelchair training applications; Overcoming Resistance to Technology, the obstacles to introducing technology within the clinical setting; and Working outside the Rehabilitation Bubble which described the protective hospital environment. The Oculus Rift Wheelchair Training System has the potential to provide a virtual rehabilitation setting which could allow wheelchair users to learn valuable community wheelchair use in a safe environment. Nausea appears to be a side effect of the system, which will need to be resolved before this can be a viable clinical tool. Implications for Rehabilitation Immersive virtual reality shows promising benefit for wheelchair training in a rehabilitation setting. Early engagement with consumers can improve product development.

  17. Visualizing the process of interaction in a 3D environment

    NASA Astrophysics Data System (ADS)

    Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh

    2007-03-01

    As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.

  18. Research on Intelligent Synthesis Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Lobeck, William E.

    2002-01-01

    Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

  19. Research on Intelligent Synthesis Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.; Loftin, R. Bowen

    2002-12-01

    Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

  20. Cultivating Collaborations: Site Specific Design for Embodied Science Learning.

    PubMed

    Gill, Katherine; Glazier, Jocelyn; Towns, Betsy

    2018-05-21

    Immersion in well-designed outdoor environments can foster the habits of mind that enable critical and authentic scientific questions to take root in students' minds. Here we share two design cases in which careful, collaborative, and intentional design of outdoor learning environments for informal inquiry provide people of all ages with embodied opportunities to learn about the natural world, developing the capacity for understanding ecology and the ability to empathize, problem-solve and reflect. Embodied learning, as facilitated by and in well-designed outdoor learning environments, leads students to develop new ways of seeing, new scientific questions, new ways to connect with ideas, with others and new ways of thinking about the natural world. Using examples from our collaborative practices as experiential learning designers, we illustrate how creating the habits of mind critical to creating scientists, science-interested, and science-aware individuals benefits from providing students spaces to engage in embodied learning in nature. We show how public landscapes designed in creative partnerships between educators, scientists, designers and the public have potential to amplify science learning for all.

  1. Medical student changes in self-regulated learning during the transition to the clinical environment.

    PubMed

    Cho, Kenneth K; Marjadi, Brahm; Langendyk, Vicki; Hu, Wendy

    2017-03-21

    Self-regulated learning (SRL), which is learners' ability to proactively select and use different strategies to reach learning goals, is associated with academic and clinical success and life-long learning. SRL does not develop automatically in the clinical environment and its development during the preclinical to clinical learning transition has not been quantitatively studied. Our study aims to fill this gap by measuring SRL in medical students during the transitional period and examining its contributing factors. Medical students were invited to complete a questionnaire at the commencement of their first clinical year (T0), and 10 weeks later (T1). The questionnaire included the Motivated Strategies for Learning Questionnaire (MSLQ) and asked about previous clinical experience. Information about the student's background, demographic characteristics and first clinical rotation were also gathered. Of 118 students invited to participate, complete paired responses were obtained from 72 medical students (response rate 61%). At T1, extrinsic goal orientation increased and was associated with gender (males were more likely to increase extrinsic goal orientation) and type of first attachment (critical care and community based attachments, compared to hospital ward based attachments). Metacognitive self-regulation decreased at T1 and was negatively associated with previous clinical experience. Measurable changes in self-regulated learning occur during the transition from preclinical learning to clinical immersion, particularly in the domains of extrinsic goal orientation and metacognitive self-regulation. Self-determination theory offers possible explanations for this finding which have practical implications and point the way to future research. In addition, interventions to promote metacognition before the clinical immersion may assist in preserving SRL during the transition and thus promote life-long learning skills in preparation for real-world practice.

  2. Human Exposure to Dynamic Air Pollutants: Ozone in Airplanes and Ultrafine Particles in Homes

    DTIC Science & Technology

    2010-01-01

    original source of my love of learning. All her grandchildren have had to tolerate, at least temporarily, being ignored while she was immersed in a book ...Indoor Air 17, 372-383. Klepeis NE, Nazaroff WW, 2006a. Modeling residential exposure to secondhand tobacco smoke. Atmospheric Environment 40, 4393...4407. Klepeis NE, Nazaroff WW, 2006b. Mitigating residential exposure to secondhand tobacco smoke. Atmospheric Environment 40, 4408-4422. 84

  3. 13 Tips for Virtual World Teaching

    ERIC Educational Resources Information Center

    Villano, Matt

    2008-01-01

    Multi-user virtual environments (MUVEs) are gaining momentum as the latest and greatest learning tool in the world of education technology. How does one get started with them? How do they work? This article shares 13 secrets from immersive education experts and educators on how to have success in implementing these new tools and technologies on…

  4. Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education

    ERIC Educational Resources Information Center

    Sykes, Julie M.; Oskoz, Ana; Thorne, Steven L.

    2008-01-01

    In light of the increasingly blurred line between mediated and nonmediated contexts for social, professional, and educational purposes, attention to the presence and use of innovative digital media is critical to the consideration of the future of computer-assisted language learning (CALL). This article reviews current trends in the use of…

  5. Researching the Ethical Dimensions of Mobile, Ubiquitous and Immersive Technology Enhanced Learning (MUITEL): A Thematic Review and Dialogue

    ERIC Educational Resources Information Center

    Lally, Vic; Sharples, Mike; Tracy, Frances; Bertram, Neil; Masters, Sherriden

    2012-01-01

    In this article, we examine the ethical dimensions of researching the mobile, ubiquitous and immersive technology enhanced learning (MUITEL), with a particular focus on learning in informal settings. We begin with an analysis of the interactions between mobile, ubiquitous and immersive technologies and the wider context of the digital economy. In…

  6. Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model

    ERIC Educational Resources Information Center

    Barclay, Paul A.; Bowers, Clint

    2018-01-01

    Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…

  7. Robotic Mission to Mars: Hands-on, minds-on, web-based learning

    NASA Astrophysics Data System (ADS)

    Mathers, Naomi; Goktogen, Ali; Rankin, John; Anderson, Marion

    2012-11-01

    Problem-based learning has been demonstrated as an effective methodology for developing analytical skills and critical thinking. The use of scenario-based learning incorporates problem-based learning whilst encouraging students to collaborate with their colleagues and dynamically adapt to their environment. This increased interaction stimulates a deeper understanding and the generation of new knowledge. The Victorian Space Science Education Centre (VSSEC) uses scenario-based learning in its Mission to Mars, Mission to the Orbiting Space Laboratory and Primary Expedition to the M.A.R.S. Base programs. These programs utilize methodologies such as hands-on applications, immersive-learning, integrated technologies, critical thinking and mentoring to engage students in Science, Technology, Engineering and Mathematics (STEM) and highlight potential career paths in science and engineering. The immersive nature of the programs demands specialist environments such as a simulated Mars environment, Mission Control and Space Laboratory, thus restricting these programs to a physical location and limiting student access to the programs. To move beyond these limitations, VSSEC worked with its university partners to develop a web-based mission that delivered the benefits of scenario-based learning within a school environment. The Robotic Mission to Mars allows students to remotely control a real rover, developed by the Australian Centre for Field Robotics (ACFR), on the VSSEC Mars surface. After completing a pre-mission training program and site selection activity, students take on the roles of scientists and engineers in Mission Control to complete a mission and collect data for further analysis. Mission Control is established using software developed by the ACRI Games Technology Lab at La Trobe University using the principles of serious gaming. The software allows students to control the rover, monitor its systems and collect scientific data for analysis. This program encourages students to work scientifically and explores the interaction between scientists and engineers. This paper presents the development of the program, including the involvement of university students in the development of the rover, the software, and the collation of the scientific data. It also presents the results of the trial phase of this program including the impact on student engagement and learning outcomes.

  8. Research on evaluation techniques for immersive multimedia

    NASA Astrophysics Data System (ADS)

    Hashim, Aslinda M.; Romli, Fakaruddin Fahmi; Zainal Osman, Zosipha

    2013-03-01

    Nowadays Immersive Multimedia covers most usage in tremendous ways, such as healthcare/surgery, military, architecture, art, entertainment, education, business, media, sport, rehabilitation/treatment and training areas. Moreover, the significant of Immersive Multimedia to directly meet the end-users, clients and customers needs for a diversity of feature and purpose is the assembly of multiple elements that drive effective Immersive Multimedia system design, so evaluation techniques is crucial for Immersive Multimedia environments. A brief general idea of virtual environment (VE) context and `realism' concept that formulate the Immersive Multimedia environments is then provided. This is followed by a concise summary of the elements of VE assessment technique that is applied in Immersive Multimedia system design, which outlines the classification space for Immersive Multimedia environments evaluation techniques and gives an overview of the types of results reported. A particular focus is placed on the implications of the Immersive Multimedia environments evaluation techniques in relation to the elements of VE assessment technique, which is the primary purpose of producing this research. The paper will then conclude with an extensive overview of the recommendations emanating from the research.

  9. Designing Virtual Museum Using Web3D Technology

    NASA Astrophysics Data System (ADS)

    Zhao, Jianghai

    VRT was born to have the potentiality of constructing an effective learning environment due to its 3I characteristics: Interaction, Immersion and Imagination. It is now applied in education in a more profound way along with the development of VRT. Virtual Museum is one of the applications. The Virtual Museum is based on the WEB3D technology and extensibility is the most important factor. Considering the advantage and disadvantage of each WEB3D technology, VRML, CULT3D AND VIEWPOINT technologies are chosen. A web chatroom based on flash and ASP technology is also been created in order to make the Virtual Museum an interactive learning environment.

  10. Learning as Othering: Narratives of Learning, Construction of Difference and the Discourse of Immersion in Study Abroad

    ERIC Educational Resources Information Center

    Doerr, Neriko Musha

    2017-01-01

    This article shows ethnographically the process of learning "as othering" in study abroad: acknowledgement of "learning" through immersion--without clear structure or markers of learning--constructs cultural difference of the host society. It is because acknowledgement of learning something is necessarily the acknowledgement of…

  11. Immersive simulated reality scenarios for enhancing students' experience of people with learning disabilities across all fields of nurse education.

    PubMed

    Saunder, Lorna; Berridge, Emma-Jane

    2015-11-01

    Poor preparation of nurses, regarding learning disabilities can have devastating consequences. High-profile reports and the Nursing and Midwifery Council requirements led this University to introduce Shareville into the undergraduate and postgraduate nursing curriculum. Shareville is a virtual environment developed at Birmingham City University, in which student nurses learn from realistic, problem-based scenarios featuring people with learning disabilities. Following the implementation of the resource an evaluation of both staff and student experience was undertaken. Students reported that problem-based scenarios were sufficiently real and immersive. Scenarios presented previously unanticipated considerations, offering new insights, and giving students the opportunity to practise decision-making in challenging scenarios before encountering them in practice. The interface and the quality of the graphics were criticised, but, this did not interfere with learning. Nine lecturers were interviewed, they generally felt positively towards the resource and identified strengths in terms of blended learning and collaborative teaching. The evaluation contributes to understandings of learning via simulated reality, and identifies process issues that will inform the development of further resources and their roll-out locally, and may guide other education providers in developing and implementing resources of this nature. There was significant parity between lecturers' expectations of students' experience of Shareville. Copyright © 2015 Elsevier Ltd. All rights reserved.

  12. Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments: A Review of the Literature

    PubMed Central

    2008-01-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. PMID:18762473

  13. Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

    PubMed

    Hansen, Margaret M

    2008-09-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.

  14. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  15. Over-Stressed, Overwhelmed, and over Here: Resident Directors and the Challenges of Student Mental Health Abroad

    ERIC Educational Resources Information Center

    Lucas, John

    2009-01-01

    Foreign language professionals have demonstrated the benefits of learning language in an immersion environment and intercultural specialists can attest to the benefits of exposure to different world views in terms of increased tolerance for ambiguity and acceptance of difference. Study abroad can be a tremendously beneficial and positive…

  16. Learners' Attitudes toward "English-Only" Institutional Policies: Language Use outside the Classroom

    ERIC Educational Resources Information Center

    Shvidko, Elena

    2017-01-01

    It is commonly believed that intensive English programs (IEP) are designed to immerse learners in an English-speaking environment to help them effectively develop their language skills. Therefore, despite countless studies on the importance of a learner's first language (L1) in second language learning, some IEPs enforce English-only policies that…

  17. CSI: Creating Student (and Teacher) Investigators--Using Popular Culture in Professional Development

    ERIC Educational Resources Information Center

    Yanowitz, Karen L.; McKay, Tanja; Ross, C. Ann; Vanderpool, Staria S.

    2010-01-01

    The goal of this article is to present a description of a professional development program designed to immerse middle and high school teachers in an inquiry-based learning environment using a forensic science context and the consequent impact participating in this program had on teachers' pedagogy. Teachers participated in a year-long program…

  18. The Use of Virtual Reality for Creating Unusual Environmental Stimulation to Motivate Students to Explore Creative Ideas

    ERIC Educational Resources Information Center

    Lau, Kung Wong; Lee, Pui Yuen

    2015-01-01

    This paper discusses the roles of simulation in creativity education and how to apply immersive virtual environments to enhance students' learning experiences in university, through the provision of interactive simulations. An empirical study of a simulated virtual reality was carried out in order to investigate the effectiveness of providing…

  19. 16th National School on Neutron and X-ray Scattering

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Chakoumakos, Bryan; Achilles, Cherie; Cybulskis, Viktor

    Students talk about their experience at the 16th National School on Neutron and X-ray Scattering, or NXS 2014. Jointly conducted by Oak Ridge and Argonne national laboratories, NXS immerses graduate students in national user facilities to learn in a hands-on environment how to use neutrons and X-rays in their research.

  20. 16th National School on Neutron and X-ray Scattering

    ScienceCinema

    Chakoumakos, Bryan; Achilles, Cherie; Cybulskis, Viktor; Gilbert, Ian

    2018-02-14

    Students talk about their experience at the 16th National School on Neutron and X-ray Scattering, or NXS 2014. Jointly conducted by Oak Ridge and Argonne national laboratories, NXS immerses graduate students in national user facilities to learn in a hands-on environment how to use neutrons and X-rays in their research.

  1. Social Interaction Development through Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Beach, Jason; Wendt, Jeremy

    2014-01-01

    The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…

  2. Perspective Transformation through College Summer Service Immersion Programs: Is Learning Enhanced by Sustained Engagement?

    ERIC Educational Resources Information Center

    Hudson, Tara D.; Serra, Susan; Shappell, Andrea Smith; Gray-Girton, Angela; Brandenberger, Jay

    2017-01-01

    Summer offers the opportunity for sustained community engagement through immersions in summer service-learning programs. A group of 16 colleges and universities that sponsor domestic and international summer service initiatives have formed a Summer Service Collaborative (SSC) to enhance preparation, immersion, and follow-up in light of the unique…

  3. Architectures for Developing Multiuser, Immersive Learning Scenarios

    ERIC Educational Resources Information Center

    Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim

    2012-01-01

    Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…

  4. The simulated clinical environment: Cognitive and emotional impact among undergraduates.

    PubMed

    Tremblay, Marie-Laurence; Lafleur, Alexandre; Leppink, Jimmie; Dolmans, Diana H J M

    2017-02-01

    Simulated clinical immersion (SCI) is used in undergraduate healthcare programs to expose the learner to real-life situations in authentic simulated clinical environments. For novices, the environment in which the simulation occurs can be distracting and stressful, hence potentially compromising learning. This study aims to determine whether SCI (with environment) imposes greater extraneous cognitive load and stress on undergraduate pharmacy students than simulated patients (SP) (without environment). It also aims to explore how features of the simulated environment influence students' perception of learning. In this mixed-methods study, 143 undergraduate pharmacy students experienced both SCI and SP in a crossover design. After the simulations, participants rated their cognitive load and emotions. Thirty-five students met in focus groups to explore their perception of learning in simulation. Intrinsic and extraneous cognitive load and stress scores in SCI were significantly but modestly higher compared to SP. Qualitative findings reveal that the physical environment in SCI generated more stress and affected students? focus. In SP, students concentrated on clinical reasoning. SCI stimulated a focus on data collection but impeded in-depth problem solving processes. The physical environment in simulation influences what and how students learn. SCI was reported as more cognitively demanding than SP. Our findings emphasize the need for the development of adapted instructional design guidelines in simulation for novices.

  5. What about the Firewall? Creating Virtual Worlds in a Public Primary School Using Sim-on-a-Stick

    ERIC Educational Resources Information Center

    Jacka, Lisa; Booth, Kate

    2012-01-01

    Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…

  6. Designing Experiential Modes: A Key Focus for Immersive Learning Environments

    ERIC Educational Resources Information Center

    Appelman, Robert

    2005-01-01

    A student sitting in a class and listening to an instructor talk is experiencing a particular mode of instruction sensed through visual and audio channels. She is aware that she is in the center of a classroom and also in close proximity to other students. Occasionally they gesture to the instructor at the front of the room, who stops talking when…

  7. Teaching Hinduism through a Rural Homestay in South India

    ERIC Educational Resources Information Center

    Ulrich, Edward T.

    2018-01-01

    For the first time, in 2008, I offered a world religions study abroad course in South India. The special emphasis was meeting and befriending locals, and the centerpiece of the course was a six-night stay in rural homes. I considered this immersion in a Hindu context to be the best setting for learning Hindu thought. However, the environment was…

  8. A serious gaming/immersion environment to teach clinical cancer genetics.

    PubMed

    Nosek, Thomas M; Cohen, Mark; Matthews, Anne; Papp, Klara; Wolf, Nancy; Wrenn, Gregg; Sher, Andrew; Coulter, Kenneth; Martin, Jessica; Wiesner, Georgia L

    2007-01-01

    We are creating an interactive, simulated "Cancer Genetics Tower" for the self-paced learning of Clinical Cancer Genetics by medical students (go to: http://casemed.case.edu/cancergenetics). The environment uses gaming theory to engage the students into achieving specific learning objectives. The first few levels contain virtual laboratories where students achieve the basic underpinnings of Cancer Genetics. The next levels apply these principles to clinical practice. A virtual attending physician and four virtual patients, available for questioning through virtual video conferencing, enrich each floor. The pinnacle clinical simulation challenges the learner to integrate all information and demonstrate mastery, thus "winning" the game. A pilot test of the program by 17 medical students yielded very favorable feedback; the students found the Tower a "great way to teach", it held their attention, and it made learning fun. A majority of the students preferred the Tower over other resources to learn Cancer Genetics.

  9. Immersive Learning: Using a Web-Based Learning Tool in a PhD Course to Enhance the Learning Experience

    ERIC Educational Resources Information Center

    Ly, Samie Li Shang; Saadé, Raafat; Morin, Danielle

    2017-01-01

    Aim/Purpose: Teaching and learning is no longer the same and the paradigm shift has not settled yet. Information technology (IT) and its worldwide use impacts student learning methods and associated pedagogical models. Background: In this study we frame immersive learning as a method that we believe can be designed by pedagogical models such as…

  10. Vroom: designing an augmented environment for remote collaboration in digital cinema production

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy

    2013-03-01

    As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.

  11. Going To The Field: Immersing Student Researchers in Coupled Human-Natural Systems

    NASA Astrophysics Data System (ADS)

    Weissmann, G. S.; Ibarra, R.

    2014-12-01

    Taking students into the field can offer a rich, grounded understanding of a particular environment and of a particular scientific approach to attaining a desired observation. Going into the field immerses students into coupled human-natural systems, which introduces two key elements to teaching: experiential learning and socio-cultural context. While these elements can greatly enrich student learning, instructors have to take extra steps to scaffold this learning. This scaffolding can present physical scientists with a challenge: how to reconcile views that such pedagogical activities are 'extraneous'/not central to the pursuit of physical science. Here we offer perspectives as an anthropologist and as an environmental scientist on the value of a diverse pedagogical approach to conducting field studies involving students. Insights drawn from facilitating a range of field experiences (e.g., short-term study abroad, service-learning and independent/supervised research both home and abroad) will be shared regarding approaches to scaffolding student learning. We will focus on an approach that the scholarship of teaching and learning has long shown to be effective - what can be called a "wrap-around" approach to the field: preparation before, support during, and reflection afterward. Of these steps, the post-trip reflection on the experience is a key, and often under-utilized, strategy, and suggestions as to why this are offered. This approach not only helps students understand better the course content, but it also helps them understand the role that socio-cultural context plays in shaping both the research and in the state of the environment. We illustrate these different dimensions of the field experience with examples from our courses.

  12. Virtual Reality: Bringing the Awe of Our Science into The Classroom with VR

    NASA Astrophysics Data System (ADS)

    Bell, R. E.; Turrin, M.; Frearson, N.; Boghosian, A.; Ferrini, V. L.; Simpson, F.

    2016-12-01

    The geosciences are rich in imagery, making them compelling material for immersive teaching experiences. We often work in remote locations, places where few others are able to travel. Flat 2 D images from the field have served explorers and scientists well from the lantern slides brought back from Antarctica to the images scientists and educators now use in powerpoint presentations. These images provide a backdrop to introduce the experience for formal classes and informal presentations. Our stories from the field bring the setting alive for the participants. The travelers presented and the audience passively listened. Immersive learning opportunities are much more powerful than lecturing. We have enlisted both VR and drone imagery to bring learners fully into the experience of science. A 360 VR image brings the viewer into the moment of discovery. Both have been shown to create an active learning setting fully under the learner's control; they explore at their own pace and following their own interest. This learning `sticks', becoming part of the participant's own unique experience in the space. We are building VR images of field experiences and VR data immersion experiences that will transport people into new locations, building a field experience that they can not only see but fully explore. Through VR we introduce new experiences that showcase our science, our careers and our collaborations. Users can spin the view up to see the helicopter landing in a remote field location by the ice. Spin to the right and see a colleague collecting a reading from instruments that have been pulled from the LC130 aircraft. Turn the view to the left and see the harsh windswept environment along the edge of an ice shelf. Look down and note that you feet are encased in snow boots to keep them warm and stable on the ice. The viewer is in the field as part of the science team. Learning in the classroom and through social media is now fully 360 and fully immersive.

  13. Do "Global Citizens" Need the Parochial Cultural Other? Discourse of Immersion in Study Abroad and Learning-by-Doing

    ERIC Educational Resources Information Center

    Doerr, Neriko Musha

    2013-01-01

    The discourse of immersion is prevalent but little analysed in the field of study abroad. Linked generally to learning-by-doing, this discourse has significance for "intercultural education". Based on text analyses of three guidebooks on study abroad, this article suggests four effects of the discourse of immersion: It justifies study abroad as…

  14. Learning about Literacy outside the Classroom: Pre-Service Teachers Reflect on Learning a Second Language through Cultural Immersion

    ERIC Educational Resources Information Center

    Gutierrez, A. Renee; Hunter, Cheryl A.

    2012-01-01

    This qualitative case study examined the perceived impact of immersion language study for pre-service teachers. The focus of the case was a month-long exploratory language and cultural immersion project in Costa Rica. The guiding questions were: what knowledge of teaching literacy do pre-service teachers reflect upon during a linguistic and…

  15. Immersive virtual reality simulations in nursing education.

    PubMed

    Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur

    2010-01-01

    This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.

  16. Game-Based Learning Theory

    NASA Technical Reports Server (NTRS)

    Laughlin, Daniel

    2008-01-01

    Persistent Immersive Synthetic Environments (PISE) are not just connection points, they are meeting places. They are the new public squares, village centers, malt shops, malls and pubs all rolled into one. They come with a sense of 'thereness" that engages the mind like a real place does. Learning starts as a real code. The code defines "objects." The objects exist in computer space, known as the "grid." The objects and space combine to create a "place." A "world" is created, Before long, the grid and code becomes obscure, and the "world maintains focus.

  17. Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.

    PubMed

    Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E

    2007-01-01

    This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.

  18. Foreign Language Vocabulary Development through Activities in an Online 3D Environment

    ERIC Educational Resources Information Center

    Milton, James; Jonsen, Sunniva; Hirst, Steven; Lindenburn, Sharn

    2012-01-01

    On-line virtual 3D worlds offer the opportunity for users to interact in real time with native speakers of the language they are learning. In principle, this ought to be of great benefit to learners, and mimicking the opportunity for immersion that real-life travel to a foreign country offers. We have very little research to show whether this is…

  19. "Disruptive Technologies", "Pedagogical Innovation": What's New? Findings from an In-Depth Study of Students' Use and Perception of Technology

    ERIC Educational Resources Information Center

    Conole, Grainne; de Laat, Maarten; Dillon, Teresa; Darby, Jonathan

    2008-01-01

    The paper describes the findings from a study of students' use and experience of technologies. A series of in-depth case studies were carried out across four subject disciplines, with data collected via survey, audio logs and interviews. The findings suggest that students are immersed in a rich, technology-enhanced learning environment and that…

  20. The Efficacy of an Immersive 3D Virtual versus 2D Web Environment in Intercultural Sensitivity Acquisition

    ERIC Educational Resources Information Center

    Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie

    2017-01-01

    Relatively few studies have empirically tested computer-based immersive virtual environments' efficacy in teaching or enhancing pro-social attitudes, such as intercultural sensitivity. This channel study experiment was conducted (N = 159) to compare what effects, if any, an immersive 3D virtual environment would have upon subjects' intercultural…

  1. Adaptive thinking & leadership simulation game training for special forces officers.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Raybourn, Elaine Marie; Mendini, Kip; Heneghan, Jerry

    Complex problem solving approaches and novel strategies employed by the military at the squad, team, and commander level are often best learned experimentally. Since live action exercises can be costly, advances in simulation game training technology offer exciting ways to enhance current training. Computer games provide an environment for active, critical learning. Games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the dynamics of the game, the organic process generated by the game, and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from decision making. Inmore » the present paper we discuss a multiplayer computer game simulation created for the Adaptive Thinking & Leadership (ATL) Program to train Special Forces Team Leaders. The ATL training simulation consists of a scripted single-player and an immersive multiplayer environment for classroom use which leverages immersive computer game technology. We define adaptive thinking as consisting of competencies such as negotiation and consensus building skills, the ability to communicate effectively, analyze ambiguous situations, be self-aware, think innovatively, and critically use effective problem solving skills. Each of these competencies is an essential element of leader development training for the U.S. Army Special Forces. The ATL simulation is used to augment experiential learning in the curriculum for the U.S. Army JFK Special Warfare Center & School (SWCS) course in Adaptive Thinking & Leadership. The school is incorporating the ATL simulation game into two additional training pipelines (PSYOPS and Civil Affairs Qualification Courses) that are also concerned with developing cultural awareness, interpersonal communication adaptability, and rapport-building skills. In the present paper, we discuss the design, development, and deployment of the training simulation, and emphasize how the multiplayer simulation game is successfully used in the Special Forces Officer training program.« less

  2. Immersive participation: Smartphone-Apps and Virtual Reality - tools for knowledge transfer, citizen science and interactive collaboration

    NASA Astrophysics Data System (ADS)

    Dotterweich, Markus

    2017-04-01

    In the last few years, the use of smartphone-apps has become a daily routine in our life. However, only a few approaches have been undertaken to use apps for transferring scientific knowledge to the public audience. The development of learning apps or serious games requires large efforts and several levels of simplification which is different to traditional text books or learning webpages. Current approaches often lack a connection to the real life and/or innovative gamification concepts. Another almost untapped potential is the use of Virtual Reality, a fast growing technology which replicates a virtual environment in order to simulate physical experiences in artificial or real worlds. Hence, smartphone-apps and VR provides new opportunities for capacity building, knowledge transfer, citizen science or interactive engagement in the realm of environmental sciences. This presentation will show some examples and discuss the advantages of these immersive approaches to improve the knowledge transfer between scientists and citizens and to stimulate actions in the real world.

  3. An Examination of the Effects of Collaborative Scientific Visualization via Model-Based Reasoning on Science, Technology, Engineering, and Mathematics (STEM) Learning within an Immersive 3D World

    ERIC Educational Resources Information Center

    Soleimani, Ali

    2013-01-01

    Immersive 3D worlds can be designed to effectively engage students in peer-to-peer collaborative learning activities, supported by scientific visualization, to help with understanding complex concepts associated with learning science, technology, engineering, and mathematics (STEM). Previous research studies have shown STEM learning benefits…

  4. IB2d: a Python and MATLAB implementation of the immersed boundary method.

    PubMed

    Battista, Nicholas A; Strickland, W Christopher; Miller, Laura A

    2017-03-29

    The development of fluid-structure interaction (FSI) software involves trade-offs between ease of use, generality, performance, and cost. Typically there are large learning curves when using low-level software to model the interaction of an elastic structure immersed in a uniform density fluid. Many existing codes are not publicly available, and the commercial software that exists usually requires expensive licenses and may not be as robust or allow the necessary flexibility that in house codes can provide. We present an open source immersed boundary software package, IB2d, with full implementations in both MATLAB and Python, that is capable of running a vast range of biomechanics models and is accessible to scientists who have experience in high-level programming environments. IB2d contains multiple options for constructing material properties of the fiber structure, as well as the advection-diffusion of a chemical gradient, muscle mechanics models, and artificial forcing to drive boundaries with a preferred motion.

  5. Innovative Second Language Education: Bilingual Immersion Programs.

    ERIC Educational Resources Information Center

    Snow, Marguerite Ann

    Bilingual immersion programs combine second language immersion for language majority children and bilingual education for language minority children. The programs are based on the underlying assumption of the immersion model: that a second language is best learned as a medium of instruction, not as the object of instruction. However, they are not…

  6. A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills

    NASA Astrophysics Data System (ADS)

    Choi, Kup-Sze

    This paper presents a virtual reality based simulator prototype for learning phacoemulsification in cataract surgery, with focus on the skills required for making a cross-shape trench in cataractous lens by an ultrasound probe during the phaco-sculpting procedure. An immersive virtual environment is created with 3D models of the lens and surgical tools. Haptic device is also used as 3D user interface. Phaco-sculpting is simulated by interactively deleting the constituting tetrahedrons of the lens model. Collisions between the virtual probe and the lens are effectively identified by partitioning the space containing the lens hierarchically with an octree. The simulator can be programmed to collect real-time quantitative user data for reviewing and assessing trainee's performance in an objective manner. A game-based learning environment can be created on top of the simulator by incorporating gaming elements based on the quantifiable performance metrics.

  7. The time course of location-avoidance learning in fear of spiders.

    PubMed

    Rinck, Mike; Koene, Marieke; Telli, Sibel; Moerman-van den Brink, Wiltine; Verhoeven, Barbara; Becker, Eni S

    2016-01-01

    Two experiments were designed to study the time course of avoidance learning in spider fearfuls (SFs) under controlled experimental conditions. To achieve this, we employed an immersive virtual environment (IVE): While walking freely through a virtual art museum to search for specific paintings, the participants were exposed to virtual spiders. Unbeknown to the participants, only two of four museum rooms contained spiders, allowing for avoidance learning. Indeed, the more SF the participants were, the faster they learned to avoid the rooms that contained spiders (Experiment. 1), and within the first six trials, high fearfuls already developed a preference for starting their search task in rooms without spiders (Experiment 2). These results illustrate the time course of avoidance learning in SFs, and they speak to the usefulness of IVEs in fundamental anxiety research.

  8. Second Life in Higher Education: Assessing the Potential for and the Barriers to Deploying Virtual Worlds in Learning and Teaching

    ERIC Educational Resources Information Center

    Warburton, Steven

    2009-01-01

    "Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…

  9. A Storm's Approach; Hurricane Shelter Training in a Digital Age

    NASA Technical Reports Server (NTRS)

    Boyarsky, Andrew; Burden, David; Gronstedt, Anders; Jinman, Andrew

    2012-01-01

    New York City's Office of Emergency Management (OEM) originally ran hundreds of classroom based courses, where they brought together civil servants to learn how to run a Hurricane Shelter (HS). This approach was found to be costly, time consuming and lacked any sense of an impending disaster and need for emergency response. In partnership with the City of New York University School of Professional studies, Gronstedt Group and Daden Limited, the OEM wanted to create a simulation that overcame these issues, providing users with a more immersive and realistic approach at a lower cost. The HS simulation was built in the virtual world Second Life (SL). Virtual worlds are a genre of online communities that often take the form of a computer-based simulated environments, through which users can interact with one another and use or create objects. Using this technology allowed managers to apply their knowledge in both classroom and remote learning environments. The shelter simulation is operational 24/7, guiding users through a 4 1/2 hour narrative from start to finish. This paper will describe the rationale for the project, the technical approach taken - particularly the use of a web based authoring tool to create and manage the immersive simulation, and the results from operational use.

  10. The Rural Physician Associate Program: The Value of Immersion Learning for Third-Year Medical Students

    ERIC Educational Resources Information Center

    Zink, Therese; Halaas, Gwen W.; Finstad, Deborah; Brooks, Kathleen D.

    2008-01-01

    Context: Changes in health care and new theories of learning have prompted significant changes in medical education. Some US medical schools employ immersion learning in rural communities to increase the number of physicians who choose to practice in these areas. Founded in 1971, the rural physician associate program (RPAP) is a longitudinal…

  11. Uncertainty Management and Sensemaking as Precursors to Transformative Learning in an International Immersion Service-Learning Experience

    ERIC Educational Resources Information Center

    Larson, Jan M.; Fay, Martha

    2016-01-01

    This study is based on an international immersion service-learning/research experience in a remote village in Moldova that provided faculty and students an opportunity to teach journalism and help local students and community representatives create their own online news outlet. Students' existing conceptions were challenged, they experienced…

  12. Distributed interactive virtual environments for collaborative experiential learning and training independent of distance over Internet2.

    PubMed

    Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P

    2004-01-01

    Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.

  13. Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study.

    PubMed

    Ekstrand, Chelsea; Jamal, Ali; Nguyen, Ron; Kudryk, Annalise; Mann, Jennifer; Mendez, Ivar

    2018-02-23

    Spatial 3-dimensional understanding of the brain is essential to learning neuroanatomy, and 3-dimensional learning techniques have been proposed as tools to enhance neuroanatomy training. The aim of this study was to examine the impact of immersive virtual-reality neuroanatomy training and compare it to traditional paper-based methods. In this randomized controlled study, participants consisted of first- or second-year medical students from the University of Saskatchewan recruited via email and posters displayed throughout the medical school. Participants were randomly assigned to the virtual-reality group or the paper-based group and studied the spatial relations between neural structures for 12 minutes after performing a neuroanatomy baseline test, with both test and control questions. A postintervention test was administered immediately after the study period and 5-9 days later. Satisfaction measures were obtained. Of the 66 participants randomly assigned to the study groups, 64 were included in the final analysis, 31 in the virtual-reality group and 33 in the paper-based group. The 2 groups performed comparably on the baseline questions and showed significant performance improvement on the test questions following study. There were no significant differences between groups for the control questions, the postintervention test questions or the 7-day postintervention test questions. Satisfaction survey results indicated that neurophobia was decreased. Results from this study provide evidence that training in neuroanatomy in an immersive and interactive virtual-reality environment may be an effective neuroanatomy learning tool that warrants further study. They also suggest that integration of virtual-reality into neuroanatomy training may improve knowledge retention, increase study motivation and decrease neurophobia. Copyright 2018, Joule Inc. or its licensors.

  14. Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study

    PubMed Central

    Ekstrand, Chelsea; Jamal, Ali; Nguyen, Ron; Kudryk, Annalise; Mann, Jennifer; Mendez, Ivar

    2018-01-01

    Background: Spatial 3-dimensional understanding of the brain is essential to learning neuroanatomy, and 3-dimensional learning techniques have been proposed as tools to enhance neuroanatomy training. The aim of this study was to examine the impact of immersive virtual-reality neuroanatomy training and compare it to traditional paper-based methods. Methods: In this randomized controlled study, participants consisted of first- or second-year medical students from the University of Saskatchewan recruited via email and posters displayed throughout the medical school. Participants were randomly assigned to the virtual-reality group or the paper-based group and studied the spatial relations between neural structures for 12 minutes after performing a neuroanatomy baseline test, with both test and control questions. A postintervention test was administered immediately after the study period and 5-9 days later. Satisfaction measures were obtained. Results: Of the 66 participants randomly assigned to the study groups, 64 were included in the final analysis, 31 in the virtual-reality group and 33 in the paper-based group. The 2 groups performed comparably on the baseline questions and showed significant performance improvement on the test questions following study. There were no significant differences between groups for the control questions, the postintervention test questions or the 7-day postintervention test questions. Satisfaction survey results indicated that neurophobia was decreased. Interpretation: Results from this study provide evidence that training in neuroanatomy in an immersive and interactive virtual-reality environment may be an effective neuroanatomy learning tool that warrants further study. They also suggest that integration of virtual-reality into neuroanatomy training may improve knowledge retention, increase study motivation and decrease neurophobia. PMID:29510979

  15. IQ-Station: A Low Cost Portable Immersive Environment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Eric Whiting; Patrick O'Leary; William Sherman

    2010-11-01

    The emergence of inexpensive 3D TV’s, affordable input and rendering hardware and open-source software has created a yeasty atmosphere for the development of low-cost immersive environments (IE). A low cost IE system, or IQ-station, fashioned from commercial off the shelf technology (COTS), coupled with a targeted immersive application can be a viable laboratory instrument for enhancing scientific workflow for exploration and analysis. The use of an IQ-station in a laboratory setting also has the potential of quickening the adoption of a more sophisticated immersive environment as a critical enabler in modern scientific and engineering workflows. Prior work in immersive environmentsmore » generally required either a head mounted display (HMD) system or a large projector-based implementation both of which have limitations in terms of cost, usability, or space requirements. The solution presented here provides an alternative platform providing a reasonable immersive experience that addresses those limitations. Our work brings together the needed hardware and software to create a fully integrated immersive display and interface system that can be readily deployed in laboratories and common workspaces. By doing so, it is now feasible for immersive technologies to be included in researchers’ day-to-day workflows. The IQ-Station sets the stage for much wider adoption of immersive environments outside the small communities of virtual reality centers.« less

  16. Exploring the neural bases of goal-directed motor behavior using fully resolved simulations

    NASA Astrophysics Data System (ADS)

    Patel, Namu; Patankar, Neelesh A.

    2016-11-01

    Undulatory swimming is an ideal problem for understanding the neural architecture for motor control and movement; a vertebrate's robust morphology and adaptive locomotive gait allows the swimmer to navigate complex environments. Simple mathematical models for neurally activated muscle contractions have been incorporated into a swimmer immersed in fluid. Muscle contractions produce bending moments which determine the swimming kinematics. The neurobiology of goal-directed locomotion is explored using fast, efficient, and fully resolved constraint-based immersed boundary simulations. Hierarchical control systems tune the strength, frequency, and duty cycle for neural activation waves to produce multifarious swimming gaits or synergies. Simulation results are used to investigate why the basal ganglia and other control systems may command a particular neural pattern to accomplish a task. Using simple neural models, the effect of proprioceptive feedback on refining the body motion is demonstrated. Lastly, the ability for a learned swimmer to successfully navigate a complex environment is tested. This work is supported by NSF CBET 1066575 and NSF CMMI 0941674.

  17. Generating Contextual Descriptions of Virtual Reality (VR) Spaces

    NASA Astrophysics Data System (ADS)

    Olson, D. M.; Zaman, C. H.; Sutherland, A.

    2017-12-01

    Virtual reality holds great potential for science communication, education, and research. However, interfaces for manipulating data and environments in virtual worlds are limited and idiosyncratic. Furthermore, speech and vision are the primary modalities by which humans collect information about the world, but the linking of visual and natural language domains is a relatively new pursuit in computer vision. Machine learning techniques have been shown to be effective at image and speech classification, as well as at describing images with language (Karpathy 2016), but have not yet been used to describe potential actions. We propose a technique for creating a library of possible context-specific actions associated with 3D objects in immersive virtual worlds based on a novel dataset generated natively in virtual reality containing speech, image, gaze, and acceleration data. We will discuss the design and execution of a user study in virtual reality that enabled the collection and the development of this dataset. We will also discuss the development of a hybrid machine learning algorithm linking vision data with environmental affordances in natural language. Our findings demonstrate that it is possible to develop a model which can generate interpretable verbal descriptions of possible actions associated with recognized 3D objects within immersive VR environments. This suggests promising applications for more intuitive user interfaces through voice interaction within 3D environments. It also demonstrates the potential to apply vast bodies of embodied and semantic knowledge to enrich user interaction within VR environments. This technology would allow for applications such as expert knowledge annotation of 3D environments, complex verbal data querying and object manipulation in virtual spaces, and computer-generated, dynamic 3D object affordances and functionality during simulations.

  18. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning

    NASA Astrophysics Data System (ADS)

    Dunleavy, Matt; Dede, Chris; Mitchell, Rebecca

    2009-02-01

    The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative simulation, but has different strengths and limitations than MUVEs. Within a design-based research project, the researchers conducted multiple qualitative case studies across two middle schools (6th and 7th grade) and one high school (10th grade) in the northeastern United States to document the affordances and limitations of AR simulations from the student and teacher perspective. The researchers collected data through formal and informal interviews, direct observations, web site posts, and site documents. Teachers and students reported that the technology-mediated narrative and the interactive, situated, collaborative problem solving affordances of the AR simulation were highly engaging, especially among students who had previously presented behavioral and academic challenges for the teachers. However, while the AR simulation provided potentially transformative added value, it simultaneously presented unique technological, managerial, and cognitive challenges to teaching and learning.

  19. ‘My Virtual Dream’: Collective Neurofeedback in an Immersive Art Environment

    PubMed Central

    Kovacevic, Natasha; Ritter, Petra; Tays, William; Moreno, Sylvain; McIntosh, Anthony Randal

    2015-01-01

    While human brains are specialized for complex and variable real world tasks, most neuroscience studies reduce environmental complexity, which limits the range of behaviours that can be explored. Motivated to overcome this limitation, we conducted a large-scale experiment with electroencephalography (EEG) based brain-computer interface (BCI) technology as part of an immersive multi-media science-art installation. Data from 523 participants were collected in a single night. The exploratory experiment was designed as a collective computer game where players manipulated mental states of relaxation and concentration with neurofeedback targeting modulation of relative spectral power in alpha and beta frequency ranges. Besides validating robust time-of-night effects, gender differences and distinct spectral power patterns for the two mental states, our results also show differences in neurofeedback learning outcome. The unusually large sample size allowed us to detect unprecedented speed of learning changes in the power spectrum (~ 1 min). Moreover, we found that participants' baseline brain activity predicted subsequent neurofeedback beta training, indicating state-dependent learning. Besides revealing these training effects, which are relevant for BCI applications, our results validate a novel platform engaging art and science and fostering the understanding of brains under natural conditions. PMID:26154513

  20. Yes, You Can Help! Information and Inspiration for French Immersion Parents. National Edition.

    ERIC Educational Resources Information Center

    Alberta Dept. of Education, Edmonton. Language Services Branch.

    The guide for parents of French immersion students in Alberta (Canada) public schools is designed to answer frequently asked questions and encourage parent participation in the student's immersion experience. Chapters address these topics: terminology (program types, school types offering immersion programs, other terms); reasons for learning a…

  1. Vous avez dit "immersion?" (You Said "Immersion?").

    ERIC Educational Resources Information Center

    Gajo, Laurent, Ed.

    1998-01-01

    Articles on immersion and bilingual education include these: "Terminological Considerations Regarding Content and Language Integrated Learning" (Tarja Nikula, David Marsh); "Educazione bilingue e multiculturale, istruzione bilingue, immersione totale: quattro nozioni da definire" ("Bilingual and Multicultural Education,…

  2. Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning

    ERIC Educational Resources Information Center

    Cheng, M.-T.; She, H.-C.; Annetta, L. A.

    2015-01-01

    Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…

  3. Art, science, and immersion: data-driven experiences

    NASA Astrophysics Data System (ADS)

    West, Ruth G.; Monroe, Laura; Ford Morie, Jacquelyn; Aguilera, Julieta

    2013-03-01

    This panel and dialog-paper explores the potentials at the intersection of art, science, immersion and highly dimensional, "big" data to create new forms of engagement, insight and cultural forms. We will address questions such as: "What kinds of research questions can be identified at the intersection of art + science + immersive environments that can't be expressed otherwise?" "How is art+science+immersion distinct from state-of-the art visualization?" "What does working with immersive environments and visualization offer that other approaches don't or can't?" "Where does immersion fall short?" We will also explore current trends in the application of immersion for gaming, scientific data, entertainment, simulation, social media and other new forms of big data. We ask what expressive, arts-based approaches can contribute to these forms in the broad cultural landscape of immersive technologies.

  4. A Week in the Wilderness of the Great Smoky Mountains Institute at Tremont: An Outdoor Science Education Course for Graduate and Undergraduate Students

    NASA Astrophysics Data System (ADS)

    Radencic, S.; Walker, R. M.; Anthony, K. V.

    2014-12-01

    Graduate and undergraduate students with an interest in science education complete an intensive three-week "Maymester" course at Mississippi State University that includes one week of field experience teaching science in outdoor environments. The focus of the course includes the history and rationales for interdisciplinary outdoor education and informal learning environments while promoting successful pedagogical practices to enhance science instruction. Students gain valuable outdoor education field experience through a week of full emersion at a residential environmental learning center at the Great Smoky Mountains Institute at Tremont, TN (www.gsmit.org) that challenges perceptions of what many believe are "good teaching" practices. Tremont offers multiple overnight educational options for K-12 schools, teacher professional development programs, master naturalists trainings, and citizen science opportunities to the public. Being fully immersed in the outdoors teaching and learning about Earth Science interdisciplinary topics creates a paradigm shift in what is considered to be effective teaching by the graduate and undergraduate participants. Prior to the week at Tremont, students select a Tremont created outdoor educational activity to teach their fellow the graduate and undergraduate students while at Tremont. All activities promote inquiry and hands-on exploration utilizing authentic science process skills in outdoor field research settings that can also be adapted for local school environments. At Tremont the students reside in platform tents located at the center to allow complete immersion in the culture of informal learning unique to outdoor education. In addition to gaining personal experiences leading outdoor science activities, the college students get to actively observe experts in the field of outdoor ecological education model exemplary pedagogical practices of guided inquiry and effective questioning strategies. The impact of the full emersion field experience gained by class participants will be one that they can implement into a variety of science education settings to enrich understanding of the Geosciences to diverse audiences.

  5. Along the Virtuality Continuum - Two Showcases on how xR Technologies Transform Geoscience Research and Education

    NASA Astrophysics Data System (ADS)

    Klippel, A.; Zhao, J.; Masrur, A.; Wallgruen, J. O.; La Femina, P. C.

    2017-12-01

    We present work along the virtuality continuum showcasing both AR and VR environments for geoscience applications and research. The AR/VR project focusses on one of the most prominent landmarks on the Penn State campus which, at the same time, is a representation of the geology of Pennsylvania. The Penn State Obelisk is a 32" high, 51 ton monument composed of 281 rocks collected from across Pennsylvania. While information about its origins and composition are scattered in articles and some web databases, we compiled all the available data from the web and archives and curated them as a basis for an immersive xR experience. Tabular data was amended by xR data such as 360° photos, videos, and 3D models (e.g., the Obelisk). Our xR (both AR and VR) prototype provides an immersive analytical environment that supports interactive data visualization and virtual navigation in a natural environment (a campus model of today and of 1896, the year of the Obelisk's installation). This work-in-progress project can provide an interactive immersive learning platform (specifically, for K-12 and introductory level geosciences students) where learning process is enhanced through seamless navigation between 3D data space and physical space. The, second, VR focused application is creating and empirically evaluating virtual reality (VR) experiences for geosciences research, specifically, an interactive volcano experience based on LiDAR and image data of Iceland's Thrihnukar volcano. The prototype addresses the lack of content and tools for immersive virtual reality (iVR) in geoscientific education and research and how to make it easier to integrate iVR into research and classroom experiences. It makes use of environmentally sensed data such that interaction and linked content can be integrated into a single experience. We discuss our workflows as well as methods and authoring tools for iVR analysis and creation of virtual experiences. These methods and tools aim to enhance the utility of geospatial data from repositories such as OpenTopography.org through unlocking treasure-troves of geospatial data for VR applications. Their enhanced accessibility in education and research for the geosciences and beyond will benefit geoscientists and educators who cannot be expected to be VR and 3D application experts.

  6. Designing EvoRoom: An Immersive Simulation Environment for Collective Inquiry in Secondary Science

    NASA Astrophysics Data System (ADS)

    Lui, Michelle Mei Yee

    This dissertation investigates the design of complex inquiry for co-located students to work as a knowledge community within a mixed-reality learning environment. It presents the design of an immersive simulation called EvoRoom and corresponding collective inquiry activities that allow students to explore concepts around topics of evolution and biodiversity in a Grade 11 Biology course. EvoRoom is a room-sized simulation of a rainforest, modeled after Borneo in Southeast Asia, where several projected displays are stitched together to form a large, animated simulation on each opposing wall of the room. This serves to create an immersive environment in which students work collaboratively as individuals, in small groups and a collective community to investigate science topics using the simulations as an evidentiary base. Researchers and a secondary science teacher co-designed a multi-week curriculum that prepared students with preliminary ideas and expertise, then provided them with guided activities within EvoRoom, supported by tablet-based software as well as larger visualizations of their collective progress. Designs encompassed the broader curriculum, as well as all EvoRoom materials (e.g., projected displays, student tablet interfaces, collective visualizations) and activity sequences. This thesis describes a series of three designs that were developed and enacted iteratively over two and a half years, presenting key features that enhanced students' experiences within the immersive environment, their interactions with peers, and their inquiry outcomes. Primary research questions are concerned with the nature of effective design for such activities and environments, and the kinds of interactions that are seen at the individual, collaborative and whole-class levels. The findings fall under one of three themes: 1) the physicality of the room, 2) the pedagogical script for student observation and reflection and collaboration, and 3) ways of including collective visualizations in the activity. Discrete findings demonstrate how the above variables, through their design as inquiry components (i.e., activity, room, scripts and scaffolds on devices, collective visualizations), can mediate the students' interactions with one another, with their teacher, and impact the outcomes of their inquiry. A set of design recommendations is drawn from the results of this research to guide future design or research efforts.

  7. Design of a Serious Game for Handling Obstetrical Emergencies.

    PubMed

    Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle

    2016-12-21

    The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod. Originally published in JMIR Serious Games (http://games.jmir.org), 21.12.2016.

  8. Immersive realities: articulating the shift from VR to mobile AR through artistic practice

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.

    2012-03-01

    Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.

  9. IceCube Polar Virtual Reality exhibit: immersive learning for learners of all ages

    NASA Astrophysics Data System (ADS)

    Madsen, J.; Bravo Gallart, S.; Chase, A.; Dougherty, P.; Gagnon, D.; Pronto, K.; Rush, M.; Tredinnick, R.

    2017-12-01

    The IceCube Polar Virtual Reality project is an innovative, interactive exhibit that explains the operation and science of a flagship experiment in polar research, the IceCube Neutrino Observatory. The exhibit allows users to travel from the South Pole, where the detector is located, to the furthest reaches of the universe, learning how the detection of high-energy neutrinos has opened a new view to the universe. This novel exhibit combines a multitouch tabletop display system and commercially available virtual reality (VR) head-mounted displays to enable informal STEM learning of polar research. The exhibit, launched in early November 2017 during the Wisconsin Science Festival in Madison, WI, will study how immersive VR can enhance informal STEM learning. The foundation of this project is built upon a strong collaborative effort between the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Field Day Laboratory groups from the University of Wisconsin-Madison campus. The project is funded through an NSF Advancing Informal STEM Learning (AISL) grant, under a special call for engaging students and the public in polar research. This exploratory pathways project seeks to build expertise to allow future extensions. The plan is to submit a subsequent AISL Broad Implementation proposal to add more 3D environments for other Antarctic research topics and locations in the future. We will describe the current implementation of the project and discuss the challenges and opportunities of working with an interdisciplinary team of scientists and technology and education researchers. We will also present preliminary assessment results, which seek to answer questions such as: Did users gain a better understanding of IceCube research from interacting with the exhibit? Do both technologies (touch table and VR headset) provide the same level of engagement? Is one technology better suited for specific learning outcomes?

  10. Study on Collaborative Object Manipulation in Virtual Environment

    NASA Astrophysics Data System (ADS)

    Mayangsari, Maria Niken; Yong-Moo, Kwon

    This paper presents comparative study on network collaboration performance in different immersion. Especially, the relationship between user collaboration performance and degree of immersion provided by the system is addressed and compared based on several experiments. The user tests on our system include several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments.

  11. Simulation can contribute a part of cardiorespiratory physiotherapy clinical education: two randomized trials.

    PubMed

    Blackstock, Felicity C; Watson, Kathryn M; Morris, Norman R; Jones, Anne; Wright, Anthony; McMeeken, Joan M; Rivett, Darren A; O'Connor, Vivienne; Peterson, Raymond F; Haines, Terry P; Watson, Geoffrey; Jull, Gwendolen Anne

    2013-02-01

    Simulated learning environments (SLEs) are used worldwide in health professional education, including physiotherapy, to train certain attributes and skills. To date, no randomized controlled trial (RCT) has evaluated whether education in SLEs can partly replace time in the clinical environment for physiotherapy cardiorespiratory practice. Two independent single-blind multi-institutional RCTs were conducted in parallel using a noninferiority design. Participants were volunteer physiotherapy students (RCT 1, n = 176; RCT 2, n = 173) entering acute care cardiorespiratory physiotherapy clinical placements. Two SLE models were investigated as follows: RCT 1, 1 week in SLE before 3 weeks of clinical immersion; RCT 2, 2 weeks of interspersed SLE/clinical immersion (equivalent to 1 SLE week) within the 4-week clinical placement. Students in each RCT were stratified on academic grade and randomly allocated to an SLE plus clinical immersion or clinical immersion control group. The primary outcome was competency to practice measured in 2 clinical examinations using the Assessment of Physiotherapy Practice. Secondary outcomes were student perception of experience and clinical educator and patient rating of student performance. There were no significant differences in student competency between the SLE and control groups in either RCT, although students in the interspersed group (RCT 2) achieved a higher score in 5 of 7 Assessment of Physiotherapy Practice standards (all P < 0.05). Students rated the SLE experience positively. Clinical educators and patients reported comparability between groups. An SLE can replace clinical time in cardiorespiratory physiotherapy practice. Part education in the SLE satisfied clinical competency requirements, and all stakeholders were satisfied.

  12. The Impact of International Internships and Short-Term Immersion Programs

    ERIC Educational Resources Information Center

    Gates, Lisa

    2014-01-01

    For students in U.S. higher education institutions, global learning through study abroad has become a powerful force in student cultural competence. This chapter explores the impact of international internships and other short-term immersion experiences in further developing student learning, especially with respect to their understanding of the…

  13. Situating Pedagogies, Positions and Practices in Immersive Virtual Worlds

    ERIC Educational Resources Information Center

    Savin-Baden, Maggi; Gourlay, Lesley; Tombs, Cathy; Steils, Nicole; Tombs, Gemma; Mawer, Matt

    2010-01-01

    Background: The literature on immersive virtual worlds and e-learning to date largely indicates that technology has led the pedagogy. Although rationales for implementing e-learning have included flexibility of provision and supporting diversity, none of these recommendations has helped to provide strong pedagogical location. Furthermore, there is…

  14. Effects of Technology Immersion on Middle School Students' Learning Opportunities and Achievement

    ERIC Educational Resources Information Center

    Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny

    2011-01-01

    An experimental study of the Technology Immersion model involved comparisons between 21 middle schools that received laptops for each teacher and student, instructional and learning resources, professional development, and technical and pedagogical support, and 21 control schools. Using hierarchical linear modeling to analyze longitudinal survey…

  15. Children's Learning Strategies in Language Immersion Classrooms.

    ERIC Educational Resources Information Center

    Chamot, Anna Uhl; El-Dinary, Pamela Beard

    This paper reports on an investigation of learning strategy applications in elementary foreign language immersion classrooms. The focus of the paper is on identifying strategies more and less effective learners use for classroom reading and writing tasks in the target language. Think-aloud data from third grade and fourth grade students were…

  16. The Impact of a Cultural Immersion Study Abroad Experience in Traditional Chinese Medicine.

    PubMed

    Conroy, Shelley F; Taggart, Helen M

    2016-09-01

    Study abroad programs have increased dramatically. Most programs are short-term and include a cultural immersion as well as classroom and/or service learning. In this article, the authors discuss a study abroad program to China that included cultural immersion and classroom learning specific to traditional Chinese medicine. Participants kept journals with specific writing assignments and reflections about their experiences during the trip. At the conclusion of the trip, a qualitative survey was administered to the participants. Outcomes included the benefits of cultural immersion and a greater appreciation of cultural diversity, complementary and alternative medicine and holistic health care. Participants were able to describe transformational experiences of living in and learning from the Chinese culture and peoples. They intended to incorporate their experiences and enhanced understanding of traditional Chinese medicine and complementary and alternative therapies to provide culturally competent holistic health care in their nursing practice. © The Author(s) 2015.

  17. Teaching the blind to find their way by playing video games.

    PubMed

    Merabet, Lotfi B; Connors, Erin C; Halko, Mark A; Sánchez, Jaime

    2012-01-01

    Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

  18. Voxel-based Immersive Environments Immersive Environments

    DTIC Science & Technology

    2000-05-31

    3D accelerated hardware. While this method lends itself well to modem hardware, the quality of the resulting images was low due to the coarse sampling...pipes. We will use MPEG video compression when sending video over T1 line, whereas for 56K bit Internet connection, we can use one of the more...sent over the communication line. The ultimate goal is to send the immersive environment over the 56K bps Internet. Since we need to send audio and

  19. Evaluation of the Texas Technology Immersion Pilot: Third-Year (2006-07) Traits of Higher Technology Immersion Schools and Teachers

    ERIC Educational Resources Information Center

    Shapley, Kelly; Maloney, Catherine; Caranikas-Walker, Fanny; Sheehan, Daniel

    2008-01-01

    The Technology Immersion Pilot (TIP), created by the Texas Legislature in 2003, called for the Texas Education Agency (TEA) to establish a pilot project to "immerse" schools in technology by providing a wireless mobile computing device for each teacher and student, technology-based learning resources, training for teachers to integrate…

  20. Interprofessional education in academic family medicine teaching units: a functional program and culture.

    PubMed

    Price, David; Howard, Michelle; Hilts, Linda; Dolovich, Lisa; McCarthy, Lisa; Walsh, Allyn E; Dykeman, Lynn

    2009-09-01

    The new family health teams (FHTs) in Ontario were designed to enable interprofessional collaborative practice in primary care; however, many health professionals have not been trained in an interprofessional environment. To provide health professional learners with an interprofessional practice experience in primary care that models teamwork and collaborative practice skills. The 2 academic teaching units of the FHT at McMaster University in Hamilton, Ont, employ 6 types of health professionals and provide learning environments for family medicine residents and students in a variety of health care professions. Learners engage in formal interprofessional education activities and mixed professional and learner clinical consultations. They are immersed in an established interprofessional practice environment, where all team members are valued and contribute collaboratively to patient care and clinic administration. Other contributors to the success of the program include the physical layout of the clinics, the electronic medical record communications system, and support from leadership for the additional clinical time commitment of delivering interprofessional education. This academic FHT has developed a program of interprofessional education based partly on planned activities and logistic enablers, and largely on immersing learners in a culture of long-standing interprofessional collaboration.

  1. Immersion as an embodied cognition shift: aesthetic experience and spatial situated cognition.

    PubMed

    Trentini, Bruno

    2015-09-01

    The main hypothesis of situated cognition is related to the origin of mental processes: the environment is thought to be the source of all cognitive processes. However, immersion enables a dual perception of space by enabling to perceive both the routine environment and a new way to see the world. We want to provide a further insight into the transition from on-line cognition to off-line cognition: we want to show that aesthetic experience towards immersive art comes from the awareness that one's cognition depends on the environment. Although this specific cognition is not independent from the general environment, it abstracts the individuals from their idiosyncratic environment. Therefore, immersive art may induce cognitive processes that are borderline cases of situated cognition. Aesthetic experience regarding spatial cognition will be described using an approach of embodied aesthetics, that is to say an approach which connects phenomenology of perception and cognitive sciences. No experiments are contemplated as of now. The experience of immersive art makes individuals become aware that their perceptual processes can adapt to the environment. Thus, the self-experience, which is typical of aesthetic experience, may be the cornerstone of off-line cognition.

  2. Immersive Technologies and Language Learning

    ERIC Educational Resources Information Center

    Blyth, Carl

    2018-01-01

    This article briefly traces the historical conceptualization of linguistic and cultural immersion through technological applications, from the early days of locally networked computers to the cutting-edge technologies known as virtual reality and augmented reality. Next, the article explores the challenges of immersive technologies for the field…

  3. Brain white matter structure and COMT gene are linked to second-language learning in adults

    PubMed Central

    Mamiya, Ping C.; Richards, Todd L.; Coe, Bradley P.; Eichler, Evan E.; Kuhl, Patricia K.

    2016-01-01

    Adult human brains retain the capacity to undergo tissue reorganization during second-language learning. Brain-imaging studies show a relationship between neuroanatomical properties and learning for adults exposed to a second language. However, the role of genetic factors in this relationship has not been investigated. The goal of the current study was twofold: (i) to characterize the relationship between brain white matter fiber-tract properties and second-language immersion using diffusion tensor imaging, and (ii) to determine whether polymorphisms in the catechol-O-methyltransferase (COMT) gene affect the relationship. We recruited incoming Chinese students enrolled in the University of Washington and scanned their brains one time. We measured the diffusion properties of the white matter fiber tracts and correlated them with the number of days each student had been in the immersion program at the time of the brain scan. We found that higher numbers of days in the English immersion program correlated with higher fractional anisotropy and lower radial diffusivity in the right superior longitudinal fasciculus. We show that fractional anisotropy declined once the subjects finished the immersion program. The relationship between brain white matter fiber-tract properties and immersion varied in subjects with different COMT genotypes. Subjects with the Methionine (Met)/Valine (Val) and Val/Val genotypes showed higher fractional anisotropy and lower radial diffusivity during immersion, which reversed immediately after immersion ended, whereas those with the Met/Met genotype did not show these relationships. Statistical modeling revealed that subjects’ grades in the language immersion program were best predicted by fractional anisotropy and COMT genotype. PMID:27298360

  4. Brain white matter structure and COMT gene are linked to second-language learning in adults.

    PubMed

    Mamiya, Ping C; Richards, Todd L; Coe, Bradley P; Eichler, Evan E; Kuhl, Patricia K

    2016-06-28

    Adult human brains retain the capacity to undergo tissue reorganization during second-language learning. Brain-imaging studies show a relationship between neuroanatomical properties and learning for adults exposed to a second language. However, the role of genetic factors in this relationship has not been investigated. The goal of the current study was twofold: (i) to characterize the relationship between brain white matter fiber-tract properties and second-language immersion using diffusion tensor imaging, and (ii) to determine whether polymorphisms in the catechol-O-methyltransferase (COMT) gene affect the relationship. We recruited incoming Chinese students enrolled in the University of Washington and scanned their brains one time. We measured the diffusion properties of the white matter fiber tracts and correlated them with the number of days each student had been in the immersion program at the time of the brain scan. We found that higher numbers of days in the English immersion program correlated with higher fractional anisotropy and lower radial diffusivity in the right superior longitudinal fasciculus. We show that fractional anisotropy declined once the subjects finished the immersion program. The relationship between brain white matter fiber-tract properties and immersion varied in subjects with different COMT genotypes. Subjects with the Methionine (Met)/Valine (Val) and Val/Val genotypes showed higher fractional anisotropy and lower radial diffusivity during immersion, which reversed immediately after immersion ended, whereas those with the Met/Met genotype did not show these relationships. Statistical modeling revealed that subjects' grades in the language immersion program were best predicted by fractional anisotropy and COMT genotype.

  5. Virtual reality training improves students' knowledge structures of medical concepts.

    PubMed

    Stevens, Susan M; Goldsmith, Timothy E; Summers, Kenneth L; Sherstyuk, Andrei; Kihmm, Kathleen; Holten, James R; Davis, Christopher; Speitel, Daniel; Maris, Christina; Stewart, Randall; Wilks, David; Saland, Linda; Wax, Diane; Panaiotis; Saiki, Stanley; Alverson, Dale; Caudell, Thomas P

    2005-01-01

    Virtual environments can provide training that is difficult to achieve under normal circumstances. Medical students can work on high-risk cases in a realistic, time-critical environment, where students practice skills in a cognitively demanding and emotionally compelling situation. Research from cognitive science has shown that as students acquire domain expertise, their semantic organization of core domain concepts become more similar to those of an expert's. In the current study, we hypothesized that students' knowledge structures would become more expert-like as a result of their diagnosing and treating a patient experiencing a hematoma within a virtual environment. Forty-eight medical students diagnosed and treated a hematoma case within a fully immersed virtual environment. Student's semantic organization of 25 case-related concepts was assessed prior to and after training. Students' knowledge structures became more integrated and similar to an expert knowledge structure of the concepts as a result of the learning experience. The methods used here for eliciting, representing, and evaluating knowledge structures offer a sensitive and objective means for evaluating student learning in virtual environments and medical simulations.

  6. Design and evaluation of an online teaching strategy in an undergraduate psychiatric nursing course.

    PubMed

    Mahoney, Jane S; Marfurt, Stephanie; daCunha, Miguel; Engebretson, Joan

    2005-12-01

    Psychiatric nurse educators are challenged to prepare graduates in meeting the needs of individuals with a mental illness within an increasingly technology-based environment. This requires the development and evaluation of educational strategies that immerse students in web-based learning. This article presents an overview of a hybrid teaching design that includes classroom teaching and asynchronous threaded discussion in a teaching module in an undergraduate psychiatric nursing course. Evaluation of student preferences, advantages and disadvantages, and learning, as well as qualitative evaluation of students' description of critical thinking, supports the value of online teaching in psychiatric nursing education.

  7. The Worldviews Network: Transformative Global Change Education in Immersive Environments

    NASA Astrophysics Data System (ADS)

    Hamilton, H.; Yu, K. C.; Gardiner, N.; McConville, D.; Connolly, R.; "Irving, Lindsay", L. S.

    2011-12-01

    Our modern age is defined by an astounding capacity to generate scientific information. From DNA to dark matter, human ingenuity and technologies create an endless stream of data about ourselves and the world of which we are a part. Yet we largely founder in transforming information into understanding, and understanding into rational action for our society as a whole. Earth and biodiversity scientists are especially frustrated by this impasse because the data they gather often point to a clash between Earth's capacity to sustain life and the decisions that humans make to garner the planet's resources. Immersive virtual environments offer an underexplored link in the translation of scientific data into public understanding, dialogue, and action. The Worldviews Network is a collaboration of scientists, artists, and educators focused on developing best practices for the use of immersive environments for science-based ecological literacy education. A central tenet of the Worldviews Network is that there are multiple ways to know and experience the world, so we are developing scientifically accurate, geographically relevant, and culturally appropriate programming to promote ecological literacy within informal science education programs across the United States. The goal of Worldviews Network is to offer transformative learning experiences, in which participants are guided on a process integrating immersive visual explorations, critical reflection and dialogue, and design-oriented approaches to action - or more simply, seeing, knowing, and doing. Our methods center on live presentations, interactive scientific visualizations, and sustainability dialogues hosted at informal science institutions. Our approach uses datasets from the life, Earth, and space sciences to illuminate the complex conditions that support life on earth and the ways in which ecological systems interact. We are leveraging scientific data from federal agencies, non-governmental organizations, and our own research to develop a library of immersive visualization stories and templates that explore ecological relationships across time at cosmic, global, and bioregional scales, with learning goals aligned to climate and earth science literacy principles. These experiential narratives are used to increase participants' awareness of global change issues as well as to engage them in dialogues and design processes focused on steps they can take within their own communities to systemically address these interconnected challenges. More than 600 digital planetariums in the U.S. collectively represent a pioneering opportunity for distributing Earth systems messages over large geographic areas. By placing the viewer-and Earth itself-within the context of the rest of the universe, digital planetariums can uniquely provide essential transcalar perspectives on the complex interdependencies of Earth's interacting physical and biological systems. The Worldviews Network is creating innovative, data-driven approaches for engaging the American public in dialogues about human-induced global changes.

  8. Willingness To Communicate, Social Support, and Language Learning Orientations of Immersion Students.

    ERIC Educational Resources Information Center

    MacIntyre, Peter D.; Baker, Susan C.; Clement, Richard; Conrod, Sarah

    2001-01-01

    Hypothesized that orientations toward language learning (L2) as well as social support would influence students willingness to communicate (WTC) in a second language. Grade 9 L2 students of French immersion participated in the study. Results showed endorsement of all five orientations (travel, job related, friendship with Francophones, personal…

  9. Jumping into the Deep End: Developing Culturally Responsive Urban Teachers through Community-Immersive Partnerships

    ERIC Educational Resources Information Center

    Mustian, April L.; Lee, Robert E.; Nelson, Carlos; Gamboa-Turner, Valentina; Roule, Lisa

    2017-01-01

    Preparing special educators for the highest-need schools remains an ongoing challenge in urban districts across the United States. One university's collaborative community-based immersive partnership model, with emphasis on service learning, has demonstrated promising levels of impact on candidates' preparation as preservice teachers learning how…

  10. Implementing the Lab School Club Model at the Academy in Manayunk

    ERIC Educational Resources Information Center

    Herman, Chris

    2010-01-01

    Central to The Lab School model is Sally Smith's Club Methodology, the full immersion of students into a time period where historical information is learned through multi-sensory activities. While immersed, through the use of costumes and elaborately decorated classrooms, students are engaged in project-based learning. As the student's…

  11. Metaverse Utilization in the EFL Classroom - A Study. Second Life (Register Trademark) as Part of an Institution's Curriculum

    NASA Technical Reports Server (NTRS)

    Imaoka, Yukimi; Amaki, Yuki; Yagi, Kenji; Fuller, Chris; Madden, Anthony

    2012-01-01

    Starting on April 2010, the Kanda Institute of Foreign Languages integrated the Metaverse application known as Second Life into the core curriculum for 840 new enrollments. As of April 2011, we enrolled an additional 760 students. This course, the Hybrid English Learning Program, is commonly referred to by the acronym: HELP. By taking the advantages of learning in immersive 3D environments, we aim to meet two objectives, 1) namely to enable students to remember and properly use learned phrases and expressions, and 2) using Second Life(R) as a tool to enhance the meaning and practicality of what is being learned. ,Although there have been several online English learning programs or services here in Japan, this endeavor represents the first time Metaverse technology has been utilized as part of a core curriculum; a curriculum structured upon classroom learning and interaction within the Metaverse. This paper endeavors to explain the following: the planning and development of HELP, the class structure, and the results of a questionnaire which measured whether using such an approach would reduce student timidity and assist student to gain more confidence in speaking English in different social environments.

  12. 'Putting it on the table': direct-manipulative interaction and multi-user display technologies for semi-immersive environments and augmented reality applications.

    PubMed

    Encarnação, L Miguel; Bimber, Oliver

    2002-01-01

    Collaborative virtual environments for diagnosis and treatment planning are increasingly gaining importance in our global society. Virtual and Augmented Reality approaches promised to provide valuable means for the involved interactive data analysis, but the underlying technologies still create a cumbersome work environment that is inadequate for clinical employment. This paper addresses two of the shortcomings of such technology: Intuitive interaction with multi-dimensional data in immersive and semi-immersive environments as well as stereoscopic multi-user displays combining the advantages of Virtual and Augmented Reality technology.

  13. Corrosion Behavior of Low-C Medium-Mn Steel in Simulated Marine Immersion and Splash Zone Environment

    NASA Astrophysics Data System (ADS)

    Zhang, Dazheng; Gao, Xiuhua; Su, Guanqiao; Du, Linxiu; Liu, Zhenguang; Hu, Jun

    2017-05-01

    The corrosion behavior of low-C medium-Mn steel in simulated marine immersion and splash zone environment was studied by static immersion corrosion experiment and wet-dry cyclic corrosion experiment, respectively. Corrosion rate, corrosion products, surface morphology, cross-sectional morphology, elemental distribution, potentiodynamic polarization curves and electrochemical impedance spectra were used to elucidate the corrosion behavior of low-C medium-Mn steel. The results show that corrosion rate in immersion zone is much less than that in splash zone owing to its relatively mild environment. Manganese compounds are detected in the corrosion products and only appeared in splash zone environment, which can deteriorate the protective effect of rust layer. With the extension of exposure time, corrosion products are gradually transformed into dense and thick corrosion rust from the loose and porous one in these two environments. But in splash zone environment, alloying elements of Mn appear significant enrichment in the rust layer, which decrease the corrosion resistance of the steel.

  14. Experiencing Soil Science from your office through virtual experiences

    NASA Astrophysics Data System (ADS)

    Beato, M. Carmen; González-Merino, Ramón; Campillo, M. Carmen; Fernández-Ahumada, Elvira; Ortiz, Leovigilda; Taguas, Encarnación V.; Guerrero, José Emilio

    2017-04-01

    Currently, numerous tools based on the new information and communication technologies offer a wide range of possibilities for the implementation of interactive methodologies in Education and Science. In particular, virtual reality and immersive worlds - artificially generated computer environments where users interact through a figurative individual that represents them in that environment (their "avatar") - have been identified as the technology that will change the way we live, particularly in educational terms, product development and entertainment areas (Schmorrow, 2009). Gisbert-Cervera et al. (2011) consider that the 3D worlds in education, among others, provide a unique training and exchange of knowledge environment which allows a goal reflection to support activities and achieve learning outcomes. In Soil Sciences, the experimental component is essential to acquire the necessary knowledge to understand the biogeochemical processes taking place and their interactions with time, climate, topography and living organisms present. In this work, an immersive virtual environment which reproduces a series of pits have been developed to evaluate and differentiate soil characteristics such as texture, structure, consistency, color and other physical-chemical and biological properties for educational purposes. Bibliographical material such as pictures, books, papers and were collected in order to classify the information needed and to build the soil profiles into the virtual environment. The programming language for the virtual recreation was Unreal Engine4 (UE4; https://www.unrealengine.com/unreal-engine-4). This program was chosen because it provides two toolsets for programmers and it can also be used in tandem to accelerate development workflows. In addition, Unreal Engine4 technology powers hundreds of games as well as real-time 3D films, training simulations, visualizations and it creates very realistic graphics. For the evaluation of its impact and its usefulness in teaching, a series of surveys will be presented to undergraduate students and teachers. REFERENCES: Gisbert-Cervera M, Esteve-Gonzalez V., Camacho-Marti M.M. (2011). Delve into the Deep: Learning Potential in Metaverses and 3D Worlds. eLearning (25) Papers ISSN: 1887-1542 Schmorrow D.D. (2009). Why virtual? Theoretical Issues in Ergonomics Science 10(3): 279-282.

  15. Leveraging Emerging Technologies in Outreach for JWST

    NASA Astrophysics Data System (ADS)

    Meinke, Bonnie K.; Green, Joel D.; Smith, Louis Chad; Smith, Denise A.; Lawton, Brandon L.; Gough, Michael

    2017-10-01

    The James Webb Space Telescope (JWST) is NASA’s next great observatory, launching in October 2018. How will we maintain the prestige and cultural impact of the Hubble Space Telescope as the torch passes to Webb? Emerging technologies such as augmented (AR) and virtual reality (VR) bring the viewer into the data and introduce the telescope in previously unimaginable immersive detail. Adoption of mobile devices, many of which easily support AR and VR, has expanded access to information for wide swaths of the public. From software like Worldwide Telescope to hardware like the HTC Vive, immersive environments are providing new avenues for learning. If we develop materials properly tailored to these media, we can reach more diverse audiences than ever before. STScI is piloting tools related to JWST to showcase at DPS, and in local events, which I highlight here.

  16. "But I'm a Language Teacher!" Dual Immersion Teacher Identities in a Complex Policy Context

    ERIC Educational Resources Information Center

    Chesnut, Colleen

    2015-01-01

    This qualitative study examined dual immersion teachers' identities as they engaged in policy implementation within their school, collaborating in professional learning communities (PLC) with one-way immersion teachers. Data derived from participant observation, interviews, and interpersonal process recall were analyzed through a theoretical lens…

  17. Immersive Environments for Mission Operations: Beyond Mars Pathfinder

    NASA Technical Reports Server (NTRS)

    Wright, J.; Hartman, F.; Cooper, B.

    1998-01-01

    Immersive environments are just beginning to be used to support mission operations at the Jet Propulsion Laboratory. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover.

  18. Digital Immersive Virtual Environments and Instructional Computing

    ERIC Educational Resources Information Center

    Blascovich, Jim; Beall, Andrew C.

    2010-01-01

    This article reviews theory and research relevant to the development of digital immersive virtual environment-based instructional computing systems. The review is organized within the context of a multidimensional model of social influence and interaction within virtual environments that models the interaction of four theoretical factors: theory…

  19. Virtual Reality as a Story Telling Platform for Geoscience Communication

    NASA Astrophysics Data System (ADS)

    Lazar, K.; Moysey, S. M.

    2017-12-01

    Capturing the attention of students and the public is a critical step for increasing societal interest and literacy in earth science issues. Virtual reality (VR) provides a means for geoscience engagement that is well suited to place-based learning through exciting and immersive experiences. One approach is to create fully-immersive virtual gaming environments where players interact with physical objects, such as rock samples and outcrops, to pursue geoscience learning goals. Developing an experience like this, however, can require substantial programming expertise and resources. At the other end of the development spectrum, it is possible for anyone to create immersive virtual experiences with 360-degree imagery, which can be made interactive using easy to use VR editing software to embed videos, audio, images, and other content within the 360-degree image. Accessible editing tools like these make the creation of VR experiences something that anyone can tackle. Using the VR editor ThingLink and imagery from Google Maps, for example, we were able to create an interactive tour of the Grand Canyon, complete with embedded assessments, in a matter of hours. The true power of such platforms, however, comes from the potential to engage students as content authors to create and share stories of place that explore geoscience issues from their personal perspective. For example, we have used combinations of 360-degree images with interactive mapping and web platforms to enable students with no programming experience to create complex web apps as highly engaging story telling platforms. We highlight here examples of how we have implemented such story telling approaches with students to assess learning in courses, to share geoscience research outcomes, and to communicate issues of societal importance.

  20. Saliency in VR: How Do People Explore Virtual Environments?

    PubMed

    Sitzmann, Vincent; Serrano, Ana; Pavel, Amy; Agrawala, Maneesh; Gutierrez, Diego; Masia, Belen; Wetzstein, Gordon

    2018-04-01

    Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints. To further our understanding of viewing behavior and saliency in VR, we capture and analyze gaze and head orientation data of 169 users exploring stereoscopic, static omni-directional panoramas, for a total of 1980 head and gaze trajectories for three different viewing conditions. We provide a thorough analysis of our data, which leads to several important insights, such as the existence of a particular fixation bias, which we then use to adapt existing saliency predictors to immersive VR conditions. In addition, we explore other applications of our data and analysis, including automatic alignment of VR video cuts, panorama thumbnails, panorama video synopsis, and saliency-basedcompression.

  1. Preparing Culturally Competent Health Educators: The Development and Evaluation of a Cultural Immersion Service-Learning Program

    ERIC Educational Resources Information Center

    Tremethick, Mary Jane; Smit, Eileen M.

    2009-01-01

    The United States is becoming an increasingly diverse culture. To function in this diverse setting, health education students need opportunities to develop cultural competence. Cultural immersion service-learning courses are one way to meet this need. Using a combination of literature review and experiences with a cultural immersion…

  2. A Learning Evaluation for an Immersive Virtual Laboratory for Technical Training Applied into a Welding Workshop

    ERIC Educational Resources Information Center

    Torres, Francisco; Neira Tovar, Leticia A.; del Rio, Marta Sylvia

    2017-01-01

    This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. Moreover, it also intended to demonstrate that exits a moderating effect of performance improvement when the user experience is taken…

  3. A Dialogue of Life: Integrating Service Learning in a Community-Immersion Model of Preservice Science-Teacher Preparation

    ERIC Educational Resources Information Center

    Handa, Vicente; Tippins, Deborah; Thomson, Norman; Bilbao, Purita; Morano, Lourdes; Hallar, Brittan; Miller, Kristen

    2008-01-01

    Dubbed a "dialogue of life," community immersion in preservice science-teacher education aims at providing a true-to-life and empowering opportunity for prospective science teachers (both elementary and secondary) to become active participants in community life through field and service-learning experiences. It consists of a three-unit…

  4. "The False Promise of Group Harmony": The Centrality of Challenging Practices in Teachers' Professional Development

    ERIC Educational Resources Information Center

    Raider-Roth, Miriam; Stieha, Vicki; Kohan, Mark; Turpin, Carrie

    2014-01-01

    This article discusses an action research study of a week-long Summer Teachers Institute which immersed teachers in the study of Jewish historical and cultural texts. We investigate how this kind of cultural immersion created opportunities for transformative learning--the kind of learning that would not merely be the application of "new…

  5. The Effectiveness of Immersive Multimedia Learning with Peer Support on English Speaking and Reading Aloud

    ERIC Educational Resources Information Center

    Muslem, Asnawi; Abbas, Merza

    2017-01-01

    This study investigated the impacts of the immersive multimedia learning strategy with peer support on production skills in reading and speaking. Moreover, the effects of it on performance were investigated by student achievement. The quasi-experimental design with post-test was employed for the study. 80 first-year university students enrolled in…

  6. "Comments on Greenhow, Robelia, and Hughes": Digital Immersion, Teacher Learning, and Games

    ERIC Educational Resources Information Center

    Owston, Ronald D.

    2009-01-01

    In this comment article, the author elaborates on three significant issues that Greenhow, Robelia, and Hughes (2009) identified but did not explore. First, the author discusses the need for research on the impact that youth's immersion in a digital world may have on metacognitive and social skill development. Then teacher learning with the Web is…

  7. A Transformative Experience: A Short-Term Cross-Cultural Service-Learning Immersion to Kenya

    ERIC Educational Resources Information Center

    Kearney, Sean; Perkins, Timothy; Maakrun, Julie

    2014-01-01

    Initial teacher education programs are continuously looking for ways to grow and evolve to meet the changing needs of pre-service teachers (PSTs) who will face a diverse student population when they begin their careers. This study examines a short-term, cross-cultural, service-learning immersion undertaken by 21 undergraduate PSTs to an internally…

  8. We Need to Communicate! Helping Hearing Parents of Deaf Children Learn American Sign Language

    ERIC Educational Resources Information Center

    Weaver, Kimberly A.; Starner, Thad

    2011-01-01

    Language immersion from birth is crucial to a child's language development. However, language immersion can be particularly challenging for hearing parents of deaf children to provide as they may have to overcome many difficulties while learning American Sign Language (ASL). We are in the process of creating a mobile application to help hearing…

  9. Vocabulary Knowledge and Growth in Immersion and Regular Language-Learning Programmes in Hong Kong

    ERIC Educational Resources Information Center

    Lo, Yuen Yi; Murphy, Victoria A.

    2010-01-01

    The aim of this study was to investigate vocabulary knowledge and growth across two different language-learning programmes in Hong Kong. The two programmes compared were English immersion programmes (IM) and regular English second-language programmes (RL2). While previous research has identified an overall advantage to IM with respect to language…

  10. Language Learning Motivation in Early Adolescents: Using Mixed Methods Research to Explore Contradiction

    ERIC Educational Resources Information Center

    Wesely, Pamela M.

    2010-01-01

    This mixed methods study with an Explanatory Design is an exploration of students' language learning motivation as it relates to their attrition from a language immersion program. A total of 131 students who had graduated from five public elementary immersion schools responded to surveys, and 33 of those students were interviewed. Data analysis…

  11. "A Pesar De Las Fronteras"/"In Spite of the Boundaries": Exploring Solidarity in the Context of International Service Immersion

    ERIC Educational Resources Information Center

    Gates, Alice B.; Fletcher, C. Vail; Ruíz-Tolento, María Guadalupe; Goble, Laura; Velloso, Tadeu

    2014-01-01

    The move to "internationalize" United States universities has contributed to increased interest in global service-learning. This article presents qualitative data collected by a team of faculty and students during a service immersion in Nicaragua. The solidarity model of service-learning attempts to address shortcomings of earlier…

  12. Employing immersive virtual environments for innovative experiments in health care communication.

    PubMed

    Persky, Susan

    2011-03-01

    This report reviews the literature for studies that employ immersive virtual environment technology methods to conduct experimental studies in health care communication. Advantages and challenges of using these tools for research in this area are also discussed. A literature search was conducted using the Scopus database. Results were hand searched to identify the body of studies, conducted since 1995, that are related to the report objective. The review identified four relevant studies that stem from two unique projects. One project focused on the impact of a clinician's characteristics and behavior on health care communication, the other focused on the characteristics of the patient. Both projects illustrate key methodological advantages conferred by immersive virtual environments, including, ability to maintain simultaneously high experimental control and realism, ability to manipulate variables in new ways, and unique behavioral measurement opportunities. Though implementation challenges exist for immersive virtual environment-based research methods, given the technology's unique capabilities, benefits can outweigh the costs in many instances. Immersive virtual environments may therefore prove an important addition to the array of tools available for advancing our understanding of communication in health care. Published by Elsevier Ireland Ltd.

  13. Virtual worlds: a new frontier for nurse education?

    PubMed

    Green, Janet; Wyllie, Aileen; Jackson, Debra

    2014-01-01

    Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.

  14. Medical student burnout: interdisciplinary exploration and analysis.

    PubMed

    Jennings, M L

    2009-12-01

    Burnout--a stress-related syndrome characterized by exhaustion, depersonalization, and a diminished sense of accomplishment--is a common phenomenon among medical students with significant potential consequences for student health, professionalism, and patient care. This essay proposes that the epidemic of medical student burnout can be attributed to a technocratic paradigm that fails to value medical students as persons with human needs and limitations. After briefly reviewing the literature on medical student burnout, the author uses two theories to elucidate potential causes: unsatisfactory aspects of the learning environment and a feeling one's efforts are meaningless or irrelevant. Cultural factors also facilitate burnout in medical students immersed in a clinical environment that cultivates excessive detachment from patient and self, impairing self-care, damaging a sense of self, and impeding the development of a mature, well-integrated professional identity. The ethical implications of medical student burnout are also addressed. Finally, this paper suggests possible preventive and remediative strategies such as optimizing the learning environment as well as narrative approaches that promise enhancement of both individual and institutional well-being.

  15. Failure behavior of plasma-sprayed HAp coating on commercially pure titanium substrate in simulated body fluid (SBF) under bending load.

    PubMed

    Laonapakul, Teerawat; Rakngarm Nimkerdphol, Achariya; Otsuka, Yuichi; Mutoh, Yoshiharu

    2012-11-01

    Four point bending tests with acoustic emission (AE) monitoring were conducted for evaluating failure behavior of the plasma-sprayed hydroxyapatite (HAp) top coat on commercially pure titanium (cp-Ti) plate with and without mixed HAp/Ti bond coat. Effect of immersion in simulated body fluid (SBF) on failure behavior of the coated specimen was also investigated by immersing the specimen in SBF. The AE patterns obtained from the bending test of the HAp coating specimens after a week immersion in SBF clearly showed the earlier stage of delamination and spallation of the coating layer compared to those without immersion in SBF. It was also found that the bond coating improved failure resistance of the HAp coating specimen compared to that without the bond coat. Four point bend fatigue tests under ambient and SBF environments were also conducted with AE monitoring during the entire fatigue test for investigating the influence of SBF environment on fatigue failure behavior of the HAp coating specimen with the mixed HAp/Ti bond coat. The specimens tested at a stress amplitude of 120 MPa under both ambient and SBF environments could survive up to 10⁷ cycles without spallation of HAp coating layer. The specimens tested under SBF environment and those tested under ambient environment after immersion in SBF showed shorter fatigue life compared to those tested under ambient environment without SBF immersion. Micro-cracks nucleated in the coating layer in the early stage of fatigue life and then propagated into the cp-Ti substrate in the intermediate stage, which unstably propagated to failure in the final stage. It was found from the XRD analysis that the dissolution of the co-existing phases and the precipitation of the HAp phase were taken place during immersion in SBF. During this process, the co-existing phases disappeared from the coating layer and the HAp phase fully occupied the coating layer. The degradation of bending strength and fatigue life of the HAp coating specimens tested under SBF environment would be induced by dissolution of the co-existing phases from the coating layer during immersion in SBF. Copyright © 2012 Elsevier Ltd. All rights reserved.

  16. Immersive, interactive virtual field trips promote learning

    NASA Astrophysics Data System (ADS)

    Bruce, G.; Mead, C.; Buxner, S.; Taylor, W.; Semken, S. C.; Anbar, A. D.; Sundstrom, J.

    2016-12-01

    We are assessing the educational effectiveness of a new type of immersive virtual field trip (iVFT) that we are developing, grounded in active, inquiry-based learning, and accessible via web browsers. To this end, we collected data from five high school AP biology classes (n = 153) that were assigned an iVFT lesson focused on life and environment during the Ediacaran time period, 550 million years ago. Students explore a series of fossil beds using high resolution imagery and video acquired during a field expedition to the Nilpena site in the Flinders Ranges, South Australia. They first encounter an immersive spherical image, which orients them to the area. Then, they identify fossils in the iVFT, using a dichotomous key. Finally, they explore an interactive simulation of this ancient ecosystem. The average time spent on the experience was approximately two hours. The learning objective is for students to be able to describe the Ediacaran ecosystem preserved in the rocks at Nilpena. To assess this outcome, we administered identical pre- and post-lesson quizzes to students. Results showed a statistically significant improvement on the six-item quiz with a normalized gain of 0.96 (pre-lesson mean: 2.4, post-lesson mean: 5.9, p < .001). All but three students demonstrated an increase in score or maintained a perfect score. The pre-lesson scores are close to what would be expected from guessing, so these results represent a substantial growth in understanding. These findings encourage the use of iVFT-based learning experiences in education (an evolving suite is publicly available at http://vft.asu.edu). In the future, we will explore in more detail which aspects of the experience provide greatest educational benefit, and the effectiveness in teaching scientific reasoning skills in addition to content knowledge. To answer these questions, we will supplement content-based questions with mixed-methods data including interviews.

  17. Introduction of English Immersion in China: A Transplant with Modifications

    ERIC Educational Resources Information Center

    Qiang, Haiyan; Siegel, Linda S.

    2012-01-01

    This article presents an overview of replicating the French immersion model used in Canada to English immersion programs in China. It provides the Chinese context of this program highlighting the importance of English education and the defect of traditional English teaching and learning. The paper explains the borrowable features of the French…

  18. Immersive 3D Geovisualization in Higher Education

    ERIC Educational Resources Information Center

    Philips, Andrea; Walz, Ariane; Bergner, Andreas; Graeff, Thomas; Heistermann, Maik; Kienzler, Sarah; Korup, Oliver; Lipp, Torsten; Schwanghart, Wolfgang; Zeilinger, Gerold

    2015-01-01

    In this study, we investigate how immersive 3D geovisualization can be used in higher education. Based on MacEachren and Kraak's geovisualization cube, we examine the usage of immersive 3D geovisualization and its usefulness in a research-based learning module on flood risk, called GEOSimulator. Results of a survey among participating students…

  19. Immersion francaise precoce: Francais I (Early French Immersion: French I).

    ERIC Educational Resources Information Center

    Burt, Andy; And Others

    This manual for first grade French instruction accompanies the early French immersion program. It is based on general and specific learning objectives for the four language skills the child needs to develop (listening, speaking, reading, and writing). The introduction to the manual provides an overview of the program for the primary grades and…

  20. Effects of Technology Immersion on Teachers' Growth in Technology Competency, Ideology, and Practices

    ERIC Educational Resources Information Center

    Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny

    2010-01-01

    In the study of the Technology Immersion model, high-need middle schools were "immersed" in technology by providing laptops for each teacher and student, instructional and learning resources, professional development, and technical and pedagogical support. This article reports third-year findings for the teacher component of the…

  1. Two-Way and Monolingual English Immersion in Preschool Education: An Experimental Comparison

    ERIC Educational Resources Information Center

    Barnett, W. Steven; Yarosz, Donald J.; Thomas, Jessica; Jung, Kwanghee; Blanco, Dulce

    2007-01-01

    An experimental study was conducted comparing the effects of dual language, or two-way immersion (TWI) and monolingual English immersion (EI) preschool education programs on children's learning. Three-and four-year old children were randomly assigned by lottery to either a newly established TWI Spanish/English program or a monolingual English…

  2. The Multicultural Science Framework: Research on Innovative Two-Way Immersion Science Classrooms.

    ERIC Educational Resources Information Center

    Hadi-Tabassum, Samina

    2000-01-01

    Reviews the different approaches to multicultural science teaching that have emerged in the past decade, focusing on the Spanish-English two-way immersion classroom, which meets the needs of Spanish speakers learning English and introduces students to the idea of collaboration across languages and cultures. Two urban two-way immersion classrooms…

  3. The Balancing Act of Bilingual Immersion

    ERIC Educational Resources Information Center

    Hadi-Tabassum, Samina

    2005-01-01

    Hadi-Tabassum believes having a separate life context for each language she learned in childhood enabled her to switch easily among five different tongues. She states that the success of dual immersion bilingual programs is largely dependent on whether they immerse students in each of the involved languages separately and help students have a…

  4. Immersion und Bilingualer Unterricht: Eine Bibliographie. Informationshefte zum Lernen in der Fremdsprache. Heft 3. (Immersion and Bilingual Education: A Bibliography. Publications on Learning in a Foreign Language. Volume 3).

    ERIC Educational Resources Information Center

    Endt, Ernst

    This bibliography lists publications concerned with bilingual education and immersion programs and how they are used in and outside of Canada. In the beginning, an overview is provided of publications from related disciplines that have brought crucial recognition to the fields of bilingual and immersion education. These include: second and foreign…

  5. A Study To Determine Instructors Self-Reported Instructional Strategies Which Foster Science Literacy In An EFL (English as a Foreign Language) Environment

    NASA Astrophysics Data System (ADS)

    Noseworthy, Mark Joseph

    2011-12-01

    This research titled 'A Study to Determine Instructors Self-Reported Instructional Strategies Which Foster Science Literacy in an EFL (English as a Foreign Language) Environment' is an ethnographic study based on grounded theory principles and research design. The essence of the research was to answer five research questions that would ultimately create a foundation for instructional strategies allowing science instructors to foster science literacy in an EFL environment. The research attempts to conceptualize the research participants' instructional strategies that promote strong science literacy skills. Further to this, consider the complexities that this learning environment inherently offers, where the learning event is occurring in an English environment that is a second language for the learner. The research was designed to generate personal truths that produced common themes as it relates to the five research questions posed in this thesis; what instructional strategies do current post secondary science instructors at one College in Qatar believe foster science literacy in an EFL environment? As well, do science instructors believe that total immersion is the best approach to science literacy in an EFL environment? Is the North American model of teaching/learning science appropriate in this Middle Eastern environment? Are the current modes of teaching/instruction optimizing student's chances of success for science literacy? What do you feel are the greatest challenges for the EFL learner as it relates to science?

  6. Teaching the Blind to Find Their Way by Playing Video Games

    PubMed Central

    Merabet, Lotfi B.; Connors, Erin C.; Halko, Mark A.; Sánchez, Jaime

    2012-01-01

    Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world. PMID:23028703

  7. French Immersion Programs Across Canada: The Influence of Cumulative Amounts of Time, Starting Age and Yearly Time Allotment on the Learning of French. A Review of Evaluations of French Immersion Programs. Research Report 81-12.

    ERIC Educational Resources Information Center

    MacNab, G. L.

    This paper reviews the results of research on various programs for learning French as a second language from kindergarten to grade 11 or 12 in selected Canadian school systems. Generally, it examines the effects of a number of factors on French learning, such as student selection procedures and student ability, starting age, total amount of time…

  8. Using Virtual Reality to Help Students with Social Interaction Skills

    ERIC Educational Resources Information Center

    Beach, Jason; Wendt, Jeremy

    2015-01-01

    The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…

  9. Research-based recommendations for implementing international service-learning.

    PubMed

    Amerson, Roxanne

    2014-01-01

    An increasing number of schools of nursing are incorporating international service-learning and/or immersion experiences into their curriculum to promote cultural competence. The purpose of this paper is to identify research-based recommendations for implementing an international service-learning program. A review of literature was conducted in the Cumulative Index of Nursing and Allied Health Literature database using the keywords international, immersion, cultural competence, nursing, and international service-learning. Additional references were located from the reference lists of related articles. Planning of international or immersion experiences requires consideration of the type of country, the length of time, and design of the program; the use of a service-learning framework; opportunities that require the student to live and work in the community, provide hands-on care, participate in unstructured activities, and make home visits; and a method of reflection. Increasing cultural competence does not require foreign travel, but it does necessitate that students are challenged to move outside their comfort zone and work directly with diverse populations. These research-based recommendations may be used either internationally or locally to promote the most effective service-learning opportunities for nursing students. © 2014.

  10. Immersive Training Systems: Virtual Reality and Education and Training.

    ERIC Educational Resources Information Center

    Psotka, Joseph

    1995-01-01

    Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…

  11. Immersive Virtual Moon Scene System Based on Panoramic Camera Data of Chang'E-3

    NASA Astrophysics Data System (ADS)

    Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.

    2014-12-01

    The system "Immersive Virtual Moon Scene" is used to show the virtual environment of Moon surface in immersive environment. Utilizing stereo 360-degree imagery from panoramic camera of Yutu rover, the system enables the operator to visualize the terrain and the celestial background from the rover's point of view in 3D. To avoid image distortion, stereo 360-degree panorama stitched by 112 images is projected onto inside surface of sphere according to panorama orientation coordinates and camera parameters to build the virtual scene. Stars can be seen from the Moon at any time. So we render the sun, planets and stars according to time and rover's location based on Hipparcos catalogue as the background on the sphere. Immersing in the stereo virtual environment created by this imaged-based rendering technique, the operator can zoom, pan to interact with the virtual Moon scene and mark interesting objects. Hardware of the immersive virtual Moon system is made up of four high lumen projectors and a huge curve screen which is 31 meters long and 5.5 meters high. This system which take all panoramic camera data available and use it to create an immersive environment, enable operator to interact with the environment and mark interesting objects contributed heavily to establishment of science mission goals in Chang'E-3 mission. After Chang'E-3 mission, the lab with this system will be open to public. Besides this application, Moon terrain stereo animations based on Chang'E-1 and Chang'E-2 data will be showed to public on the huge screen in the lab. Based on the data of lunar exploration,we will made more immersive virtual moon scenes and animations to help the public understand more about the Moon in the future.

  12. Eye-tracking novice and expert geologist groups in the field and laboratory

    NASA Astrophysics Data System (ADS)

    Cottrell, R. D.; Evans, K. M.; Jacobs, R. A.; May, B. B.; Pelz, J. B.; Rosen, M. R.; Tarduno, J. A.; Voronov, J.

    2010-12-01

    We are using an Active Vision approach to learn how novices and expert geologists acquire visual information in the field. The Active Vision approach emphasizes that visual perception is an active process wherein new information is acquired about a particular environment through exploratory eye movements. Eye movements are not only influenced by physical stimuli, but are also strongly influenced by high-level perceptual and cognitive processes. Eye-tracking data were collected on ten novices (undergraduate geology students) and 3 experts during a 10-day field trip across California focused on neotectonics. In addition, high-resolution panoramic images were captured at each key locality for use in a semi-immersive laboratory environment. Examples of each data type will be presented. The number of observers will be increased in subsequent field trips, but expert/novice differences are already apparent in the first set of individual eye-tracking records, including gaze time, gaze pattern and object recognition. We will review efforts to quantify these patterns, and development of semi-immersive environments to display geologic scenes. The research is a collaborative effort between Earth scientists, Cognitive scientists and Imaging scientists at the University of Rochester and the Rochester Institute of Technology and with funding from the National Science Foundation.

  13. Reading Strategies in French Immersion Science Classes: Preparing Our Students for Tomorrow

    ERIC Educational Resources Information Center

    Rivard, Leonard P.; Cormier, Marianne; Turnbull, Miles

    2012-01-01

    This article proposes strategies and practices that create rich discursive spaces for learning science in French immersion contexts. These strategies and practices are drawn from a variety of scholarly sources; here we adapt them to reading in the French immersion science classroom. The strategies and practices are designed for use in a…

  14. Going Virtual… or Not: Development and Testing of a 3D Virtual Astronomy Environment

    NASA Astrophysics Data System (ADS)

    Ruzhitskaya, L.; Speck, A.; Ding, N.; Baldridge, S.; Witzig, S.; Laffey, J.

    2013-04-01

    We present our preliminary results of a pilot study of students' knowledge transfer of an astronomy concept into a new environment. We also share our discoveries on what aspects of a 3D environment students consider being motivational and discouraging for their learning. This study was conducted among 64 non-science major students enrolled in an astronomy laboratory course. During the course, students learned the concept and applications of Kepler's laws using a 2D interactive environment. Later in the semester, the students were placed in a 3D environment in which they were asked to conduct observations and to answers a set of questions pertaining to the Kepler's laws of planetary motion. In this study, we were interested in observing scrutinizing and assessing students' behavior: from choices that they made while creating their avatars (virtual representations) to tools they choose to use, to their navigational patterns, to their levels of discourse in the environment. These helped us to identify what features of the 3D environment our participants found to be helpful and interesting and what tools created unnecessary clutter and distraction. The students' social behavior patterns in the virtual environment together with their answers to the questions helped us to determine how well they understood Kepler's laws, how well they could transfer the concepts to a new situation, and at what point a motivational tool such as a 3D environment becomes a disruption to the constructive learning. Our founding confirmed that students construct deeper knowledge of a concept when they are fully immersed in the environment.

  15. Changelings and Shape Shifters? Identity Play and Pedagogical Positioning of Staff in Immersive Virtual Worlds

    ERIC Educational Resources Information Center

    Savin-Baden, Maggi

    2010-01-01

    This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…

  16. Assessing a VR-based learning environment for anatomy education.

    PubMed

    Hoffman, H; Murray, M; Hettinger, L; Viirre, E

    1998-01-01

    The purpose of the research proposed herein is to develop an empirical, methodological tool for the assessment of visual depth perception in virtual environments (VEs). Our goal is to develop and employ a behaviorally-based method for assessing the impact of VE design features on the perception of visual depth as indexed by the performance of fundamental perceptual-motor activities. Specifically, in this experiment we will assess the affect of two dimensions of VE system design--(1) viewing condition or "level of immersion", and (2) layout/design of the VE--on the performance of an engaging, game-like task. The characteristics of the task to be employed are as follows--(1) it places no demands on cognition in the form of problem solving, retrieval of previously learned information, or other analytic activity in order to assure that (2) variations in task performance can be exclusively attributed to the extent to which the experimental factors influence visual depth perception. Subjects' performance will be assessed in terms of the speed and accuracy of task performance, as well as underlying dimensions of performance such as workload, fatigue, and physiological well being (i.e., cybersickness). The results of this experiment will provide important information on the effect of VE immersion and other VE design issues on human perception and performance. Further development, refinement, and validation of this behaviorally-based methodology will be pursued to provide user-centered design criteria for the design and use of VE systems.

  17. Effects of catechin-enriched ion beverage intake on thermoregulatory function in a hot environment.

    PubMed

    Nishimura, Rumiko; Nishimura, Naoki; Iwase, Satoshi; Takeshita, Masao; Katashima, Mitsuhiro; Katsuragi, Yoshihisa; Sato, Motohiko

    2018-04-23

    We examined the effect of intake of a catechin-enriched ion beverage (Cat-I) on the thermoregulatory response in a hot environment. Eight healthy men were exposed to a hot environment for 90 min at an ambient temperature of 35 °C (relative humidity: 75%) combined with lower leg water immersion at 40 °C. At that time, either Cat-I, an ion beverage (Ion), or mineral water (Placebo) was consumed at three points: (1) at the start of lower leg immersion, (2) at 30 min after immersion, and (3) at 60 min after immersion. In all conditions, tympanic temperature (Tty) increased gradually during lower leg water immersion. However, the rate of increase of Tty tended to be suppressed after 30 min. The effect of drinking Cat-I had a limited detection period of approximately 60-70 min, and the rate of sweating was clearly increased with Cat-I compared with Ion and Placebo. Cat-I also tended to decrease the body temperature threshold at which sweating was induced compared with Ion or Placebo. These findings suggest that Cat-I efficiently suppressed the increase of body temperature in a hot environment.

  18. NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

    NASA Technical Reports Server (NTRS)

    Delgado, Francisco J.; Noyes, Matthew

    2017-01-01

    This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

  19. Native Geosciences: Pathways to Traditional Knowledge in Modern Research and Education

    NASA Astrophysics Data System (ADS)

    Bolman, J. R.

    2010-12-01

    Native people have lived for millennia in distinct and unique ways in our natural sacred homelands and environments. Tribal cultures are the expression of deep understandings of geosciences shared through oral histories, language, traditional practices and ceremonies. Today, Native people as all people are living in a definite time of change. The developing awareness of "change" brings forth an immense opportunity to expand, elevate and incorporate Traditional Native geosciences knowledge into modern research and education to expand understandings for all learners. At the center of "change" is the need to balance the needs of the people with the needs of the environment. Native traditions and our inherent understanding of what is "sacred above is sacred below" is the foundation for a multi-faceted approach for increasing the representation of Natives in geosciences. The approach is centered on the incorporation of traditional knowledge into modern research/education. The approach is also a pathway to assist in Tribal language revitalization, connection of oral histories and ceremonies to place and building an intergenerational teaching/learning community. Humboldt State University, Sinte Gleska University and Tribes in Northern California (Hoopa, Yurok, & Karuk) and Great Plains (Lakota) Tribes have nurtured Native geosciences learning and research communities connected to Tribal Sacred Sites and natural resources. Native geoscience learning is centered on the themes of earth, wind, fire and water and the Native application of remote sensing technologies. Tribal Elders and Native geoscientists work collaboratively providing Native families in-field experiential intergenerational learning opportunities which invite participants to immerse themselves spiritually, intellectually, physically and emotionally in the experiences. Through this immersion and experience Native students and families strengthen the circle of our future Tribal communities and a return to traditional ways of supporting the development of our "story" or purpose for being. The opportunities include residential summer field experiences, interdisciplinary curriculums and development of Tribally-driven Native research/education experiences.

  20. Coercive Narratives, Motivation and Role Playing in Virtual Worlds

    DTIC Science & Technology

    2002-01-01

    resource for making immersive virtual environments highly engaging. Interaction also appeals to our natural desire to discover. Reading a book contains...participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants’ natural tendency to prefer interaction when possible...I hope this work will expand the potential of experience within virtual worlds. K e y w o r d s : Immersive Environments , Virtual Environments

  1. Language Interference and Language Learning Techniques Transfer in L2 and L3 Immersion Programs.

    ERIC Educational Resources Information Center

    Aronin, Larissa; Toubkin, Lynne

    2002-01-01

    Examines the relationships between the first (L1), second (L2), and third (L3) language in immersion programs for Russian-speaking students in Israel. Two parallel and similar immersion programs, which were carried out for the same population, but with different target languages (L2 Hebrew and L3 English), are described. Presents tentative…

  2. Immersive Media Environments for Special Education: Developing Agency in Communication for Youth with Autism

    ERIC Educational Resources Information Center

    Tolentino, Lisa

    2013-01-01

    This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare. A…

  3. The effects of immersiveness on physiology.

    PubMed

    Wiederhold, B K; Davis, R; Wiederhold, M D

    1998-01-01

    The effects of varying levels of immersion in virtual reality environments on participant's heart rate, respiration rate, peripheral skin temperature, and skin resistance levels were examined. Subjective reports of presence were also noted. Participants were presented with a virtual environment of an airplane flight both as seen from a two-dimensional computer screen and as seen from within a head-mounted display. Subjects were randomly assigned to different order of conditions presented, but all subjects received both conditions. Differences between the non-phobics' physiological responses and the phobic's response when placed in a virtual environment related to the phobia were noted. Also noted were changes in physiology based on degree of immersion.

  4. Ice Flows: A Game-based Learning approach to Science Communication

    NASA Astrophysics Data System (ADS)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  5. On the potential for using immersive virtual environments to support laboratory experiment contextualisation

    NASA Astrophysics Data System (ADS)

    Machet, Tania; Lowe, David; Gütl, Christian

    2012-12-01

    This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of laboratories is to support the understanding of the relationship between models and reality, the paper illustrates that this understanding is hindered by inherently limited experiments and that there is scope for improvement. Despite the contextualisation of learning activities having been shown to support learning objectives in many fields, there is traditionally little contextual information presented during laboratory experimentation. The paper argues that the enhancing laboratory activity with contextual information affords an opportunity to improve students' understanding of the relationship between the theoretical model and the experiment (which is effectively a proxy for the complex real world), thereby improving their understanding of the relationship between the model and reality. The authors propose that these improvements can be achieved by setting remote laboratories within context-rich virtual worlds.

  6. Can nature make us more caring? Effects of immersion in nature on intrinsic aspirations and generosity.

    PubMed

    Weinstein, Netta; Przybylski, Andrew K; Ryan, Richard M

    2009-10-01

    Four studies examined the effects of nature on valuing intrinsic and extrinsic aspirations. Intrinsic aspirations reflected prosocial and other-focused value orientations, and extrinsic aspirations predicted self-focused value orientations. Participants immersed in natural environments reported higher valuing of intrinsic aspirations and lower valuing of extrinsic aspirations, whereas those immersed in non-natural environments reported increased valuing of extrinsic aspirations and no change of intrinsic aspirations. Three studies explored experiences of nature relatedness and autonomy as underlying mechanisms of these effects, showing that nature immersion elicited these processes whereas non-nature immersion thwarted them and that they in turn predicted higher intrinsic and lower extrinsic aspirations. Studies 3 and 4 also extended the paradigm by testing these effects on generous decision making indicative of valuing intrinsic versus extrinsic aspirations.

  7. Assessment of radiation awareness training in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Whisker, Vaughn E., III

    The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the assessment phase of the experiment. The CAVE supplied an activity-based training environment where learners were able to use a virtual survey meter to explore the properties of radiation sources and the effects of time and distance on radiation exposure. Once the training stage had ended, the subjects completed an assessment activity where they were asked to complete four tasks in a simulated radiation environment in the CAVE, which was designed to provide a more authentic assessment than simply testing understanding using a quiz. After the practicum, the subjects completed a post-test. Survey information was also collected to assist the researcher with interpretation of the collected data. Response to the training was measured by completion time, radiation exposure received, successful completion of the four tasks in the practicum, and scores on the post-test. These results were combined to create a radiation awareness score. In addition, observational data was collected as the subjects completed the tasks. The radiation awareness scores of the control group and the group that received supplemental training in the virtual environment were compared. T-tests showed that the effect of the supplemental training was not significant; however, calculation of the effect size showed a small-to-medium effect of the training. The CAVE group received significantly less radiation exposure during the assessment activity, and they completed the activities on an average of one minute faster. These results indicate that the training was effective, primarily for instilling radiation sensitivity. Observational data collected during the assessment supports this conclusion. The training environment provided by the immersive virtual reality recreated a radiation environment where learners could apply knowledge they had been taught by computer-based training. Activity-based training has been shown to be a more effective way to transfer skills because of the similarity between the training environment and the application environment. Virtual reality enables the training environment to look and feel like the application environment. Because of this, radiation awareness training in an immersive virtual environment should be considered by the nuclear industry, which is supported by the results of this experiment.

  8. Understanding contributing factors to verbal coercion while studying abroad.

    PubMed

    Marcantonio, Tiffany; Angelone, D J; Joppa, Meredith

    2018-02-06

    Verbal coercion (VC) is a common sexual assault (SA) tactic whereby men and women can be victims or perpetrators. College study abroad students report engagement in casual sex, alcohol consumption, and immersion in a sexualized environment (eg, an environment that supports or encourages sexual activity); factors highly associated with SA in general. The purpose of this study was to examine casual sex, alcohol use, and sexualized environments with VC victimization (VCV) and perpetration (VCP) while abroad. Study abroad students (N = 130) completed questionnaires on alcohol use, casual sex, immersion in a sexualized environment, and VC experiences. Participants were more likely to report both VCV and VCP while abroad if they immersed themselves in a sexualized environment; identifying as male was associated with VCP. Results can inform intervention by providing directors with specific constructs to discuss in pre-departure meetings, such as the influence of the environment on VC.

  9. Terrain Modelling for Immersive Visualization for the Mars Exploration Rovers

    NASA Technical Reports Server (NTRS)

    Wright, J.; Hartman, F.; Cooper, B.; Maxwell, S.; Yen, J.; Morrison, J.

    2004-01-01

    Immersive environments are being used to support mission operations at the Jet Propulsion Laboratory. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover and is being used for the Mars Exploration Rover (MER) missions. The stereo imagery captured by the rovers is used to create 3D terrain models, which can be viewed from any angle, to provide a powerful and information rich immersive visualization experience. These technologies contributed heavily to both the mission success and the phenomenal level of public outreach achieved by Mars Pathfinder and MER. This paper will review the utilization of terrain modelling for immersive environments in support of MER.

  10. Eye height scaling of absolute size in immersive and nonimmersive displays

    NASA Technical Reports Server (NTRS)

    Dixon, M. W.; Wraga, M.; Proffitt, D. R.; Williams, G. C.; Kaiser, M. K. (Principal Investigator)

    2000-01-01

    Eye-height (EH) scaling of absolute height was investigated in three experiments. In Experiment 1, standing observers viewed cubes in an immersive virtual environment. Observers' center of projection was placed at actual EH and at 0.7 times actual EH. Observers' size judgments revealed that the EH manipulation was 76.8% effective. In Experiment 2, seated observers viewed the same cubes on an interactive desktop display; however, no effect of EH was found in response to the simulated EH manipulation. Experiment 3 tested standing observers in the immersive environment with the field of view reduced to match that of the desktop. Comparable to Experiment 1, the effect of EH was 77%. These results suggest that EH scaling is not generally used when people view an interactive desktop display because the altitude of the center of projection is indeterminate. EH scaling is spontaneously evoked, however, in immersive environments.

  11. Vertical ground reaction force in stationary running in water and on land: A study with a wide range of cadences.

    PubMed

    de Brito Fontana, Heiliane; Ruschel, Caroline; Dell'Antonio, Elisa; Haupenthal, Alessandro; Pereira, Gustavo Soares; Roesler, Helio

    2018-04-01

    The aim of this study was to analyze the effect of cadence, immersion level as well as body density on the vertical component (Fy max ) of ground reaction force (GRF) during stationary running (SR). In a controlled, laboratory study, thirty-two subjects ran at a wide range of cadences (85-210 steps/min) in water, immersed to the hip and to the chest, and on dry land. Fy max. was verified by a waterproof force measurement system and predicted based on a statistical model including cadence, immersion ratio and body density. The effect of cadence was shown to depend on the environment: while Fy max increases linearly with increasing cadence on land; in water, Fy max reaches a plateau at both hip and chest immersions. All factors analyzed, cadence, immersion level and body density affected Fy max significantly, with immersion (aquatic × land environment) showing the greatest effect. In water, different cadences may lead to bigger changes in Fy max than the changes obtained by moving subjects from hip to chest immersion. A regression model able to predict 69% of Fy max variability in water was proposed and validated. Cadence, Immersion and body density affect Fy max in a significant and non-independent way. Besides a model of potential use in the prescription of stationary running in water, our analysis provides insights into the different responses of GRF to changes in exercise parameters between land and aquatic environment. Copyright © 2018 Elsevier B.V. All rights reserved.

  12. Immersive environment technologies for planetary exploration with applications for mixed reality

    NASA Technical Reports Server (NTRS)

    Wright, J.; Hartman, F.; Cooper, B.

    2002-01-01

    Immersive environments are successfully being used to support mission operations at JPL. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover. Results and operational experiences with these tools are being incorporated into the development of the second generation of mission planning tools.

  13. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches.

    PubMed

    Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B

    2014-01-01

    For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation.

  14. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches

    PubMed Central

    Connors, Erin C.; Chrastil, Elizabeth R.; Sánchez, Jaime; Merabet, Lotfi B.

    2014-01-01

    For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation. PMID:24822044

  15. Radiological tele-immersion for next generation networks.

    PubMed

    Ai, Z; Dech, F; Rasmussen, M; Silverstein, J C

    2000-01-01

    Since the acquisition of high-resolution three-dimensional patient images has become widespread, medical volumetric datasets (CT or MR) larger than 100 MB and encompassing more than 250 slices are common. It is important to make this patient-specific data quickly available and usable to many specialists at different geographical sites. Web-based systems have been developed to provide volume or surface rendering of medical data over networks with low fidelity, but these cannot adequately handle stereoscopic visualization or huge datasets. State-of-the-art virtual reality techniques and high speed networks have made it possible to create an environment for clinicians geographically distributed to immersively share these massive datasets in real-time. An object-oriented method for instantaneously importing medical volumetric data into Tele-Immersive environments has been developed at the Virtual Reality in Medicine Laboratory (VRMedLab) at the University of Illinois at Chicago (UIC). This networked-VR setup is based on LIMBO, an application framework or template that provides the basic capabilities of Tele-Immersion. We have developed a modular general purpose Tele-Immersion program that automatically combines 3D medical data with the methods for handling the data. For this purpose a DICOM loader for IRIS Performer has been developed. The loader was designed for SGI machines as a shared object, which is executed at LIMBO's runtime. The loader loads not only the selected DICOM dataset, but also methods for rendering, handling, and interacting with the data, bringing networked, real-time, stereoscopic interaction with radiological data to reality. Collaborative, interactive methods currently implemented in the loader include cutting planes and windowing. The Tele-Immersive environment has been tested on the UIC campus over an ATM network. We tested the environment with 3 nodes; one ImmersaDesk at the VRMedLab, one CAVE at the Electronic Visualization Laboratory (EVL) on east campus, and a CT scan machine in UIC Hospital. CT data was pulled directly from the scan machine to the Tele-Immersion server in our Laboratory, and then the data was synchronously distributed by our Onyx2 Rack server to all the VR setups. Instead of permitting medical volume visualization at one VR device, by combining teleconferencing, tele-presence, and virtual reality, the Tele-Immersive environment will enable geographically distributed clinicians to intuitively interact with the same medical volumetric models, point, gesture, converse, and see each other. This environment will bring together clinicians at different geographic locations to participate in Tele-Immersive consultation and collaboration.

  16. Science Education Using a Computer Model-Virtual Puget Sound

    NASA Astrophysics Data System (ADS)

    Fruland, R.; Winn, W.; Oppenheimer, P.; Stahr, F.; Sarason, C.

    2002-12-01

    We created an interactive learning environment based on an oceanographic computer model of Puget Sound-Virtual Puget Sound (VPS)-as an alternative to traditional teaching methods. Students immersed in this navigable 3-D virtual environment observed tidal movements and salinity changes, and performed tracer and buoyancy experiments. Scientific concepts were embedded in a goal-based scenario to locate a new sewage outfall in Puget Sound. Traditional science teaching methods focus on distilled representations of agreed-upon knowledge removed from real-world context and scientific debate. Our strategy leverages students' natural interest in their environment, provides meaningful context and engages students in scientific debate and knowledge creation. Results show that VPS provides a powerful learning environment, but highlights the need for research on how to most effectively represent concepts and organize interactions to support scientific inquiry and understanding. Research is also needed to ensure that new technologies and visualizations do not foster misconceptions, including the impression that the model represents reality rather than being a useful tool. In this presentation we review results from prior work with VPS and outline new work for a modeling partnership recently formed with funding from the National Ocean Partnership Program (NOPP).

  17. Reclassification Patterns among Latino English Learner Students in Bilingual, Dual Immersion, and English Immersion Classrooms

    ERIC Educational Resources Information Center

    Umansky, Ilana M.; Reardon, Sean F.

    2014-01-01

    Schools are under increasing pressure to reclassify their English learner (EL) students to "fluent English proficient" status as quickly as possible. This article examines timing to reclassification among Latino ELs in four distinct linguistic instructional environments: English immersion, transitional bilingual, maintenance bilingual,…

  18. Empowering Prospective Teachers to Become Active Sense-Makers: Multimodal Modeling of the Seasons

    NASA Astrophysics Data System (ADS)

    Kim, Mi Song

    2015-10-01

    Situating science concepts in concrete and authentic contexts, using information and communications technologies, including multimodal modeling tools, is important for promoting the development of higher-order thinking skills in learners. However, teachers often struggle to integrate emergent multimodal models into a technology-rich informal learning environment. Our design-based research co-designs and develops engaging, immersive, and interactive informal learning activities called "Embodied Modeling-Mediated Activities" (EMMA) to support not only Singaporean learners' deep learning of astronomy but also the capacity of teachers. As part of the research on EMMA, this case study describes two prospective teachers' co-design processes involving multimodal models for teaching and learning the concept of the seasons in a technology-rich informal learning setting. Our study uncovers four prominent themes emerging from our data concerning the contextualized nature of learning and teaching involving multimodal models in informal learning contexts: (1) promoting communication and emerging questions, (2) offering affordances through limitations, (3) explaining one concept involving multiple concepts, and (4) integrating teaching and learning experiences. This study has an implication for the development of a pedagogical framework for teaching and learning in technology-enhanced learning environments—that is empowering teachers to become active sense-makers using multimodal models.

  19. Using Immersive Virtual Environments for Certification

    NASA Technical Reports Server (NTRS)

    Lutz, R.; Cruz-Neira, C.

    1998-01-01

    Immersive virtual environments (VEs) technology has matured to the point where it can be utilized as a scientific and engineering problem solving tool. In particular, VEs are starting to be used to design and evaluate safety-critical systems that involve human operators, such as flight and driving simulators, complex machinery training, and emergency rescue strategies.

  20. Learning from avatars: Learning assistants practice physics pedagogy in a classroom simulator

    NASA Astrophysics Data System (ADS)

    Chini, Jacquelyn J.; Straub, Carrie L.; Thomas, Kevin H.

    2016-06-01

    [This paper is part of the Focused Collection on Preparing and Supporting University Physics Educators.] Undergraduate students are increasingly being used to support course transformations that incorporate research-based instructional strategies. While such students are typically selected based on strong content knowledge and possible interest in teaching, they often do not have previous pedagogical training. The current training models make use of real students or classmates role playing as students as the test subjects. We present a new environment for facilitating the practice of physics pedagogy skills, a highly immersive mixed-reality classroom simulator, and assess its effectiveness for undergraduate physics learning assistants (LAs). LAs prepared, taught, and reflected on a lesson about motion graphs for five highly interactive computer generated student avatars in the mixed-reality classroom simulator. To assess the effectiveness of the simulator for this population, we analyzed the pedagogical skills LAs intended to practice and exhibited during their lessons and explored LAs' descriptions of their experiences with the simulator. Our results indicate that the classroom simulator created a safe, effective environment for LAs to practice a variety of skills, such as questioning styles and wait time. Additionally, our analysis revealed areas for improvement in our preparation of LAs and use of the simulator. We conclude with a summary of research questions this environment could facilitate.

  1. Collaborating to implement interprofessional educational competencies through an international immersion experience.

    PubMed

    Bentley, Regina; Engelhardt, Joan A; Watzak, Bree

    2014-01-01

    Interprofessional collaborative practice is the key to safe, high-quality, accessible, patient-centered care. Achieving this requires the development of interprofessional competencies by health professions students as part of the learning process so that they enter the workforce ready to practice effective team-based care. The authors describe how the immersion process of an international short-term medical mission experience can intensify interprofessional learning by addressing selected Interprofessional Education Collaborative (IPEC), 2011, Core Interprofessional Education Competencies.

  2. Memory and visual search in naturalistic 2D and 3D environments

    PubMed Central

    Li, Chia-Ling; Aivar, M. Pilar; Kit, Dmitry M.; Tong, Matthew H.; Hayhoe, Mary M.

    2016-01-01

    The role of memory in guiding attention allocation in daily behaviors is not well understood. In experiments with two-dimensional (2D) images, there is mixed evidence about the importance of memory. Because the stimulus context in laboratory experiments and daily behaviors differs extensively, we investigated the role of memory in visual search, in both two-dimensional (2D) and three-dimensional (3D) environments. A 3D immersive virtual apartment composed of two rooms was created, and a parallel 2D visual search experiment composed of snapshots from the 3D environment was developed. Eye movements were tracked in both experiments. Repeated searches for geometric objects were performed to assess the role of spatial memory. Subsequently, subjects searched for realistic context objects to test for incidental learning. Our results show that subjects learned the room-target associations in 3D but less so in 2D. Gaze was increasingly restricted to relevant regions of the room with experience in both settings. Search for local contextual objects, however, was not facilitated by early experience. Incidental fixations to context objects do not necessarily benefit search performance. Together, these results demonstrate that memory for global aspects of the environment guides search by restricting allocation of attention to likely regions, whereas task relevance determines what is learned from the active search experience. Behaviors in 2D and 3D environments are comparable, although there is greater use of memory in 3D. PMID:27299769

  3. Immersive virtual reality for visualization of abdominal CT

    NASA Astrophysics Data System (ADS)

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.

    2013-03-01

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  4. Immersive Virtual Reality for Visualization of Abdominal CT.

    PubMed

    Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E

    2013-03-28

    Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.

  5. Immersive Simulations for Smart Classrooms: Exploring Evolutionary Concepts in Secondary Science

    ERIC Educational Resources Information Center

    Lui, Michelle; Slotta, James D.

    2014-01-01

    This article presents the design of an immersive simulation and inquiry activity for technology-enhanced classrooms. Using a co-design method, researchers worked with a high school biology teacher to create a rainforest simulation, distributed across several large displays in the room to immerse students in the environment. The authors created and…

  6. Correcting Distance Estimates by Interacting With Immersive Virtual Environments: Effects of Task and Available Sensory Information

    ERIC Educational Resources Information Center

    Waller, David; Richardson, Adam R.

    2008-01-01

    The tendency to underestimate egocentric distances in immersive virtual environments (VEs) is not well understood. However, previous research (A. R. Richardson & D. Waller, 2007) has demonstrated that a brief period of interaction with the VE prior to making distance judgments can effectively eliminate subsequent underestimation. Here the authors…

  7. The Effects of Instructor-Avatar Immediacy in Second Life, an Immersive and Interactive Three-Dimensional Virtual Environment

    ERIC Educational Resources Information Center

    Lawless-Reljic, Sabine Karine

    2010-01-01

    Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life[R], enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-.…

  8. Art-Science-Technology collaboration through immersive, interactive 3D visualization

    NASA Astrophysics Data System (ADS)

    Kellogg, L. H.

    2014-12-01

    At the W. M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES), a group of geoscientists and computer scientists collaborate to develop and use of interactive, immersive, 3D visualization technology to view, manipulate, and interpret data for scientific research. The visual impact of immersion in a CAVE environment can be extremely compelling, and from the outset KeckCAVES scientists have collaborated with artists to bring this technology to creative works, including theater and dance performance, installations, and gamification. The first full-fledged collaboration designed and produced a performance called "Collapse: Suddenly falling down", choreographed by Della Davidson, which investigated the human and cultural response to natural and man-made disasters. Scientific data (lidar scans of disaster sites, such as landslides and mine collapses) were fully integrated into the performance by the Sideshow Physical Theatre. This presentation will discuss both the technological and creative characteristics of, and lessons learned from the collaboration. Many parallels between the artistic and scientific process emerged. We observed that both artists and scientists set out to investigate a topic, solve a problem, or answer a question. Refining that question or problem is an essential part of both the creative and scientific workflow. Both artists and scientists seek understanding (in this case understanding of natural disasters). Differences also emerged; the group noted that the scientists sought clarity (including but not limited to quantitative measurements) as a means to understanding, while the artists embraced ambiguity, also as a means to understanding. Subsequent art-science-technology collaborations have responded to evolving technology for visualization and include gamification as a means to explore data, and use of augmented reality for informal learning in museum settings.

  9. [Significance of occupational and interpersonal relationships among residents during the specialization training course].

    PubMed

    Cumplido-Hernández, Gustavo; Campos-Arciniega, María Faustina; Chávez-López, Arturo

    2007-01-01

    Medical specialty training courses have peculiar characteristics that probably influence the learning process of the residents. These training courses take place in large hospitals; the residents are subjected to a rigorous selection process, and at the same time they are affiliated employees of the institution. They work long shifts and are immersed in complex academic and occupational relationships. This study aims to ascertain the significance that these future specialists give to the environment where the training course takes place in relation with their learning process. We used the social anthropology narrative analysis method. A theoretical social perspective was used to emphasize on the context to explain the reality in which the residents live. Discipline, workload, conflictive relationships and strength of family ties were the most significant elements.

  10. Preparing K-8 Teachers to Conduct Inquiry Oriented Science Education

    NASA Astrophysics Data System (ADS)

    Gross, N. A.; Garik, P.; Nolan, M. D.; Winrich, C.; Derosa, D.; Duffy, A.; Jariwala, M.; Konjoian, B.

    2010-12-01

    The need for STEM professional development for K-8 teachers is well documented. Such professional development promises broad impact, but it must have a positive effect on teachers’ knowledge and skills: 1) a focus on content knowledge, 2) opportunities for active learning, and 3) coherence with other activities. However, sustained impact is only achieved through intensive professional development. In response to the need for science education courses for K-8 teachers, for the past three years, the School of Education and the Department of Physics have collaborated to offer K-8 teachers science content courses of extended duration (75 contact hours) that emphasize inquiry based learning and investigation. The School of Education graduate courses have consisted of five three-hour meetings during the months of May and June, and a two week intensive period in July when the participants come for six hours per day. The alignment of these courses with inquiry teaching was confirmed using the Reformed Teaching Observation Protocol (RTOP). Courses offered in this format have been: --Immersion in Green Energy (IGE) -alternative sources of energy and how electricity is generated (75 teachers over the last 3 years), --Immersion in Global Energy Distribution (IGED) -understanding global climate as an outcome of insolation, convection, and radiation (27 teachers over the last 2 years) The Immersion courses cover a spectrum for inquiry learning that begins with introduction to equipment and experiments through guided discovery and culminates with students taking responsibility for defining and completing their own investigative projects. As a specific example, we consider here the IGED course. For IGED, the first five sessions are devoted to content and learning to use experimental equipment such as digital data collection probes to measure temperature, CO2 and salinity. Content addressed during these sessions include the differentiation between conduction, convection, and radiation for thermal transport, specific heat, latent heat, thermal expansion, the nature of light, albedo, and properties of Earth’s orbit that contribute to Milankovitch cycles During the immersion session (9 to 4 for 10 days), participants operated in teams of two or three and selected their own investigations. For these investigations, the teams designed an experiment, and then conducted it. Project examples include: -Modeling an Urban Environment -The Effects of Abrupt Introduction of Carbon Dioxide -Impact of Greenhouse Gases -Mini-Ecosystems: City, Ocean Water, Sand, Rain Forest, Glacier Throughout the course, it is emphasized to the participants that the material that they are learning is meant for them as adults learners rather than as material to be used directly in their classroom. This is intended to liberate them from their role as teachers and to encourage them to think about the questions they have about what they are learning. Evaluation data was collected on content gains, understanding the nature of science, self assessment of their own teaching effectiveness, and changes in teachers pedagogical approach, using pre/post tests, surveys, interviews and group discussions.

  11. How incorporation of scents could enhance immersive virtual experiences

    PubMed Central

    Ischer, Matthieu; Baron, Naëm; Mermoud, Christophe; Cayeux, Isabelle; Porcherot, Christelle; Sander, David; Delplanque, Sylvain

    2014-01-01

    Under normal everyday conditions, senses all work together to create experiences that fill a typical person's life. Unfortunately for behavioral and cognitive researchers who investigate such experiences, standard laboratory tests are usually conducted in a nondescript room in front of a computer screen. They are very far from replicating the complexity of real world experiences. Recently, immersive virtual reality (IVR) environments became promising methods to immerse people into an almost real environment that involves more senses. IVR environments provide many similarities to the complexity of the real world and at the same time allow experimenters to constrain experimental parameters to obtain empirical data. This can eventually lead to better treatment options and/or new mechanistic hypotheses. The idea that increasing sensory modalities improve the realism of IVR environments has been empirically supported, but the senses used did not usually include olfaction. In this technology report, we will present an odor delivery system applied to a state-of-the-art IVR technology. The platform provides a three-dimensional, immersive, and fully interactive visualization environment called “Brain and Behavioral Laboratory—Immersive System” (BBL-IS). The solution we propose can reliably deliver various complex scents during different virtual scenarios, at a precise time and space and without contamination of the environment. The main features of this platform are: (i) the limited cross-contamination between odorant streams with a fast odor delivery (< 500 ms), (ii) the ease of use and control, and (iii) the possibility to synchronize the delivery of the odorant with pictures, videos or sounds. How this unique technology could be used to investigate typical research questions in olfaction (e.g., emotional elicitation, memory encoding or attentional capture by scents) will also be addressed. PMID:25101017

  12. Visualization Center Dedicated

    NASA Image and Video Library

    2003-10-17

    The dedication ceremony of the University of Southern Mississippi Center of Higher Learning (CHL) High-Performance Visualization Center at SSC was held Oct. 17. The center's RAVE II 3-D visualization system, available to both on- and off-site scientists, turns data into a fully immersive environment for the user. Cutting the ribbon are, from left, Rear Adm. Thomas Donaldson, commander of the Naval Meteorology and Oceanography Command; Jim Meredith, former director of the CHL; USM President Dr. Shelby Thames; Lt. Gov. Amy Tuck; Dr. Peter Ranelli, director of the CHL; Dewey Herring, chairman of the policy board for the CHL; and former Sen. Cecil Burge.

  13. Visualization Center Dedicated

    NASA Technical Reports Server (NTRS)

    2003-01-01

    The dedication ceremony of the University of Southern Mississippi Center of Higher Learning (CHL) High-Performance Visualization Center at SSC was held Oct. 17. The center's RAVE II 3-D visualization system, available to both on- and off-site scientists, turns data into a fully immersive environment for the user. Cutting the ribbon are, from left, Rear Adm. Thomas Donaldson, commander of the Naval Meteorology and Oceanography Command; Jim Meredith, former director of the CHL; USM President Dr. Shelby Thames; Lt. Gov. Amy Tuck; Dr. Peter Ranelli, director of the CHL; Dewey Herring, chairman of the policy board for the CHL; and former Sen. Cecil Burge.

  14. Virtual Enterprise: Transforming Entrepreneurship Education

    ERIC Educational Resources Information Center

    Borgese, Anthony

    2011-01-01

    Entrepreneurship education is ripe for utilizing experiential learning methods. Experiential methods are best learned when there is constant immersion into the subject matter. One such transformative learning methodology is Virtual Enterprise (VE). Virtual Enterprise is a multi-faceted, experiential learning methodology disseminated by the City…

  15. Graining Traction

    ERIC Educational Resources Information Center

    James, Joan K.; Matthews, Robert W.

    2017-01-01

    In their classrooms, the authors observed students experiencing meaningful and memorable learning when they were immersed in scientific inquiry involving Bess beetles. Students who learn from active, experiential instruction, find such learning to be exciting and emotionally engaging. As a result, they learn more deeply and effectively. This…

  16. Children's Perception of Gap Affordances: Bicycling Across Traffic-Filled Intersections in an Immersive Virtual Environment

    ERIC Educational Resources Information Center

    Plumert, Jodie M.; Kearney, Joseph K.; Cremer, James F.

    2004-01-01

    This study examined gap choices and crossing behavior in children and adults using an immersive, interactive bicycling simulator. Ten- and 12-year-olds and adults rode a bicycle mounted on a stationary trainer through a virtual environment consisting of a street with 6 intersections. Participants faced continuous cross traffic traveling at 25mph…

  17. Cognitive factors associated with immersion in virtual environments

    NASA Technical Reports Server (NTRS)

    Psotka, Joseph; Davison, Sharon

    1993-01-01

    Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

  18. Experience with V-STORE: considerations on presence in virtual environments for effective neuropsychological rehabilitation of executive functions.

    PubMed

    Lo Priore, Corrado; Castelnuovo, Gianluca; Liccione, Diego; Liccione, Davide

    2003-06-01

    The paper discusses the use of immersive virtual reality systems for the cognitive rehabilitation of dysexecutive syndrome, usually caused by prefrontal brain injuries. With respect to classical P&P and flat-screen computer rehabilitative tools, IVR systems might prove capable of evoking a more intense and compelling sense of presence, thanks to the highly naturalistic subject-environment interaction allowed. Within a constructivist framework applied to holistic rehabilitation, we suggest that this difference might enhance the ecological validity of cognitive training, partly overcoming the implicit limits of a lab setting, which seem to affect non-immersive procedures especially when applied to dysexecutive symptoms. We tested presence in a pilot study applied to a new VR-based rehabilitation tool for executive functions, V-Store; it allows patients to explore a virtual environment where they solve six series of tasks, ordered for complexity and designed to stimulate executive functions, programming, categorical abstraction, short-term memory and attention. We compared sense of presence experienced by unskilled normal subjects, randomly assigned to immersive or non-immersive (flat screen) sessions of V-Store, through four different indexes: self-report questionnaire, psychophysiological (GSR, skin conductance), neuropsychological (incidental recall memory test related to auditory information coming from the "real" environment) and count of breaks in presence (BIPs). Preliminary results show in the immersive group a significantly higher GSR response during tasks; neuropsychological data (fewer recalled elements from "reality") and less BIPs only show a congruent but yet non-significant advantage for the immersive condition; no differences were evident from the self-report questionnaire. A larger experimental group is currently under examination to evaluate significance of these data, which also might prove interesting with respect to the question of objective-subjective measures of presence.

  19. Integration of advanced technologies to enhance problem-based learning over distance: Project TOUCH.

    PubMed

    Jacobs, Joshua; Caudell, Thomas; Wilks, David; Keep, Marcus F; Mitchell, Steven; Buchanan, Holly; Saland, Linda; Rosenheimer, Julie; Lozanoff, Beth K; Lozanoff, Scott; Saiki, Stanley; Alverson, Dale

    2003-01-01

    Distance education delivery has increased dramatically in recent years as a result of the rapid advancement of communication technology. The National Computational Science Alliance's Access Grid represents a significant advancement in communication technology with potential for distance medical education. The purpose of this study is to provide an overview of the TOUCH project (Telehealth Outreach for Unified Community Health; http://hsc.unm.edu/touch) with special emphasis on the process of problem-based learning case development for distribution over the Access Grid. The objective of the TOUCH project is to use emerging Internet-based technology to overcome geographic barriers for delivery of tutorial sessions to medical students pursuing rotations at remote sites. The TOUCH project also is aimed at developing a patient simulation engine and an immersive virtual reality environment to achieve a realistic health care scenario enhancing the learning experience. A traumatic head injury case is developed and distributed over the Access Grid as a demonstration of the TOUCH system. Project TOUCH serves as an example of a computer-based learning system for developing and implementing problem-based learning cases within the medical curriculum, but this system should be easily applied to other educational environments and disciplines involving functional and clinical anatomy. Future phases will explore PC versions of the TOUCH cases for increased distribution. Copyright 2003 Wiley-Liss, Inc.

  20. Immersive Simulation in Constructivist-Based Classroom E-Learning

    ERIC Educational Resources Information Center

    McHaney, Roger; Reiter, Lauren; Reychav, Iris

    2018-01-01

    This article describes the development of a simulation-based online course combining sound pedagogy, educational technology, and real world expertise to provide university students with an immersive experience in storage management systems. The course developed in this example does more than use a simulation, the entire course is delivered using a…

  1. Incarnational Immersion-Based Learning in Cultural Contexts: A Charity Model

    ERIC Educational Resources Information Center

    Trokan, John

    2005-01-01

    The Religious Pastoral Studies and Behavioral Sciences Departments of a Midwestern college have collaborated in offering academic courses in theology and anthropology that include service immersion experiences with people of diverse cultures in South Dakota, North Carolina, New Mexico, Kentucky, and Honduras. This paper explores the incarnational…

  2. "Immersive Education" Submerges Students in Online Worlds Made for Learning

    ERIC Educational Resources Information Center

    Foster, Andrea L.

    2007-01-01

    Immersive Education is a multimillion-dollar project devoted to build virtual-reality software exclusively for education within commercial and nonprofit fantasy spaces like Second Life. The project combines interactive three-dimensional graphics, Web cameras, Internet-based telephony, and other digital media. Some critics have complained that…

  3. Cultural Immersion for Inservice Teachers: A Model and Some Outcomes.

    ERIC Educational Resources Information Center

    Mahan, James M.

    The Inservice Teacher Cultural Immersion Model of Indiana University has placed 122 inservice teachers in summer graduate practicum positions in distant Native American communities. The model was developed so that teachers can have an innovative and personal experience learning about Native Americans in their own cultural setting. The program…

  4. International Immersion in the Classroom: A New Paradigm

    ERIC Educational Resources Information Center

    White, Marta Szabo

    2006-01-01

    Business, language and cultural eccentricities are the cornerstones of nation-state sovereignty. Cultural diversity presents a myriad of challenges for academia and business. Cross-cultural frameworks serve to transcend barriers and promote classroom learning to an immersion category. In this paper, notable cross-cultural frameworks are explored,…

  5. Inclusion in French Immersion in Canada: One Parent's Perspective

    ERIC Educational Resources Information Center

    Mady, Callie; Arnett, Katy

    2009-01-01

    Through an examination of one mother's journals about her son's academic struggles to navigate the French immersion (FI) program in Canada, this article explores the tensions that exist when the construct of "inclusion" is juxtaposed against that particular second language-learning context. The analysis of the mother's journals revealed…

  6. Immersive Planetarium Visualizations for Teaching Solar System Moon Concepts to Undergraduates

    ERIC Educational Resources Information Center

    Yu, Ka Chun; Sahami, Kamran; Denn, Grant; Sahami, Victoria; Sessions, Larry C.

    2016-01-01

    Digital video fulldome has long been heralded as a revolutionary educational technology; yet the discipline-based astronomy education research literature showing planetarium effectiveness has been sparse. In order to help understand to what extent immersion impacts learning and the effect of the "narrative journey" model of presentation,…

  7. CLIL in Queensland: The Evolution of "Immersion"

    ERIC Educational Resources Information Center

    Smala, Simone

    2015-01-01

    Queensland second language immersion programs have been in existence for three decades, and are part of a growing number of additive bilingual education programs in Australia. Most prominently, many new Content and Language Integrated Learning (CLIL) programs have been established particularly in Victoria over the past few years. This focus on…

  8. Immigrants Outperform Canadian-Born Groups in French Immersion: Examining Factors That Influence Their Achievement

    ERIC Educational Resources Information Center

    Mady, Callie

    2015-01-01

    This paper examines the French achievement results of three groups of students: Canadian-born English/French bilingual, Canadian-born multilingual and immigrant multilingual Grade 6 French immersion students, by investigating how the variables of integrative and instrumental motivations, attitudes to the learning situation, French language…

  9. Exploring Principals' Nonroutine Problems in Bilingual Immersion Schools: Lessons Learned for Multicultural Leadership

    ERIC Educational Resources Information Center

    Schwabsky, Nitza

    2013-01-01

    The present study examines the nonroutine problems that eight Anglo-American principals encountered in managing three elementary bilingual immersion schools in the Northwest United States. Using qualitative inquiry to collect data, I employed the multisited ethnographic research model. The principals reported nonroutine problems in the following…

  10. Building a Collaborative Online Literary Experience

    ERIC Educational Resources Information Center

    Essid, Joe; Wilde, Fran

    2011-01-01

    Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…

  11. Stage Cylindrical Immersive Display

    NASA Technical Reports Server (NTRS)

    Abramyan, Lucy; Norris, Jeffrey S.; Powell, Mark W.; Mittman, David S.; Shams, Khawaja S.

    2011-01-01

    Panoramic images with a wide field of view intend to provide a better understanding of an environment by placing objects of the environment on one seamless image. However, understanding the sizes and relative positions of the objects in a panorama is not intuitive and prone to errors because the field of view is unnatural to human perception. Scientists are often faced with the difficult task of interpreting the sizes and relative positions of objects in an environment when viewing an image of the environment on computer monitors or prints. A panorama can display an object that appears to be to the right of the viewer when it is, in fact, behind the viewer. This misinterpretation can be very costly, especially when the environment is remote and/or only accessible by unmanned vehicles. A 270 cylindrical display has been developed that surrounds the viewer with carefully calibrated panoramic imagery that correctly engages their natural kinesthetic senses and provides a more accurate awareness of the environment. The cylindrical immersive display offers a more natural window to the environment than a standard cubic CAVE (Cave Automatic Virtual Environment), and the geometry allows multiple collocated users to simultaneously view data and share important decision-making tasks. A CAVE is an immersive virtual reality environment that allows one or more users to absorb themselves in a virtual environment. A common CAVE setup is a room-sized cube where the cube sides act as projection planes. By nature, all cubic CAVEs face a problem with edge matching at edges and corners of the display. Modern immersive displays have found ways to minimize seams by creating very tight edges, and rely on the user to ignore the seam. One significant deficiency of flat-walled CAVEs is that the sense of orientation and perspective within the scene is broken across adjacent walls. On any single wall, parallel lines properly converge at their vanishing point as they should, and the sense of perspective within the scene contained on only one wall has integrity. Unfortunately, parallel lines that lie on adjacent walls do not necessarily remain parallel. This results in inaccuracies in the scene that can distract the viewer and subtract from the immersive experience of the CAVE.

  12. Connected Worlds: Connecting the public with complex environmental systems

    NASA Astrophysics Data System (ADS)

    Uzzo, S. M.; Chen, R. S.; Downs, R. R.

    2016-12-01

    Among the most important concepts in environmental science learning is the structure and dynamics of coupled human and natural systems (CHANS). But the fundamental epistemology for understanding CHANS requires systems thinking, interdisciplinarity, and complexity. Although the Next Generation Science Standards mandate connecting ideas across disciplines and systems, traditional approaches to education do not provide more than superficial understanding of this concept. Informal science learning institutions have a key role in bridging gaps between the reductive nature of classroom learning and contemporary data-driven science. The New York Hall of Science, in partnership with Design I/O and Columbia University's Center for International Earth Science Information Network, has developed an approach to immerse visitors in complex human nature interactions and provide opportunities for those of all ages to elicit and notice environmental consequences of their actions. Connected Worlds is a nearly 1,000 m2 immersive, playful environment in which students learn about complexity and interconnectedness in ecosystems and how ecosystems might respond to human intervention. It engages students through direct interactions with fanciful flora and fauna within and among six biomes: desert, rainforest, grassland, mountain valley, reservoir, and wetlands, which are interconnected through stocks and flows of water. Through gestures and the manipulation of a dynamic water system, Connected Worlds enables students, teachers, and parents to experience how the ecosystems of planet Earth are connected and to observe relationships between the behavior of Earth's inhabitants and our shared world. It is also a cyberlearning platform to study how visitors notice and scaffold their understanding of complex environmental processes and the responses of these processes to human intervention, to help inform the improvement of education practices in complex environmental science.

  13. Cranial implant design using augmented reality immersive system.

    PubMed

    Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary

    2007-01-01

    Software tools that utilize haptics for sculpting precise fitting cranial implants are utilized in an augmented reality immersive system to create a virtual working environment for the modelers. The virtual environment is designed to mimic the traditional working environment as closely as possible, providing more functionality for the users. The implant design process uses patient CT data of a defective area. This volumetric data is displayed in an implant modeling tele-immersive augmented reality system where the modeler can build a patient specific implant that precisely fits the defect. To mimic the traditional sculpting workspace, the implant modeling augmented reality system includes stereo vision, viewer centered perspective, sense of touch, and collaboration. To achieve optimized performance, this system includes a dual-processor PC, fast volume rendering with three-dimensional texture mapping, the fast haptic rendering algorithm, and a multi-threading architecture. The system replaces the expensive and time consuming traditional sculpting steps such as physical sculpting, mold making, and defect stereolithography. This augmented reality system is part of a comprehensive tele-immersive system that includes a conference-room-sized system for tele-immersive small group consultation and an inexpensive, easily deployable networked desktop virtual reality system for surgical consultation, evaluation and collaboration. This system has been used to design patient-specific cranial implants with precise fit.

  14. Bibliographie annotee 4-6--Francais langue seconde-immersion: Selection d'ouvrages de la litterature jeunesse. Supplement 2001 (Annotated Bibliography 4-6--French as a Second Language-Immersion: Selection of Works from Children's Literature. Supplement 2001).

    ERIC Educational Resources Information Center

    Alberta Learning, Edmonton. Direction de l'education francaise.

    The document comprises 42 inserts to be included in the List of Books (4-6) for French as a Second Language (Immersion)--a selection of works of youth literature--published by Alberta Learning in 2000. Thirty-seven of the items appeal to the world of imagination and esthetics, and five items are of an informative nature. An appendix, entitled "How…

  15. [The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

    PubMed

    Jin, Kato; Igarashi, Tasuku

    2016-04-01

    Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

  16. Mars mission science operations facilities design

    NASA Technical Reports Server (NTRS)

    Norris, Jeffrey S.; Wales, Roxana; Powell, Mark W.; Backes, Paul G.; Steinke, Robert C.

    2002-01-01

    A variety of designs for Mars rover and lander science operations centers are discussed in this paper, beginning with a brief description of the Pathfinder science operations facility and its strengths and limitations. Particular attention is then paid to lessons learned in the design and use of operations facilities for a series of mission-like field tests of the FIDO prototype Mars rover. These lessons are then applied to a proposed science operations facilities design for the 2003 Mars Exploration Rover (MER) mission. Issues discussed include equipment selection, facilities layout, collaborative interfaces, scalability, and dual-purpose environments. The paper concludes with a discussion of advanced concepts for future mission operations centers, including collaborative immersive interfaces and distributed operations. This paper's intended audience includes operations facility and situation room designers and the users of these environments.

  17. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  18. Designing the Self: The Transformation of the Relational Self-Concept through Social Encounters in a Virtual Immersive Environment

    ERIC Educational Resources Information Center

    Knutzen, K. Brant; Kennedy, David M.

    2012-01-01

    This article describes the findings of a 3-month study on how social encounters mediated by an online Virtual Immersive Environment (VIE) impacted on the relational self-concept of adolescents. The study gathered data from two groups of students as they took an Introduction to Design and Programming class. Students in group 1 undertook course…

  19. What's There, What If, What Then, and What Can We Do? An Immersive and Embodied Experience of Environment and Place through Children's Literature

    ERIC Educational Resources Information Center

    Burke, Geraldine; Cutter-Mackenzie, Amy

    2010-01-01

    We describe an immersive investigation of children's contemporary picture books, which examines concepts of environment and place. The authors' experience occurred through and alongside a community of learners, of preservice teachers and young children, in an urban coastal community, as part of an undergraduate, pre-service teacher education unit.…

  20. KinImmerse: Macromolecular VR for NMR ensembles

    PubMed Central

    Block, Jeremy N; Zielinski, David J; Chen, Vincent B; Davis, Ian W; Vinson, E Claire; Brady, Rachael; Richardson, Jane S; Richardson, David C

    2009-01-01

    Background In molecular applications, virtual reality (VR) and immersive virtual environments have generally been used and valued for the visual and interactive experience – to enhance intuition and communicate excitement – rather than as part of the actual research process. In contrast, this work develops a software infrastructure for research use and illustrates such use on a specific case. Methods The Syzygy open-source toolkit for VR software was used to write the KinImmerse program, which translates the molecular capabilities of the kinemage graphics format into software for display and manipulation in the DiVE (Duke immersive Virtual Environment) or other VR system. KinImmerse is supported by the flexible display construction and editing features in the KiNG kinemage viewer and it implements new forms of user interaction in the DiVE. Results In addition to molecular visualizations and navigation, KinImmerse provides a set of research tools for manipulation, identification, co-centering of multiple models, free-form 3D annotation, and output of results. The molecular research test case analyzes the local neighborhood around an individual atom within an ensemble of nuclear magnetic resonance (NMR) models, enabling immersive visual comparison of the local conformation with the local NMR experimental data, including target curves for residual dipolar couplings (RDCs). Conclusion The promise of KinImmerse for production-level molecular research in the DiVE is shown by the locally co-centered RDC visualization developed there, which gave new insights now being pursued in wider data analysis. PMID:19222844

  1. Learning Predictive Statistics: Strategies and Brain Mechanisms.

    PubMed

    Wang, Rui; Shen, Yuan; Tino, Peter; Welchman, Andrew E; Kourtzi, Zoe

    2017-08-30

    When immersed in a new environment, we are challenged to decipher initially incomprehensible streams of sensory information. However, quite rapidly, the brain finds structure and meaning in these incoming signals, helping us to predict and prepare ourselves for future actions. This skill relies on extracting the statistics of event streams in the environment that contain regularities of variable complexity from simple repetitive patterns to complex probabilistic combinations. Here, we test the brain mechanisms that mediate our ability to adapt to the environment's statistics and predict upcoming events. By combining behavioral training and multisession fMRI in human participants (male and female), we track the corticostriatal mechanisms that mediate learning of temporal sequences as they change in structure complexity. We show that learning of predictive structures relates to individual decision strategy; that is, selecting the most probable outcome in a given context (maximizing) versus matching the exact sequence statistics. These strategies engage distinct human brain regions: maximizing engages dorsolateral prefrontal, cingulate, sensory-motor regions, and basal ganglia (dorsal caudate, putamen), whereas matching engages occipitotemporal regions (including the hippocampus) and basal ganglia (ventral caudate). Our findings provide evidence for distinct corticostriatal mechanisms that facilitate our ability to extract behaviorally relevant statistics to make predictions. SIGNIFICANCE STATEMENT Making predictions about future events relies on interpreting streams of information that may initially appear incomprehensible. Past work has studied how humans identify repetitive patterns and associative pairings. However, the natural environment contains regularities that vary in complexity from simple repetition to complex probabilistic combinations. Here, we combine behavior and multisession fMRI to track the brain mechanisms that mediate our ability to adapt to changes in the environment's statistics. We provide evidence for an alternate route for learning complex temporal statistics: extracting the most probable outcome in a given context is implemented by interactions between executive and motor corticostriatal mechanisms compared with visual corticostriatal circuits (including hippocampal cortex) that support learning of the exact temporal statistics. Copyright © 2017 Wang et al.

  2. A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.

    PubMed

    Reis, Pamela J; Faser, Karl; Davis, Marquietta

    2015-01-01

    Scheduling interprofessional team-based activities for health sciences students who are geographically dispersed, with divergent and often competing schedules, can be challenging. The use of Web-based technologies such as 3-dimensional (3D) virtual learning environments in interprofessional education is a relatively new phenomenon, which offers promise in helping students come together in online teams when face-to-face encounters are not possible. The purpose of this article is to present the experience of a nurse-midwifery education program in a Southeastern US university in delivering Web-based interprofessional education for nurse-midwifery and third-year medical students utilizing the Virtual Community Clinic Learning Environment (VCCLE). The VCCLE is a 3D, Web-based, asynchronous, immersive clinic environment into which students enter to meet and interact with instructor-controlled virtual patient and virtual preceptor avatars and then move through a classic diagnostic sequence in arriving at a plan of care for women throughout the lifespan. By participating in the problem-based management of virtual patients within the VCCLE, students learn both clinical competencies and competencies for interprofessional collaborative practice, as described by the Interprofessional Education Collaborative Core Competencies for Interprofessional Collaborative Practice. This article is part of a special series of articles that address midwifery innovations in clinical practice, education, interprofessional collaboration, health policy, and global health. © 2015 by the American College of Nurse-Midwives.

  3. Immersion, Immigration, Immutability: Regimes of Learning and Politics of Labeling in Study Abroad

    ERIC Educational Resources Information Center

    Doerr, Neriko Musha; Suarez, Richard

    2018-01-01

    This article investigates how the use of the term "immersion" to describe one's experience abroad performatively interpellates individuals and reproduces power relations. A collaboration between an anthropologist (Doerr) and a study-abroad student (Suarez), it analyzes the student's interpretation of three types of experience he had in…

  4. Language Immersion in the Self-Study Mode E-Course

    ERIC Educational Resources Information Center

    Sobolev, Olga

    2016-01-01

    This paper assesses the efficiency of the "Language Immersion e-Course" developed at the London School of Economics and Political Science (LSE) Language Centre. The new self-study revision e-course, promoting students' proficiency in spoken and aural Russian through autonomous learning, is based on the Michel Thomas method, and is…

  5. Immersive Virtual Worlds in University-Level Human Geography Courses

    ERIC Educational Resources Information Center

    Dittmer, Jason

    2010-01-01

    This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…

  6. Can an Immersion in Wellness Camp Influence Youth Health Behaviors?

    ERIC Educational Resources Information Center

    Mabary-Olsen, Elizabeth A.; Litchfield, Ruth E.; Foster, Randal; Lanningham-Foster, Lorraine; Campbell, Christina

    2015-01-01

    Summer 4-H camps present an untapped opportunity for advancement of mission mandates. The project reported here immersed campers in healthy living experiential learning. The goal was to improve self-efficacy and health behaviors related to nutrition and physical activity. Data was collected from enrolled campers through multiple survey tools. A…

  7. Talking It through: Two French Immersion Learners' Response to Reformulation

    ERIC Educational Resources Information Center

    Swain, Merrill; Lapkin, Sharon

    2002-01-01

    This article documents the importance of collaborative dialogue as part of the process of second language learning. The stimulus for the dialogue we discuss in this article was a reformulation of a story written collaboratively in French by Nina and Dara, two adolescent French immersion students. A sociocultural theoretical perspective informs the…

  8. Weaving Culture and Core Content into FLEX Programs

    ERIC Educational Resources Information Center

    Schultz, Kennedy M.

    2012-01-01

    While immersion programs provide some of the greatest benefits to children learning a new language, many school systems have yet to dedicate the financial and personnel resources necessary to plan and implement such programs on a wide scale. In areas where immersion or formal FLES programming does not exist in the schools, often opportunities to…

  9. A Mathematician Learns the Basics of Writing Instruction: An Immersion Experience with Long-Term Benefits

    ERIC Educational Resources Information Center

    Doty, Lynne L.

    2012-01-01

    Initially designed to be an interdisciplinary experiment that would change attitudes about mathematics, the semester-long collaboration between a writing instructor and a mathematics instructor yielded unexpected long-term results. The collaboration served as an immersion in methods and techniques used by writing instructors. Description of…

  10. Teacher Candidates' Perceptions of Debriefing Circles to Facilitate Self-Reflection during a Cultural Immersion Experience

    ERIC Educational Resources Information Center

    Addleman, Rebecca A.; Brazo, Carol J.; Dixon, Kristin; Cevallos, Tatiana; Wortman, Shary

    2014-01-01

    This study followed 9 teacher candidates through a 3-week cultural immersion experience in which they volunteered in educational settings where they were not members of the majority culture. This learning experience was designed to help candidates better understand their culturally, ethnically, and linguistically diverse future students. A…

  11. Technology Use in a Japanese Immersion School: A Case Study.

    ERIC Educational Resources Information Center

    Ketterer, Kimberley; Giannone, Darby

    1996-01-01

    Examines the uses of technology at Yujin Gakuen, a public elementary-level Japanese language immersion school located in Eugene, Oregon. Discusses goals that can be achieved through cooperative learning and instructional technology use, equipment and software, areas in which technology training and integration takes place, the role of educators,…

  12. Transcultural healthcare immersion: a unique interprofessional experience poised to influence collaborative practice in cultural settings.

    PubMed

    Morton, Jennifer

    2012-01-01

    This paper describes a model for interprofessional and transcultural learning established by the author and supported by the University of New England and Ghana Health Mission, Inc. The model for interprofessional immersion in cultural settings represents a guiding framework predicated on a conceptual "brick and mortar" process for building cultural proficiency among individuals and within teams. It encompasses social, clinical and behavioral components (brick) and personal desire, cultural humility and values (mortar). The ``bounty'' aspect of the model is achieved by way of successful student learning outcomes, positive interprofessional and community-based collaborations, and finally, and to be measured over time, favorable patient and population (programmatic) outcomes. In partnership with the Ghana Health Mission, Inc and local community health workers, students and faculty from a range of health professions took part in a cultural-clinical experience known as Transcultural Immersion in Healthcare. The goal of the experience was to advance cultural proficiency and knowledge through intensive cultural immersion. An urban setting in Ghana, located in West Africa served as the setting for this unique experience. The transcultural immersion in healthcare experience achieved its ``bounty'' as seen in the enhanced cultural proficiency of students and faculty, seamless interprofessional communication and collaboration, and provision of primary care and related services to patients and the Ghanaian community. Future research is in development to test the Model for Interprofessional Immersion in Cultural Settings (MIICS) in a variety of other settings and with a cross section of health disciplines.

  13. Undergraduate Student Self-Efficacy and Perceptions of Virtual World Learning Experience

    ERIC Educational Resources Information Center

    Stanton, Lorraine May

    2017-01-01

    Virtual worlds are innovative teaching and learning methods that can provide immersive and engaging learning experiences (Lu, 2010). Though they have potential benefits, students sometimes experience a steep learning curve and discomfort with the technology (Warburton, 2009). This study explored how students in two American Studies classes using…

  14. The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique.

    PubMed

    Rosa, Pedro J; Morais, Diogo; Gamito, Pedro; Oliveira, Jorge; Saraiva, Tomaz

    2016-03-01

    Immersive virtual reality is thought to be advantageous by leading to higher levels of presence. However, and despite users getting actively involved in immersive three-dimensional virtual environments that incorporate sound and motion, there are individual factors, such as age, video game knowledge, and the predisposition to immersion, that may be associated with the quality of virtual reality experience. Moreover, one particular concern for users engaged in immersive virtual reality environments (VREs) is the possibility of side effects, such as cybersickness. The literature suggests that at least 60% of virtual reality users report having felt symptoms of cybersickness, which reduces the quality of the virtual reality experience. The aim of this study was thus to profile the right user to be involved in a VRE through head-mounted display. To examine which user characteristics are associated with the most effective virtual reality experience (lower cybersickness), a multiple correspondence analysis combined with cluster analysis technique was performed. Results revealed three distinct profiles, showing that the PC gamer profile is more associated with higher levels of virtual reality effectiveness, that is, higher predisposition to be immersed and reduced cybersickness symptoms in the VRE than console gamer and nongamer. These findings can be a useful orientation in clinical practice and future research as they help identify which users are more predisposed to benefit from immersive VREs.

  15. Cooling hyperthermic firefighters by immersing forearms and hands in 10 degrees C and 20 degrees C water.

    PubMed

    Giesbrecht, Gordon G; Jamieson, Christopher; Cahill, Farrell

    2007-06-01

    Firefighters experience significant heat stress while working with heavy gear in a hot, humid environment. This study compared the cooling effectiveness of immersing the forearms and hands in 10 and 20 degrees C water. Six men (33 +/- 10 yr; 180 +/- 4 cm; 78 +/- 9 kg; 19 +/- 5% body fat) wore firefighter 'turn-out gear' (heavy clothing and breathing apparatus weighing 27 kg) in a protocol including three 20-min exercise bouts (step test, 78 W, 40 degrees C air, 40% RH) each followed by a 20-min rest/cooling (21 degrees C air); i.e., 60 min of exercise, 60 min of cooling. Turn-out gear was removed during rest/cooling periods and subjects either rested (Control), immersed their hands in 10 or 20 degrees C water (H-10, H-20), or immersed their hands and forearms in 10 or 20 degrees C water (HF-10, HF-20). In 20 degrees C water, hand immersion did not reduce core temperature compared with Control; however, including forearm immersion decreased core temperature below Control values after both the second and final exercise periods (p < 0.001). In 10 degrees C water, adding forearm with hand immersion produced a lower core temperature (0.8 degrees C above baseline) than all other conditions (1.1 to 1.4 degrees C above baseline) after the final exercise period (p < 0.001). Sweat loss during Control (1458 g) was greater than all active cooling protocols (1146 g) (p < 0.001), which were not different from each other. Hand and forearm immersion in cool water is simple, reduces heat strain, and may increase work performance in a hot, humid environment. With 20 degrees C water, forearms should be immersed with the hands to be effective. At lower water temperatures, forearm and/or hand immersion will be effective, although forearm immersion will decrease core temperature further.

  16. Altered Perspectives: Immersive Environments

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Webley, P. W.

    2016-12-01

    Immersive environments provide an exciting experiential technology to visualize the natural world. Given the increasing accessibility of 360o cameras and virtual reality headsets we are now able to visualize artistic principles and scientific concepts in a fully immersive environment. The technology has become popular for photographers as well as designers, industry, educational groups, and museums. Here we show a sci-art perspective on the use of optics and light in the capture and manipulation of 360o images and video of geologic phenomena and cultural heritage sites in Alaska, England, and France. Additionally, we will generate intentionally altered perspectives to lend a surrealistic quality to the landscapes. Locations include the Catacombs of Paris, the Palace of Versailles, and the Northern Lights over Fairbanks, Alaska. Some 360o view cameras now use small portable dual lens technology extending beyond the 180o fish eye lens previously used, providing better coverage and image quality. Virtual reality headsets range in level of sophistication and cost, with the most affordable versions using smart phones and Google Cardboard viewers. The equipment used in this presentation includes a Ricoh Theta S spherical imaging camera. Here we will demonstrate the use of 360o imaging with attendees being able to be part of the immersive environment and experience our locations as if they were visiting themselves.

  17. Accessible virtual reality therapy using portable media devices.

    PubMed

    Bruck, Susan; Watters, Paul A

    2010-01-01

    Simulated immersive environments displayed on large screens are a valuable therapeutic asset in the treatment of a range of psychological disorders. Permanent environments are expensive to build and maintain, require specialized clinician training and technical support and often have limited accessibility for clients. Ideally, virtual reality exposure therapy (VRET) could be accessible to the broader community if we could use inexpensive hardware with specifically designed software. This study tested whether watching a handheld non-immersive media device causes nausea and other cybersickness responses. Using a repeated measure design we found that nausea, general discomfort, eyestrain, blurred vision and an increase in salivation significantly increased in response to handheld non-immersive media device exposure.

  18. Influence of moving visual environment on sit-to-stand kinematics in children and adults.

    PubMed

    Slaboda, Jill C; Barton, Joseph E; Keshner, Emily A

    2009-08-01

    The effect of visual field motion on the sit-to-stand kinematics of adults and children was investigated. Children (8 to12 years of age) and adults (21 to 49 years of age) were seated in a virtual environment that rotated in the pitch and roll directions. Participants stood up either (1) concurrent with onset of visual motion or (2) after an immersion period in the moving visual environment, and (3) without visual input. Angular velocities of the head with respect to the trunk, and trunk with respect to the environment, w ere calculated as was head andtrunk center of mass. Both adults and children reduced head and trunk angular velocity after immersion in the moving visual environment. Unlike adults, children demonstrated significant differences in displacement of the head center of mass during the immersion and concurrent trials when compared to trials without visual input. Results suggest a time-dependent effect of vision on sit-to-stand kinematics in adults, whereas children are influenced by the immediate presence or absence of vision.

  19. Cue-exposure software for the treatment of bulimia nervosa and binge eating disorder.

    PubMed

    Gutiérrez-Maldonado, José; Pla-Sanjuanelo, Joana; Ferrer-García, Marta

    2016-11-01

    Cue-exposure therapy (CET) has proven its efficacy in treating patients with bulimia nervosa and binge eating disorder who are resistant to standard treatment. Furthermore, incorporating virtual reality (VR) technology is increasingly considered a valid exposure method that may help to increase the efficacy of standard treatments in a variety of eating disorders. Although immersive displays improve the beneficial effects, expensive technology is not always necessary. We aimed to assess whether exposure to food related virtual environments could decrease food craving in a non-clinical sample. In addition, we specifically compared the effects of two VR systems (one non-immersive and one immersive) during CET. We therefore applied a one-session CET to 113 undergraduate students. Decreased food craving was found during exposure to both VR environments compared with pre-treatment levels, supporting the efficacy of VR-CET in reducing food craving. We found no significant differences in craving between immersive and non-immersive systems. Low-cost non-immersive systems applied through 3D laptops can improve the accessibility of this technique. By reducing the costs and improving the usability, VR-CET on 3D laptops may become a viable option that can be readily applied in a greater range of clinical contexts.

  20. Learning to avoid spiders: fear predicts performance, not competence.

    PubMed

    Luo, Xijia; Becker, Eni S; Rinck, Mike

    2018-01-05

    We used an immersive virtual environment to examine avoidance learning in spider-fearful participants. In 3 experiments, participants were asked to repeatedly lift one of 3 virtual boxes, under which either a toy car or a spider appeared and then approached the participant. Participants were not told that the probability of encountering a spider differed across boxes. When the difference was large (Exps. 1 and 2), spider-fearfuls learned to avoid spiders by lifting the few-spiders-box more often and the many-spiders-box less often than non-fearful controls did. However, they hardly managed to do so when the probability differences were small (Exp. 3), and they did not escape from threat more quickly (Exp. 2). In contrast to the observed performance differences, spider-fearfuls and non-fearfuls showed equal competence, that is comparable post-experimental knowledge about the probability to encounter spiders under the 3 boxes. The limitations and implications of the present study are discussed.

  1. Science Policy: Behind the Scenes

    NASA Astrophysics Data System (ADS)

    Barnett, Travis

    2011-04-01

    I served nine weeks as an intern in the House of Representatives Committee on Science and Technology. For the majority of the summer I served in the Research and Science Education Subcommittee, researching, among other things, cyber-enabled learning, cybersecurity, and alternate energy costs. I learned a great deal about the workings of the American government and how to contribute to a professional office environment. During these nine weeks, my personal communication skills were greatly improved. My internship was created and funded by the John and Jane Mather Foundation for the Arts and Sciences, and as the only merit-based science committee intern, I felt a great responsibility to prove my worth in the Committee. It is important to have scientists involved in the policy of our government in order to keep our nation on a progressive track, and to preserve current scientific discoveries for posterity. Immersed in government and science policy, I feel very learned and prepared to participate in these fields.

  2. Envisioning engineering education and practice in the coming intelligence convergence era — a complex adaptive systems approach

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2013-12-01

    Some of the recent attempts for improving and transforming engineering education are reviewed. The attempts aim at providing the entry level engineers with the skills needed to address the challenges of future large-scale complex systems and projects. Some of the frontier sectors and future challenges for engineers are outlined. The major characteristics of the coming intelligence convergence era (the post-information age) are identified. These include the prevalence of smart devices and environments, the widespread applications of anticipatory computing and predictive / prescriptive analytics, as well as a symbiotic relationship between humans and machines. Devices and machines will be able to learn from, and with, humans in a natural collaborative way. The recent game changers in learnscapes (learning paradigms, technologies, platforms, spaces, and environments) that can significantly impact engineering education in the coming era are identified. Among these are open educational resources, knowledge-rich classrooms, immersive interactive 3D learning, augmented reality, reverse instruction / flipped classroom, gamification, robots in the classroom, and adaptive personalized learning. Significant transformative changes in, and mass customization of, learning are envisioned to emerge from the synergistic combination of the game changers and other technologies. The realization of the aforementioned vision requires the development of a new multidisciplinary framework of emergent engineering for relating innovation, complexity and cybernetics, within the future learning environments. The framework can be used to treat engineering education as a complex adaptive system, with dynamically interacting and communicating components (instructors, individual, small, and large groups of learners). The emergent behavior resulting from the interactions can produce progressively better, and continuously improving, learning environment. As a first step towards the realization of the vision, intelligent adaptive cyber-physical ecosystems need to be developed to facilitate collaboration between the various stakeholders of engineering education, and to accelerate the development of a skilled engineering workforce. The major components of the ecosystems include integrated knowledge discovery and exploitation facilities, blended learning and research spaces, novel ultra-intelligent software agents, multimodal and autonomous interfaces, and networked cognitive and tele-presence robots.

  3. Group Differences between English and Spanish Speakers' Reading Fluency Growth in Bilingual Immersion Education

    ERIC Educational Resources Information Center

    Taub, Gordon E.; Sivo, Stephen A.; Puyana, Olivia E.

    2017-01-01

    This study investigates second language acquisition of learners enrolled in a dual language/two-way bilingual immersion program. Two groups of third-grade students participated in this study. The first group was composed of Spanish-dominant participants learning English, and the second group was composed of English-dominant students learning…

  4. High-Achieving Black Students, Biculturalism, and Out-of-School STEM Learning Experiences: Exploring Some Unintended Consequences

    ERIC Educational Resources Information Center

    McGee, Ebony O.

    2013-01-01

    In this article, the author discusses the complex challenges of high-achieving Black students who are successful in becoming immersed in predominately White STEM (science, technology, engineering, and mathematics) spaces and how such immersion can exacerbate their experiences of racial stereotyping and other forms of racial bias. The author…

  5. Language Use in a Spanish-English Dual Immersion Classroom: A Sociolinguistic Perspective.

    ERIC Educational Resources Information Center

    Potowski, Kimberly

    Dual immersion classrooms combine students who speak a non-English language (in this case Spanish) with English speaking students learning the native language of the nonnative English speaking students. This case study recorded the output of Spanish first language (L1) and second language (L2) fifth graders over 5 months of Spanish language…

  6. Hammerhead Shark Research Immersion Program: Experiential Learning Leads to Lasting Educational Benefits

    ERIC Educational Resources Information Center

    Handler, Alex; Duncan, Kanesa

    2006-01-01

    High school students (n = 45) participated in a 5-day research immersion study on juvenile scalloped hammerhead sharks in Kaneohe Bay, Oahu, Hawaii. Self-surveys were used to evaluate scientific concepts and skills taught during the program. There was a significant shift in students' perceived level of understanding for all categories of concepts…

  7. The Roles of Motivation, Affective Attitudes, and Willingness to Communicate among Chinese Students in Early English Immersion Programs

    ERIC Educational Resources Information Center

    Knell, Ellen; Chi, Yanping

    2012-01-01

    Early English immersion in China has been studied from many angles, but no research to date has investigated affective variables, which may have a profound relevance to successful English acquisition. The present study examines the roles of motivation, attitudes towards learning English, willingness to communicate, perceived competence, language…

  8. Learning to Read in English and French: Emergent Readers in French Immersion

    ERIC Educational Resources Information Center

    Chung, Sheila Cira; Koh, Poh Wee; Deacon, S. Hélène; Chen, Xi

    2017-01-01

    This longitudinal study investigated the predictors of word reading in English and French for 69 children in early total French immersion from first through third grade. The influence of phonological awareness, orthographic processing, and vocabulary in English and French on the achievement and growth of word reading in the 2 languages were…

  9. Learning through Immersive Study: Contextualizing Music in the Elementary Music Classroom

    ERIC Educational Resources Information Center

    Rifai, Ayah

    2016-01-01

    Music educators are part of a team charged with nurturing the development of the whole child. This includes instilling in students cognitive keys to essential life values that will be drawn on through adulthood. To help music educators attain this goal, this article encourages the inclusion of contexualized music units--immersive studies of…

  10. Investigating Mediations in Student Activities in an English Immersion Context in Mainland China

    ERIC Educational Resources Information Center

    Liang, Xiaohua

    2009-01-01

    This study aims to investigate the role of mediation in the learning process from a sociocultural perspective, activity theory in particular. This study was carried out in a primary English immersion school within the CCUEI Programs in Mainland China. Data were collected mainly through observations and interviews, which were then supplemented by…

  11. Virtual Exploration of Earth's Evolution

    NASA Astrophysics Data System (ADS)

    Anbar, A. D.; Bruce, G.; Semken, S. C.; Summons, R. E.; Buxner, S.; Horodyskyj, L.; Kotrc, B.; Swann, J.; Klug Boonstra, S. L.; Oliver, C.

    2014-12-01

    Traditional introductory STEM courses often reinforce misconceptions because the large scale of many classes forces a structured, lecture-centric model of teaching that emphasizes delivery of facts rather than exploration, inquiry, and scientific reasoning. This problem is especially acute in teaching about the co-evolution of Earth and life, where classroom learning and textbook teaching are far removed from the immersive and affective aspects of field-based science, and where the challenges of taking large numbers of students into the field make it difficult to expose them to the complex context of the geologic record. We are exploring the potential of digital technologies and online delivery to address this challenge, using immersive and engaging virtual environments that are more like games than like lectures, grounded in active learning, and deliverable at scale via the internet. The goal is to invert the traditional lecture-centric paradigm by placing lectures at the periphery and inquiry-driven, integrative virtual investigations at the center, and to do so at scale. To this end, we are applying a technology platform we devised, supported by NASA and the NSF, that integrates a variety of digital media in a format that we call an immersive virtual field trip (iVFT). In iVFTs, students engage directly with virtual representations of real field sites, with which they interact non-linearly at a variety of scales via game-like exploration while guided by an adaptive tutoring system. This platform has already been used to develop pilot iVFTs useful in teaching anthropology, archeology, ecology, and geoscience. With support the Howard Hughes Medical Institute, we are now developing and evaluating a coherent suite of ~ 12 iVFTs that span the sweep of life's history on Earth, from the 3.8 Ga metasediments of West Greenland to ancient hominid sites in East Africa. These iVFTs will teach fundamental principles of geology and practices of scientific inquiry, and expose students to the evidence from which evolutionary and paleoenvironmental inferences are derived. In addition to making these iVFT available to the geoscience community for EPO, we will evaluate the comparative effectiveness of iVFT and traditional lecture and lab approaches to achieving geoscience learning objectives.

  12. Residential immersive life skills programs for youth with physical disabilities: A pilot study of program opportunities, intervention strategies, and youth experiences.

    PubMed

    King, Gillian; Kingsnorth, Shauna; McPherson, Amy; Jones-Galley, Kimberlea; Pinto, Madhu; Fellin, Melissa; Timbrell, Natalie; Savage, Diane

    2016-08-01

    A pilot study was conducted to assess correspondence among measures of program characteristics (opportunities and intervention strategies) and youth experiences in a range of activity settings in a residential immersive life skills (RILS) program. Opportunities and intervention strategies were assessed in 18 activity settings in the 21-day program. On two occasions each, four youth completed a measure of experiences and took part in onsite interviews. There was good convergence between observed program opportunities and the use of socially-mediated, teaching/learning, and non-intrusive strategies. Youth experiences of social interaction, choice, and personal growth were further informed by interview information. There was substantial convergence between program characteristics and youth experiences, indicating the program was provided and experienced as intended. This pilot study indicated the fidelity of the program and the feasibility of using the measures in a future study. The preliminary findings suggest that RILS programs may provide a favorable environment for developmental experiences concerning social interaction, autonomy, and personal growth. Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. Living in an older adult community: a pharmacy student's experience.

    PubMed

    Anastasia, Emily; Estus, Erica

    2013-12-01

    Interacting with older adults is a daily practice for pharmacists. It is important to understand how medications affect their wellbeing, but there are many other factors that affect quality of life. To truly understand some of the challenges facing older adults, Emily Anastasia, a sixth-year pharmacy student at the University of Rhode Island, moved into South Bay Retirement Living, a senior living community, for an eight-day immersion experience as a special project within one of her advanced pharmacy practice experience rotations. During her stay, she did not attend classes nor leave the facility unless on the South Bay bus with the other assisted living residents. She lived with a 92-year-old roommate, developed close friendships with many of the residents, and kept a detailed journal of her experience. The purpose of this reflection is to share her experience and recognize lifestyle as well as social and physical environment as factors in understanding the aging process. Immersing a pharmacy student within an assisted living community provides a unique opportunity to observe and appreciate characteristics of older adults that cannot be learned within a classroom setting.

  14. Secrets of the Sediments: Using ANDRILL's Scientific Adventure on Ice to Transfer Climate Change Science to K-12 Audiences

    NASA Astrophysics Data System (ADS)

    Huffman, L. T.; Dahlman, L.; Frisch-Gleason, R.; Harwood, D.; Pound, K.; Rack, F.; Riesselman, C.; Trummel, E.; Tuzzi, E.; Winter, D.

    2008-12-01

    Antarctica's harsh environment and the compelling story of living and working there, provides the backdrop for hooking the interest of young learners on science research and the nature of science. By using the adventure stories of today's researcher-explorers, teachers accompanying the ANDRILL team have taken the technical science of drilling rock cores to understand the history of climate change and the advance and retreat of the Antarctic ice sheet, and translated it for non-technical audiences from K-12 school children, to adult community groups. In order to understand the important issues surrounding global climate change, members of the public need access to accurate and relevant information, high quality educational materials, and a variety of learning opportunities in different learning environments. By taking lessons learned from early virtual polar adventure learning expeditions like Will Steger's Trans-Antarctic Expedition, coupled with educators-in-the-field programs like TEA (Teachers Experiencing Antarctica and the Arctic), ARMADA and Polar Trec, ANDRILL's Education and Outreach Program has evolved into successful and far-reaching integrated education projects including 1) the ARISE (ANDRILL Research Immersion for Science Educators) Program, 2) Climate Change Student Summits, 3) the development of Flexhibit (flexible exhibit) teaching resources, 4) virtual online learning communities, and 5) partnering young researchers with teachers and classrooms. Formal evaluations indicate lasting interest in science studies on the part of students and an increase in teachers' scientific background knowledge.

  15. Impact of an informal learning science camp on urban, low socioeconomic status middle school students and participating teacher-leaders

    NASA Astrophysics Data System (ADS)

    Votaw, Nikki L.

    Studies suggest that students have difficulty connecting science to their own lives (Lee & Fradd, 1998; Aikenhead, 1996). This difficulty results in a decline in students' attitudes toward science, leading to low science achievement. These factors result in fewer students interested in careers related to science, specifically for urban, minority students. The purpose of this study was to examine the impact that a ten day informal learning immersion science camp had on the participants, both urban, low-socioeconomic status middle school students and teacher-leaders. The students were incoming seventh grade students involved in a community-based scholar program designed to recruit and support socioeconomically disadvantaged, academically talented students. The teacher-leaders were professional educators working toward an advanced degree. This ten day camp included seven visits to different sites and complementary classroom-based activities. The purpose of the camp was to immerse the students in informal learning environments that affect their daily lives. Students and teacher-leaders visited facilities that provide public utility services (i.e. power plant, sewage treatment facility, and water company), zoo, large commercial cave system, planetarium, university based electrooptics and nanotechnology center, and forest and arboretum. These site visits were supported by activities that were provided by teacher-leaders. A model used as a framework for studying learning in the context of this ten day camp as Falk and Dierking's (2000) Contextual Model for Learning. This model described three basic intersecting elements that contributed to learning within the given context. The three contexts (personal, sociocultural, and physical) intersect affecting the learning that takes place. A mixed methodology design was employed to determine the impact of the camp on students' content knowledge and attitudes toward science. Qualitative data were collected to determine the impact of the camp on teacher-leaders' content knowledge and pedagogy. A variety of data sources were used including data collected before, during, and immediately following the camp as well as data collected several months after the conclusion of the camp. Results of the study indicated that both students and teacher-leaders were positively impacted by their experience at the camp. Data from the content assessments, interviews, and student journals indicate that students' content knowledge was enhanced and expanded through the learning of factual knowledge as well as understanding of the importance of broad scientific processes. Through their new experiences, students developed an awareness of the natural world and a foundation for future learning. Students also developed an awareness of science as it applies to their own lives. Data from students' letters to themselves, student interviews, and parent focus groups indicated that students' attitudes toward science were positively impacted through development of an increased resource appreciation, positive social experiences, and experiential sharing with others. Teacher-leader experiences with the camp also had positive results. Teacher-leaders entered the camp with a variety of unique personal contexts, and in spite of this variability each reported that this was a value-added experience for their teaching. These personal contexts helped to enhance the sociocultural context which provided a rich environment to support teacher-leader learning. Among the pedagogical impacts, teacher-leaders expressed enhanced teaching capacity through acquisition of: new classroom activities; new connections among science content; new stories and experiences to share with future classes; and new contexts for situating the understanding of science principles. Along with the positive impacts, teacher-leaders also identified and articulated several barriers to implementing site visits in their own classrooms. This camp is unique in that it is an immersion experience within informal learning contexts where seven sites were visited within ten days. It is also unique in that students and teacher-leaders were simultaneously experiencing most of these sites for the first time. This study has implications for science camp coordinators (i.e. university faculty), classroom teachers, and informal educators (i.e. museum, zoo, planetarium).

  16. LVC interaction within a mixed-reality training system

    NASA Astrophysics Data System (ADS)

    Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio

    2012-03-01

    The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.

  17. Modulation of cortical activity in 2D versus 3D virtual reality environments: an EEG study.

    PubMed

    Slobounov, Semyon M; Ray, William; Johnson, Brian; Slobounov, Elena; Newell, Karl M

    2015-03-01

    There is a growing empirical evidence that virtual reality (VR) is valuable for education, training, entertaining and medical rehabilitation due to its capacity to represent real-life events and situations. However, the neural mechanisms underlying behavioral confounds in VR environments are still poorly understood. In two experiments, we examined the effect of fully immersive 3D stereoscopic presentations and less immersive 2D VR environments on brain functions and behavioral outcomes. In Experiment 1 we examined behavioral and neural underpinnings of spatial navigation tasks using electroencephalography (EEG). In Experiment 2, we examined EEG correlates of postural stability and balance. Our major findings showed that fully immersive 3D VR induced a higher subjective sense of presence along with enhanced success rate of spatial navigation compared to 2D. In Experiment 1 power of frontal midline EEG (FM-theta) was significantly higher during the encoding phase of route presentation in the 3D VR. In Experiment 2, the 3D VR resulted in greater postural instability and modulation of EEG patterns as a function of 3D versus 2D environments. The findings support the inference that the fully immersive 3D enriched-environment requires allocation of more brain and sensory resources for cognitive/motor control during both tasks than 2D presentations. This is further evidence that 3D VR tasks using EEG may be a promising approach for performance enhancement and potential applications in clinical/rehabilitation settings. Copyright © 2014 Elsevier B.V. All rights reserved.

  18. Using the Learners-as-Ethnographers Approach to Enhance Intercultural Learning among American College Students Learning Chinese as a Foreign Language

    ERIC Educational Resources Information Center

    Lu, Minhui

    2012-01-01

    This study explored how the learners-as-ethnographers (LAE) approach facilitated intercultural learning among American students learning Chinese as a foreign language. Two research questions addressed the effectiveness of the LAE approach and students' learning experiences in a non-immersion context. I designed six ethnographic tasks for the…

  19. ANDRILL: INVOLVING TEACHERS IN FIELD RESEARCH ENHANCES THE TRANSFER OF SCIENTIFIC KNOWLEDGE TO CLASSROOMS AND TO OTHER EDUCATORS

    NASA Astrophysics Data System (ADS)

    Cattadori, M.; Huffman, L. T.; Trummel, B.

    2009-12-01

    For most educators, the end of a field research experience is truly the beginning. From the knowledge gained and the excitement of living and working in a harsh environment like Antarctica, ARISE (ANDRILL Research Immersion for Science Educators) participants create enhanced learning experiences and resources for their students and for the professional development of other teachers. ANDRILL (Antarctic geological DRILLing) is an multi-national and interdisciplinary research project involving Italy, Germany , New Zealand, and USA. The core concept of its Education and Public Outreach Program is to embed educators as integral members on the science research teams, allowing them to participate in every phase of the mission. Their primary goal is to develop effective and innovative educational approaches for the communication of the scientific and technical aspects of the drilling program. ANDRILL has developed an exemplary teacher research experience model that differs from most by supporting a collaborative team of international educators rather than just one teacher. During the first two years of drilling projects, 2006 and 2007, ANDRILL took 16 educators from 4 countries to Antarctica. From those experiences, a growing collaborative network of polar science educators is nurtured, many valuable resources and examples of professional development have been created, and lessons have been learned and evaluated for future teacher research immersion experiences. An Italian ARISE participant and ANDRILL’s Education and Outreach Coordinator will present how ARISE has been at the core of developing transformational programs and resources in both countries including: [1] Flexhibit, a digital series of climate change materials designed for informal and formal learning environments that have been translated into Italian, German, French, Arabic, Spanish, and New Zealand English, (2) C2S2: Climate Change Student Summits, which provide professional development and resources for teachers and a video summit to bring together students from different latitudes, [3] an Italian network of institutions led by the National Museum of Antarctica, whose focus is the development of a more effective and inspired approach to climate education, [4] progettosmilla.it, an online project involving over 2000 students across Italy, and [5] ICLEEN, an Italian website that will provide translated science education materials for teachers in Italy. Together, the cadre of ARISE participants and the activities they have developed, have raised the profile of ANDRILL’s research activities in multiple areas and have provided much needed information on climate change to a variety of age groups and cultures in a diverse range of learning environments.

  20. Action research and millennials: Improving pedagogical approaches to encourage critical thinking.

    PubMed

    Erlam, Gwen; Smythe, Liz; Wright-St Clair, Valerie

    2018-02-01

    This article examines the effects of intergenerational diversity on pedagogical practice in nursing education. While generational cohorts are not entirely homogenous, certain generational features do emerge. These features may require alternative approaches in educational design in order to maximize learning for millennial students. Action research is employed with undergraduate millennial nursing students (n=161) who are co-researchers in that they are asked for changes in current simulation environments which will improve their learning in the areas of knowledge acquisition, skill development, critical thinking, and communication. These changes are put into place and a re-evaluation of the effectiveness of simulation progresses through three action cycles. Millennials, due to a tendency for risk aversion, may gravitate towards more supportive learning environments which allow for free access to educators. This tendency is mitigated by the educator modeling expected behaviors, followed by student opportunity to repeat the behavior. Millennials tend to prefer to work in teams, see tangible improvement, and employ strategies to improve inter-professional communication. This research highlights the need for nurse educators working in simulation to engage in critical discourse regarding the adequacy and effectiveness of current pedagogy informing simulation design. Pedagogical approaches which maximize repetition, modeling, immersive feedback, and effective communication tend to be favored by millennial students. Copyright © 2017 Elsevier Ltd. All rights reserved.

  1. Visuomotor adaptation in head-mounted virtual reality versus conventional training

    PubMed Central

    Anglin, J. M.; Sugiyama, T.; Liew, S.-L.

    2017-01-01

    Immersive, head-mounted virtual reality (HMD-VR) provides a unique opportunity to understand how changes in sensory environments affect motor learning. However, potential differences in mechanisms of motor learning and adaptation in HMD-VR versus a conventional training (CT) environment have not been extensively explored. Here, we investigated whether adaptation on a visuomotor rotation task in HMD-VR yields similar adaptation effects in CT and whether these effects are achieved through similar mechanisms. Specifically, recent work has shown that visuomotor adaptation may occur via both an implicit, error-based internal model and a more cognitive, explicit strategic component. We sought to measure both overall adaptation and balance between implicit and explicit mechanisms in HMD-VR versus CT. Twenty-four healthy individuals were placed in either HMD-VR or CT and trained on an identical visuomotor adaptation task that measured both implicit and explicit components. Our results showed that the overall timecourse of adaption was similar in both HMD-VR and CT. However, HMD-VR participants utilized a greater cognitive strategy than CT, while CT participants engaged in greater implicit learning. These results suggest that while both conditions produce similar results in overall adaptation, the mechanisms by which visuomotor adaption occurs in HMD-VR appear to be more reliant on cognitive strategies. PMID:28374808

  2. The Flostation - an Immersive Cyberspace System

    NASA Technical Reports Server (NTRS)

    Park, Brian

    2006-01-01

    A flostation is a computer-controlled apparatus that, along with one or more computer(s) and other computer-controlled equipment, is part of an immersive cyberspace system. The system is said to be immersive in two senses of the word: (1) It supports the body in a modified form neutral posture experienced in zero gravity and (2) it is equipped with computer-controlled display equipment that helps to give the occupant of the chair a feeling of immersion in an environment that the system is designed to simulate. Neutral immersion was conceived during the Gemini program as a means of training astronauts for working in a zerogravity environment. Current derivatives include neutral-buoyancy tanks and the KC-135 airplane, each of which mimics the effects of zero gravity. While these have performed well in simulating the shorter-duration flights typical of the space program to date, a training device that can take astronauts to the next level will be needed for simulating longer-duration flights such as that of the International Space Station. The flostation is expected to satisfy this need. The flostation could also be adapted and replicated for use in commercial ventures ranging from home entertainment to medical treatment. The use of neutral immersion in the flostation enables the occupant to recline in an optimal posture of rest and meditation. This posture, combines savasana (known to practitioners of yoga) and a modified form of the neutral posture assumed by astronauts in outer space. As the occupant relaxes, awareness of the physical body is reduced. The neutral body posture, which can be maintained for hours without discomfort, is extended to the eyes, ears, and hands. The occupant can be surrounded with a full-field-of-view visual display and nearphone sound, and can be stimulated with full-body vibration and motion cueing. Once fully immersed, the occupant can use neutral hand controllers (that is, hand-posture sensors) to control various aspects of the simulated environment.

  3. Real-time 3D video compression for tele-immersive environments

    NASA Astrophysics Data System (ADS)

    Yang, Zhenyu; Cui, Yi; Anwar, Zahid; Bocchino, Robert; Kiyanclar, Nadir; Nahrstedt, Klara; Campbell, Roy H.; Yurcik, William

    2006-01-01

    Tele-immersive systems can improve productivity and aid communication by allowing distributed parties to exchange information via a shared immersive experience. The TEEVE research project at the University of Illinois at Urbana-Champaign and the University of California at Berkeley seeks to foster the development and use of tele-immersive environments by a holistic integration of existing components that capture, transmit, and render three-dimensional (3D) scenes in real time to convey a sense of immersive space. However, the transmission of 3D video poses significant challenges. First, it is bandwidth-intensive, as it requires the transmission of multiple large-volume 3D video streams. Second, existing schemes for 2D color video compression such as MPEG, JPEG, and H.263 cannot be applied directly because the 3D video data contains depth as well as color information. Our goal is to explore from a different angle of the 3D compression space with factors including complexity, compression ratio, quality, and real-time performance. To investigate these trade-offs, we present and evaluate two simple 3D compression schemes. For the first scheme, we use color reduction to compress the color information, which we then compress along with the depth information using zlib. For the second scheme, we use motion JPEG to compress the color information and run-length encoding followed by Huffman coding to compress the depth information. We apply both schemes to 3D videos captured from a real tele-immersive environment. Our experimental results show that: (1) the compressed data preserves enough information to communicate the 3D images effectively (min. PSNR > 40) and (2) even without inter-frame motion estimation, very high compression ratios (avg. > 15) are achievable at speeds sufficient to allow real-time communication (avg. ~ 13 ms per 3D video frame).

  4. Simulation-based learning: Just like the real thing.

    PubMed

    Lateef, Fatimah

    2010-10-01

    Simulation is a technique for practice and learning that can be applied to many different disciplines and trainees. It is a technique (not a technology) to replace and amplify real experiences with guided ones, often "immersive" in nature, that evoke or replicate substantial aspects of the real world in a fully interactive fashion. Simulation-based learning can be the way to develop health professionals' knowledge, skills, and attitudes, whilst protecting patients from unnecessary risks. Simulation-based medical education can be a platform which provides a valuable tool in learning to mitigate ethical tensions and resolve practical dilemmas. Simulation-based training techniques, tools, and strategies can be applied in designing structured learning experiences, as well as be used as a measurement tool linked to targeted teamwork competencies and learning objectives. It has been widely applied in fields such aviation and the military. In medicine, simulation offers good scope for training of interdisciplinary medical teams. The realistic scenarios and equipment allows for retraining and practice till one can master the procedure or skill. An increasing number of health care institutions and medical schools are now turning to simulation-based learning. Teamwork training conducted in the simulated environment may offer an additive benefit to the traditional didactic instruction, enhance performance, and possibly also help reduce errors.

  5. Multiple Intelligences Theory and Foreign Language Education: Perspectives of College Students in a German Immersion Program

    ERIC Educational Resources Information Center

    Weber-Segler, Ellen

    2013-01-01

    The purpose of this qualitative research study was to explore and comprehend the role of Howard Gardner's theory of multiple intelligences (MI) in foreign language learning by analyzing the perspectives of college students in a German immersion program at a liberal arts college in the Midwest. Data collection included 10 in-depth student…

  6. Career Immersion. School-to-Work Outreach Project 1997 Exemplary Model/Practice/Strategy.

    ERIC Educational Resources Information Center

    Minnesota Univ., Minneapolis. Inst. on Community Integration.

    The Career Immersion program, which has been conducted since 1989-90 at Silver Spring Elementary School in Milwaukee, Wisconsin, introduces the world of work to students at an early age. The program's primary activities involve hands-on, school-based learning in which all students participate. Students between the ages of 3 and 13 participate in 2…

  7. A Change in Teaching Philosophy: The Effects of Short-Term Teaching Immersion on English Teaching Beliefs and Practice

    ERIC Educational Resources Information Center

    Wong, Ruth Ming Har

    2013-01-01

    Research has shown that the underlying teaching beliefs or theories of any particular teacher have generally been considered relatively stable and static throughout his or her career. However, this study investigates how one teacher's beliefs regarding both teaching and learning were changed during a short-term study and immersion program abroad.…

  8. Math Instruction Is Not Universal: Language-Specific Pedagogical Knowledge in Korean/English Two-Way Immersion Programs

    ERIC Educational Resources Information Center

    Lee, Wona; Lee, Jin Sook

    2017-01-01

    Two-Way Immersion (TWI) programs have demonstrated positive outcomes in students' academic achievement in English, yet less is known about content teaching and learning in the non-English language in these programs. This study uses math instruction as a lens to identify pedagogical strategies and challenges in the teaching of math in Korean to…

  9. The Promise and Potential of Two-Way Immersion in Catholic Schools

    ERIC Educational Resources Information Center

    Fraga, Luis R.

    2016-01-01

    Two-Way Immersion (TWI) is a method of instruction designed to facilitate the learning of a second language by non-native speakers. Unlike traditional methods of teaching a second language, TWI is grounded in the equal presence, respect, and value of the two languages and their related cultures. Moreover, the goal of TWI is the building of…

  10. Implementing Two-Way Dual-Language Immersion Programs: Classroom Insights from an Urban District. Research Brief. RB-9921

    ERIC Educational Resources Information Center

    Li, Jennifer J.; Steele, Jennifer L.; Slater, Robert; Bacon, Michael; Miller, Trey

    2016-01-01

    Dual-language immersion programs--in which students learn core subjects (language arts, math, science, and social studies) in both English and a "partner" language--have been gaining in popularity across the United States. Such programs may use a "two-way model," in which roughly half the students are native speakers of the…

  11. Preparing Science Teachers for Culturally Diverse Students: Developing Cultural Literacy Through Cultural Immersion, Cultural Translators and Communities of Practice

    NASA Astrophysics Data System (ADS)

    Chinn, Pauline W. U.

    2006-09-01

    This three year study of P-12 professional development is grounded in sociocultural theories that hold that building knowledge and relationships among individuals from different cultural backgrounds entails joint activity toward common goals and cultural dialogues mediated by cultural translators. Sixty P-12 pre and in-service teachers in a year long interdisciplinary science curriculum course shared the goal of developing culturally relevant, standards-based science curricula for Native Hawai'ian students. Teachers and Native Hawai'ian instructors lived and worked together during a five day culture-science immersion in rural school and community sites and met several times at school, university, and community sites to build knowledge and share programs. Teachers were deeply moved by immersion experiences, learned to connect cultural understandings, e.g., a Hawai'ian sense of place and curriculum development, and highly valued collaborating with peers on curriculum development and implementation. The study finds that long term professional development providing situated learning through cultural immersion, cultural translators, and interdisciplinary instruction supports the establishment of communities of practice in which participants develop the cross-cultural knowledge and literacy needed for the development of locally relevant, place and standards-based curricula and pedagogy.

  12. The Benefits and Barriers of Using Virtual Worlds to Engage Healthcare Professionals on Distance Learning Programmes

    ERIC Educational Resources Information Center

    Hack, Catherine Jane

    2016-01-01

    Using the delivery of a large postgraduate distance learning module in bioethics to health professionals as an illustrative example, the type of learning activity that could be enhanced through delivery in an immersive virtual world (IVW) was explored. Several activities were repurposed from the "traditional" virtual learning environment…

  13. Successful L3 Learning in a Study Abroad Context: A Personal Narrative

    ERIC Educational Resources Information Center

    Róg, Tomasz

    2017-01-01

    Studying abroad may seem like an unparalleled opportunity to learn a foreign language. Massive exposure to the language, chances for interaction with native speakers, and cultural immersion appear to create excellent conditions for language learning. Yet, most available research indicates that study abroad (SA) participants rarely achieve…

  14. Difficult Dialogues about Service Learning: Embrace the Messiness

    ERIC Educational Resources Information Center

    Hui, S. Mei-Yen

    2009-01-01

    When she was graduate coordinator for the Office of Community Service-Learning's Alternative Breaks (AB) program at the University of Maryland-College Park, the author had the privilege of working with undergraduate student trip leaders as they researched, planned, and coordinated weeklong service-learning immersion trips in which students would…

  15. Immersive Educational Technology: Changing Families and Learning.

    ERIC Educational Resources Information Center

    Ehrich, Roger W.; McCreary, Faith

    Since the popularization of networked computing that began in 1993, many excited educators have employed networked computers to improve motivation and learning in the classroom. Computers have also become a focal point for the improvement of instruction through the introduction of teaching methods that better support constructivist learning. While…

  16. Experiential Education--Scandinavian Style

    ERIC Educational Resources Information Center

    Mortensen, Erik

    1978-01-01

    Learning a foreign language by the cultural immersion technique, used by the Scandinavian Seminar, an international experiential education organization, is described, based on American college students' experiences studying in Scandinavia. Also explored is the learning concept of experiential education. (JMD)

  17. Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson's disease.

    PubMed

    Kim, Aram; Darakjian, Nora; Finley, James M

    2017-02-21

    Virtual reality (VR) has recently been explored as a tool for neurorehabilitation to enable individuals with Parkinson's disease (PD) to practice challenging skills in a safe environment. Current technological advances have enabled the use of affordable, fully immersive head-mounted displays (HMDs) for potential therapeutic applications. However, while previous studies have used HMDs in individuals with PD, these were only used for short bouts of walking. Clinical applications of VR for gait training would likely involve an extended exposure to the virtual environment, which has the potential to cause individuals with PD to experience simulator-related adverse effects due to their age or pathology. Thus, our objective was to evaluate the safety of using an HMD for longer bouts of walking in fully immersive VR for older adults and individuals with PD. Thirty-three participants (11 healthy young, 11 healthy older adults, and 11 individuals with PD) were recruited for this study. Participants walked for 20 min while viewing a virtual city scene through an HMD (Oculus Rift DK2). Safety was evaluated using the mini-BESTest, measures of center of pressure (CoP) excursion, and questionnaires addressing symptoms of simulator sickness (SSQ) and measures of stress and arousal. Most participants successfully completed all trials without any discomfort. There were no significant changes for any of our groups in symptoms of simulator sickness or measures of static and dynamic balance after exposure to the virtual environment. Surprisingly, measures of stress decreased in all groups while the PD group also increased the level of arousal after exposure. Older adults and individuals with PD were able to successfully use immersive VR during walking without adverse effects. This provides systematic evidence supporting the safety of immersive VR for gait training in these populations.

  18. Internet-Based Laboratory Immersion: When The Real Deal is Not Available

    NASA Astrophysics Data System (ADS)

    Meisner, Gerald; Hoffman, Harol

    2004-11-01

    Do you want all of your students to investigate equilibrium conditions in the physics lab, but don't have time for lab investigations? Do your under-prepared students need basic, careful and detailed remedial work to help them succeed? LAAPhysics provides an answer to these questions by means of robust online physics courseware based on: (1) a sound, research-based pedagogy (2) a rich laboratory environment with skills and operational knowledge transferable to the wet lab' and (3) a paradigm which is economically scalable. LAAPhysics provides both synchronous and asynchronous learning experiences for an introductory, algebra-based course for students (undergraduate, AP High School, seekers of a second degree), those seeking career changes, and pre-service and in-service teachers. We have developed a simulated physics laboratory comprised of virtual lab equipment and instruments, associated curriculum modules and virtual guidance for real time feedback, formative assessment and collaborative learning.

  19. Immersive communication intervention for speaking and non-speaking children with intellectual disabilities.

    PubMed

    van der Schuit, Margje; Segers, Eliane; van Balkom, Hans; Stoep, Judith; Verhoeven, Ludo

    2010-09-01

    The current study demonstrates the effectiveness of an intervention that addresses both home care and day care for children with intellectual disabilities while also taking the large individual differences between the children into account. The KLINc Studio intervention was designed to improve the language development, communication skills, and emergent literacy of 10 children with complex communication needs. The focus of the anchor-based intervention program was on the stimulation of vocabulary learning via the incorporation of AAC into the learning environment in the most natural manner possible. While all of the children showed significant progress across the intervention period of 2 years, the group of speaking children showed greater development in the domains of receptive language and productive syntax than the group of non-speaking children. For heterogeneous groups of children with disabilities, the use of a combined intervention such as that described here appears to be promising.

  20. From sound to syntax: phonological constraints on children's lexical categorization of new words.

    PubMed

    Fitneva, Stanka A; Christiansen, Morten H; Monaghan, Padraic

    2009-11-01

    Two studies examined the role of phonological cues in the lexical categorization of new words when children could also rely on learning by exclusion and whether the role of phonology depends on extensive experience with a language. Phonological cues were assessed via phonological typicality - an aggregate measure of the relationship between the phonology of a word and the phonology of words in the same lexical class. Experiment 1 showed that when monolingual English-speaking seven-year-olds could rely on learning by exclusion, phonological typicality only affected their initial inferences about the words. Consistent with recent computational analyses, phonological cues had stronger impact on the processing of verb-like than noun-like items. Experiment 2 revealed an impact of French on the performance of seven-year-olds in French immersion when tested in a French language environment. Thus, phonological knowledge may affect lexical categorization even in the absence of extensive experience.

  1. Development of Techniques for Visualization of Scalar and Vector Fields in the Immersive Environment

    NASA Technical Reports Server (NTRS)

    Bidasaria, Hari B.; Wilson, John W.; Nealy, John E.

    2005-01-01

    Visualization of scalar and vector fields in the immersive environment (CAVE - Cave Automated Virtual Environment) is important for its application to radiation shielding research at NASA Langley Research Center. A complete methodology and the underlying software for this purpose have been developed. The developed software has been put to use for the visualization of the earth s magnetic field, and in particular for the study of the South Atlantic Anomaly. The methodology has also been put to use for the visualization of geomagnetically trapped protons and electrons within Earth's magnetosphere.

  2. Effects of iron content in Ni-Cr-xFe alloys and immersion time on the oxide films formed in a simulated PWR water environment

    NASA Astrophysics Data System (ADS)

    Ru, Xiangkun; Lu, Zhanpeng; Chen, Junjie; Han, Guangdong; Zhang, Jinlong; Hu, Pengfei; Liang, Xue

    2017-12-01

    The iron content in Ni-Cr-xFe (x = 0-9 at.%) alloys strongly affected the properties of oxide films after 978 h of immersion in the simulated PWR primary water environment at 310 °C. Increasing the iron content in the alloys increased the amount of iron-bearing polyhedral spinel oxide particles in the outer oxide layer and increased the local oxidation penetrations into the alloy matrix from the chromium-rich inner oxide layer. The effects of iron content in the alloys on the oxide film properties after 500 h of immersion were less significant than those after 978 h. Iron content increased, and chromium content decreased, in the outer oxide layer with increasing iron content in the alloys. Increasing the immersion time facilitated the formation of the local oxidation penetrations along the matrix/film interface and the nickel-bearing spinel oxides in the outer oxide layer.

  3. Emerging technologies in education and training: applications for the laboratory animal science community.

    PubMed

    Ketelhut, Diane Jass; Niemi, Steven M

    2007-01-01

    This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.

  4. Simulation Exploration through Immersive Parallel Planes

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Brunhart-Lupo, Nicholas J; Bush, Brian W; Gruchalla, Kenny M

    We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less

  5. Simulation Exploration through Immersive Parallel Planes: Preprint

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Brunhart-Lupo, Nicholas; Bush, Brian W.; Gruchalla, Kenny

    We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less

  6. Problem-based learning in an on-line biotechnology course

    NASA Astrophysics Data System (ADS)

    Cheaney, James Daniel

    Problem-based learning (PBL) is a pedagogical tool that uses a "real world" problem or situation as a context for learning. PBL encourages student development of critical thinking skills, a high professional competency, problem-solving ability, knowledge acquisition, the ability to work productively as a team member and make decisions in unfamiliar situations, and the acquisition of skills that support self-directed life-long learning, metacognition, and adaptation to change. However, little research has focused on the use of PBL in on-line "virtual" classes. We conducted two studies exploring the use of PBL in an on-line biotechnology course. In the first study, ethical, legal, social, and human issues were used as a motivation for learning about DNA testing technologies, applications, and bioethical issues. In the second study, we combined PBL pedagogy with a rich multimedia environment of streaming video interviews, physical artifacts, and extensive links to articles and databases to create a multidimensional immersive PBL environment called "Robert's World". In "Robert's World", a man is determining whether to undergo a pre-symptomatic DNA test for an untreatable, incurable, fatal genetic disease for which he has a family history. In both studies, design and implementation issues of the on-line PBL environment are discussed, as are differences between on-line PBL and face-to-face PBL. Both studies provide evidence to suggest that PBL stimulates higher-order learning in students. However, in both studies, student performance on an exam testing acquisition of lower-order factual learning was lower for PBL students than for students who learned the same material through a traditional lecture-based approach. Possible reasons for this lower level of performance are explored. Student feedback expressed engagement with the issues and material covered, with reservations about some aspects of the PBL format, such as the lack of flexibility provided in cooperative learning. We conclude that on-line PBL is a powerful tool in helping to develop higher-order learning in students. The reasons for the decrease in student understanding of factual information are unclear. However, there are certain circumstances unique to on-line classes to keep in mind when implementing on-line PBL. These are summarized in concluding recommendations.

  7. Immersive cyberspace system

    NASA Technical Reports Server (NTRS)

    Park, Brian V. (Inventor)

    1997-01-01

    An immersive cyberspace system is presented which provides visual, audible, and vibrational inputs to a subject remaining in neutral immersion, and also provides for subject control input. The immersive cyberspace system includes a relaxation chair and a neutral immersion display hood. The relaxation chair supports a subject positioned thereupon, and places the subject in position which merges a neutral body position, the position a body naturally assumes in zero gravity, with a savasana yoga position. The display hood, which covers the subject's head, is configured to produce light images and sounds. An image projection subsystem provides either external or internal image projection. The display hood includes a projection screen moveably attached to an opaque shroud. A motion base supports the relaxation chair and produces vibrational inputs over a range of about 0-30 Hz. The motion base also produces limited translation and rotational movements of the relaxation chair. These limited translational and rotational movements, when properly coordinated with visual stimuli, constitute motion cues which create sensations of pitch, yaw, and roll movements. Vibration transducers produce vibrational inputs from about 20 Hz to about 150 Hz. An external computer, coupled to various components of the immersive cyberspace system, executes a software program and creates the cyberspace environment. One or more neutral hand posture controllers may be coupled to the external computer system and used to control various aspects of the cyberspace environment, or to enter data during the cyberspace experience.

  8. Low body temperature, time dilation, and long-trace conditioned flavor aversion in rats.

    PubMed

    Misanin, James R; Anderson, Matthew J; Christianson, John P; Collins, Michele M; Goodhart, Mark G; Rushanan, Scott G; Hinderliter, Charles F

    2002-07-01

    Conditioned flavor aversion was examined in Wistar-derived albino rats that were immersed in cold water for 0, 2.5, 5, or 10 min immediately following 10-min exposure to a.1% saccharin solution and given an intraperitoneal (i.p.) injection of 0.15 M lithium chloride (LiCl) either 90, 135, 180, or 225 min later. Cold water immersion for 2.5, 5, and 10 min led to body temperature decreases of approximately 4.5, 7, and 10 degrees C, respectively. Rats whose body temperatures were not reduced (0 min immersion) showed no saccharin aversion when the LiCl was delayed 90 min. Rats whose body temperatures were reduced 4.5, 7, and 10 degrees C displayed conditioned aversions at LiCl delays up to 135, 180, and 225 min, respectively. These results were interpreted in terms of a cold-induced slowing of a biochemical clock that may uniquely govern specific timing processes involved in associative learning over long delays, such as long-trace conditioned flavor aversion, learned safety, and certain types of learning that involve an extensive time lapse (e.g., extinction of fear). Copyright 2002 Elsevier Science (USA).

  9. Exploring Design Requirements for Repurposing Dental Virtual Patients From the Web to Second Life: A Focus Group Study

    PubMed Central

    Antoniou, Panagiotis E; Athanasopoulou, Christina A; Dafli, Eleni

    2014-01-01

    Background Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician’s environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content. Objective This work aims to assess the suitability of the Second Life MUVE as a virtual patient deployment platform for undergraduate dental education, and to explore the requirements and specifications needed to meaningfully repurpose Web-based virtual patients in MUVEs. Methods Through the scripting capabilities and available art assets in Second Life, we repurposed an existing Web-based periodontology virtual patient into Second Life. Through a series of point-and-click interactions and multiple-choice queries, the user experienced a specific periodontology case and was asked to provide the optimal responses for each of the challenges of the case. A focus group of 9 undergraduate dentistry students experienced both the Web-based and the Second Life version of this virtual patient. The group convened 3 times and discussed relevant issues such as the group’s computer literacy, the assessment of Second Life as a virtual patient deployment platform, and compared the Web-based and MUVE-deployed virtual patients. Results A comparison between the Web-based and the Second Life virtual patient revealed the inherent advantages of the more experiential and immersive Second Life virtual environment. However, several challenges for the successful repurposing of virtual patients from the Web to the MUVE were identified. The identified challenges for repurposing of Web virtual patients to the MUVE platform from the focus group study were (1) increased case complexity to facilitate the user’s gaming preconception in a MUVE, (2) necessity to decrease textual narration and provide the pertinent information in a more immersive sensory way, and (3) requirement to allow the user to actuate the solutions of problems instead of describing them through narration. Conclusions For a successful systematic repurposing effort of virtual patients to MUVEs such as Second Life, the best practices of experiential and immersive game design should be organically incorporated in the repurposing workflow (automated or not). These findings are pivotal in an era in which open educational content is transferred to and shared among users, learners, and educators of various open repositories/environments. PMID:24927470

  10. The Experientiality of Sustainability: Living with Our Choices

    NASA Astrophysics Data System (ADS)

    Pritchard, M.

    2015-12-01

    In an age when the escalating impact of human activity on the global environment has begun to threaten the long-term survival of humanity, increasing focus is being brought to bear on the scientific, social, economic, political, and cultural ramifications of the various courses of action open to individuals and societies across the globe. The intentional and intelligent modification of human behavior to balance environmental impact with human wellbeing is seen as the key to entering what Jeffrey Sachs has called the 'Age of Sustainable Development'. There are mechanisms, legal, socio-cultural, religious, economic, and technological that may ameliorate to varying degrees the environmental impact of human activity. These mechanisms are explored at length in the literature and assessed by their capacity to encourage or compel compliant behavior. They rely heavily on individual and collective choices based on rational self-interest, which is in turn informed by knowledge. The role of education in facilitating sustainable human activity is a key feature of many contributions to the literature. The alarming shortcoming in these discussions is the absence of an effective approach to learned sustainability that may achieve the necessary changes in human behavior and particularly adult choices with respect to daily acts of consumption. Sustainable practices and choices are most effectively produced through immersion in experientially based learning programs aimed at elementary and secondary school students. The experience of sustainable living during the critical phase of personal identity formation is the key to shaping behavior, and not just imparting knowledge. This AGU education session, ED041: Teaching Sustainability and Human Impact through Collaborative Teaching Methods, explores the principles on which such experiential immersion learning contributes to genuine sustainable behaviors and choices through targeted, intelligently designed residential programs.

  11. Residential immersive life skills programs for youth with disabilities: service providers' perceptions of change processes.

    PubMed

    King, Gillian; McPherson, Amy; Kingsnorth, Shauna; Stewart, Debra; Glencross-Eimantas, Tanya; Jones-Galley, Kimberlea; Morrison, Andrea; Isihi, Ana Maria; Gorter, Jan Willem

    2015-05-01

    Residential immersive life skills (RILS) programs are designed to equip youth with physical disabilities with the foundational life skills required to assume adult roles. The objective was to determine RILS service providers' perceptions of the active ingredients of the intervention change process. Thirty-seven service providers from various disciplines completed measures to assess expertise status and participated in qualitative interviews. Qualitative themes were derived, and similarities and differences in themes were identified for blinded groups of novices, intermediates, and experts. The three main themes, reflecting change processes, were: (a) creating a supportive program atmosphere with multiple opportunities for learning, (b) using strategies to support, encourage, and engage youth, and (c) intentionally fostering youth experiences of skill development, social interaction, and pride in accomplishment. In contrast to the novices, experts displayed a more holistic perspective and paid attention to higher-order issues such as providing opportunities and enabling youth. The findings indicate how RILS service providers work to create a program atmosphere and employ strategies to intentionally foster particular youth experiences. The findings explicate service providers' theories of practice, the intentional design of RILS program environments to bring about client change, and the value of service provider expertise. Implications for Rehabilitation Service providers of youth independence-oriented life skills programs can intentionally create a learning-oriented and supportive program atmosphere by using non-directive, coaching/guiding, and engagement strategies Youth experiences of skill development, shared experience with others, and pride in accomplishment can be cultivated by providing a range of learning opportunities, including choice making, problem-solving, and skill mastery Compared to more novice service providers, experts discussed managing the program conditions and context, creating opportunities for choice and new experiences, and adopting a facilitating and enabling role (coaching and capitalizing on teachable moments).

  12. Making Room for Second Language Phonotactics: Effects of L2 Learning and Environment on First Language Speech Perception.

    PubMed

    Carlson, Matthew T

    2018-04-01

    Language-specific restrictions on sound sequences in words can lead to automatic perceptual repair of illicit sound sequences. As an example, no Spanish words begin with /s/-consonant sequences ([#sC]), and where necessary (e.g., foreign loanwords) [#sC] is repaired by inserting an initial [e], (e.g. foreign loanwords, cf., esnob, from English snob). As a result, Spanish speakers tend to perceive an illusory [e] before [#sC] sequences. Interestingly, this perceptual illusion is weaker in early Spanish-English bilinguals, whose other language, English, allows [#sC]. The present study explored whether this apparent influence of the English language on Spanish is restricted to early bilinguals, whose early language experience includes a mixture of both languages, or whether later learning of second language (L2) English can also induce a weakening of the first language (L1) perceptual illusion. Two groups of late Spanish-English bilinguals, immersed in Spanish or English, were tested on the same Spanish AX (same-different) discrimination task used in a study by Carlson et al., (2016) and their results compared with the Spanish monolinguals from Carlson et al.'s study. Like early bilinguals, late bilinguals exhibited a reduced impact of perceptual prothesis on discrimination accuracy. Additionally, late bilinguals, particularly in English immersion, were slowest when responding against the Spanish perceptual illusion. Robust L1 perceptual illusions thus appear to be malleable in the face of later L2 learning. It is argued that these results are consonant with the need for late bilinguals to navigate alternative, conflicting representations of the same acoustic material, even in unilingual L1 speech perception tasks.

  13. Technology Immersion: New Tools in the Hands of Well-Trained Staff Transform Teaching and Learning

    ERIC Educational Resources Information Center

    Peterson, Dennis L.

    2005-01-01

    This article discusses the technology immersion in the Minnetonka, Minn., School District. Imagine walking into a classroom where the teacher uses his finger on a giant touch screen to maneuver website data or diagram a sentence. Imagine every student in the class--even the one who hasn't spoken all semester--holding a response device to give the…

  14. Reading as a Skill or as a Social Practice in French Immersion?

    ERIC Educational Resources Information Center

    Roy, Sylvie; Schafer, Paul-Christophe

    2015-01-01

    This paper looks at reading in French immersion and how learning French is seen more as a skill rather than a social practice that could be examined through a more critical lens. Most of the teachers often teach students how to read but rarely will they discuss the role of French in Canadian society and how this is manifested in the texts they…

  15. Mars mission program for primary students: Building student and teacher skills in science, technology, engineering and mathematics

    NASA Astrophysics Data System (ADS)

    Mathers, Naomi; Pakakis, Michael; Christie, Ian

    2011-09-01

    The Victorian Space Science Education Centre (VSSEC) scenario-based programs, including the Mission to Mars and Mission to the Orbiting Space Laboratory, utilize methodologies such as hands-on applications, immersive learning, integrated technologies, critical thinking and mentoring. The use of a scenario provides a real-life context and purpose to what students might otherwise consider disjointed information. These programs engage students in the areas of maths and science, and highlight potential career paths in science and engineering. The introduction of a scenario-based program for primary students engages students in maths and science at a younger age, addressing the issues of basic numeracy and science literacy, thus laying the foundation for stronger senior science initiatives. Primary students absorb more information within the context of the scenario, and presenting information they can see, hear, touch and smell creates a memorable learning and sensory experience. The mission also supports development of teacher skills in the delivery of hands-on science and helps build their confidence to teach science. The Primary Mission to the Mars Base gives primary school students access to an environment and equipment not available in schools. Students wear flight suits for the duration of the program to immerse them in the experience of being an astronaut. Astronauts work in the VSSEC Space Laboratory, which is transformed into a Mars base for the primary program, to conduct experiments in areas such as robotics, human physiology, microbiology, nanotechnology and environmental science. Specialist mission control software has been developed by La Trobe University Centre for Games Technology to provide age appropriate Information and Communication Technology (ICT) based problem solving and support the concept of a mission. Students in Mission Control observe the astronauts working in the space laboratory and talk to them via the AV system. This interactive environment promotes high order thinking skills such as problem solving, team work, communication skills and leadership. To promote the teaching of science in the classroom, and prepare the students for their mission, the program includes a pre-visit program. These classroom-based lessons model best practice in effective science teaching and learning to support the development of confident primary science teachers.

  16. Google Earth in the middle school geography classroom: Its impact on spatial literacy and place geography understanding of students

    NASA Astrophysics Data System (ADS)

    Westgard, Kerri S. W.

    Success in today's globalized, multi-dimensional, and connected world requires individuals to have a variety of skill sets -- i.e. oracy, numeracy, literacy, as well as the ability to think spatially. Student's spatial literacy, based on various national and international assessment results, indicates that even though there have been gains in U.S. scores over the past decade, overall performance, including those specific to spatial skills, are still below proficiency. Existing studies focused on the potential of virtual learning environment technology to reach students in a variety of academic areas, but a need still exists to study specifically the phenomenon of using Google Earth as a potentially more useful pedagogical tool to develop spatial literacy than the currently employed methods. The purpose of this study was to determine the extent to which graphicacy achievement scores of students who were immersed in a Google Earth environment were different from students who were provided with only two-dimensional instruction for developing spatial skills. Situated learning theory and the work of Piaget and Inhelder's Child's Conception of Space provided the theoretical grounding from which this study evolved. The National Research Council's call to develop spatial literacy, as seen in Learning to Think Spatially , provided the impetus to begin research. The target population (N = 84) for this study consisted of eighth grade geography students at an upper Midwest Jr. High School during the 2009-2010 academic year. Students were assigned to the control or experimental group based on when they had geography class. Control group students ( n = 44) used two-dimensional PowerPoint images to complete activities, while experimental group students (n = 40) were immersed in the three-dimensional Google Earth world for activity completion. Research data was then compiled and statistically analyzed to answer five research questions developed for this study. One-way ANOVAs were run on data collected and no statistically significant difference was found between the control and experimental group. However, two of the five research questions yielded practically significant data that indicates students who used Google Earth outperformed their counterparts who used PowerPoint on pattern prediction and spatial relationship understanding.

  17. Revising a Design Course from a Lecture Approach to a Project-Based Learning Approach

    ERIC Educational Resources Information Center

    Kunberger, Tanya

    2013-01-01

    In order to develop the evaluative skills necessary for successful performance of design, a senior, Geotechnical Engineering course was revised to immerse students in the complexity of the design process utilising a project-based learning (PBL) approach to instruction. The student-centred approach stresses self-directed group learning, which…

  18. Transformative Learning in Medical Education: Context Matters, a South Australian Longitudinal Study

    ERIC Educational Resources Information Center

    Greenhill, Jenenne; Richards, Janet Noreen; Mahoney, Sarah; Campbell, Narelle; Walters, Lucie

    2018-01-01

    This longitudinal study followed the clinical learning journey of 20 medical students over 4 years, from the beginning of their clinical immersion, through one of the three different clinical placement models: block rotation, longitudinal integrated clerkship, or community- and hospital-integrated learning, and then into Year 4 and the intern year…

  19. The Effects of Intercultural Learning on English Learning Motivation among Students Studying Abroad

    ERIC Educational Resources Information Center

    Tsai, Yau

    2012-01-01

    Background: While English is becoming as a tool of communication and interaction with people from different countries in the global society of the twenty-first century due to the trend toward globalization and internationalization, those who study abroad and immerse themselves in the host culture may experience intercultural learning naturally…

  20. Birthing Internal Images: Employing the "Cajita" Project as a Contemplative Activity in a College Classroom

    ERIC Educational Resources Information Center

    Kanagala, Vijay; Rendon, Laura I.

    2013-01-01

    Recently, there has been a surge of interest in employing contemplative teaching and learning practices in college classrooms. The authors define contemplative pedagogy as a teaching and learning experience that involves the learner in a participatory epistemology characterized by a deeply immersed, insightful learning experience fostered through…

  1. Evaluating a "Second Life" Problem-Based Learning (PBL) Demonstrator Project: What Can We Learn?

    ERIC Educational Resources Information Center

    Beaumont, Chris; Savin-Baden, Maggi; Conradi, Emily; Poulton, Terry

    2014-01-01

    This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support problem-based learning. The project designed, created and evaluated eight scenarios within "Second Life" (SL) for undergraduate courses in health care management and paramedic training. Evaluation was…

  2. Why Aren't All Children in the Nordic Countries Bilingual?

    ERIC Educational Resources Information Center

    Skutnabb-Kangas, Tove

    1984-01-01

    Examines three Nordic bilingual programs: (1) immersion, where majority children with a high status mother tongue learn a second language; (2) submersion, where minority children with a low status mother tongue are forced to learn the majority language; and (3) language shelter, where minority children learn the majority language as a second…

  3. Neuromuscular function during knee extension exercise after cold water immersion.

    PubMed

    Wakabayashi, Hitoshi; Wijayanto, Titis; Tochihara, Yutaka

    2017-06-23

    Human adaptability to cold environment has been focused on in the physiological anthropology and related research area. Concerning the human acclimatization process in the natural climate, it is necessary to conduct a research assessing comprehensive effect of cold environment and physical activities in cold. This study investigated the effect of cold water immersion on the exercise performance and neuromuscular function during maximal and submaximal isometric knee extension. Nine healthy males participated in this study. They performed maximal and submaximal (20, 40, and 60% maximal load) isometric knee extension pre- and post-immersion in 23, 26, and 34 °C water. The muscle activity of the rectus femoris (RF) and vastus lateralis (VL) was measured using surface electromyography (EMG). The percentages of the maximum voluntary contraction (%MVC) and mean power frequency (MPF) of EMG data were analyzed. The post-immersion maximal force was significantly lower in 23 °C than in 26 and 34 °C conditions (P < 0.05). The post-immersion %MVC of RF was significantly higher than pre-immersion during 60% maximal exercise in 23 and 26 °C conditions (P < 0.05). In the VL, the post-immersion %MVC was significantly higher than pre-immersion in 23 and 26 °C conditions during 20% maximal exercise and in 26 °C at 40 and 60% maximal intensities (P < 0.05). The post-immersion %MVC of VL was significantly higher in 26 °C than in 34 °C at 20 and 60% maximal load (P < 0.05). The post-immersion MPF of RF during 20% maximal intensity was significantly lower in 23 °C than in 26 and 34 °C conditions (P < 0.05), and significantly different between three water temperature conditions at 40 and 60% maximal intensities (P < 0.05). The post-immersion MPF of VL during three submaximal trials were significantly lower in 23 and 26 °C than in 34 °C conditions (P < 0.05). The lower shift of EMG frequency would be connected with the decrease in the nerve and muscle fibers conduction velocity. To compensate for the impairment of each muscle fibers function, more muscle fibers might be recruited to maintain the working load. This might result in the greater amplitude of EMG after the cold immersion.

  4. Effects of sensory cueing in virtual motor rehabilitation. A review.

    PubMed

    Palacios-Navarro, Guillermo; Albiol-Pérez, Sergio; García-Magariño García, Iván

    2016-04-01

    To critically identify studies that evaluate the effects of cueing in virtual motor rehabilitation in patients having different neurological disorders and to make recommendations for future studies. Data from MEDLINE®, IEEExplore, Science Direct, Cochrane library and Web of Science was searched until February 2015. We included studies that investigate the effects of cueing in virtual motor rehabilitation related to interventions for upper or lower extremities using auditory, visual, and tactile cues on motor performance in non-immersive, semi-immersive, or fully immersive virtual environments. These studies compared virtual cueing with an alternative or no intervention. Ten studies with a total number of 153 patients were included in the review. All of them refer to the impact of cueing in virtual motor rehabilitation, regardless of the pathological condition. After selecting the articles, the following variables were extracted: year of publication, sample size, study design, type of cueing, intervention procedures, outcome measures, and main findings. The outcome evaluation was done at baseline and end of the treatment in most of the studies. All of studies except one showed improvements in some or all outcomes after intervention, or, in some cases, in favor of the virtual rehabilitation group compared to the control group. Virtual cueing seems to be a promising approach to improve motor learning, providing a channel for non-pharmacological therapeutic intervention in different neurological disorders. However, further studies using larger and more homogeneous groups of patients are required to confirm these findings. Copyright © 2016 Elsevier Inc. All rights reserved.

  5. Spherical Panoramas for Astrophysical Data Visualization

    NASA Astrophysics Data System (ADS)

    Kent, Brian R.

    2017-05-01

    Data immersion has advantages in astrophysical visualization. Complex multi-dimensional data and phase spaces can be explored in a seamless and interactive viewing environment. Putting the user in the data is a first step toward immersive data analysis. We present a technique for creating 360° spherical panoramas with astrophysical data. The three-dimensional software package Blender and the Google Spatial Media module are used together to immerse users in data exploration. Several examples employing these methods exhibit how the technique works using different types of astronomical data.

  6. eduCRATE--a Virtual Hospital architecture.

    PubMed

    Stoicu-Tivadar, Lăcrimioara; Stoicu-Tivadar, Vasile; Berian, Dorin; Drăgan, Simona; Serban, Alexandru; Serban, Corina

    2014-01-01

    eduCRATE is a complex project proposal which aims to develop a virtual learning environment offering interactive digital content through original and integrated solutions using cloud computing, complex multimedia systems in virtual space and personalized design with avatars. Compared to existing similar products the project brings the novelty of using languages for medical guides in order to ensure a maximum of flexibility. The Virtual Hospital simulations will create interactive clinical scenarios for which students will find solutions for positive diagnosis and therapeutic management. The solution based on cloud computing and immersive multimedia is an attractive option in education because is economical and it matches the current working style of the young generation to whom it addresses.

  7. New Desktop Virtual Reality Technology in Technical Education

    ERIC Educational Resources Information Center

    Ausburn, Lynna J.; Ausburn, Floyd B.

    2008-01-01

    Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept…

  8. Criticality for Global Citizenship in Korean English Immersion Camps

    ERIC Educational Resources Information Center

    Ahn, So-Yeon

    2015-01-01

    Given a heavy social, ideological pressure for parents to pursue better English education for their children in the globalized world, short-term English immersion camp programs have emerged as an educational option in South Korea, promoted as environments for intercultural communication between native English-speaking teachers and local Korean…

  9. Common toads (Bufo arenarum) learn to anticipate and avoid hypertonic saline solutions.

    PubMed

    Daneri, M Florencia; Papini, Mauricio R; Muzio, Rubén N

    2007-11-01

    Toads (Bufo arenarum) were exposed to pairings between immersion in a neutral saline solution (i.e., one that caused no significant variation in fluid balance), followed by immersion in a highly hypertonic saline solution (i.e., one that caused water loss). In Experiment 1, solutions were presented in a Pavlovian conditioning arrangement. A group receiving a single neutral-highly hypertonic pairing per day exhibited a greater conditioned increase in heart rate than groups receiving either the same solutions in an explicitly unpaired fashion, or just the neutral solution. Paired toads also showed a greater ability to compensate for water loss across trials than that of the explicitly unpaired group. Using the same reinforcers and a similar apparatus, Experiment 2 demonstrated that toads learn a one-way avoidance response motivated by immersion in the highly hypertonic solution. Cardiac and avoidance conditioning are elements of an adaptive system for confronting aversive situations involving loss of water balance. Copyright 2007 APA.

  10. Multi-arm multilateral haptics-based immersive tele-robotic system (HITS) for improvised explosive device disposal

    NASA Astrophysics Data System (ADS)

    Erickson, David; Lacheray, Hervé; Lai, Gilbert; Haddadi, Amir

    2014-06-01

    This paper presents the latest advancements of the Haptics-based Immersive Tele-robotic System (HITS) project, a next generation Improvised Explosive Device (IED) disposal (IEDD) robotic interface containing an immersive telepresence environment for a remotely-controlled three-articulated-robotic-arm system. While the haptic feedback enhances the operator's perception of the remote environment, a third teleoperated dexterous arm, equipped with multiple vision sensors and cameras, provides stereo vision with proper visual cues, and a 3D photo-realistic model of the potential IED. This decentralized system combines various capabilities including stable and scaled motion, singularity avoidance, cross-coupled hybrid control, active collision detection and avoidance, compliance control and constrained motion to provide a safe and intuitive control environment for the operators. Experimental results and validation of the current system are presented through various essential IEDD tasks. This project demonstrates that a two-armed anthropomorphic Explosive Ordnance Disposal (EOD) robot interface can achieve complex neutralization techniques against realistic IEDs without the operator approaching at any time.

  11. Virtually driving: are the driving environments "real enough" for exposure therapy with accident victims? An explorative study.

    PubMed

    Walshe, David; Lewis, Elizabeth; O'Sullivan, Kathleen; Kim, Sun I

    2005-12-01

    There is a small but growing body of research supporting the effectiveness of computer-generated environments in exposure therapy for driving phobia. However, research also suggests that difficulties can readily arise whereby patients do not immerse in simulated driving scenes. The simulated driving environments are not "real enough" to undertake exposure therapy. This sets a limitation to the use of virtual reality (VR) exposure therapy as a treatment modality for driving phobia. The aim of this study was to investigate if a clinically acceptable immersion/presence rate of >80% could be achieved for driving phobia subjects in computer generated environments by modifying external factors in the driving environment. Eleven patients referred from the Accident and Emergency Department of a general hospital or from their General Practitioner following a motor vehicle accident, who met DSM-IV criteria for Specific Phobia-driving were exposed to a computer-generated driving environment using computer driving games (London Racer/Midtown Madness). In an attempt to make the driving environments "real enough," external factors were modified by (a) projection of images onto a large screen, (b) viewing the scene through a windscreen, (c) using car seats for both driver and passenger, and (d) increasing vibration sense through use of more powerful subwoofers. Patients undertook a trial session involving driving through computer environments with graded risk of an accident. "Immersion/presence" was operationally defined as a subjective rating by the subject that the environment "feels real," together with an increase in subjective units of distress (SUD) ratings of >3 and/or an increase of heart rate of >15 beats per minute (BPM). Ten of 11 (91%) of the driving phobic subjects met the criteria for immersion/presence in the driving environment enabling progression to VR exposure therapy. These provisional findings suggest that the paradigm adopted in this study might be an effective and relatively inexpensive means of developing driving environments "real enough," to make VR exposure therapy a viable treatment modality for driving phobia following a motor vehicle accident (MVA).

  12. Fast adaptation of the internal model of gravity for manual interceptions: evidence for event-dependent learning.

    PubMed

    Zago, Myrka; Bosco, Gianfranco; Maffei, Vincenzo; Iosa, Marco; Ivanenko, Yuri P; Lacquaniti, Francesco

    2005-02-01

    We studied how subjects learn to deal with two conflicting sensory environments as a function of the probability of each environment and the temporal distance between repeated events. Subjects were asked to intercept a visual target moving downward on a screen with randomized laws of motion. We compared five protocols that differed in the probability of constant speed (0g) targets and accelerated (1g) targets. Probability ranged from 9 to 100%, and the time interval between consecutive repetitions of the same target ranged from about 1 to 20 min. We found that subjects systematically timed their responses consistent with the assumption of gravity effects, for both 1 and 0g trials. With training, subjects rapidly adapted to 0g targets by shifting the time of motor activation. Surprisingly, the adaptation rate was independent of both the probability of 0g targets and their temporal distance. Very few 0g trials sporadically interspersed as catch trials during immersive practice with 1g trials were sufficient for learning and consolidation in long-term memory, as verified by retesting after 24 h. We argue that the memory store for adapted states of the internal gravity model is triggered by individual events and can be sustained for prolonged periods of time separating sporadic repetitions. This form of event-related learning could depend on multiple-stage memory, with exponential rise and decay in the initial stages followed by a sample-and-hold module.

  13. Validation of a Full-Immersion Simulation Platform for Percutaneous Nephrolithotomy Using Three-Dimensional Printing Technology.

    PubMed

    Ghazi, Ahmed; Campbell, Timothy; Melnyk, Rachel; Feng, Changyong; Andrusco, Alex; Stone, Jonathan; Erturk, Erdal

    2017-12-01

    The restriction of resident hours with an increasing focus on patient safety and a reduced caseload has impacted surgical training. A complex and complication prone procedure such as percutaneous nephrolithotomy (PCNL) with a steep learning curve may create an unsafe environment for hands-on resident training. In this study, we validate a high fidelity, inanimate PCNL model within a full-immersion simulation environment. Anatomically correct models of the human pelvicaliceal system, kidney, and relevant adjacent structures were created using polyvinyl alcohol hydrogels and three-dimensional-printed injection molds. All steps of a PCNL were simulated including percutaneous renal access, nephroscopy, and lithotripsy. Five experts (>100 caseload) and 10 novices (<20 caseload) from both urology (full procedure) and interventional radiology (access only) departments completed the simulation. Face and content validity were calculated using model ratings for similarity to the real procedure and usefulness as a training tool. Differences in performance among groups with various levels of experience using clinically relevant procedural metrics were used to calculate construct validity. The model was determined to have an excellent face and content validity with an average score of 4.5/5.0 and 4.6/5.0, respectively. There were significant differences between novice and expert operative metrics including mean fluoroscopy time, the number of percutaneous access attempts, and number of times the needle was repositioned. Experts achieved better stone clearance with fewer procedural complications. We demonstrated the face, content, and construct validity of an inanimate, full task trainer for PCNL. Construct validity between experts and novices was demonstrated using incorporated procedural metrics, which permitted the accurate assessment of performance. While hands-on training under supervision remains an integral part of any residency, this full-immersion simulation provides a comprehensive tool for surgical skills development and evaluation before hands-on exposure.

  14. Effects of Low- Versus High-Fidelity Simulations on the Cognitive Burden and Performance of Entry-Level Paramedicine Students: A Mixed-Methods Comparison Trial Using Eye-Tracking, Continuous Heart Rate, Difficulty Rating Scales, Video Observation and Interviews.

    PubMed

    Mills, Brennen W; Carter, Owen B-J; Rudd, Cobie J; Claxton, Louise A; Ross, Nathan P; Strobel, Natalie A

    2016-02-01

    High-fidelity simulation-based training is often avoided for early-stage students because of the assumption that while practicing newly learned skills, they are ill suited to processing multiple demands, which can lead to "cognitive overload" and poorer learning outcomes. We tested this assumption using a mixed-methods experimental design manipulating psychological immersion. Thirty-nine randomly assigned first-year paramedicine students completed low- or high-environmental fidelity simulations [low-environmental fidelity simulations (LF(en)S) vs. high-environmental fidelity simulation (HF(en)S)] involving a manikin with obstructed airway (SimMan3G). Psychological immersion and cognitive burden were determined via continuous heart rate, eye tracking, self-report questionnaire (National Aeronautics and Space Administration Task Load Index), independent observation, and postsimulation interviews. Performance was assessed by successful location of obstruction and time-to-termination. Eye tracking confirmed that students attended to multiple, concurrent stimuli in HF(en)S and interviews consistently suggested that they experienced greater psychological immersion and cognitive burden than their LF(en)S counterparts. This was confirmed by significantly higher mean heart rate (P < 0.001) and National Aeronautics and Space Administration Task Load Index mental demand (P < 0.05). Although group allocation did not influence the proportion of students who ultimately revived the patient (58% vs. 30%, P < 0.10), the HF(en)S students did so significantly more quickly (P < 0.01). The LF(en)S students had low immersion resulting in greater assessment anxiety. High-environmental fidelity simulation engendered immersion and a sense of urgency in students, whereas LF(en)S created assessment anxiety and slower performance. We conclude that once early-stage students have learned the basics of a clinical skill, throwing them in the "deep end" of high-fidelity simulation creates significant additional cognitive burden but this has considerable educational merit.

  15. Nickel and chromium ion release from stainless steel bracket on immersion various types of mouthwashes

    NASA Astrophysics Data System (ADS)

    Mihardjanti, M.; Ismah, N.; Purwanegara, M. K.

    2017-08-01

    The stainless steel bracket is widely used in orthodontics because of its mechanical properties, strength, and good biocompatibility. However, under certain conditions, it can be susceptible to corrosion. Studies have reported that the release of nickel and chromium ions because of corrosion can cause allergic reactions in some individuals and are mutagenic. The condition of the oral environment can lead to corrosion, and one factor that can alter the oral environment is mouthwash. The aim of this study was to measure the nickel and chromium ions released from stainless steel brackets when immersed in mouthwash and aquadest. The objects consisted of four groups of 17 maxillary premolar brackets with .022 slots. Each group was immersed in a different mouthwash and aquadest and incubated at 37 °C for 30 days. After 30 days of immersion, the released ions were measured using the ICP-MS (Inductively Coupled Plasma-Mass Spectrometer). For statistical analysis, both the Kruskal-Wallis and Mann-Whitney tests were used. The results showed differences among the four groups in the nickel ions released (p < 0.05) and the chromium ions released (p < 0.5). In conclusion, the ions released as a result of mouthwash immersion have a small value that is below the limit of daily intake recommended by the World Health Organization.

  16. The use of virtual reality in memory rehabilitation: current findings and future directions.

    PubMed

    Brooks, B M; Rose, F D

    2003-01-01

    There is considerable potential for using virtual reality (VR) in memory rehabilitation which is only just beginning to be realized. PC-based virtual environments are probably better suited for this purpose than more immersive virtual environments because they are relatively inexpensive and portable, and less frightening to patients. Those exploratory studies that have so far been performed indicate that VR involvement would be usefully directed towards improving assessments of memory impairments and in memory remediation using reorganization techniques. In memory assessment, the use of VR could provide more comprehensive, ecologically-valid, and controlled evaluations of prospective, incidental, and spatial memory in a rehabilitation setting than is possible using standardized assessment tests. The additional knowledge gained from these assessments could more effectively direct rehabilitation towards specific impairments of individual patients. In memory remediation, VR training has been found to promote procedural learning in people with memory impairments, and this learning has been found to transfer to improved real-world performance. Future research should investigate ways in which the procedural knowledge gained during VR interaction can be adapted to offset the many disabilities which result from different forms of memory impairment.

  17. Learning for clinical leadership.

    PubMed

    Cook, Michael J; Leathard, Helen L

    2004-11-01

    Clinical leadership has been acclaimed widely as a major factor influencing the quality of patient care but research has revealed a paucity of preparation for this significant role. Leadership literature has rarely addressed clinical leadership specifically or referred to the difficulties in characterizing effective clinical leaders. The research informing this paper focused on clinical leadership and identified five attributes of effective clinical leaders: creativity, highlighting, influencing, respecting, and supporting. Effective clinical leaders adopted a transformational leadership style and improved care, through others, by including transformational (soft) knowledge as an integral part of their effective practice repertoire. Phronesis is introduced as practical wisdom that is gained through immersion in relevant experience, and as an essential element of preparation for clinical nursing leadership practice. It is argued, that learning to transform care requires opportunities to work within an environment that engenders and supports aspiring leaders. The paper describes the research process, elucidates the attributes through illustrative examples from the research data, and discusses an emergent educational strategy for the development of these attributes by clinicians in their practice environments. The paper also describes the application of this research through an interdisciplinary programme for staff leading teams in both health and social services sectors.

  18. Indigenous health: designing a clinical orientation program valued by learners.

    PubMed

    Huria, Tania; Palmer, Suetonia; Beckert, Lutz; Lacey, Cameron; Pitama, Suzanne

    2017-10-05

    Indigenous health programs are seen as a curriculum response to addressing health disparities and social accountability. Several interrelated teaching approaches to cultural competency curricula have been recommended, however evidence of the impact of these on learner outcomes including engagement and self-reported competencies is limited. We aimed to explore undergraduate medical student perspectives of an indigenous health orientation program to inform curriculum strategies that promote learning and development of clinical skills. We analyzed quantitative and qualitative student evaluations (n = 602) of a three-day immersed indigenous health orientation program between 2006 and 2014 based on Likert-scale responses and open-text comments. We conducted a thematic analysis of narrative student experiences (n = 426). Overall, 509 of 551 respondents (92%) rated the indigenous health orientation program as extremely or highly valuable and most (87%) reported that the course strongly increased their interest in indigenous health. The features of the clinical course that enhanced value for learners included situated learning (learning environment; learning context); teaching qualities (enthusiasm and passion for Māori health; role-modelling); curriculum content (re-presenting Māori history; exploring Māori beliefs, values and practices; using a Māori health framework in clinical practice); teaching methodologies (multiple teaching methods; simulated patient interview); and building relationships with peers (getting to know the student cohort; developing professional working relationships). Undergraduate medical students valued an indigenous health program delivered in an authentic indigenous environment and that explicitly reframed historical notions of indigenous health to contextualize learning. Content relevant to clinical practice, faculty knowledge, and strengthened peer interactions combined to build learner confidence and self-reported indigenous health competencies. These findings suggest empirical evidence to support a curriculum approach to indigenous health teaching that enhances clinical learning.

  19. Summer Camp: Language Learning beyond the Walls--A Grassroots Model for Summer Immersion Camp

    ERIC Educational Resources Information Center

    Seewald, Amanda

    2012-01-01

    In efforts to improve, expand and inspire language learning to become a basic and essential component of the landscape of the educational system, one must reach out beyond the walls of the classroom to engage learners early. Real-world learning and energized, playful, interactive language experiences that inspire can drastically change the…

  20. Using Immersive Healthcare Simulation for Physiology Education: Initial Experience in High School, College, and Graduate School Curricula

    ERIC Educational Resources Information Center

    Oriol, Nancy E.; Hayden, Emily M.; Joyal-Mowschenson, Julie; Muret-Wagstaff, Sharon; Faux, Russell; Gordon, James A.

    2011-01-01

    In the natural world, learning emerges from the joy of play, experimentation, and inquiry as part of everyday life. However, this kind of informal learning is often difficult to integrate within structured educational curricula. This report describes an educational program that embeds naturalistic learning into formal high school, college, and…

  1. Language Learning 2.0--International Collaboration Made Easy

    ERIC Educational Resources Information Center

    Kotikoski, Tuula-Harriet; Doshi, Natasha

    2014-01-01

    The Internet has become part of our daily life and serves as a source of knowledge as well as a space for interaction. E-learning is thus a vital element in teaching, and digital media offer not only the possibility to support the individual learning processes of students, but also to foster multilingualism and to immerse into authentic learning…

  2. Utilizing Mobile Devices to Enrich the Learning Style of Students

    ERIC Educational Resources Information Center

    McGovern, Enda F.; Luna-Nevarez, Cuauhtemoc; Baruca, Arne

    2017-01-01

    As digital technologies evolve in education, business faculty have increased access to an extensive range of mobile devices and online applications to help them inspire students' passion for learning. Adopting new digital approaches to teaching can also enhance the learning style of students who are immersed in the use of digital devices. How can…

  3. Defence Adademies and Colleges 2009 International Conference. Network Centric Learning: Towards Authentic ePractices, 25 - 27 March 2009

    DTIC Science & Technology

    2009-03-27

    to learning and collaborative working • Developing more immersive learning where learning is promoted through experiencing the style of thinking of... Student Talk in Promoting Quality Learning in Science Classroom”, MS. Morrison, P., Barlow, M., Bethel, G. and Clothier, S. (2005), “Proficient Soldier...on student perceptions of learning effectiveness. 1 Computer self-efficacy: “The learner’s perception of their ability to carry out a series of

  4. "Theory Becoming Alive": The Learning Transition Process of Newly Graduated Nurses in Canada.

    PubMed

    Nour, Violet; Williams, Anne M

    2018-01-01

    Background Newly graduated nurses often encounter a gap between theory and practice in clinical settings. Although this has been the focus of considerable research, little is known about the learning transition process. Purpose The purpose of this study was to explore the experiences of newly graduated nurses in acute healthcare settings within Canada. This study was conducted to gain a greater understanding of the experiences and challenges faced by graduates. Methods Grounded theory method was utilized with a sample of 14 registered nurses who were employed in acute-care settings. Data were collected using in-depth interviews. Constant comparative analysis was used to analyze data. Results Findings revealed a core category, "Theory Becoming Alive," and four supporting categories: Entry into Practice, Immersion, Committing, and Evolving. Theory Becoming Alive described the process of new graduate nurses' clinical learning experiences as well as the challenges that they encountered in clinical settings after graduating. Conclusions This research provides a greater understanding of learning process of new graduate nurses in Canada. It highlights the importance of providing supportive environments to assist new graduate nurses to develop confidence as independent registered nurses in clinical areas. Future research directions as well as supportive educational strategies are described.

  5. A Framework for Aligning Instructional Design Strategies with Affordances of CAVE Immersive Virtual Reality Systems

    ERIC Educational Resources Information Center

    Ritz, Leah T.; Buss, Alan R.

    2016-01-01

    Increasing availability of immersive virtual reality (IVR) systems, such as the Cave Automatic Virtual Environment (CAVE) and head-mounted displays, for use in education contexts is providing new opportunities and challenges for instructional designers. By highlighting the affordances of IVR specific to the CAVE, the authors emphasize the…

  6. Student Responses to Their Immersion in a Virtual Environment.

    ERIC Educational Resources Information Center

    Taylor, Wayne

    Undertaken in conjunction with a larger study that investigated the educational efficacy of students building their own virtual worlds, this study measures the reactions of students in grades 4-12 to the experience of being immersed in virtual reality (VR). The study investigated the sense of "presence" experienced by the students, the…

  7. The Effect of Exposure on Syntactic Parsing in Spanish-English Bilinguals

    ERIC Educational Resources Information Center

    Dussias, Paola E.; Sagarra, Nuria

    2007-01-01

    An eye tracking experiment examined how exposure to a second language (L2) influences sentence parsing in the first language. Forty-four monolingual Spanish speakers, 24 proficient Spanish-English bilinguals with limited immersion experience in the L2 environment and 20 proficient Spanish-English bilinguals with extensive L2 immersion experience…

  8. Evaluation of the biocompatibility of NiTi dental wires: a comparison of laboratory experiments and clinical conditions.

    PubMed

    Toker, S M; Canadinc, D

    2014-07-01

    Effects of intraoral environment on the surface degradation of nickel-titanium (NiTi) shape memory alloy orthodontic wires was simulated through ex situ static immersion experiments in artificial saliva. The tested wires were compared to companion wires retrieved from patients in terms of chemical changes and formation of new structures on the surface. Results of the ex situ experiments revealed that the acidic erosion effective at the earlier stages of immersion led to the formation of new structures as the immersion period approached 30 days. Moreover, comparison of these results with the analysis of wires utilized in clinical treatment evidenced that ex situ experiments are reliable in terms predicting C-rich structure formation on the wire surfaces. However, the formation of C pileups at the contact sites of arch wires and brackets could not be simulated with the aid of static immersion experiments, warranting the simulation of the intraoral environment in terms of both chemical and physical conditions, including mechanical loading, when evaluating the biocompatibility of NiTi orthodontic arch wires. Copyright © 2014 Elsevier B.V. All rights reserved.

  9. Comparative study on collaborative interaction in non-immersive and immersive systems

    NASA Astrophysics Data System (ADS)

    Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki

    2007-09-01

    This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.

  10. A succinct overview of virtual reality technology use in Alzheimer's disease.

    PubMed

    García-Betances, Rebeca I; Arredondo Waldmeyer, María Teresa; Fico, Giuseppe; Cabrera-Umpiérrez, María Fernanda

    2015-01-01

    We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer's disease (AD) applications. We categorize them according to their intended purpose (e.g., diagnosis, patient cognitive training, caregivers' education, etc.), focus feature (e.g., spatial impairment, memory deficit, etc.), methodology employed (e.g., tasks, games, etc.), immersion level, and passive or active interaction. Critical assessment indicates that most of them do not yet take full advantage of virtual environments with high levels of immersion and interaction. Many still rely on conventional 2D graphic displays to create non-immersive or semi-immersive VR scenarios. Important improvements are needed to make VR a better and more versatile assessment and training tool for AD. The use of the latest display technologies available, such as emerging head-mounted displays and 3D smart TV technologies, together with realistic multi-sensorial interaction devices, and neuro-physiological feedback capacity, are some of the most beneficial improvements this mini-review suggests. Additionally, it would be desirable that such VR applications for AD be easily and affordably transferable to in-home and nursing home environments.

  11. Community Resilience Informed by Science and Experience (C-RISE)

    NASA Astrophysics Data System (ADS)

    Young Morse, R.; Peake, L.; Bowness, G.

    2017-12-01

    The Gulf of Maine Research Institute is developing an interactive learning experience that engages participants in the interdependence of humans and the environment, the cycles of observation and experiment that advance science knowledge, and the changes we see now and that are predicted for sea level and storm frequency. These scientific concepts and principles will be brought to human scale through the connection to the challenge of city planning in our harbor communities. We are leveraging the ESRI Story Maps platform to build rich visualization-based narratives that feature NOAA maps, data and tools. Our program participants work in teams to navigate the content and participate in facilitated group discussions led by our educators. Based on the adult learning experience and in concert with new content being developed for the LabVenture program around the theme of Climate Change, we will develop a learning experience for 5th and 6th graders.Our goal is to immerse 1000+ adults from target communities in Greater Portland region as well as 8000+ middle school students from throughout the state in the experience.

  12. “Shrink Wrapping” Lectures: Teaching Cell and Molecular Biology within the Context of Human Pathologies

    PubMed Central

    2005-01-01

    Students are most motivated and learn best when they are immersed in an environment that causes them to realize why they should learn. Perhaps nowhere is this truer than when teaching the biological sciences to engineers. Transitioning from a traditionally mathematics-based to a traditionally knowledge-based pedagogical style can challenge student learning and engagement. To address this, human pathologies were used as a problem-based context for teaching knowledge-based cell biological mechanisms. Lectures were divided into four modules. First, a disease was presented from clinical, economic, and etiological standpoints. Second, fundamental concepts of cell and molecular biology were taught that were directly relevant to that disease. Finally, we discussed the cellular and molecular basis of the disease based on these fundamental concepts, together with current clinical approaches to the disease. The basic science is thus presented within a “shrink wrap” of disease application. Evaluation of this contextual technique suggests that it is very useful in improving undergraduate student focus and motivation, and offers many advantages to the instructor as well. PMID:15917872

  13. Enabling Field Experiences in Introductory Geoscience Classes through the Use of Immersive Virtual Reality

    NASA Astrophysics Data System (ADS)

    Moysey, S. M.; Smith, E.; Sellers, V.; Wyant, P.; Boyer, D. M.; Mobley, C.; Brame, S.

    2015-12-01

    Although field experiences are an important aspect of geoscience education, the opportunity to provide physical world experiences to large groups of introductory students is often limited by access, logistical, and financial constraints. Our project (NSF IUSE 1504619) is investigating the use of immersive virtual reality (VR) technologies as a surrogate for real field experiences in introductory geosciences classes. We are developing a toolbox that leverages innovations in the field of VR, including the Oculus Rift and Google Cardboard, to enable every student in an introductory geology classroom the opportunity to have a first-person virtual field experience in the Grand Canyon. We have opted to structure our VR experience as an interactive game where students must explore the Canyon to accomplish a series of tasks designed to emphasize key aspects of geoscience learning. So far we have produced two demo products for the virtual field trip. The first is a standalone "Rock Box" app developed for the iPhone, which allows students to select different rock samples, examine them in 3D, and obtain basic information about the properties of each sample. The app can act as a supplement to the traditional rock box used in physical geology labs. The second product is a fully functioning VR environment for the Grand Canyon developed using satellite-based topographic and imagery data to retain real geologic features within the experience. Players can freely navigate to explore anywhere they desire within the Canyon, but are guided to points of interest where they are able to complete exercises that will be aligned with specific learning goals. To this point we have integrated elements of the "Rock Box" app within the VR environment, allowing players to examine 3D details of rock samples they encounter within the Grand Canyon. We plan to provide demos of both products and obtain user feedback during our presentation.

  14. Beyond the Anchor: Students and Broadcasting Opportunities.

    ERIC Educational Resources Information Center

    Marks, Rick

    1999-01-01

    Describes how the author taught a class (called "Editing for Broadcasting") for 19 neophyte newspeople through total immersion: students learned how to run a newsroom while operating one. Notes that students learned the principles and fundamentals of broadcast journalism, including news judgment, writing, editing, reporting, and…

  15. Crowd behaviour during high-stress evacuations in an immersive virtual environment

    PubMed Central

    Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W.; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-01-01

    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. PMID:27605166

  16. Crowd behaviour during high-stress evacuations in an immersive virtual environment.

    PubMed

    Moussaïd, Mehdi; Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W; Gross, Markus; Helbing, Dirk; Hölscher, Christoph

    2016-09-01

    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. © 2016 The Authors.

  17. Knowledge Acquisition and Job Training for Advanced Technical Skills Using Immersive Virtual Environment

    NASA Astrophysics Data System (ADS)

    Watanuki, Keiichi; Kojima, Kazuyuki

    The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.

  18. Discovering new methods of data fusion, visualization, and analysis in 3D immersive environments for hyperspectral and laser altimetry data

    NASA Astrophysics Data System (ADS)

    Moore, C. A.; Gertman, V.; Olsoy, P.; Mitchell, J.; Glenn, N. F.; Joshi, A.; Norpchen, D.; Shrestha, R.; Pernice, M.; Spaete, L.; Grover, S.; Whiting, E.; Lee, R.

    2011-12-01

    Immersive virtual reality environments such as the IQ-Station or CAVE° (Cave Automated Virtual Environment) offer new and exciting ways to visualize and explore scientific data and are powerful research and educational tools. Combining remote sensing data from a range of sensor platforms in immersive 3D environments can enhance the spectral, textural, spatial, and temporal attributes of the data, which enables scientists to interact and analyze the data in ways never before possible. Visualization and analysis of large remote sensing datasets in immersive environments requires software customization for integrating LiDAR point cloud data with hyperspectral raster imagery, the generation of quantitative tools for multidimensional analysis, and the development of methods to capture 3D visualizations for stereographic playback. This study uses hyperspectral and LiDAR data acquired over the China Hat geologic study area near Soda Springs, Idaho, USA. The data are fused into a 3D image cube for interactive data exploration and several methods of recording and playback are investigated that include: 1) creating and implementing a Virtual Reality User Interface (VRUI) patch configuration file to enable recording and playback of VRUI interactive sessions within the CAVE and 2) using the LiDAR and hyperspectral remote sensing data and GIS data to create an ArcScene 3D animated flyover, where left- and right-eye visuals are captured from two independent monitors for playback in a stereoscopic player. These visualizations can be used as outreach tools to demonstrate how integrated data and geotechnology techniques can help scientists see, explore, and more adequately comprehend scientific phenomena, both real and abstract.

  19. NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

    NASA Technical Reports Server (NTRS)

    Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard

    2003-01-01

    The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  20. Overlay improvements using a real time machine learning algorithm

    NASA Astrophysics Data System (ADS)

    Schmitt-Weaver, Emil; Kubis, Michael; Henke, Wolfgang; Slotboom, Daan; Hoogenboom, Tom; Mulkens, Jan; Coogans, Martyn; ten Berge, Peter; Verkleij, Dick; van de Mast, Frank

    2014-04-01

    While semiconductor manufacturing is moving towards the 14nm node using immersion lithography, the overlay requirements are tightened to below 5nm. Next to improvements in the immersion scanner platform, enhancements in the overlay optimization and process control are needed to enable these low overlay numbers. Whereas conventional overlay control methods address wafer and lot variation autonomously with wafer pre exposure alignment metrology and post exposure overlay metrology, we see a need to reduce these variations by correlating more of the TWINSCAN system's sensor data directly to the post exposure YieldStar metrology in time. In this paper we will present the results of a study on applying a real time control algorithm based on machine learning technology. Machine learning methods use context and TWINSCAN system sensor data paired with post exposure YieldStar metrology to recognize generic behavior and train the control system to anticipate on this generic behavior. Specific for this study, the data concerns immersion scanner context, sensor data and on-wafer measured overlay data. By making the link between the scanner data and the wafer data we are able to establish a real time relationship. The result is an inline controller that accounts for small changes in scanner hardware performance in time while picking up subtle lot to lot and wafer to wafer deviations introduced by wafer processing.

  1. The Components of Effective Teacher Training in the Use of Three-Dimensional Immersive Virtual Worlds for Learning and Instruction Purposes: A Literature Review

    ERIC Educational Resources Information Center

    Nussli, Natalie; Oh, Kevin

    2014-01-01

    The overarching question that guides this review is to identify the key components of effective teacher training in virtual schooling, with a focus on three-dimensional (3D) immersive virtual worlds (IVWs). The process of identifying the essential components of effective teacher training in the use of 3D IVWs will be described step-by-step. First,…

  2. Improving the quality of science reporting: a case study of Metcalf's Annual Science Immersion Workshop for Journalists

    NASA Astrophysics Data System (ADS)

    Murray, Cara

    Environmental journalists and science writers express a strong desire for professional development opportunities. These groups often identify inadequate training in science and science writing as their biggest obstacles to accurate reporting. To fill these training gaps, science immersion workshops for journalists, focused on a particular specialization such as marine reporting, offer both practical and pedagogical advantages. However, few efforts have been made to evaluate the efficacy of these workshops in a quantitative way. This case study of the Annual Science Immersion Workshop for Journalists, offered by the Metcalf Institute for Marine and Environmental Reporting, aimed to determine whether journalists' reporting is more accurate as a result of program participation. Survey data, collected from 11 years of workshop alumni, indicate neutral to positive responses on all measures of change. Using an exploratory approach, this study analyzed survey results by five categories---year of attendance, education level and type, media format, and years of journalism experience---to investigate the role of demographic variables in participants' learning experience. Some results of these comparative analyses correlate with programmatic changes made during the 11 years surveyed. The presence or absence of specific workshop activities coincides with higher and lower levels of reported change for specific learning objectives targeted by those activities. Other results have possible implications for program design or participant eligibility to maximize program impact. Journalists with more formal education report more change on multiple learning objectives, such as data use, understanding of scientific uncertainty, desire to report on environmental topics, and communication with scientists. At the same time, journalists with less formal education and less professional experience are more likely to have recommended the program to others. Some confounding results suggest a need for different group divisions based on media format in future analysis. The data analysis of survey participants disaggregated by media type generated few statistically significant differences of note. This case study relates to larger trends, questions and changes in today's media landscape. Because information flows from the media to the public and into policy, the quality and quantity of marine reporting impacts the quality and quantity of marine policy. In a media environment that has become increasingly interactive, where information flow is less hierarchical, now more than ever environmental journalists must be equipped to filter, interpret and evaluate information in order to communicate effectively.

  3. Foreign Languages: Key Links in the Chain of Learning.

    ERIC Educational Resources Information Center

    Mead, Robert G., Jr., Ed.

    The articles discuss the necessity of including foreign language as an integral part of the curriculum at all levels of instruction. The following chapters are included: "Elementary School Foreign Language: Key Link in the Chain of Learning" (rationale, innovations, immersion programs, and interdisciplinary approaches); "Foreign…

  4. Peerlingual Education: A Socioeducational Reaction to Structured English Immersion

    ERIC Educational Resources Information Center

    Johnson, Eric J.

    2011-01-01

    This discussion emphasizes the importance of collaborative learning methods to compensate for the legal restrictions placed on school districts by Arizona's anti-bilingual education law, Proposition 203. Grounded in Vygotsky's sociocultural theory of learning, peerlingual education is described as an invaluable resource based on the linguistic…

  5. The convergence of neomillennial learning styles and a multi-user virtual environment

    NASA Astrophysics Data System (ADS)

    Dieterle, Edward Robert, II

    Learning styles influenced and cultivated by immersive technologies have spawned a new area of research, "neomillennial" learning styles (NLS). The present study utilizes a quantitative approach, including principal components analysis and multiple regression/correlation analysis, to investigate NLS. Evidence supporting the arguments laid out in this study derives from a sample of 574 middle grades students from urban, suburban, and rural school settings in North America that participated in the River City Project (RCP) in academic year 2006-07. Central to RCP is an immersive simulation for teaching inquiry-based science and 21st century skills, where success is measured across five dimensions: (a) collaboration, (b) science content understanding, (c) self-efficacy in science, (d) self-efficacy in scientific inquiry, and (e) thoughtfulness of inquiry. Besides taking part in RCP, participating students completed an instrument that generates a profile of their NLS. The resulting profile includes measures of students' fluency in multiple media; the extent to which they prefer learning based on collectively seeking, sieving, and synthesizing experiences; and their tendency toward expression through webs of representations. This study revealed that, on average, a student who prefers: (1) engaging tasks that require creative strategies and seeing and doing things in new ways, while avoiding tasks that involve details, is well suited for learning disease transmission and the scientific method in RCP; (2) distributing attention across multiple tasks that have been prioritized will further his or her belief in their ability to do science by participating via RCP whereas the same conditions may undercut a student who avoids distributing attention across multiple tasks that have been prioritized; (3) to read books, magazines, and newspapers by choice and who score high on measures of their general connectedness with the media is well suited for increasing his or her belief in their ability to complete activities common to practicing scientists in RCP; and (4) (a) engaging tasks that require creative strategies, (b) seeing and doing things in new ways, and (c) distributing attention across multiple tasks that have been prioritized is well suited for increasing his or her use of inquiry and reflection when performing science-related activities in RCP.

  6. Venus Quadrangle Geological Mapping: Use of Geoscience Data Visualization Systems in Mapping and Training

    NASA Technical Reports Server (NTRS)

    Head, James W.; Huffman, J. N.; Forsberg, A. S.; Hurwitz, D. M.; Basilevsky, A. T.; Ivanov, M. A.; Dickson, J. L.; Kumar, P. Senthil

    2008-01-01

    We are currently investigating new technological developments in computer visualization and analysis in order to assess their importance and utility in planetary geological analysis and mapping [1,2]. Last year we reported on the range of technologies available and on our application of these to various problems in planetary mapping [3]. In this contribution we focus on the application of these techniques and tools to Venus geological mapping at the 1:5M quadrangle scale. In our current Venus mapping projects we have utilized and tested the various platforms to understand their capabilities and assess their usefulness in defining units, establishing stratigraphic relationships, mapping structures, reaching consensus on interpretations and producing map products. We are specifically assessing how computer visualization display qualities (e.g., level of immersion, stereoscopic vs. monoscopic viewing, field of view, large vs. small display size, etc.) influence performance on scientific analysis and geological mapping. We have been exploring four different environments: 1) conventional desktops (DT), 2) semi-immersive Fishtank VR (FT) (i.e., a conventional desktop with head-tracked stereo and 6DOF input), 3) tiled wall displays (TW), and 4) fully immersive virtual reality (IVR) (e.g., "Cave Automatic Virtual Environment," or Cave system). Formal studies demonstrate that fully immersive Cave environments are superior to desktop systems for many tasks [e.g., 4].

  7. Native Geosciences: Strengthening the Future Through Tribal Traditions

    NASA Astrophysics Data System (ADS)

    Bolman, J. R.; Quigley, I.; Douville, V.; Hollow Horn Bear, D.

    2008-12-01

    Native people have lived for millennia in distinct and unique ways in our natural sacred homelands and environments. Tribal cultures are the expression of deep understandings of geosciences shared through oral histories, language and ceremonies. Today, Native people as all people are living in a definite time of change. The developing awareness of "change" brings forth an immense opportunity to expand and elevate Native geosciences knowledge, specifically in the areas of earth, wind, fire and water. At the center of "change" is the need to balance the needs of the people with the needs of the environment. Native tradition and our inherent understanding of what is "sacred above is sacred below" is the foundation for an emerging multi-faceted approach to increasing the representation of Natives in geosciences. The approach is also a pathway to assist in Tribal language revitalization, connection of oral histories and ceremonies as well as building an intergenerational teaching/learning community. Humboldt State University, Sinte Gleska University and South Dakota School of Mines and Technology in partnership with Northern California (Hoopa, Yurok, & Karuk) and Great Plains (Lakota) Tribes have nurtured Native geosciences learning communities connected to Tribal Sacred Sites and natural resources. These sites include the Black Hills (Mato Paha, Mato Tiplia, Hinhan Kaga Paha, Mako Sica etc.), Klamath River (Ishkêesh), and Hoopa Valley (Natinixwe). Native geosciences learning is centered on the themes of earth, wind, fire and water and Native application of remote sensing technologies. Tribal Elders and Native geoscientists work collaboratively providing Native families in-field experiential intergenerational learning opportunities which invite participants to immerse themselves spiritually, intellectually, physically and emotionally in the experiences. Through this immersion and experience Native students and families strengthen the circle of our future Tribal communities and a return to traditional ways of supporting the development of our "story" or purpose for being. The opportunities include residential summer field experiences, interdisciplinary curriculums and development of Tribally-driven Native research experiences. The National Science Foundation, University of North Dakota's Northern Great Plains Center for People and the Environment, Upper Midwest Aerospace Consortium (UMAC), and Tribes have provided funding to support the development of Native geosciences. The presentation will focus on current projects: NSF OEDG "He Sapa Bloketu Woecun; Geosciences at the Heart of Everything That Is", NSF S-STEM "Scientific Leadership Scholars" and the NSF BPC "Coalition of American Indians in Computing". The expressed goal of future initiatives is to connect Tribal communities across the Midwest and West in developing a Native Geosciences Pathway. This pathway supports the identification and support of Tribal students with an interest or "story" connected to geosciences ensuring a future Native geosciences workforce.

  8. Immersive Virtual Environment Technology to Supplement Environmental Perception, Preference and Behavior Research: A Review with Applications

    PubMed Central

    Smith, Jordan W.

    2015-01-01

    Immersive virtual environment (IVE) technology offers a wide range of potential benefits to research focused on understanding how individuals perceive and respond to built and natural environments. In an effort to broaden awareness and use of IVE technology in perception, preference and behavior research, this review paper describes how IVE technology can be used to complement more traditional methods commonly applied in public health research. The paper also describes a relatively simple workflow for creating and displaying 360° virtual environments of built and natural settings and presents two freely-available and customizable applications that scientists from a variety of disciplines, including public health, can use to advance their research into human preferences, perceptions and behaviors related to built and natural settings. PMID:26378565

  9. Immersive Virtual Environment Technology to Supplement Environmental Perception, Preference and Behavior Research: A Review with Applications.

    PubMed

    Smith, Jordan W

    2015-09-11

    Immersive virtual environment (IVE) technology offers a wide range of potential benefits to research focused on understanding how individuals perceive and respond to built and natural environments. In an effort to broaden awareness and use of IVE technology in perception, preference and behavior research, this review paper describes how IVE technology can be used to complement more traditional methods commonly applied in public health research. The paper also describes a relatively simple workflow for creating and displaying 360° virtual environments of built and natural settings and presents two freely-available and customizable applications that scientists from a variety of disciplines, including public health, can use to advance their research into human preferences, perceptions and behaviors related to built and natural settings.

  10. Immersive Environment Technologies for Mars Exploration

    NASA Technical Reports Server (NTRS)

    Wright, John R.; Hartman, Frank

    2000-01-01

    JPL's charter includes the unmanned exploration of the Solar System. One of the tools for exploring other planets is the rover as exemplified by Sojourner on the Mars Pathfinder mission. The light speed turnaround time between Earth and the outer planets precludes the use of teleoperated rovers so autonomous operations are built in to the current and upcoming generation devices. As the level of autonomy increases, the mode of operations shifts from low-level specification of activities to a higher-level specification of goals. To support this higher-level activity, it is necessary to provide the operator with an effective understanding of the in-situ environment and also the tools needed to specify the higher-level goals. Immersive environments provide the needed sense of presence to achieve this goal. Use of immersive environments at JPL has two main thrusts that will be discussed in this talk. One is the generation of 3D models of the in-situ environment, in particular the merging of models from different sensors, different modes (orbital, descent, and lander), and even different missions. The other is the use of various tools to visualize the environment within which the rover will be operating to maximize the understanding by the operator. A suite of tools is under development which provide an integrated view into the environment while providing a variety of modes of visualization. This allows the operator to smoothly switch from one mode to another depending on the information and presentation desired.

  11. Diary of an Edu-Tourist in Costa Rica: An Autoethnographical Account of Learning Spanish

    ERIC Educational Resources Information Center

    Lotherington, Heather

    2007-01-01

    This article presents an autoethnographical account of my foray into Spanish immersion education in Costa Rica as a professor of multilingual education at a university in Canada. This language-learning journey was inspired by curiosity about the growing trend for Internet marketing of second-language learning as a form of tourism, which I label…

  12. Early Childhood Bilingualism in the Montessori Children's House: Guessable Context and the Planned Environment.

    ERIC Educational Resources Information Center

    Rosanova, M. J.

    The language immersion approach of the Intercultural Montessori School (Oak Park, Illinois) for children aged 2-6 years is described and discussed. An introductory section gives background information on early work with immersion by Maria Montessori, a personal experience leading to the school's establishment, and the response of language and…

  13. Simulation of Physical Experiments in Immersive Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Wasfy, Tamer M.

    2001-01-01

    An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.

  14. OnSight: Multi-platform Visualization of the Surface of Mars

    NASA Astrophysics Data System (ADS)

    Abercrombie, S. P.; Menzies, A.; Winter, A.; Clausen, M.; Duran, B.; Jorritsma, M.; Goddard, C.; Lidawer, A.

    2017-12-01

    A key challenge of planetary geology is to develop an understanding of an environment that humans cannot (yet) visit. Instead, scientists rely on visualizations created from images sent back by robotic explorers, such as the Curiosity Mars rover. OnSight is a multi-platform visualization tool that helps scientists and engineers to visualize the surface of Mars. Terrain visualization allows scientists to understand the scale and geometric relationships of the environment around the Curiosity rover, both for scientific understanding and for tactical consideration in safely operating the rover. OnSight includes a web-based 2D/3D visualization tool, as well as an immersive mixed reality visualization. In addition, OnSight offers a novel feature for communication among the science team. Using the multiuser feature of OnSight, scientists can meet virtually on Mars, to discuss geology in a shared spatial context. Combining web-based visualization with immersive visualization allows OnSight to leverage strengths of both platforms. This project demonstrates how 3D visualization can be adapted to either an immersive environment or a computer screen, and will discuss advantages and disadvantages of both platforms.

  15. Enhancements to VTK enabling Scientific Visualization in Immersive Environments

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    O'Leary, Patrick; Jhaveri, Sankhesh; Chaudhary, Aashish

    Modern scientific, engineering and medical computational sim- ulations, as well as experimental and observational data sens- ing/measuring devices, produce enormous amounts of data. While statistical analysis provides insight into this data, scientific vi- sualization is tactically important for scientific discovery, prod- uct design and data analysis. These benefits are impeded, how- ever, when scientific visualization algorithms are implemented from scratch—a time-consuming and redundant process in im- mersive application development. This process can greatly ben- efit from leveraging the state-of-the-art open-source Visualization Toolkit (VTK) and its community. Over the past two (almost three) decades, integrating VTK with a virtual reality (VR)more » environment has only been attempted to varying degrees of success. In this pa- per, we demonstrate two new approaches to simplify this amalga- mation of an immersive interface with visualization rendering from VTK. In addition, we cover several enhancements to VTK that pro- vide near real-time updates and efficient interaction. Finally, we demonstrate the combination of VTK with both Vrui and OpenVR immersive environments in example applications.« less

  16. Walking through doorways causes forgetting: Further explorations.

    PubMed

    Radvansky, Gabriel A; Krawietz, Sabine A; Tamplin, Andrea K

    2011-08-01

    Previous research using virtual environments has revealed a location-updating effect in which there is a decline in memory when people move from one location to another. Here we assess whether this effect reflects the influence of the experienced context, in terms of the degree of immersion of a person in an environment, as suggested by some work in spatial cognition, or by a shift in context. In Experiment 1, the degree of immersion was reduced by using smaller displays. In comparison, in Experiment 2 an actual, rather than a virtual, environment was used, to maximize immersion. Location-updating effects were observed under both of these conditions. In Experiment 3, the original encoding context was reinstated by having a person return to the original room in which objects were first encoded. However, inconsistent with an encoding specificity account, memory did not improve by reinstating this context. Finally, we did a further analysis of the results of this and previous experiments to assess the differential influence of foregrounding and retrieval interference. Overall, these data are interpreted in terms of the event horizon model of event cognition and memory.

  17. A Conceptual Framework for Mediated Environments

    ERIC Educational Resources Information Center

    Childs, Mark

    2010-01-01

    Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…

  18. Software for math and science education for the deaf.

    PubMed

    Adamo-Villani, Nicoletta; Wilbur, Ronnie

    2010-01-01

    In this article, we describe the development of two novel approaches to teaching math and science concepts to deaf children using 3D animated interactive software. One approach, Mathsigner, is non-immersive and the other, SMILE, is a virtual reality immersive environment. The content is curriculum-based, and the animated signing characters are constructed with state-of-the art technology and design. We report preliminary development findings of usability and appeal based on programme features (e.g. 2D/3D, immersiveness, interaction type, avatar and interface design) and subject features (hearing status, gender and age). Programme features of 2D/3D, immersiveness and interaction type were very much affected by subject features. Among subject features, we find significant effects of hearing status (deaf children take longer time and make more mistakes than hearing children) and gender (girls take longer than boys; girls prefer immersive environments rather than desktop presentation; girls are more interested in content than technology compared to boys). For avatar type, we found a preference for seamless, deformable characters over segmented ones. For interface comparisons, there were no subject effects, but an animated interface resulted in reduced time to task completion compared to static interfaces with and without sound and highlighting. These findings identify numerous features that affect software design and appeal and suggest that designers must be careful in their assumptions during programme development.

  19. Grounded in Theory: Immersing Preservice Teachers in Technology-Mediated Learning

    ERIC Educational Resources Information Center

    DeGennaro, Donna

    2010-01-01

    The integration of technology into preservice teacher education continues to be emphasized as important. The hope is that if future teachers obtain technology skills they will design meaningful technology-mediated learning experiences for their students. However, gaining technology skills alone does not ensure the ability to envision and employ…

  20. Answers to Essential Questions about Standards, Assessments, Grading, & Reporting

    ERIC Educational Resources Information Center

    Guskey, Thomas R.; Jung, Lee Ann

    2013-01-01

    How do assessments for learning differ from assessments of learning? What is the purpose of grading? After nearly two decades of immersion in standards-based curriculua and instruction, our nation's educators are often still confounded by the (admittedly complex) landscape of standards, assessment, and reporting. In "Answers to Essential…

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