250 results on '"Beck, Dennis"'
Search Results
202. The Integration of Augmented Reality and the Concept of Sticker Album Collection for Informal Learning in Museums
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Coelho, António, Costa, Luís Miguel, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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203. Do You Know What Your Nonverbal Behavior Communicates? – Studying a Self-reflection Module for the Presentation Trainer
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Schneider, Jan, Börner, Dirk, van Rosmalen, Peter, Specht, Marcus, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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204. Community Learning Analytics with Industry 4.0 and Wearable Sensor Data
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Koren, István, Klamma, Ralf, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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205. Development of Cross-Curricular Key Skills Using a 3D Immersive Learning Environment in Schools
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Abbott, Daisy, Jeffrey, Stuart, Gouseti, Anastasia, Burden, Kevin, Maxwell, Mhairi, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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206. Investigating Social Presence and Communication with Embodied Avatars in Room-Scale Virtual Reality
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Greenwald, Scott W., Wang, Zhangyuan, Funk, Markus, Maes, Pattie, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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207. Towards Observing and Assessing Collaborative Learning Activities in Immersive Environments
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Felemban, Samah, Gardner, Michael, Callaghan, Victor, Pena-Rios, Anasol, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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208. Technology Acceptance of Augmented Reality and Wearable Technologies
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Wild, Fridolin, Klemke, Roland, Lefrere, Paul, Fominykh, Mikhail, Kuula, Timo, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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209. Impact of Non-verbal Communication on Collaboration in 3D Virtual Worlds: Case Study Research in Learning of Aircraft Maintenance Practices
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Silva, Gustavo, Morgado, Leonel, Cruz, Armando, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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210. The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds
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Nisiotis, Louis, Kleanthous Loizou, Styliani, Beer, Martin, Uruchurtu, Elizabeth, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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211. Extended Field Trials of a Mixed-Reality Teaching Environment: Practical Issues Beyond the Technology
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Sheaffer, Warren, Gardner, Michael, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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212. Towards Online Immersive Collaborative Innovation Spaces
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Salako, Oluwatimilehin, Gardner, Michael, Callaghan, Vic, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2017
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213. Evaluation of a spherical video-based virtual reality intervention designed to teach adaptive skills for adults with autism: a preliminary report.
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Schmidt, Matthew, Schmidt, Carla, Glaser, Noah, Beck, Dennis, Lim, Mark, and Palmer, Heath
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INFORMATION & communication technologies , *AUTISM spectrum disorders , *VIRTUAL reality in education , *ADAPTIVE control systems , *COGNITIVE development - Abstract
Information and communication technologies (ICT) have been widely adopted in the intervention literature for individuals with Autism Spectrum Disorder (ASD). The systematic and predictable nature of ICTs make them particularly attractive for individuals with ASD. One ICT that has potential promise for individuals with ASD is virtual reality (VR). However, to date there is limited evidence of intervention effects for individuals with ASD when delivered via VR. The aim of this study was to extend the literature on the use of VR with individuals with ASD by presenting the design, implementation, and formative evaluation of a spherical video-based virtual reality (SVVR) mobile app. Using Design Based Research methods, we conducted a formative evaluation to investigate the SVVR app from the perspectives of (1) user experience, (2) feasibility, (3) relevance, and (4) usability for adults with ASD. The evaluation was conducted in two phases and consisted of expert review with four content experts and structured usage testing with five adults with ASD. Results indicate that participants with ASD found the SVVR app to be easy to use and reported an overall positive user-experience; results from expert review suggest a feasible, relevant, and easy-to-use intervention. The pedagogical and theoretical footing that informed the design and implementation of the SVVR mobile app for individuals with ASD is presented and discussed. [ABSTRACT FROM AUTHOR]
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- 2021
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214. Modern Czech Theatre (Book Review).
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Beck, Dennis C. and Canning, Charlotte
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THEATER , *NONFICTION - Abstract
Reviews the book 'Modern Czech Theatre: Reflector and Conscience of a Nation,' by Jarka M. Burian.
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- 2001
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215. Augmented Reality in Education: An Exploration and Analysis of Currently Available Educational Apps
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O’Shea, Patrick M., Elliott, Jennifer B., Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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216. Olive Dreams of Elephants: Game-Based Learning for School Readiness and Pre-literacy in Young Children
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Kocurek, Carly A., Miller, Jennifer L., Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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217. Self-regulated Learning in Computer Programming: Strategies Students Adopted During an Assignment
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Pedrosa, Daniela, Cravino, José, Morgado, Leonel, Barreira, Carlos, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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218. Designing a Learning Analytics Application to Improve Learner Success in Interactions Based on Multimodal Dialogue Systems
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Olivares, Emmanuel Ferreyra, Albert, Pierre, van Helvert, Joy, Gardner, Michael, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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219. Developing Serious Games to Improve Learning and Increase Interest in STEM Careers for Middle School Students: The Mice of Riddle Place®
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Raffety, Charles, Prawat, Theodore, Richter, Jonathon, Hamilton, Raymond F., Jr., Schelvan, Melisa, Jones, Paulette, Holian, Andrij, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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220. Inducing Emotional Response in Interactive Media: A Pilot Study
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Reimer, Keenan M., Khosmood, Foaad, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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221. Mind, the Gap
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McCullagh, Paul, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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222. Virtual Reality for Early Education: A Study
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Fabola, Adeola, Miller, Alan, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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223. REVRLaw: An Immersive Way for Teaching Criminal Law Using Virtual Reality
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Mentzelopoulos, Markos, Parrish, James, Kathrani, Paresh, Economou, Daphne, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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224. Virtual Worlds and the 3D Web – Time for Convergence?
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Bakri, Hussein, Allison, Colin, Miller, Alan, Oliver, Iain, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
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- 2016
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225. Strategies to Design a Mixed-Reality Immersive Environment and Influence Teen Health Behaviors
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Moissinac, Béatrice, Hescock, Kimmy, Dorbolo, Jon, Wong, Siew Sun, Manore, Melinda, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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226. Exploratory and Collaborative Learning Experience in Immersive Environments : Implementation and Findings from an Archaeological Domain
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Gütl, Christian, Tomes, Lisa Maria, Pirker, Johanna, Chang, Vanessa, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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227. Towards Measuring User Experience, Activation and Task Performance in Immersive Virtual Learning Environments for Students
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Janßen, Daniela, Tummel, Christian, Richert, Anja, Isenhardt, Ingrid, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
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228. Correction to: Conceptual Framework for Virtual Field Trip Games
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Alsaqqaf, Amani, Li, Frederick, Barbosa, Simone Diniz Junqueira, Editorial Board Member, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Kotenko, Igor, Editorial Board Member, Yuan, Junsong, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Beck, Dennis, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Economou, Daphne, editor, Mentzelopoulos, Markos, editor, Morgado, Leonel, editor, Eckhardt, Christian, editor, Pirker, Johanna, editor, Koitz-Hristov, Roxane, editor, Richter, Jonathon, editor, Gütl, Christian, editor, and Gardner, Michael, editor
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- 2019
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229. Correction to: A Virtual Museum Installation for Time Travel
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Fabola, Adeola, Kennedy, Sarah, Miller, Alan, Oliver, Iain, McCaffery, John, Cassidy, Catherine, Clements, Jo, Vermehren, Anna, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Ghosh, Ashish, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Khosmood, Foaad, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2017
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230. The Future of Emergency Medicine
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Schneider, Sandra M., Gardner, Angela F., Weiss, Larry D., Wood, Joseph P., Ybarra, Michael, Beck, Dennis M., Stauffer, Arlen R., Wilkerson, Dean, Brabson, Thomas, Jennings, Anthony, Mitchell, Mark, McGrath, Roland B., Christopher, Theodore A., King, Brent, Muelleman, Robert L., Wagner, Mary J., Char, Douglas M., McGee, Douglas L., Pilgrim, Randy L., and Moskovitz, Joshua B.
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EMERGENCY medicine , *MEDICAL conferences , *LABOR supply , *NURSE practitioners , *MEDICAL personnel , *MEDICAL specialties & specialists , *MEDICAL education - Abstract
Abstract: Background: The specialty of emergency medicine (EM) continues to experience a significant workforce shortage in the face of increasing demand for emergency care. Summary: In July 2009, representatives of the leading EM organizations met in Dallas for the Future of Emergency Medicine Summit. Attendees at the Future of Emergency Medicine Summit agreed on the following: 1) Emergency medical care is an essential community service that should be available to all; 2) An insufficient emergency physician workforce also represents a potential threat to patient safety; 3) Accreditation Council for Graduate Medical Education/American Osteopathic Association (AOA)-accredited EM residency training and American Board of Medical Specialties/AOA EM board certification is the recognized standard for physician providers currently entering a career in emergency care; 4) Physician supply shortages in all fields contribute to—and will continue to contribute to—a situation in which providers with other levels of training may be a necessary part of the workforce for the foreseeable future; 5) A maldistribution of EM residency-trained physicians persists, with few pursuing practice in small hospital or rural settings; 6) Assuring that the public receives high quality emergency care while continuing to produce highly skilled EM specialists through EM training programs is the challenge for EM''s future; 7) It is important that all providers of emergency care receive continuing postgraduate education. [Copyright &y& Elsevier]
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- 2010
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231. Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration
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Catherine Anne Cassidy, Alan Miller, Adeola Fabola, Iain Oliver, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphne, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,QA75 Electronic computers. Computer science ,Interpretation (philosophy) ,Visitor pattern ,NDAS ,Time travel ,Virtual reality ,Visualization ,AM ,World Wide Web ,Cultural heritage ,Museum exhibits ,Narrative ,Dissemination - Abstract
Developments in digital infrastructures and expanding digital literacies lower barriers for museums and visitor centres to provide new interactive experiences with their collections and heritage. With virtual reality more accessible, heritage institutions are eager to find out how this technology can create new methods in interpretation, learning and visualisation. This paper reviews a virtual reality framework implemented into exhibits in three cultural heritage centres. By taking advantage of existing visitor digital literacies, the exhibits provided accessible immersive exploratory experiences for inter-generational audiences. The digital framework developed is a template for virtual reality content interaction that is both intuitive and powerful. The exhibits include digital reconstructions of physical scenes using game engines for a convincing visual experience. We contextualise the logic behind a virtual reality setup for the separate institutions, how they assisted with the narrative as well as if an immersive digital environment provided a more profound response in users. Our aim is to communicate approaches, methodologies and content used to overcome the challenge of presenting a period in history to a modern audience, while using emergent technology to build connections and disseminate knowledge that is memorable and profound. Postprint
- Published
- 2019
232. Viewing the Past: Virtual Time Binoculars and the Edinburgh 1544 Reconstruction
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Alan Miller, Elizabeth Rhodes, Christopher John Davies, Sarah Kennedy, Iain Oliver, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphne, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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Historical documentation ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Multimedia ,Computer science ,QA75 Electronic computers. Computer science ,NDAS ,Context (language use) ,Virtual reality ,computer.software_genre ,law.invention ,AM ,law ,Capital (economics) ,Situated ,Mobile devices ,Virtual time ,Binoculars ,Cityscape ,Mobile device ,computer - Abstract
This paper discusses how a digital reconstruction of the Scottish capital of Edinburgh around the year 1544 was created and communicated to the public. It explores the development and reception of the Virtual Time Binoculars platform – a system for delivering virtual reality heritage apps suitable for use on most smartphones. The Virtual Time Binoculars system is placed in the context of earlier research into mobile heritage experiences, including Situated Simulations (Liestøl [3]) and the Mirrorshades Project (Davies et al. [4]). The eventual virtual reality app is compared with other means of viewing the historic reconstruction, including online videos and an interactive museum and educational exhibit. It outlines the historical and technical challenges of modelling Edinburgh’s sixteenth-century cityscape, and of distributing the eventual reconstruction in an immersive fashion that works safely and effectively on smartphones on the streets of the modern city. Finally, it considers the implications of this project for future developments in mobile exploration of historic scenes. Postprint
- Published
- 2019
233. Designing a serious game as a tool for landscape and urban planning immersive learning
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Lugilde, Diego Nieto, Torrecilla-Salinas, Carlos, De Troyer, Olga, Gutiérrez, Javier, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphe, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, Web and Information System Engineering, and Informatics and Applied Informatics
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Serious game ,ComputingMilieux_THECOMPUTINGPROFESSION ,Landscape planning ,GeneralLiterature_MISCELLANEOUS ,urban planning - Abstract
Urban and landscape planning are critical to ensure there is a right balance between three crucial dimensions: human development, societal welfare, and nature protection and conservation. These instruments play an important role during the Environmental Sciences studies and, when facing them, it is crucial for students to learn the importance of compromising between the above mentioned three dimensions to guarantee general progress. This paper presents the design process of a serious game (a tabletop game) that should provide an immersive learning experience to Environmental Sciences students, and raise their awareness about the complexity of the topic and the need to balance between human development, societal welfare, and nature protection and conservation. We will introduce in detail the inception process, the identification of the learning objectives and how these have driven the design of the game. We also present the initial evaluation performed during a piloting phase. Finally, we will draw initial conclusions and define further lines of research.
- Published
- 2019
234. The making and evaluation of Picts and Pixels : mixed exhibiting in the real and the unreal
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Alan Miller, Elizabeth Rhodes, Adeola Fabola, Catherine Anne Cassidy, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
- Subjects
Mixed media ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,Digital exhibits ,QA75 Electronic computers. Computer science ,Picts ,NDAS ,02 engineering and technology ,Virtual reality ,Metaverse ,Visual arts ,Exhibition ,0202 electrical engineering, electronic engineering, information engineering ,Mixed reality ,business.industry ,Interpretation (philosophy) ,05 social sciences ,Virtual Reality ,050301 education ,Usability ,Object (philosophy) ,AM ,020201 artificial intelligence & image processing ,business ,0503 education - Abstract
Museums publicly display collections in a physical space to relay narratives and concepts to their audiences. Progressive technologies in an exhibition can bring in varying demographics and gather higher footfall for a museum as well as present digital heritage interpretation in an innovative manner. A mixed media exhibition can facilitate subjects with limited physical resources or difficult to display pieces as well as the visual landscape the objects were found within. A combination of Virtual Reality headsets, 3D digitized objects, digitally reconstructed archaeological sites alongside traditional object displays as methods of interpretation substantiate research in techniques and usability as well as challenges of recoup cost and digital literacies. This paper investigates the methodology, technology and evaluation of the mixed media exhibition Picts & Pixels presented by Culture Perth and Kinross and the Open Virtual Worlds research team at the University of St Andrews at the Perth Museum and Art Gallery in summer 2017. Postprint
- Published
- 2018
235. Fidelity perception of 3D models on the web
- Author
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Hussein Bakri, Iain Oliver, Alan Miller, Beck, Dennis, Allison, Collin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
AM Museums (General). Collectors and collecting (General) ,QA75 ,3D Web ,business.industry ,Computer science ,media_common.quotation_subject ,QA75 Electronic computers. Computer science ,NDAS ,Fidelity ,Heritage ,Gateway (computer program) ,Domain (software engineering) ,Cultural heritage ,AM ,User experience design ,Human–computer interaction ,Order (exchange) ,Perception ,MCP ,QoE ,business ,Mobile device ,media_common - Abstract
Cultural heritage artefacts act as a gateway helping people learn about their social traditions and history. However, preserving these artefacts faces many difficulties, including potential destruction or damage from global warming, wars and conflicts, and degradation from day-to-day use. In addition, artefacts can only be present in one place at a time, and many of them can not be exhibited due to the limited physical space of museums. The digital domain offers opportunities to capture and represent the form and texture of these artefacts and to overcome the previously mentioned constraints by allowing people to access and interact with them on multiple platforms (mobile devices, tablets and personal computers) and network regimes. Through two experiments we study the subjective perception of the fidelity of 3D models in web browsers in order to discover perceptible resolution thresholds. This helps us create models of reasonable graphical complexity that could be fetched on the biggest range of end devices. It also enables us to design systems which efficiently optimise the user experience by adapting their behaviour based upon user perception, model characteristics and digital infrastructure. Postprint
- Published
- 2018
236. A digital museum infrastructure for preserving community collections from climate change
- Author
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Cassidy, Catherine Anne, Fabola, Adeola Ezekiel, Miller, Alan Henry David, Oliver, Iain Angus, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
Digital museums ,AM Museums (General). Collectors and collecting (General) ,QA75 ,GE ,T1 ,QA75 Electronic computers. Computer science ,T-NDAS ,T Technology (General) ,AM ,Heritage perservation ,MCP ,Immersion ,SDG 13 - Climate Action ,Climate change ,GE Environmental Sciences - Abstract
Climate change poses a real and present threat to cultural heritage. Responses to climate change have focussed on strategies for prevention and physical protection. Developments in technology have made possible a new type of virtual museum that actively supports the work of museums and enables the creation of immersive digital exhibits. This paper proposes that it is important to address the role that community museums play in the digital preservation of natural and cultural heritage. It focusses on the contribution of virtual museums and proposes a distributed virtual museum architecture to support digital preservation.The architecture addresses both the need for high quality local interactions that enables preservation and the need for a global infrastructure that makes the results accessible and enables the development of links between communities. Publisher PDF
- Published
- 2017
237. The use of a cyber campus to support teaching and collaboration: An observation approach
- Author
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Nisiotis, Louis, Kleanthous Loizou, Styliani, Beer, Martin, Uruchurtu, Elizabeth, and Beck, Dennis
- Subjects
ComputingMilieux_MISCELLANEOUS - Abstract
The research reported in this paper is work in progress describing the experiences of the authors while using a cyber campus to support online learn- ing collaborative activities and investigate if a Transactive Memory System can be developed among group members, working together within a cyber campus in several pre-set tasks.
- Published
- 2017
238. Fieldscapes – Creating and Evaluating a 3D Virtual Field Trip System
- Author
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Burden, D.J.H., Argles, T., Minocha, S., Rock, J., Tilling, S., Wheeler, P., Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, and Gütl, Christian
- Abstract
This paper describes the concept of the virtual field trip and presents a taxonomy of virtual field trip approaches. Building on the Virtual Skiddaw project between Daden Limited and The Open University, UK, the Innovate UK-funded 'Virtual Field trips as a Service project' is described. The resulting Fieldscapes system is then presented, along with how it addresses the technical, pedagogical and commercial challenges of creating a virtual field trip system. This is followed by an initial evaluation of the system, and areas for future development and research are identified.
- Published
- 2017
239. Phygital Heritage: an Approach for Heritage Communication
- Author
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Nofal, Eslam, Reffat, Rabee M., Moere, Andrew Vande, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, and Gütl, Christian
- Subjects
phygital heritage, communication, physical affordance, situatedness, tangible interaction, digital heritage, physicalization, visualization - Abstract
Physical heritage objects and assets are related to a vast amount of digital information of different kinds, which are challenging to be communicated to visitors in understandable and engaging ways. Yet recent technological advances promise new opportunities to more tightly merge the digital with the physical world. This paper therefore introduces the concept of “phygital heritage”, the integration of digital technology ‘into’ physical reality, as a potential medium for more enriched and playful communication of heritage values and qualities. We propose that phygital heritage should enable the exploitation of typical advantages of both digital and physical reality, and that distinct categories of phygital can be recognized based on: 1) the level of physical affordance; and 2) in how far the technology is integrated into the physical reality. The paper also opens the discussion about the potential challenges and concerns which future explorations, scientific research and real-world applications of phygital heritage probably will encounter. ispartof: pages:220-229 ispartof: Immersive Learning Research Network Conference pages:220-229 ispartof: iLRN 2017 location:Coimbra, Portugal date:26 Jun - 29 Jun 2017 status: published
- Published
- 2017
240. A virtual museum installation for virtual time travel
- Author
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Fabola, Adeola Ezekiel, Kennedy, Sarah Elizabeth, Miller, Alan Henry David, Oliver, Iain Angus, McCaffery, John Philip, Cassidy, Catherine Anne, Clemens, Jo, Vermehren, Anna, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
AM Museums (General). Collectors and collecting (General) ,AM ,QA75 ,QA75 Electronic computers. Computer science ,MCP ,Immersion ,ComputingMilieux_PERSONALCOMPUTING ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Virtual museum ,3D reconstruction ,3rd-DAS ,Virtual reality - Abstract
This work discusses the methodology for the design, development and deployment of a virtual 19th-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game engine enables the museum visitors to explore the virtual world from equivalent vantage points in the real world. The project methodology achieves the goal of maximising user experience for visitors while minimising cost for the museum, and focus group evaluations of the system revealed the success of the interaction-free design with snackable content. A major implication of the ndings is that museums can provide compelling and informative experiences that enable visitors to travel back in time with minimal interaction and relatively low cost systems. Postprint
- Published
- 2017
241. Technology acceptance of augmented reality and wearable technologies
- Author
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Timo Kuula, Paul Lefrere, Fridolin Wild, Mikhail Fominykh, Roland Klemke, RS-Research Line Technology Enhanced Learning Innovations for teaching and learning (TELI) (part of WO program), Department TELI, Dennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, Christian Gütl, Beck, Dennis, Khosmood, Foaad, Pirker, Johanna, Gutl, Christian, Morgado, Leonel, Allison, Colin, and Richter, Jonathon
- Subjects
Augmented Reality ,Wearable Technologies ,Computer science ,Aviation ,business.industry ,Mobile computing ,Technology Acceptance ,Wearable computer ,020207 software engineering ,Special needs ,02 engineering and technology ,Virtual reality ,Computer-mediated reality ,augmented reality ,Human–computer interaction ,020204 information systems ,technology acceptance ,0202 electrical engineering, electronic engineering, information engineering ,wearable technologies ,Augmented reality ,business ,Wearable technology - Abstract
Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance these existing instruments with the special needs required for measuring technology acceptance of Augmented Reality and Wearable Technologies and we validate the new instrument with participants from three pilot areas in industry, namely aviation, medicine, and space. Findings of such baseline indicate that respondents in these pilot areas generally enjoy and look forward to using these technologies, for being intuitive and easy to learn to use. The respondents currently do not receive much support, but like working with them without feeling addicted. The technologies are still seen as forerunner tools, with some fear of problems of integration with existing systems or vendor-lock. Privacy and security aspects surprisingly seem not to matter, possibly overshadowed by expected productivity increase, increase in precision, and better feedback on task completion. More participants have experience with AR than not, but only few on a regular basis.
- Published
- 2017
242. Serious games in 2025 : towards intelligent learning in Virtual Worlds
- Author
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Duncan, Ishbel Mary Macdonald, Fabola, Adeola Ezekiel, Miller, Alan Henry David, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Higher Education Research, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
QA75 ,LB2300 ,LB2300 Higher Education ,AI ,Serious Games, AI, Game Based Learning ,Virtual Worlds ,QA75 Electronic computers. Computer science ,NDAS ,Game based learning ,Computer Science(all) ,Education - Abstract
This paper outlines the current state of learning, the problems arising and research needed by developers and educators using Virtual Worlds as an intelligent learning environment. Artificially intelligent avatars are required for virtual on-line problem and case based learning. However, the use of AI requires supportive frameworks, models and both staff and student goals. Natural simulations and avatar interactions are all part of the learning environment but realism, student paced learning, adaptive goals, natural language interaction, feedback and assessment are active goals for the next decade of virtual education research. Postprint
- Published
- 2016
243. Virtual Reality for early education : a study
- Author
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Adeola Fabola, Alan Miller, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Higher Education Research
- Subjects
LB Theory and practice of education ,QA75 ,050101 languages & linguistics ,Engineering ,Controller (computing) ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Virtual reality ,computer.software_genre ,Subject matter ,Google Cardboard ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Local history ,Multimedia ,Oculus rift ,business.industry ,06 humanities and the arts ,Samsung Gear VR ,SDG 11 - Sustainable Cities and Communities ,Cultural heritage ,Systems design ,020201 artificial intelligence & image processing ,LB ,business ,computer - Abstract
This paper investigates the use of Virtual Reality (VR) as a tool for cultural heritage learning, using St Andrews Cathedral as the subject matter. As part of a module focused on local history, first year secondary school pupils in a school in the town of St Andrews took part in virtual tours of the Cathedral as it stood in the 14th Century using the Samsung Gear VR, Google Cardboard, Oculus Rift, computer screen and Xbox controller, and answered questions aimed to elicit their experiences with the various systems. The system design and implementation is presented and the findings, observations and lessons learnt from the study are discussed. Postprint
- Published
- 2016
244. Virtual Worlds and the 3D Web – Time for Convergence?
- Author
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Alan Miller, Hussein Bakri, Iain Oliver, Colin Allison, Colin Allison, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Guetl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
QA75 ,LB2300 ,LB2300 Higher Education ,Computer Networks and Communications ,Computer science ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Metaverse ,World Wide Web ,Critical mass (sociodynamics) ,Web page ,0202 electrical engineering, electronic engineering, information engineering ,Multi-user Virtual World ,VRML ,3D Web ,05 social sciences ,050301 education ,020206 networking & telecommunications ,computer.file_format ,X3D ,Computer Graphics and Computer-Aided Design ,Web-based Virtual World ,Computer Science Applications ,Human-Computer Interaction ,Cultural heritage ,Hardware and Architecture ,Convergence (relationship) ,0503 education ,computer ,Software - Abstract
Multi-User Virtual Worlds (MUVW) such as Open Wonderland and OpenSim have proved to be fruitful platforms for innovative educational practice, supporting exploratory learning and generating true engagement. However, when compared with the way educational activities have flourished through the use of the constantly evolving WWW, MUVW learning environments remain a relatively obscure niche. Since the advent and promise of Second Life more than twelve years ago there has been no critical mass reached and no movement towards standardisation. Concomitantly, the 3D Web has emerged as a recognisable if loosely defined concept. With the advent of technologies such as WebGL and a plethora of plug-in 3D viewers for web browsers, the question arises: will MUVWs converge with the 3D Web? If so, can existing educational content be migrated to the 3D Web for mass dissemination? The paper contributes a survey of 3D Web and MUVW terms, concepts, technologies and projects, illustrating their similarities, their value for education and discusses the likelihood of convergence. The survey is complemented by a cultural heritage case study of Unity 3D support for the deployment of virtual worlds in web browsers using two different approaches. Postprint
- Published
- 2016
245. Efficacy and efficiency of information retrieval of community family physicians at the point of care: exploring the associations with information and computer literacy.
- Author
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Antoun J, Lapin J, and Beck D
- Subjects
- Humans, Computers, Cross-Sectional Studies, Information Storage and Retrieval, Point-of-Care Systems, Surveys and Questionnaires, Health Literacy, Physicians, Family, Information Literacy, Computer Literacy
- Abstract
Objective: This study aimed to measure the association between the efficacy/efficiency of digital information retrieval among community family physicians at the point of care and information and computer literacy., Methods: This study is a part of a cross-sectional anonymous online survey-based study among community family physicians who reported no affiliation with an academic institution in eight Arab countries., Results: A total of 72 physicians were included. The mean total score for the information literacy scale was 59.8 out of 91 (SD = 11.4). The mean score was 29.3 (SD = 5.6) out of 55 on the computer literacy scale. A one-way ANOVA revealed a statistically significant association between information literacy and information retrieval efficacy (F (2,69) = 4.466, p = 0.015) and efficiency of information retrieval (F (2.69) = 4.563, p = 0.014). Computer literacy was not associated with information retrieval efficacy or efficiency., Conclusion: The information and computer literacy scores of community family physicians in eight Arab countries are average. Information literacy, rather than computer literacy, is positively associated with the efficacy and efficiency of information retrieval at the point of care. There is room for improvement in evidence-based medicine curricula and continuous professional development to improve information literacy for better information retrieval and patient care., (Copyright © 2023 Jumana Antoun, Jennifer Lapin, Dennis Beck.)
- Published
- 2023
- Full Text
- View/download PDF
246. Information retrieval at the point of care of community family physicians in Arab countries.
- Author
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Antoun J, Lapin J, and Beck D
- Subjects
- Arabs, Humans, Information Storage and Retrieval, Surveys and Questionnaires, Physicians, Family, Point-of-Care Systems
- Abstract
This study is based on Jumana Antoun's PhD thesis at Walden University, USA examining the information retrieval behaviour of 72 community family physicians' at the point of care in eight Arab countries in the Eastern Mediterranean. The key findings were that participants looked for digital clinical information at the point of care on average 14.0 times per week with the majority (80.3%) using a mobile phone. Clinical information about medication dosage and side effects was the most sought clinical question, and patient education was the least. Almost half of the participants considered that they often found relevant (55.6%), useful (56.9%) and unbiased (58.3%) information. Whilst none of the factors examined predicted the physicians' self-reported effectiveness and efficiency at information retrieval, the implication for practice points clearly to the barriers and the need for curricula to focus on search strategies using free resources at the point of care., (© 2022 Health Libraries Group.)
- Published
- 2022
- Full Text
- View/download PDF
247. The Role of the Advocate in Cyber Schools during the COVID-19 Pandemic.
- Author
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Beck D, Borup J, and Wood C
- Abstract
Existing research on facilitators in K-12 schools has focused on supplemental online programs where on-site personnel work with online students in a local brick-and-mortar school. While some insightful research exists focused on online facilitators at full-time cyber schools, additional research is needed to examine facilitators using synchronous support. The purpose of this study was to determine whether and how the role of a facilitator in a full-time cyber school could help to address students' cognitive, behavioral, and affective engagement needs during the COVID-19 pandemic. We conducted qualitative interviews with two administrators and four advocates during Spring 2020, using the Academic Communities of Engagement Framework as a lens to understand the advocates' role. Findings confirmed the need for a facilitator role to support online student engagement. This type of research will provide insights to full-time cyber schools and will be insightful to those seeking to engage students during emergency remote learning., Competing Interests: Conflicts of Interests/Competing InterestsThe authors declare they have no financial interests. Author Dennis Beck currently serves as president of the school board for Arkansas Connections Academy, a full-time cyber school. He receives no compensation as member of the school board. Author Dennis Beck currently has two of his children enrolled in the school that was a participant in this research study. This study was performed in line with the principles of the Declaration of Helsinki. Approval was granted by the Ethics Committee of University of Arkansas (February 15, 2021/No. 2011296374). Informed consent was obtained from all individual participants included in the study., (© Association for Educational Communications & Technology 2022.)
- Published
- 2022
- Full Text
- View/download PDF
248. Identifying the differentiation practices of virtual school teachers.
- Author
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Beck D and Beasley J
- Abstract
Despite a large increase in enrollments of students in online courses at the K-12 level, there is very little research on the use of differentiation in fully online (called "virtual") schools. This study asked virtual teachers from two different types of schools to discuss their differentiation practices, and compared differentiation practices of teachers across these schools. Nineteen focus groups consisting of 92 teachers were conducted. Data were analyzed using Tomlinson's differentiation framework. Results showed that the large majority of teacher comments about differentiation definitions, assessments, curriculum, grouping and strategies fell in the novice category, and that newer virtual school teachers may struggle in developing skills in differentiation in an online environment., Competing Interests: Conflict of interestJennifer G. Beasley declares that she has no conflict of interest. Dennis Beck declares that he has no conflict of interest., (© Springer Science+Business Media, LLC, part of Springer Nature 2020.)
- Published
- 2021
- Full Text
- View/download PDF
249. Transitions of Care Consensus Policy Statement American College of Physicians-Society of General Internal Medicine-Society of Hospital Medicine-American Geriatrics Society-American College of Emergency Physicians-Society of Academic Emergency Medicine.
- Author
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Snow V, Beck D, Budnitz T, Miller DC, Potter J, Wears RL, Weiss KB, and Williams MV
- Subjects
- Consensus, Delivery of Health Care methods, Emergency Medicine methods, Geriatrics methods, Hospitalists methods, Humans, Internal Medicine methods, Delivery of Health Care standards, Emergency Medicine standards, Geriatrics standards, Hospitalists standards, Internal Medicine standards, Societies, Medical standards
- Abstract
The American College of Physicians (ACP), Society of Hospital Medicine (SHM), Society of General Internal Medicine (SGIM), American Geriatric Society (AGS), American College of Emergency Physicians (ACEP) and the Society for Academic Emergency Medicine (SAEM) developed consensus standards to address the quality gaps in the transitions between inpatient and outpatient settings. The following summarized principles were established: 1.) Accountability; 2) Communication; 3.) Timely interchange of information; 4.) Involvement of the patient and family member; 5.) Respect the hub of coordination of care; 6.) All patients and their family/caregivers should have a medical home or coordinating clinician; 7.) At every point of transitions the patient and/or their family/caregivers need to know who is responsible for their care at that point; 9.) National standards; and 10.) Standardized metrics related to these standards in order to lead to quality improvement and accountability. Based on these principles, standards describing necessary components for implementation were developed: coordinating clinicians, care plans/transition record, communication infrastructure, standard communication formats, transition responsibility, timeliness, community standards, and measurement.
- Published
- 2009
- Full Text
- View/download PDF
250. Reuse of selected external fixator components.
- Author
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Seligson D and Beck D
- Subjects
- Biomechanical Phenomena, Health Care Costs, Humans, United States, United States Food and Drug Administration, Equipment Reuse economics, External Fixators economics
- Published
- 2006
- Full Text
- View/download PDF
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