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21 – 30 of 162
Article
Publication date: 1 April 2002

Jouni Smed, Timo Kaukoranta and Harri Hakonen

Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military…

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Abstract

Distributed, real‐time multiplayer computer games (MCGs) are in the vanguard of utilizing the networking possibilities. Although related research has been done in military simulations, virtual reality systems, and computer supported cooperative working, the suggested solutions diverge from the problems posed by MCGs. With this in mind, this paper provides a concise overview of four aspects affecting networking in MCGs. First, networking resources (bandwidth, latency, and computational power) set the technical boundaries within which the MCG must operate. Second, distribution concepts encompass communication architectures (peer‐to‐peer, client/server, server‐network), and both data and control architectures (centralized, distributed, replicated). Third, scalability allows the MCG to adapt to the resource changes by parametrization. Finally, security aims at fighting back against cheating and vandalism, which are common in online gaming.

Details

The Electronic Library, vol. 20 no. 2
Type: Research Article
ISSN: 0264-0473

Keywords

Content available
Book part
Publication date: 28 September 2011

Abstract

Details

Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

Book part
Publication date: 14 October 2011

Chung-Yi Cheng and Kenneth C.C. Yang

The rise of the Internet has facilitated net activism among many virtual gay communities in Taiwan. The communication role that the Internet plays is in particular vital, because…

Abstract

The rise of the Internet has facilitated net activism among many virtual gay communities in Taiwan. The communication role that the Internet plays is in particular vital, because homosexuality is still considered a taboo in Taiwan's society. Cyberspace created by the Internet forms a unique “space” where local homosexuals can share their experience of being gays with each other. The purposes of this chapter are intended to examine how the Internet facilitated the formation, promotion, and success of gay rights movements among homosexual communities in Taiwan. This chapter uses the Chang-Der Street Police Harassment Incident as a case study to elaborate the Internet's communication role in mobilizing local gay populations to pursue their gay rights. It also investigates the Internet's strategic role as a communication medium in gay rights movements. The case analysis and in-depth interviews help identify several key functions that the Internet can play: to exchange and share information, to organize and coordinate gay rights movements, to record and store historical information, and to lead social and value changes in the future. This chapter explores the potential of the Internet in online community mobilization, an early look at virtual community and net activism.

Details

Human Rights and Media
Type: Book
ISBN: 978-0-76230-052-5

Book part
Publication date: 19 March 2013

Scott J. Warren, Jenny S. Wakefield and Leila A. Mills

Transmedia – a single experience that spans across multiple forms of media – is still a new media in the educational landscape and therefore may pose a challenge to educators…

Abstract

Transmedia – a single experience that spans across multiple forms of media – is still a new media in the educational landscape and therefore may pose a challenge to educators wanting to create opportunities for interactive media communications in their classrooms. In this chapter, we share an instance in which a university professor introduced transmedia to support graduate student learning to encourage inquiry, critical thinking, problem solving, creativity, contemplation, and critical discourses. Further, we examine how two of the graduate students took their learning a step further by designing and creating a model transmedia lesson tailored for the 6th grade Social Studies classroom. This chapter provides a theoretical framework within which transmedia may be used: Learning and teaching as communicative actions theory – LTCA.

Details

Increasing Student Engagement and Retention using Multimedia Technologies: Video Annotation, Multimedia Applications, Videoconferencing and Transmedia Storytelling
Type: Book
ISBN: 978-1-78190-514-2

Article
Publication date: 19 September 2019

Chukwuma Nnaji, John Gambatese, Ali Karakhan and Chinweike Eseonu

Existing literature suggests that construction worker safety could be optimized using emerging technologies. However, the application of safety technologies in the construction…

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Abstract

Purpose

Existing literature suggests that construction worker safety could be optimized using emerging technologies. However, the application of safety technologies in the construction industry is limited. One reason for the constrained adoption of safety technologies is the lack of empirical information for mitigating the risk of a failed adoption. The purpose of this paper is to fill the research gap through identifying key factors that predict successful adoption of safety technologies.

Design/methodology/approach

In total, 26 key technology adoption predictors were identified and classified using a combination of literature review and an expert panel. The level of influence for each identified safety technology adoption predictor was assessed and ranked using the Relative Importance Index. Analysis of variance was performed as well to assess the potential difference in perceived level of importance for the predictors when the study participants were clustered according to work experience and company size.

Findings

Statistical analysis indicates that 12 out of the 26 predictors identified are highly influential regarding technology adoption decision-making in construction. Technology reliability, effectiveness and durability were ranked as the most influential predictors. The participants who work for small companies and who had less than ten years of experience rated individual- and technology-related predictors significantly lower than the experienced participants working for medium and large companies.

Practical implications

The present study provides construction researchers and practitioners with valuable information regarding safety technology predictors and their magnitude, both of which are essential elements of a successful safety technology adoption process. Improved technology adoption can enhance workplace safety and minimize worker injuries, providing substantial benefits to the construction industry.

Originality/value

This study contributes to technology adoption knowledge by identifying and quantifying the influential predictors of safety technologies in relation to different organizational contexts. The study informs the need to develop an integrated conceptual model for safety technology adoption.

Details

Engineering, Construction and Architectural Management, vol. 26 no. 11
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 20 April 2012

Lorri M. Mon

This study aims to examine librarianship and education in virtual world settings, focusing particularly on how librarians and educators establish professional identity and trust…

2561

Abstract

Purpose

This study aims to examine librarianship and education in virtual world settings, focusing particularly on how librarians and educators establish professional identity and trust while teaching and providing information services as avatars within Second Life.

Design/methodology/approach

Data was gathered through semi‐structured in‐depth interviews with 12 librarians and educators within the virtual world of Second Life, and in visits to 50 virtual world workplaces.

Findings

Librarians and educators faced challenges of establishing professional identity and credibility for two different audiences – i.e. “newbies” and “residents” – within the “game‐like” virtual world environment. Visual elements such as a conservative, humanoid avatar appearance, and imagery drawn from traditional workplaces were used by librarians and educators to establish their professional role with “newbies”, while for “residents” an upgraded avatar appearance was necessary to convey credibility.

Practical implications

For librarians and educators working within highly visual, graphical online settings such as virtual worlds, this study describes issues in providing avatar‐mediated online distance education and online library services.

Originality/value

This research provides in‐depth interviews and observations with librarians and educators from a variety of libraries and educational settings. The study also explores avatar‐mediated communication, which is little‐examined as yet in LIS research.

Details

Journal of Documentation, vol. 68 no. 3
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 20 September 2022

Wanyu Pei, Tian Tian Sky Lo and Xiangmin Guo

Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations…

Abstract

Purpose

Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations exist, the overall structural system and how they are interlocked have always been crucial but challenging parts of the study. Students find it hard to understand and remember the concepts using traditional 2D paper media, making such knowledge unattractive to pass on to the new generation. To overcome the challenges, this research aims to examine the effect of combining Virtual Reality (VR) with digital interaction games in learning structural characteristics (dougong) of ancient Chinese architecture.

Design/methodology/approach

This research develops an interactive cognitive system in the VR environment based on constructivist theory to improve the learning approach of ancient Chinese architecture. Applying an experimental procedure, the feedback of an experimental group using the VR cognition system and a control group using traditional learning 2D media are collected to examine the differences in learning effectiveness and user experience.

Findings

This study develops an interactive cognitive system to aid in learning the structural system of ancient Chinese architecture. The results indicate that integrating VR and interactive learning games can increase students' positive attitudes and learning effectiveness towards ancient Chinese architecture.

Originality/value

This study integrates VR technology and interactive games to improve the learning approach. It examines the effect of applying the concept of human–computer interaction in learning ancient Chinese buildings. The concept of designing the interactive cognitive system is expected to guide students gradually to be the main body of learning and stimulate their learning enthusiasm and motivation.

Details

Open House International, vol. 48 no. 2
Type: Research Article
ISSN: 0168-2601

Keywords

Article
Publication date: 25 August 2023

Xiaoshan Huang, Alejandra Ruiz-Segura, Chengyi Tan, Tingting Wang, Robin Sharma and Susanne P. Lajoie

Social presence (SP), which refers to individuals’ perception of others being engaged as “real people” in the same situation, is a crucial component in technology-rich learning…

Abstract

Purpose

Social presence (SP), which refers to individuals’ perception of others being engaged as “real people” in the same situation, is a crucial component in technology-rich learning environments (TREs). This study aims to identify major learning design, antecedents and outcomes of SP within TREs, and identify common findings from the past two decades.

Design/methodology/approach

Following Preferred Reporting Items for Systematic Reviews and Meta-Analyses review principles and a qualitative analysis of selected articles, a final review of 72 studies that met inclusion criteria was obtained. Key information, including education level, discipline, sample size, study type and measurements, was extracted and studies were further analyzed and synthesized based on design features and learning modes.

Findings

The study identifies five crucial factors for instructional design to foster SP in TREs: technology affordances, multimedia features, social factors, instructional principles, learner characteristics and learning management systems. The authors compare two learning modes across three dimensions and identify popular technologies used in studies related to SP over the past two decades. Practical recommendations are provided for educators and educational technology developers to enhance SP within technology-rich learning environments.

Originality/value

This research contributes to the discourse on online learning and computer-supported communication, particularly in the post-COVID-19 era. By examining factors influencing SP and providing implications for instruction and educational technology development, this study offers evidence-based support to educators for engaging learners and fostering authentic learning experiences through adaptive selection of educational technologies.

Details

Information and Learning Sciences, vol. 124 no. 11/12
Type: Research Article
ISSN: 2398-5348

Keywords

Open Access
Article
Publication date: 19 June 2023

Fábio Matoseiro Dinis, Raquel Rodrigues and João Pedro da Silva Poças Martins

Despite the technological paradigm shift presented to the architecture, engineering, construction and operations sector (AECO), the full-fledged acceptance of the building…

Abstract

Purpose

Despite the technological paradigm shift presented to the architecture, engineering, construction and operations sector (AECO), the full-fledged acceptance of the building information modelling (BIM) methodology has been slower than initially anticipated. Indeed, this study aims to acknowledge the need for increasing supportive technologies enabling the use of BIM, attending to available human resources, their requirements and their tasks.

Design/methodology/approach

A complete case study is described, including the development process centred on design science research methodology followed by the usability assessment procedure validated by construction projects facility management operational staff.

Findings

Results show that participants could interact with BIM using openBIM processes and file formats naturally, as most participants reached an efficiency level close to that expected for users already familiar with the interface (i.e. high-efficiency values). These results are consistent with the reported perceived satisfaction and analysis of participants’ discourses through 62 semi-structured interviews.

Originality/value

The contributions of the present study are twofold: a proposal for a virtual reality openBIM framework is presented, particularly for the semantic enrichment of BIM models, and a methodology for evaluating the usability of this type of system in the AECO sector.

Details

Construction Innovation , vol. 24 no. 1
Type: Research Article
ISSN: 1471-4175

Keywords

Article
Publication date: 19 February 2018

Paulo Carreira, Tiago Castelo, Cristina Caramelo Gomes, Alfredo Ferreira, Cláudia Ribeiro and Antonio Aguiar Costa

The purpose of this paper is to explore the use of virtual reality environments (VRE) for maintenance activities by augmenting a virtual facility representation and integrating…

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Abstract

Purpose

The purpose of this paper is to explore the use of virtual reality environments (VRE) for maintenance activities by augmenting a virtual facility representation and integrating relevant information regarding the status of systems and the space itself, while providing simple ways to control them.

Design/methodology/approach

The research focuses in the implementation of a VRE prototype of a building management system using game engine technologies. To evaluate the prototype, a usability study has been conducted that contrasts the virtual reality interface with a corresponding legacy application showing the users perception in terms of productivity improvement of facilities management (FM) tasks.

Findings

The usability tests conducted indicated that VREs have the potential to increase the productivity in maintenance tasks. Users without training demonstrated a high degree of engagement and performance operating a VRE interface, when compared with that of a legacy application. The potential drop in user time and increase in engagement with a VRE will eventually translate into lower cost and to an increase in quality.

Originality/value

To date no commonly accepted data model has been proposed to serve as the integrated data model to support facility operation. Although BIM models have gained increased acceptance in architecture engineering and construction activities they are not fully adequate to support data exchange in the post-handover (operation) phase. The presented research developed and tested a prototype able to handle and integrate data in a flexible and dynamic way, which is essential in management activities underlying FM.

Details

Engineering, Construction and Architectural Management, vol. 25 no. 1
Type: Research Article
ISSN: 0969-9988

Keywords

21 – 30 of 162