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21 – 30 of 162Jouni 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…
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.
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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.
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.
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…
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.
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This study aims to examine librarianship and education in virtual world settings, focusing particularly on how librarians and educators establish professional identity and trust…
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.
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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.
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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.
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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.
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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…
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.
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