Science topic

Virtual Worlds - Science topic

A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects.
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Could anyone define and explain the concept 'virtual' in Quantum Physics, Cosmology, Metaphysics, and Artificial Intelligence? Or, do such definitions exist?
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What is the stuff of INFORMATION AND ITS VIRTUAL WORLD? Are these simply MATTER OR ENERGY OR MATTER-ENERGY OR ANYTHING ELSE?
Although informatics, artificial intelligence, their physics and their mathematics are extremely advanced today, there exists no clear-cut answer as to what information and virtuals are.
I invite well-considered arguments with flexibility for augmentation and without dogmatism.
Raphael Neelamkavil
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Existents in Extension and Change are physical, not virtual. Their conglomerations may be taken as virtual in the sense that such a conglomeration may be in a position to function as a communication agent within or for a system of physical processes which functions also as a receptor of information.
In fact, therefore, such conglomerations of existents are not even considered in terms of either Extension or Change alone, but instead, in terms only of their measuremental aspects, i.e., space and time! This is how virtuals are being considered or created. These are, in my opinion, theoretically temporarily necessary but insufficient considerations in science.
No virtuals exist or can exist, because they are just connotive names for epistemic-measurementally approached unclarities, of which the Extension-Change-wise existent contours are difficult to pinpoint. That is, virtuals are not denotables.
Space and time are just the epistemic notions of the physical-ontological aspect, namely, Extension and Change, respectively.
A DENOTABLE has reference to something that either (1) has physical body (physically existent processes), or (2) is inherent in bodily processes but are not themselves a physical body (e.g., potential energy), or (3) is non-real, non-existent and just a mere notion (say, a non-physical possible world with wings, or one with all characteristics absolutely different from the existent physical world).
(1) belong to existents. They are existent Realities. They are matter-energy in content. (2) belong to non-existent but theoretically necessary Realities. (3) are nothing, vacuous!
DIFFERENCE between non-existent, real virtual, and existent denotables:
Non-existents have no real properties, and generate no ontological commitment. Real virtuals have the properties that theoretically belong to the denotables that are lacunae in theory, but need not have Categorial characteristics. Existent denotables have Categories (characteristics) and properties. These are Extension and Change.
Hence, virtuals are versions of reality different from actual existents. They are called unobservables. Some of them are non-existent. When they are proved to exist, they become observables and are removed from membership in virtuals.
Theories yield unobservables (elctrons, neutrinos, gravitons, Higgs boson, vacuum energy, spinors, strings, superstrings …). They may be proved to exist, involving detectable properties.
Note: properties are not physical-ontological (metaphysical) characteristics (Categories). Instead, they are concatenations of Ontological Universals.
Virtual unobservables fill the lacunae in theoretical explanations.
As is clear now, the tool to discover new unobservables is not physical properties, but the physical-ontological Categories of Extension and Change. Virtuals are non-existent as such, but are taken as solutions to lacunae in rational imagination.
My claim is that properties are also just physical virtuals if we do not have the unobservables (say, vacuum energy, dark energy, etc.) steeped in physical existence in terms of EXTENSION and CHANGE.
Bibliography
(1) Gravitational Coalescence Paradox and Cosmogenetic Causality in Quantum Astrophysical Cosmology, 647 pp., Berlin, 2018.
(2) Physics without Metaphysics? Categories of Second Generation Scientific Ontology, 386 pp., Frankfurt, 2015.
(3) Causal Ubiquity in Quantum Physics: A Superluminal and Local-Causal Physical Ontology, 361 pp., Frankfurt, 2014.
(4) Essential Cosmology and Philosophy for All: Gravitational Coalescence Cosmology, 92 pp., KDP Amazon, 2022, 2nd Edition.
(5) Essenzielle Kosmologie und Philosophie für alle: Gravitational-Koaleszenz-Kosmologie, 104 pp., KDP Amazon, 2022, 1st Edition.
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In scientific theories, a virtual is a concept or entity that is postulated to exist but cannot be directly observed or measured. Virtuals can be useful in scientific explanations because they help to connect different phenomena or concepts. For example, in quantum mechanics, virtual particles are postulated to explain the behavior of observed particles in certain situations.
The criteria for differentiating virtuals from real entities can vary depending on the scientific theory or field. However, some general criteria that are often used to differentiate virtuals from real entities include:
1. Observability: Real entities are typically directly observable or measurable, while virtual entities are not. For example, we can directly observe and measure the mass and velocity of a real particle, but we cannot observe or measure the mass or velocity of a virtual particle.
2. Causality: Real entities are typically the cause or effect of other observable phenomena, while virtual entities are not. For example, a real particle can cause or be affected by other particles, but a virtual particle cannot.
3. Predictability: Real entities can be predicted or explained by scientific theories based on empirical evidence, while virtual entities are often postulated to explain gaps in our understanding or to make theoretical predictions.
4. Consistency: Real entities are typically consistent with other scientific theories and observations, while virtual entities may seem inconsistent or contradictory if they cannot be reconciled with other scientific explanations.
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Transboundary learning cultures and schooling (TLCS) researchers are devoted to doing transcultural, transdisciplinary, and trans-paradigmatic research in each Asia-Pacific country and region. Glocalization and the COVID-19 pandemic initiated and have transformed learning and teaching spaces, integrating daytime schooling and shadow education, individual learning and collaborative learning communities, informal and informal education, learning and teaching in real and virtual worlds, lifelong and life-wide education, online and offline learning, and theory and practice. Such TLCS analyzes the phenomenon of transboundary space, which shapes new research directions in transcultural, transdisciplinary, transnational, and trans-paradigmatic education.
In this special issue, we call for papers on the theme of transboundary learning cultures and schooling (TLCS), asking the following questions:
 What are new possible research agendas and potential implications of decentering the lens of cross-cultural, cross-national, cross-regional, and cross-theoretical analysis in cultural studies, educational and social research, and policy implications in TLCS?
 What are the key concepts of ‘transboundary’ in learning cultures and schooling in contextualized studies when TLCS researchers conceptualize ‘cross-boundary’ or ‘passport-hopping’ in understanding Asia-Pacific practices?
 What is the ontological status of the TLCS research in education? What are the assumptions and limitations of the TLCS research (especially in Asia-Pacific)?
 What are the contributions of making cross-paradigm and cross-methodology comparisons in further development of research paradigms, methodology, and methods? What are the underlying logic and axiological frameworks of traditional research paradigms and methodology?
 What is the scope of investigation of some transcultural, transdisciplinary, transnational, and trans-paradigmatic education studies in TLCS research on academic success?
 How do postmodernist researchers map TLCS with other modernist research paradigms in a broader picture of multiplicity in daytime and shadow education?
 How do comparativists locate the ‘lens’ of comparative and international education (CIE) in TLCS research for its further policy and research development?
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The scope of investigation of transboundary learning cultures and schooling (TLCS) research in education and social science is broad and multi-disciplinary. It involves transcultural, transdisciplinary, transnational, and trans-paradigmatic analysis of learning cultures and schooling in the Asia-Pacific region. This research seeks to analyze the phenomenon of transboundary space in education, which shapes new research directions in cultural studies, educational and social research, and policy implications.
The TLCS research aims to investigate and understand the new possible research agendas and implications of decentering the lens of cross-cultural, cross-national, cross-regional, and cross-theoretical analysis. It also seeks to examine the key concepts of ‘transboundary’ in learning cultures and schooling, as well as the ontological status of TLCS research in education.
The TLCS research is concerned with making cross-paradigm and cross-methodology comparisons to further develop research paradigms, methodology, and methods. It is also interested in exploring the underlying logic and axiological frameworks of traditional research paradigms and methodology.
The TLCS research is focused on academic success and aims to investigate the scope of transcultural, transdisciplinary, transnational, and trans-paradigmatic education studies. It also seeks to explore how postmodernist researchers map TLCS with other modernist research paradigms, and how comparativists locate the ‘lens’ of comparative and international education (CIE) in TLCS research for its further policy and research development.
In essence, the scope of investigation of TLCS research in education and social science is to understand the transboundary nature of learning cultures and schooling in the Asia-Pacific region and to provide a comprehensive and critical evaluation of the existing research on this topic.
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1) What do you understand/characterize the metaverse?
2) Is it a disruptive innovation?
3) Will the metaverse replace the Internet?
4) How will legal, ethical and moral issues be dealt with in the metaverse?
5) Will the value chain of products and services in the metaverse differ from the real world?
6) What will sensations and perceptions be like in the metaverse?
7) Is it the right time for companies to make their migration to the metaverse?
8) Is current technology suitable for the metaverse to become a reality?
9) What is the impact of the metaverse on society?
10) Will the metaverse be a new Second Life?
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Like this phrase about metaverse in Google; What's certain is that the metaverse will be a new paradigm where our digital and online lives converge.
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This questionnaire/survey was designed for the purpose of a research. The topic of the research is related to the social aspect of Metaverse and virtual worlds. It may take several minutes to answer the questions. Your contribution will add a great value to study. You can access the questionnaire from here: https://forms.gle/NaCvXweWHpswXyDJ9
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Good morning
I will do
Best regards
Ph.D. Ingrid del Valle Garcia Carreno
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With metaverses, virtual worlds have become extended realities with “infinite possibilities” of creating virtual identities as our extended selves.
But what are these virtual identities, how are they generated, are they indeed limitless in their options and performances or do they rather exist within certain prescribed operational modes?
We organise a virtual roundtable on the topic. Please let me know if you would like to participate.
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Dear Christophe Bruchansky, this a very interesting discussion topic. I have experienced myself the power of the avatar in VR for personal goal-setting and the transformation of the self in the physical world. In the context of the Metaverse, I suggest the remarkable experiences and exciting research findings around identity in 3d multiuser virtual worlds and VR environments. Here are some indicative works for everyone's consideration.
Meadows, M. S. (2007). I, Avatar: The Culture and Consequences of Having a Second Life. Pearson Education.
Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031
Article Metaverse
Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior. Communication Research, 36(2), 285–312. https://doi.org/10.1177/0093650208330254
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Digital twins are an emerging solution to better integrate physical and virtual worlds. In essence, they are software representative of physical things (that cannot be virtualized), mirroring the caracteristics and status of their physical counterparts. IOTA is an emerging cryptoasset for IoT. Therefore, how IOTA can be applied to digital twins is an important question while monetizing IoT towars a things economy.
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probably yes
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[1] In this experiment, we use a very large virtual world, with a dimension of 30*30 units, total number of avatars is equal to 25000, and the number of servers, 16. The radius of the Area of interest of each avatar is equal to 0.5.
[2] To generate a simulation environment, we randomly position 100 cloudlets and 500 players on a 1,000 meter square grid. Players are partitioned into 20 regions
[1] An efficient partitioning algorithm for distributed virtual environment systems | IEEE Journals & Magazine | IEEE Xplore
[2] Delay-Sensitive Multiplayer Augmented Reality Game Planning in Mobile Edge Computing | Proceedings of the 21st ACM International Conference on Modeling, Analysis and Simulation of Wireless and Mobile Systems
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A good job there
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We used in our center Virtual Worlds like Secondlife for presentation, networking, sharing and global virtual exchange. Now I would like to know how we could use Virtual Reality to help gifted children? If you have experience in one of these topics, please let me know.
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I’ll share the top 10 free virtual field trips for gifted children:
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Dear community,
we will conduct an experiment with Virtual Reality and will administer a pre-questionnaire, post-training-questionnaire, post-assessment-questionnaire, 14-day-retention questionnaire and 28-day-retention questionnaire. Currently, we are planning to assess pre-motivation with an adapted scale from Noe and Wilk (1993) and every other motivation measurement with the Intrinsic Motivation Inventory (McAuley et al., 1989). However, ideally, we could use a short questionnaire that is applicable to pre- and post-motivation so that the change can be compared. I could not find a suitable questionnaire, but please let me know when you are aware of one.
Please see below for the questions we would currently use.
Thanks in advance for your help!!
Pre-motivation:
I try to learn as much as I can from the following training material.
I am motivated to learn the skills which are taught within the following training material.
I would like to improve my skills.
I am willing to invest effort in the following training material to improve my skills.
The following training material has a high priority for me.
Intrinsic Motivation Inventory (McAuley et al., 1989)
I enjoyed experiencing the virtual world very much.
I thought experiencing the virtual world was quite enjoyable
I would describe the experience as very interesting
The experience in VR training was fun.
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You could have a look at Huang et al. (2019) for insights. Here is the full citation.
Huang, Y.-C., Backman, S. J., Backman, K. F., McGuire, F. A. & Moore, D. (2019). An investigation of motivation and experience in virtual learning environments: A self-determination theory. Education and Information Technologies, 24(1), 591–611. https://doi.org/10.1007/s10639-018-9784-5
Good luck,
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Transformation of moral values in the virtual world
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Virtuality reflects reality.
I can see no transformation of moral values in the virtual world, which are not connected to the real world. The difference between a real candle and the image of a virtual candle in a mirror is obvious: only the real candle burns and can burn you.
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Almost all of the present generation students are living in the world of virtual reality.
Starting from vedeo games and continued in the way of regular posting and like giving social sites, they live in a separate world.
But in the service sectors, where every penny is to be earned, how the ex-students will adjust?
In some technical professions, like medical, nurshing, civil and mechanical engineering etc., 100% concentration and practical knowledge is required everyday.
What will be the outcome of the psychological clash between the virtual world vs practical world among our future generation people?
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the present generation students will get tremendous mental pressure in future if teachers do not provide them with the supplementary skills they lack. our task is more demanding nowadays. there is no other option in the era of technology. they are exposed to virtual world. we should help them to cope with the real issues of the real world.
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In this smart and virtual world single tasking cannot assure that all your jobs be done even within the span of your life time. You have a huge assigned job waiting. The result is you are adopting multitasking habit. This is creating lack of focus, commitment, precision and despair.
Few studies proved that multitasking is “40% less productive” than single tasking (Freedom.com). Still the temptation is on that direction only.
Even in our RG platform also it is evident that we (not excluding me) are initiating new threads every time without going through and enjoying the existing nice discussion, logic and comments of our members properly. Without waiting for a considerable time.......we are moving to another question or initiating another new topic.
This is not against raising question or discussion in thus forum, but to appeal all the members for their consideration and critical remarks on whether we can reduce the frequency a little bit .........so that we can focus on a very important issue and prevent it to be overshadowed by a less important one.
Or......we would remain multitasking to go with the modern trend!
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unfortunately we live in a very unstable economic moment for researchers, so even though being multitasking is not recommended, we have to do it to maintain our position
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Game economies: economies that are created in the virtual world of the game. In some instances a simulation of a real world economy, but in most cases with their own currency, monies, mode of exchange etc.
"...fundamentally different": different to the extent that present textbook economics must be rewritten to explain what happens in these virtual economies.
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The Hollogram of Micheal Jackson has scared some people and inspired others. Technology is being feared to take over reality.
How will events such as festivals, concerts, sporting events and meetings look like?
A festivall where attendees have a VR headset on?
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It will be interesting! Virtual platforms are taking charge of the traditional face to face attendance of social gatherings and academic forums. Recently, via virtual platform, I presented my paper at a conference. Indeed, it saves time and other resources like travelling costs.
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Please share your opinion: For my knowledge (didn't find references), there are 4 types of Augmented Reality:
- Glass-See-Through: like Google Glass or the fancy cars "Head-up Display" The computer generated information appears in a transparent glass or acrylic between your eyes and what you look at. 
- Video-See-Through: like cars rear cameras showing trajectory, like video games with knetic, architect color changing App and infrared car cameras with animal detection. The computer generated information appears in a video where you look at.
- Indirect: A QR code makes whatever is with the QR code go to 
 the computer screen
- Spacial: Like VeinViewer. The computer generated image is projected onto the target and there is no need of QR codes, goggles, glasses or video screens
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While maybe beyond the scope of the original question ill would like to explore the idea of "Mixed Reality" further. I also agree with what you have identified as the main two definitions of "Mixed reality, both the continium concept as one, and increased level of user interaction with the real world over AR the another.
One question about how your current definition of "Mixed Reality" is what do you define as the cross over from AR to MR . For example is it just limited to physical interaction with real world? 
For example, I recently saw a panel discussion about AR and the social impact when the device starts to understands it surrounds such as identifying point of interest to the users like historical information about a site, etc, currently this is commonly refered to as AR
This made me think of this situation, now let say you have glasses on and it can identify potential hazards in the environment. For example, hazards that a fire fighter cant see due to smoke so the glasses provides a 3D virtual representation of its scanning environment as an overlay of the smoke, what term do we use now AR/VR or MR? I know this is a blue sky example but it begs the question of where the line is drawn , personally I don't have a firm opinion but my initial instict says to categorise as MR
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My question:
– Do you know of any research concerning possible uses of drones for regional development?
I am looking for research conerning transport, health, culture, recreation, service.
In relation to regional development, political issues, case studies, explorative research...
Thanks in advance!
Best regards,
Carlos Viktorsson
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Dear Harshvardhan and Nirmala.
Thank you so very much for your suggested resources with links and useful recomendations! Will come much in handy.
Thank you!
Kindest regards,
Carlos
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Several elements of Affective Computing, like motivation, are present in the Virtual Worlds, when some educational activity is realized. 
How to analyse if the student are motivated and like/deslike of interacting in an immersive environment? Suggestions of ways to analyse these elements?
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Dear Felipe
Here some of my articles
Pellas, N. (2014). Exploring interrelationships among high school students’ engagement factors in introductory programming courses via a 3D multi-user serious game created in Open Sim.  Journal of Universal Computer Science (J.UCS). Special Issue: Immersive Education: What does the future hold?, 20(12), 1608-1628.
Pellas, N. (2015). An exploration of interrelationships among presence indicators of a community of inquiry in a 3D game-like environment for high school programming courses. Interactive Learning Environments (to appear).
Pellas, N. & Peroutseas, E. (2015). Leveraging Scratch4SL and Second Life to motivate high school students’ participation in introductory programming courses: Findings from a case study. The New Review of Hypermedia and Multimedia Journal (to appear).
Pellas, N. & Peroutseas, E. (2016). Gaming in Second Life via Scratch4SL: Engaging high school students in programming courses.  Journal of Educational Computing Research, 54(1), 108-143.
 Regards
NP
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In virtual learning environments (e.g. Moodle), or in virtual worlds (e.g. OpenSim), the interaction of students can be tracked in several ways. This can help the teacher with the objective of knowing the level of interaction that such student had in the environment.
Can anyone give examples of papers with tracking of students in Moodle or Virtual Worlds?
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Dear Felipe, please see the embedded search from Google Scholar. Good luck.
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Does this tool satisfactory can be used for this purpose?
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I'm very interested to see how virtual reality could be used as an environment to simulate dangerous situations like an accident scene or a civil construction environment. With modern technologies users' presence and agency can be enhanced drammatically. Also augmented reality can play an important role, if you want to recreate a dangerous situation by inducing the perceptional and cognitive reaction of students by projecting them into an immersive learning environment. 
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Dear Jacquelyn,
In Brazil, many researches are being developed using Virtual Worlds for presencial or online education. Several topics in the area of chemestry, physics and informatics are being studied to develop pratical activities in the Virtual Worlds, that are difficult of being developed in real world
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We’re pleased to announce an upcoming issue of Networking Knowledge: Journal of the MeCCSA Postgraduate Network
In the new global and network society, greater challenges have been posed by demographic changes in the labour workforce and in the complexity of social interactions and neighbourhood ties (Bond, Peace, Dittmann-Kohli, & Westerhof, 2007; Bowling, 2005).
Previous studies (e.g. Costa, 2013; Cabrera, & Malanowski, 2009; De Schutter & Vanden Abeele, 2008; Felsted, & Wright, 2014) have suggested that Information and Communication technologies have a crucial role in overcoming these challenges by facilitating the meaning attributed to information and thus strengthening age identity (Hubble, & Tew, 2013) and encouraging prosocial behaviors, the sense of social connectedness and of purposefulness. In fact, increasingly mobile network societies have been suggested to change the way people exercise their minds (Johnson, 2006) and how they communicate.
Although these networks tend to bring flexibility, adaptability and global transformation (Castells, 2001), intergenerational gaps in the access of information and social digital divides are likely to persist.
If the generation who lived with ‘old media’ (i.e. cable TV, radio, press) are now ‘digital immigrants’ (Prensky, 2012) overcoming generational learning, communication and authority gaps,  the culture of new media (i.e. Internet, iPTV, video games) will need to be rethought in terms of accessibility as a participatory culture (Fisk, Rogers, Charness, et al., 2009; Sixsmith, & Gutman,2013), one that is in demand of both the convergence of media and of generation networks. In this special issue, we seek to explore the role of information and communication technologies in encouraging the development of networked older adults. Towards this aim, we invite submissions in the following (non-exclusive) list of topics:
-       The use of social media in late adulthood
-       Age-friendly technologies
-       The power of networks in ageing
-       Older adults’ interactions with new media
-       Networked video games for the older adults
-       Ageing in networked and smart cities
-       Caregiver social networks
-       ICT-based solutions to the demands of an ageing society
-       Accessibility
-       The digital divide
-       Intergenerational learning
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Great ! all the beat !!
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I'm building a robot in V-REP which needs a sensor to provide it's current direction based on virtual world. In real world we can use a magnetometer to do this, and then all robots will have a unique referencial to its direction.
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Hi, there are IMU sensors in V-Rep software, but I have not find the compass sensor inside yet, Besides, there is also a forum for V-Rep. You can browse that forum or ask a question there. 
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I know it is unusual, but I am wondering if there are any collaborative Virtual reality projects you know of in Edmonton, Canada. My main area of interest is spatial awareness and human material interaction. I appreciate your help. 
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By mid 2015 there will be a special flights based data gathering for virtual reality examination / simulation around bridge design.
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Apart from some (in my opinion, overrated) changes, especially in the gestural dimension, we have the same metaphor of representation since over 25 years.
One could say that we had a unique ancient dichotomy, between the metaphor of written text (lines of code) and objects in a limited space (dashboards).
The recent horizon is a fusion of the two: augmented realities are barely a bunch of other text, overlayed to other objects, around an item of text, or a primitive object, better described.
The devices continue to offer the same thing: whether smartphones or yota-smartphones, glasses or other sensors, the represented metaphor is always a dashboard similar to the avionic equipments. We're still following the same idea that engineers and creatives had at the middle of the last century.
Incidentally, I was excited with the idea of Second Life and the so-called meta-worlds. Sure, it was a replication of the real world: but what was fascinating was the density of possibilities, without the limits of physics. The metaphors could grow up without limit. Why didn't we like that unlimited space?
Why did we go back to the convenient dashboard of objects, desktops, libraries and widgets, all suspended (and we too) within a trivial box?
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I think sometimes we go back to the more conventional forms (tree metaphor, meshing gears etc.) for the sake of convenience and simplicity. The success of a visual or textual metaphor is also dependent on cultural variables, which may considerable differ in their interpretation of symbols when that symbol bears a very imaginative and interesting correlation with the actual object or feature. This might work well for a niche audience or for someone who values creative conceptualizations and is willing to break free from existing conditioned responses. 
It always helps to keep an open mind and an observant eye. This visual metaphor, for example, (nothing to do with computers/ devices) is probably used for global warming campaigns, but a closer look also shows a side face turning away from us (on the right). It is fairly interesting and novel, and fairly universal too, through our common knowledge of desserts and ice creams.
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+Virtual worlds [1] can be defined as interactive 3D virtual environments, where the users take the form of visible avatars. They can support collaborative education.
What is more, they can be used with VLEs/LMSs, as in the case of the Sloodle project, aiming to combine Second Life with moodle, that is two of the mostly used environments in the realms of virtual worlds & VLEs/LMSs respectively.
Please share your experience, direct or indirect, or opinion, e.g. advantages, disadvantages, predictions, or interesting references, with respect to the above.
Please share with us a) your experience, direct or indirect providing any results, or b) opinion, e.g. advantages, disadvantages, comparisons, propositions, predictions, or c) interesting references, with respect to the above three perspectives.
You may consult [2].
Thank you.
[ Featured references:
]
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I've been using virtual worlds for education since 2006. This includes Second Life, but also Activeworlds, Open Croquet/Cobalt, serious game development with Unity3D and private OpenSimulator installations. I used them for higher education, for primary education and highschools, for on-the-job training of business managers and aircraft mechanics, and for large-scale corporate training providers. They provide unique opportunities for online learning taking advantage of both multiuser presence (as chatrooms) and spatial user arrangement, spatial context and immersion, etc. You can find many papers reporting this. I'm attaching two. One ("Can presence improve collaboration...") is an early effort to demonstrate how the concepts of Presence theory are intertwined with 3D virtual worlds as a new medium. For the more practice-oriented readers, the other one ("The attributes and advantages...") provides the rationale for using virtual worlds in professional training and how it enables trainees to be in contact with real scenarios, not just simulated ones. Finally, if you want a quick list of good practices for trainers using virtual worlds, VITA project's good practices handbook is a very nice resource: http://issuu.com/easpombas/docs/vita-101220-guide_of_good_practices_rev_final?e=0
The major hurdle is large scale deployment. A small group of enthusiast teachers can deploy and use virtual worlds successfully, but going beyond that to large scale deployment, with non-enthusiasts, requires more administrative support from computing systems and - alas - that is nowhere near readiness. I explain the challenges in a paper from 2013, which summarizes my experience ("Technology challenges...").
SLOODLE in my view tackles the problem from the wrong end. It mostly provides virtual world users with access to Moodle contents. That helps individual teachers and students. But if you want to deploy virtual worlds for an entire school, company, or region, you need to track events and provide support for all teachers, all trainers, all students. You'll want to manage virtual object repositories across courses and users. Some cumbersome solutions exist, but not straightforward ones.
In my 2009-2011 project for Portugal Telecom's Innovation arm (PTIn), my team tackled this and provided PTIn with a solution, which was deployed at a large telecom company, but not pursued as an active commercial product. Papers were not drafted then, but were now, and both the software architecture and the list of requirements that was developed throughout this large field effort should see the light of day soon.
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We are so much into technology, but behind or beneath its every aspect is virtual reality. Is it really helpful for the future point of view? How closely cam the objects be examined?
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Yes bejamin, i meant the same as you said computer generated images as objects and suay thanks for the link too as it provides a nice info.
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I am exploring the possibility of building a set of virtual territories, i.e. portions of land that do not exist, but which may be representative of existing environments, to be used as laboratories for model testing, in particular for climate change adaptation studies.
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Thank you Tom, the original idea is to develop regions which can be used as inputs for models in the field of climate change adaptation, e.g in the analysis of risks related to natural disasters. To the extent the simulations become more and more realistic (virtual worlds instead than usual GIS maps, graphs and tables) they could be used for interacting with stakeholders, to explore behaviours, prefrerences, etc.
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I am a behavioral ecologist interested in gathering data on resource distribution and avatar characteristics in multi-player online games like World of Warcraft or eve-online. I am not interested with any data on the players themselves, just with in-game parameters.
I am looking to collect data on movement patterns of avatars across space, their characteristics and their behavior during game play. Is it feasible in an automated fashion?
Are you aware of anybody or any lab that has collected data from World of Warcraft or eve-online virtual worlds?
Many thanks in advance!
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Hi Sebastian,
Thank you for your answer! Indeed, I may try to expand my scope to inlcude smaller companies.
Currently though, my main limitation is effectively linking my research to the inductry's needs. Other researchers in academia seem to feel this 'gap'. For that I would need to know more about what companies actually do to monitor/analyse game dynamics and stats. I would probably be more successful if I could 'translate' what I am doing (ecology, conservations) into a language understood by the industry. My first strategy has been to conduct informational interviews, but I failed to get answers on this as well.
I will keep working on these points!
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Is there empirical research to support statements?
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Absolutely yes. Virtual world is nothing but a practice ground. For doing anything you practice first. But there are no many things unavailable during practice. For example for a foot ball match you will not have a big crowd and ground. Those things you can simulate and practice in a virtual environment. Virtual training and learning is very important for mining, astronauts and where human has to explore unknown hazards. If you get trained and learned in such virtual environments, it will be easy to handle difficult situations.
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We are increasingly turning towards mobile learning. Is there a place for virtual worlds in this milieu?
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If you were out in the field, you could practice a procedure virtually at the site before tackling it in the real world. I'm thinking about a procedure on a production animal or something of that nature. Or you could manoeuvre a model before tackling a task. Would that be useful?
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I am leading a seminar about virtual environments, including virtual worlds, augmented reality, tele-presence and so on. What would you consider the key papers in the field, and, perhaps, a textbook?
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Mentioned books are really good. I'd just add "3D User Interfaces: Theory and Practice", by D. A. Bowman. In my opinion, still the best manual for 3D interaction.
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I am thinking in training or at higher education level
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I am not completely sure, but maybe these two papers could help?
Fiorentino, M., Monno, G., Uva, A., & Bari, P. (2010). Tangible Interfaces for Augmented Engineering Data Management. ISBN: 978-953-7619-69-5, InTech, Available from: http://www.intechopen.com/books/augmented-reality/tangible-interfaces-for-augmented-engineering-data-management
Shin, H., & Dunston, P. (2008). Identification of application areas for Augmented Reality in industrial construction based on technology suitability. Automation in Construction, 17, 882–894.
Regards
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I am interested in creating analytical work spaces within virtual worlds (like Second Life) for the government. These organizational spaces would be part of a social networking web that provides a 3D portal for collaboration and individual access to information that can be visualized in 3D. In addition it provides a robust space where individuals believe themselves to be in the space.
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I have been involved in this kind of work for many years and recently switched from SL to a new web-based technology. You can see the beta version of our world at: http://cyber.mpnodes.info This has many benefits, including much lower cost, and far lower learning curve. There are a couple deficits being voice availability is still month away and there is no equivalent to SL web on a prim browser.