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BOOK OF ABSTRACTSOF THE 5TH INTERNATIONAL RESEARCH CONFERENCE ON VIRTUAL WORLDS – LEARNING WITH SIMULATIONS
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I
SLACTIONS2013
BOOK OF ABSTRACTS
OF THE 5TH INTERNATIONAL RESEARCH
CONFERENCE ON VIRTUAL WORLDS LEARNING
WITH SIMULATIONS
SECOND LIFE AND VILA REAL, PORTUGAL
NOVEMBER 21-23, 2013
EDITED BY: J. BERNARDINO LOPES| J. PAULO CRAVINO| CHRISTIAN GTL|PAULO MARTINS| ANA
MARGARIDA MAIA | DANIELA PEDROSA|FERNANDO CASSOLA | GONALO CRUZ MATOS |
RICARDO RODRIGUES NUNES|
PUBLISHED BY:
UTAD - UNIVERSIDADE DE TRS-OS-MONTES E ALTO DOURO
ISBN: 978-989-704-161-7
II
CONFERENCE FORMAT
By Leonel Morgado, Nelson Zagalo, and Ana Boa-Ventura
SLACTIONS 2009 was an innovative conference. It was held in the Second Life virtual
world, but also in physical (real-life) auditoria over 4 continents. It was a mixed event,
with diverse modes of participation and involving several communication flows all the
way from those taking place between participants sitting side-by-side at a real auditorium
in real life, to those between audience and speakers in a real or virtual podium, or to the
communication between participants attending the conference from the comfort of their
offices or homes.
When we set out to organize an international conference on scientific research involving
the use of virtual worlds or metaverse platforms, as this expression renders the concept
more precise our first idea was to hold it traditionally, in a Portuguese academic setting.
But why make it so local? Why should we drop a rich online environment where we
cooperate with colleagues and partners across the world for one where most people would
have to allocate significant budget for participation?
We decided to organize it in Second Life. We were now left with the problems of the much
needed interaction during any conference - what about the informal moments of physical
proximity, of eye contact, of physical handshakes, and those healthy discussions while
sipping coffee or a hearty tea? What about coffee breaks, conference dinners, evening
tours, social moments where one can relax and get a more humane feeling of where fellow
participants stand on the topic at hand? Sometimes conferences end up being the single
moment in a given year where colleagues who cooperate remotely have a chance to meet.
Wouldnt we be missing that?
To solve this dilemma, we devised the SLACTIONS format as we describe next.
The conference would be held on a single location in Second Life. From here on we will
call this the in-world chapter.
III
Participants and speakers would be able to attend and present their papers from physical
rooms across the world. From here on we will call these locations our local chapters.
Presentations taking place in the in-world chapter would be projected on screens at the
local chapters, so people could follow the presentations, and still interact with fellow
participants attending the same physical location.
And why not let participants at local chapters follow the proceedings with their own
computers? Well, they could! But by following a projection, we ensured that a camera
operator kept the video flowing from presenter to slideshow to audience, and people could
follow proceedings even if they were not acquainted with the Second Life interface.
Furthermore, by having less people online, the conference could be enjoyed by many more
people than the small crowds typical of Second Life events given the limits imposed by the
very technological platform, and local chapters could be held even if their bandwidth
allowed only a handful of Second Life avatars.
III
PREFACE
Slactions 2013 (www.slactions.org) is the fifth edition of SLACTIONS. The 2013 edition was
organized by Universidade de Trs-os-Montes e Alto Douro (UTAD) and the Research Center
Didactics and Technology in the Education of Trainers (CIDTFF).
The conference took place from November 21 to 23, 2013, in Second Life, at the island of
Universidade de Aveiro (courtesy of CIDTFF), with remote participation of speakers and
assistants, supported by a physical auditorium located at UTAD. The conference was
recorded in video and broadcast live through UTAD TV.
The increasing use of virtual world technologies that act as platforms for end-users to
create, develop, and interact, is expanding the realm of human cooperation, interaction,
and creativity. Slactions 2013 focused on both basic research and applications of the
aforementioned metaverse platforms and others, including MMORPGs and social media
virtual worlds, providing a forum for the research community to present and discuss
innovative approaches, techniques, processes, and research results. Multiple disciplines
meet at Slactions, enabling a global perspective on research topics and concerns: Slactions
has been contributing to the creation of a worldwide research community of virtual worlds
/ metaverse researchers.
The 2013 edition included the theme Learning with simulations. The use of simulations in
learning is now an important field of research in education and professional development,
and virtual worlds/metaverse platforms play a significant role in this context. In Slactions
2013, several papers addressed this theme, with researchers presenting and discussing
developments in simulations aiming to assist learning in science and technology education.
There were also four keynote addresses, mostly about this special theme Learning with
simulations. These talks were presented remotely by international specialists:
Vtor Teodoro (Professor at Universidade Nova de Lisboa) presented from
Lisbon the talk entitled Computational Modelling and Simulation in Science and
Technology Learning;
http://www.slactions.org/IV
Jordi Vallverd (Professor at Universitat Autnoma de Barcelona) presented
from Barcelona the talk entitled Learning with Simulations
Sylvester Arnab (senior researcher at the Serious Games Institute, UK)
presented from Coventry, UK, the talk entitled Serious Games linking Simulations and
Education;
Samia Khan (Professor at the University of British Columbia) presented from
Vancouver, Canada, the talk entitled Simulation for Advancement in Science and
Education.
In this Book of Abstracts we present the abstracts of these keynote
addresses, as well as the abstracts of all the papers and posters accepted for presentation
at Slactions 2013.
The scientific quality of the conference was guaranteed by a Scientific Committee that
conducted the work of scientific review of the papers submitted to the Conference. All
submissions were subject to double-blind review by at least two members of the Scientific
Committee. After this process all manuscripts were revised by the authors to incorporate
the reviewers suggestions, under the supervision of the Conference Chairs.
The Scientific Committee was composed by an international panel of about 50 experts from
several countries: Australia, Austria, Brazil, Canada, Chile, China, Spain, USA, Finland,
Holland, India, Israel, Mexico, Norway, Portugal, UK, Singapore, and Turkey.
The editors.
VI
COMMITTEES
Steering Committee Leonel Morgado Universidade Aberta, Portugal
Nelson Zagalo University of Minho, Portugal
Ana Boa-Ventura University of Texas-Austin, USA
Conference Chair J. Bernardino Lopes University of Trs-os-Montes e Alto Douro, Portugal
Conference Co-Chairs J. Paulo Cravino University of Trs-os-Montes e Alto Douro, Portugal
Christian Gtl Technical University of Graz, Austria
Paulo Martins University of Trs-os-Montes e Alto Douro, Portugal
Organization Committee Ana Margarida Maia University of Trs-os-Montes e Alto Douro, Portugal Daniela Pedrosa University of Trs-os-Montes e Alto Douro, Portugal Gonalo Cruz Matos University of Trs-os-Montes e Alto Douro, Portugal Fernando Cassola Marques INESC Porto Ricardo Rodrigues Nunes University of Trs-os-Montes e Alto Douro, Portugal
Website Designer & Content Manager Andr Pinheiro University of Trs-os-Montes e Alto Douro, Portugal
Paulo Andr Fernandes University of Trs-os-Montes e Alto Douro, Portugal
Designer and Creator of the Structures
Paulo Filipe Fernandes aka Genius Bikcin
Fashion Designer
Avatar: Strelhinha Allen
VII
Public Relations Officer
Antnio Correia University of Trs-os-Montes e Alto Douro, Portugal Snia Ribeiro Universidade de Coimbra, Portugal
Local Chapters Manager
Diogo Azevedo University of Trs-os-Montes e Alto Douro, Portugal
Academic Journals Officer
Maria da Glria Fraga University of Trs-os-Montes e Alto Douro, Portugal
VIII
Scientific Committee Ahmer Iqbal University of Jyvaskyla, Finland
Ana Amlia Carvalho University of Coimbra, Portugal
Ana Boa-Ventura University of Texas-Austin, USA
Andrew Crooks George Mason University, USA
Antnio Alberto Silva Higher School of Education, Polytechnic Institute of Oporto,
Portugal
Antnio Fernando Coelho University of Porto, Portugal
Antnio Lopes Lusfona University, Portugal
Antnio Quintas Mendes Open University, Portugal
Baltasar Fernndez-Manjn Universidad Complutense, Madrid, Spain
Benjamim Fonseca University of Trs-os-Montes e Alto Douro, Portugal
Chris Haskell Boise State University, USA
Christian Gtl Graz University of Technology, Austria
Dan Hunter New York Law School, USA
Daniel Gonalves Higher Technical Institute, Portugal
David Deeds Colegios Peterson, Mexico
David Gibson University of Vermont, USA
Donizetti Louro Catholic University of Sao Paulo, Brazil
Emanuel Peres University of Trs-os-Montes e Alto Douro, Portugal
Erik Champion Curtin University, Australia
Filipe Alexandre Silva Santos Instituto Politcnico de Leiria, Portugal
Fotis Liarokapis Coventry University, UK
Greg Lastowka Rutgers School of Law /Camden, USA
Hanan Gazit Juloot Interactive/Tel-Aviv University/Shenkar College of Engineering,
Design & Art, Israel
Helen Farley University of Southern Queensland, Australia
Hugo Paredes University of Trs-os-Montes e Alto Douro, Portugal
Isabel Valverde Intelligent Agents and Synthetic Characters Group, Portugal
J. Bernardino Lopes University of Trs-os-Montes e Alto Douro, Portugal
J. Paulo Cravino University of Trs-os-Montes e Alto Douro, Portugal
Joo Barroso University of Trs-os-Montes e Alto Douro, Portugal
Joo Varajo University of Trs-os-Montes e Alto Douro, Portugal
John Jamison imagiLEARNING, USA
Jordi Vallverd Segura -Autonomous University of Barcelona, Spain
Leonel Morgado Universidade Aberta, Portugal
Lina Morgado Universidade Aberta, Portugal
Lus Magalhes University of Trs-os-Montes e Alto Douro, Portugal
Lus Pedro University of Aveiro, Portugal
Lynn Alves -Universidade do Estado da Bahia, Brazil
Marco Antonio Chvez-Aguayo -University of Guadalajara, Mexico
IX
Michal Yerushalmy University of Haifa, Israel
Michele Dickey- Miami University, USA
Mikhail Fominykh Norwegian University of Science and Technology, Norway
Narciso Cerpa University of Talca, Chile
Nelson Zagalo University of Minho, Portugal
Nico Rutten University of Twente, The Netherlands
Paulo Martins University of Trs-os-Montes e Alto Douro, Portugal
Pedro Sequeira Higher School of Sport of Rio Maior, Portugal
Pilar Lacasa University of Alcal, Spain
Ramesh Sharma Indira Gandhi National Open University, India
Ramiro Gonalves Universidade de Trs-os-Montes e Alto Douro, Portugal
Samia Khan -University of British Columbia, Canada
Scott Grant Monash University, Australia
Shalini Chandra Nanyang Technological University, Singapore
Sneha Veeragoudar Harrell Independent Scholar, USA
Steve Cooper Alice project, USA
Steven Warburton Kings College London, United Kingdom
Teresa Bettencourt University of Aveiro, Portugal
Torsten Reiners University of Hamburg, Germany
Vincent Ng Hong Kong Polytechnic University, Hong Kong
Vitor Duarte Teodoro New University of Lisbon, Portugal
Wafa Bourkhis Universit de la Manouba, Tunsia
Yesha Sivan Shenkar College and Metaverse Labs Ltd., Israel
X
TABLE OF CONTENTS
Keynote speakers _______________________________________________________ 1
Computational Modelling and Simulation in Sciences and Technology Learning _______ 1
Learning with Simulations __________________________________________________ 2
Serious games linking Simulations and Education _______________________________ 3
Simulation for Advancement in Science and Education ___________________________ 4
Day 1 Paper Session ____________________________________________________ 5
What are Simulations? An epistemological approach ____________________________ 6
Teaching science with experimental work and computer simulations in a primary teacher
education course: what challenges to promote epistemic practices? ________________ 7
Teacher mediation actions and students productive engagement during the use of
computer simulations in physical science classrooms ____________________________ 9
Contribution of a computer simulation to students learning of the physics concepts of
weight and mass ________________________________________________________ 10
Sensemaking in Second Life _______________________________________________ 11
Day 2 Paper Session ___________________________________________________ 13
Can Presence Improve Collaboration in 3D Virtual Worlds? ______________________ 14
Natural User Interfaces in the Motor Development of Disabled Children ____________ 15
The use of virtual environments as an extended classroom a case study with adult
learners in tertiary education ______________________________________________ 16
Online-Gym: a 3D virtual gymnasium using Kinect interaction ____________________ 17
Innovative Somatic-Technological Dance Research Collaboration into Creative Mixed
Reality Educational Practices ______________________________________________ 18
Gamifying the Virtual Laboratory of Archaeology ______________________________ 19
Day 3 - Paper Session ___________________________________________________ 20
The Taxonomy of Goal-oriented Actions in Virtual Training Environments ___________ 21
XI
Task-based teaching approaches of Chinese as a foreign language in Second Life through
teachers perspectives ___________________________________________________ 22
The Authenticity-Anxiety Paradox: The quest for authentic second language
communication and reduced foreign language anxiety in virtual environments _______ 23
Poster Session _________________________________________________________ 24
The Meta_Body Project __________________________________________________ 25
Keynote speakers
SLACTIONS2013 Book of Abstracts
1
Computational Modelling and Simulation in Sciences and Technology Learning
Vitor Teodoro
Universidade Nova de Lisboa, Portugal
Abstract: Scientific research involves mathematical modelling in the context of an
interactive balance between theory, experiment and computation. However,
computational methods and tools are still far from being appropriately integrated in the
high school and university curricula in science and technology. In this presentation, it is
shown how a computer modelling tool (Modellus, a free tool available on the Internet and
developed at FCTUNL) can be used to embed modelling in activities to help students learn
science and technology. Modellus allows students to create and explore mathematical
models using functions, differential and iterative equations, and visualize the behaviour of
mathematical objects.
SLACTIONS2013 Book of Abstracts
2
Learning with Simulations
Jordi Vallverd
Universitat Autnoma de Barcelona, Spain
Abstract: Contemporary sciences use a wide and diverse range of computational
simulations, including in the areas of aeronautics, chemistry, bioinformatics, social
sciences, AI, the physics of elementary particles and most other scientific fields. A
simulation is a mathematical model that describes or creates computationally a system
process. Simulations are our best cognitive representation of complex reality, that is, our
deepest conception of what reality is. In this paper we defend that a simulation is
equivalent epistemologically and ontologically with all other types of cognitive models of
elements of reality. Therefore, simulations cannot be considered secondary nor weak
instruments to approach to the reality analysis.
SLACTIONS2013 Book of Abstracts
3
Serious games linking Simulations and Education
Sylvester Arnab
Serious Game Institute, United Kingdom
Abstract: The study into serious gaming focuses on the use of games science and
technology to address serious issues. Within the context of education, the use of games as
an educational tool capitalises on the engaging factor and the competitive nature of
gaming. There are existing studies suggesting that the use of games is more effective than
traditional methods. This talk discusses the key issues in the uptake of serious games within
the educational setting and describes a multidisciplinary approach,which is essential to the
success of serious games development and deployment by using the award winning
PR:EPARe game as an example. This game supports the delivery of Relationships and Sex
Education within a formal education setting and the early deployment studies indicate
positive benefits and outcomes. This talk will also touch on the potential of a game-based
approach within the context of a learning scaffolding ecosystem and the innovative flipped
classroom.
SLACTIONS2013 Book of Abstracts
4
Simulation for Advancement in Science and Education
Samia Khan
University of British Columbia, Canada
Abstract: Last month, three scientists received the Nobel prize in chemistry for their
work on computer simulations. They were awarded the Nobel prize for opening a computer
gateway to calculate chemical reaction pathways. Their simulations uniquely combine both
classical physics and quantum physics. They can be used today to research photosynthesis
at the atomic level and drug interactions with target proteins. Research with computer
simulations has been recognized to make important contributions to the theoretical and
experimental sciences. These advancements include, for example, simulations helping
scientists to: test how the spread of the bird flu might impact the human populations in
North America, theorize about the growth of sea ice in the warmer Antarctic, and make
predictions on how immune cells might identify foreign antigens. Despite these positive
contributions to science, how computer simulations advance science education is less clear
than their current role in the scientific process. What kinds of computer interfaces and
digitized representations would support learning science? What levels of guidance are
needed for science students while they are interacting with simulations? What is the role of
the teacher in students simulation-based inquiries? Drawing upon recent research on
computer simulations and science education, this keynote brings together eight studies on
new design interfaces and the classroom integration of computer simulations.
Recommendations are then made to support the learning of science with this key
technology.
Day 1 Paper Session
SLACTIONS2013 Book of Abstracts
6
What are Simulations? An epistemological approach
Jordi Vallverd
Universitat Autnoma de Barcelona, Spain
Abstract: Contemporary sciences use a wide and diverse range of computational
simulations, including in the areas of aeronautics, chemistry, bioinformatics, social
sciences, AI, the physics of elementary particles and most other scientific fields. A
simulation is a mathematical model that describes or creates computationally a system
process. Simulations are our best cognitive representation of complex reality, that is, our
deepest conception of what reality is. In this paper we defend that a simulation is
equivalent epistemologically and ontologically with all other types of cognitive models of
elements of reality. Therefore, simulations cannot be considered secondary nor weak
instruments to approach to the reality analysis.
Keywords: model, computer, simulation, epistemology, representation.
SLACTIONS2013 Book of Abstracts
7
Teaching sci ence with experimental work and computer simulations in a primary teacher education course: what challenges to promote epistemic practices?
Alexandre Pinto
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Higher School of Education, Polytechnic Institute of Porto, Porto, Portugal
Antnio Barbot
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Higher School of Education, Polytechnic Institute of Porto, Porto, Portugal
Clara Viegas
Higher Institute of Engineering of Porto, Polytechnic Institute of Porto, Porto, Portugal
Antnio A. Silva
Higher School of Education, Polytechnic Institute of Porto, Porto, Portugal
Carla A. Santos
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
J. Bernardino Lopes
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Research Centre Didactics and Technology in Education of Trainers, Aveiro, Portugal
Abstract: The objective of this work is to study how teachers mediation can promote the
development of students epistemic practices (EPs), in a classroom environment, using
computer simulations (CS) articulated with experimental work (EW). In particular, we want
to explore characteristics of teacher mediation using CS articulated with EW as a didactical
approach and what EPs occur when students work in the pathway from theory (T) to the
observable-world (OW), and vice-versa. We report a multi-case study with two teachers of
a primary teacher education course. We use multimodal narratives (a description of what
happens in the classroom, using several types of data collected) to analyse the students
EPs and the teachers mediation. This analysis is made using the qualitative analysis
SLACTIONS2013 Book of Abstracts
8
software (NVivo 8). The results point that the differences in the occurrences and
pathways found in students EPs can be related to the different characteristics of teachers
mediation. The results also point to the existence of students epistemic practices that
were differently promoted depending on the use of CS or EW, which means an interesting
complementarity between the two teaching approaches. When teachers mediation
incorporates the use CSs articulated with EW.
Keywords: computer simulation; experimental work; teachers mediation; students
epistemic practices; epistemic pathway.
SLACTIONS2013 Book of Abstracts
9
engagement during the use of computer simulations in physical science classrooms
Ana Edite Cunha
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Elisa Saraiva
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Carla Aguiar Santos
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Fernanda Dinis
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
J. Bernardino Lopes
School of Sciences and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
Research Centre Didactics and Technology in Education of Trainers, Aveiro, Portugal
Abstract: In this study, we intend to characterize the productive engagement of students
during the use of computer simulations in the classroom, and identify and describe the
factors that influence it. Our principal aim is to understand how the teachers mediation in
classroom with students using computer simulations influences the students productive
engagement. There are described two teacher cases. It was collect several types of data
about two lessons per teacher. The two teachers of physics and chemistry have similar
professional experience, but different experience integrating educational research in their
teaching practices. The results allow us to find the fundamental conditions to engage
students productively when they use CS and the main differences between the mediation of
two teachers.
Keywords: Students produtive engagement; Teacher mediation; Computer Simulations;
Physical science classroom.
SLACTIONS2013 Book of Abstracts
10
learning of the physics concepts of weight and mass
Cndida Sarabando
Agrupamento de Escolas de Armamar, 5110-642 Tes, Armamar, Portugal
Jos Cravino
Physics Department, School of Science and Technology, Universidade de Trs-os-Montes e Alto Douro (UTAD), Portugal Research Centre Didactics and Technology in Education of Trainers (CIDTFF), Aveiro, Portugal
Armando Soares
Physics Department, School of Science and Technology, Universidade de Trs-os-Montes e Alto Douro (UTAD), Portugal
Abstract: The purpose of this study was to investigate the contribution of a computer
simulation to students learning of physics concepts (weight and mass). Our simulation was
produced using the software Modellus. This study evaluates progresses in understanding
made by students (grade 7; 12-13 years old) after one lesson (90 minutes) in three different
scenarios: using only hands-on activities, using only a computer simulation, and using
both. The progresses were measured through pre- and post-tests. The results show that the
total gains were higher when students used the computer simulation, alone or together
with hands-on activities. However, we found that the total gains obtained depend on the
teachers pedagogy when using the computer simulation to teach the concepts of weight
and mass.
Keywords: Computer simulation; teaching; learning; physics; mass; weight; teacher
mediation.
SLACTIONS2013 Book of Abstracts
11
Sensemaking in Second Life
Amber Marshall
University of Queensland Business School, Brisbane, Australia
Abstract: This research investigates how sensemaking, which underpins all organizing,
takes place in the virtual world of Second Life. Sensemaking is the process of how we
socially construct reality. A virtual ethnography was undertaken within a community of
educators in Second Life to ascertain how practitioners make sense that is, make that
which they sense in the virtual world. Preliminary analysis of how people, objects,
processes, and places in Second Life are socially constructed by practitioners suggests that
sensemaking in virtual worlds is comprised of fragile, complex, and nuanced practices
which illuminate what we take for granted in the actual world.
Keywords: sensemaking, virtual worlds, Second Life, ethnography, virtual ethnography.
Day 2 Paper Session
SLACTIONS2013 Book of Abstracts
14
Can Presence Improve Collaboration in 3D Virtual Worlds?
Armando Cruz
Centro de Estudos em Educao,
Tecnologias e Sade, ESTGL , Instituto
Politcnico de Viseu, Viseu, Por tugal
Hugo Paredes
INESC TEC (formerly INESC Porto)
UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
Benjamim Fonseca
Leonel Morgado
INESC TEC (formerly INESC Porto)
Universidade Aberta, Portugal
Paulo Martins
INESC TEC (formerly INESC Porto)
UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
INESC TEC (formerly INESC Porto)UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
Abstract: Three dimensional (3D) virtual worlds are regarded as possessing strong
capabilities to support collaboration between people. The physical characteristics of the
virtual environment are pointed out as responsible for that capability because they create
immersive environments that we are familiar with, and dare able to involve users in such a
way that the feeling of being in the world is frequently reported. Presence, the perception
of the virtual has if it was real, may be helpful in realizing how an easier understand
environment can improve collaboration. In this paper, based on a literature review, we
look into the relationship between presence and collaboration, and the importance of
presence to the understanding of collaboration in 3D virtual worlds.
Keywords: Presence, collaboration, 3D virtual worlds, CVEs, CSCW, development of CVEs,
review.
SLACTIONS2013 Book of Abstracts
15
Natural User Interfaces in the Motor Development of Disabled Children
Pedro Meleiro
Faculty of Engineering of University of Porto, Porto, Portugal
Rui Rodrigues
INESC TEC (formerly INESC Porto)
Faculty of Engineering of University of Porto, Porto, Portugal
Joo Jacob
INESC TEC (formerly INESC Porto)
Faculty of Engineering of University of Porto, Porto, Portugal
Tiago Marques
INESC TEC (formerly INESC Porto)
Faculty of Engineering of University of Porto, Porto, Portugal
Abstract: This study describes a framework based upon body tracking devices and aimed at
assisting children with motor impairments and aims at understanding what positive
contribute it can deliver for their rehabilitation process. A state of the art study regarding
the most relevant devices and frameworks is addressed, and the most beneficial
combination of these technologies is selected and detailed, including the emerged benefits
and constraints. A case study is defined featuring two motor disorders that can take
advantage of the technological specifications, as well as the types of exercise appropriate
for this context. The developed framework collects motricity data by asking the user to
mimic the movements of a previously recorded exercise, and is thoroughly detailed in this
paper. The results obtained from the tests conducted during the validation process
evidence the data collected regarding the user performance denotes certain motor
patterns of the disorder, making it apt to be applied as an auxiliary tool for impairments
diagnosis. However, a few detection and tracking issues in more complex exercises indicate
that the technologies selected for this project can be applied in a real context to assist in
rehabilitation sessions, but require additional evaluation metrics to support its conclusions.
Keywords: natural user interfaces, motor rehabilitation.
SLACTIONS2013 Book of Abstracts
16
The use of virtual environments as an extended classroom a case study with adult learners in tertiary education
Ana Loureiro
Polytechnic Institute of Santarm, Santarm, Portugal
CIDTFF/University of Aveiro, Aveiro, Portugal
Teresa Bettecourt
CIDTFF/University of Aveiro, Aveiro, Portugal
Abstract: This study was conducted in immersive 3D virtual environment Second Life,
with the support of web 2.0 tools as a complement to physical classroom - extended
classroom. It was assumed that socialization is a key factor for collaborative learning and
knowledge construction. The study aims to identify the variables that may influence
knowledge sharing in learning contexts using virtual environments; with the aim of
contributing to the improvement of learning situations using the online tools. This research
is exploratory in nature and falls within the field of phenomenological studies. The study
was implemented in a tertiary education institution involving regular and adult learners.
We conclude that in virtual environments learners tend to feel more confident, open,
participatory, creative, understanding and seem to participate in training sessions because
they are indeed interested in learning. On the other hand, the possibility of providing
online tutorial session allows reaching a larger number of learners. These online sessions
can be established in a time and place (virtual) free of constraints and can be tailored,
allowing a more effective participation from learners.
Keywords: virtual environments; extended classroom; adult learners; Second Life; tertiary
education; b-learning.
SLACTIONS2013 Book of Abstracts
17
Online -Gym: a 3D virtu al gymnasium using Kinect interaction
Fernando Cassola
INESC TEC (formerly INESC Porto)
UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
Leonel Morgado
INESC TEC (formerly INESC Porto)
Universidade Aberta, Portugal
Fausto de Carvalho
Portugal Telecom Inovao, SA, Aveiro, Portugal
Hugo Paredes
INESC TEC (formerly INESC Porto)
UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
Benjamim Fonseca
INESC TEC (formerly INESC Porto)
UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
Paulo Martins
INESC TEC (formerly INESC Porto)
UTAD University of Trs-os -Montes e Alto Douro, Vila Real, Portugal
Abstract: Synchronized online gymnastics may provide new possibilities for enhancing the
physical and social well - being of people with restricted mobility. We propose a prototype
platform for this Online - Gym which allows users to interact using a Microsoft Kinect
and participate in on-line gymnastics sessions. In this paper we present the Online - Gym
concept and a first iteration on the platform architecture that allows interaction in virtual
worlds with movement captured by a Kinect device. The exploratory work done so far
provides evidence that this approach is viable and that such scenarios may be pursued.
Keywords: Virtual Environments; Second Life; OpenSimulator; Virtual Worlds; Kinect;
Motion Capture; Human Computer Interaction; Natural User Interfaces; online gymnastics;
rehabilitation.
SLACTIONS2013 Book of Abstracts
18
Innovative Somatic -Technological Dance Research Collaboration into Creative Mixed Reality Educational Practices
Isabel Valverde
Institute for Human Studies and Intelligent Sciences, Center for Arts and Technologies, Cascais, Portugal.
Todd Cochrane
Nelson Marlborough Institute of Technology, New Zealand.
Abstract: The project Senses Places has developed an experimental somatic-
technological dance approach for dancing in mixed reality mediated through image, avatars
and biodata. This paper discusses the interfaces and choreographic methods resulting from
the art-technology collaborative process between the main authors, creating participatory
performance environments and leading workshops that raise innovative challenges to
crossover areas of curriculum design. The aim is to understand its effectiveness for creative
trans-disciplinarity educational practices.
Keywords: Art-Technology, Dance-Technology, Somatics, Embodiment, Posthuman
corporeality, Human-Machine Interface, System design, Curriculum design, Choreography,
Kinesthesia.
SLACTIONS2013 Book of Abstracts
19
Gamifying the Virtual Laboratory of Archaeology
Lus Sequeira
University of Trs-os-Montes Alto Douro (UTAD), Vila Real, Portugal
Leonel Morgado
INESC TEC (formerly INESC Porto)
Universidade Aberta, Portugal
Eduardo Solteiro Pires
INESC TEC (formerly INESC Porto)
University of Trs-os-Montes Alto Douro (UTAD), Vila Real, Portugal
Abstract: Virtual archaeology projects have been evolving to go beyond a mere
reconstruction of architecture and artefacts of heritage sites: human interaction with the
environment is also an object of research for historians and archaeologists. Methodologies
like the London Charter propose that virtual archaeology projects are lead by historians
and archaeologists, in close collaboration with technical teams, to guarantee the
credibility and scientific validation of the result. The question is how to allow historians to
model crowds on their own, if they lack the required skills to programme complex artificial
intelligent-driven autonomous agents. In this article a method is proposed, currently under
development, whereby non-programmers will be able to successfully model crowds with
very simple tools that do not require any programming knowledge but still provide
convincing results. The underlying idea is to employ concepts borrowed from computer
games, whose interfaces are targeted to non-experts and adapt them to the specificities of
virtual worlds like Second Life and OpenSimulator. Moreover, some limitations and ideas
for further extension are discussed.
Keywords: Second Life; OpenSimulator; Artificial intelligence; Virtual archaeology;
Genetic algorithms; Bots.
Day 3 - Paper Session
SLACTIONS2013 Book of Abstracts
21
The Taxonomy of Goal -oriented Actions in Virtual Training Environments
Ali Fardinpour
School of Information Systems, Curtin University, Australia
Torsten Reiners
School of Information Systems, Curtin University, Australia
Abstract: With the shift of training scenarios to virtual worlds and assessment being an
inevitable part of any teaching and learning process, we require sophisticated assessment
methods to analyze action-sequences of learners according to reference solutions defined
by experts and provide automated formative feedback. We propose the Action-based
Learning Assessment Method (ALAM) using an action taxonomy to classify recognized
actions performed by the user in the virtual world. Most of these taxonomies were
developed to model the behavior and performance of users. Yet, current taxonomies of
human actions were developed based on need in specific research, still lacking a general
taxonomy. The taxonomy of goal-oriented actions in virtual training environments was
developed to overcome this problem and will be discussed in this paper.
Keywords: Taxonomy; Human actions; Action-based Learning Assessment.
SLACTIONS2013 Book of Abstracts
22
Task-based teaching approaches of Chinese as a
perspectives
Tsun-Ju
Kainan University, Taiwan
Szu-Yun
National Taiwan Normal University, Taiwan
Scott Grant
Monash University, Australia
Ching-Ling Chien
National Taiwan Normal University, Taiwan
Yu-Ju Lan
National Taiwan Normal University, Taiwan
Abstract: The purpose of this paper is to describe the integration of two task-based
language teaching (TBLT) approaches in the 3D multi-user virtual environment (MUVE)
Second Life and to discuss the benefits and challenges from the perspectives of an expert
user in Australia and three novice users in Taiwan. A qualitative research methodology was
conducted as the research design in the study. Participants included the four instructors
from two countries and 144 Chinese language undergraduate students at a major Australian
university. Three activity units based on information gap and reasoning gap teaching tasks
were created. It was found that conducing TBLT in Second Life can help instructors provide
opportunities for the students to set clear goals, ensure student-centred and authentic
approaches to learning, and provide multiple opportunities for input, production, and
feedback. Furthermore, the lesson configuration (with the expert taking care of technical
issues in the physical classroom and the content instructors focusing on teaching virtually)
helped reduce common technical issues in Second Life and thus promote a comfortable
learning environment for both the instructors and students to solely focus on the learning
content of the language class.
Keywords: 3D MUVEs; task-based language teaching; Chinese as a foreign language;
Second Life.
The Authenti city -Anxiety Paradox: The quest for authentic second language communication and reduced foreign language anxiety in virtual environments
Scott Grant
Monash University, Australia
Hui Huang
Monash University, Australia
Sarah Pasfield -Neofitou
Monash University, Australia
Abstract: In this amplification of an earlier comparative study into technical and foreign
language anxiety in a virtual environment and the traditional classroom, the authenticity of
the virtual environment and of the communicative interaction that occurs within that
environment stand out as a significant factors associated with reduced foreign language
anxiety. Students feelings about the authenticity of typed text-chat and of communication
with their non-player character interlocutors in the virtual environment in comparison to
real world communication is highly related to the foreign language anxiety they
experience: the more similar they perceive these two contexts, the more likely they are to
transfer feelings of anxiety related to speaking a foreign language to the virtual
environment, even though perceived similarities between the real and virtual world were
found to lead to greater engagement in learning in the virtual environment.
Keywords: Foreign language anxiety; second language communication; virtual
environments.
SLACTIONS2013 Book of Abstracts
24
Poster Session
SLACTIONS2013 Book of Abstracts
25
The Meta_Body Project
Catarina Carneiro de Sousa
Polytechnic Institute of Viseu School of Education, Communication and Art Department, Viseu, Portugal.
Abstract: Meta_Body is a project first held in online virtual environment and in a real
life art exhibition, and now carrying on in the metaverse creative flux. The project
addresses two aspects the constitution of virtual corporality and the shared creative
process of avatar building, sharing, transformation and embodiment.
Keywords: avatar, virtual corporality, shared creativity, produsage.