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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.