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    Introduction - Presentation Transcript

    1. Learn, Teach and Play in 3D Virtual Worlds Organised by: Jim Ang, City University London Panayiotis Zapihris, City University London David White, Oxford University Steven Warburton, King’s College PalithaEdirisingha, University of Leicester 1
    2. Schedule of the day  11:00am: tea/coffee break  1:00pm lunch (room E217)  3:30pm: tea/coffee break 2
    3. What happened yesterday in Second Life 3
    4. What happened yesterday in Second Life 4
    5. What happened yesterday in Second Life 5
    6. What happened yesterday in Second Life 6
    7. Academic importance of virtual worlds  Harvard University Law school (Nesson, Nesson, Koo 2006)  Academic events 7
    8. Academic importance of virtual worlds  Education in virtual worlds (Livingstone and Kemp 2006)  Virtual museum (Cochrane, 2006)  Sexuality (Bardzell and Bardzell 2006)  Autism and social virtual world (Lester 2007)  E-commerce in virtual world (Olivera, Shen, Georganas 2000) 8
    9. What about Human Computer Interaction (HCI) design? 9
    10. HCI: work vs play  Consider a button labelled \"Solve Problem\" it! Solve 10
    11. Usability methodologies for games  Observation, interview, virtual ethnography, thematic analysis  Contribution: o Models of play activity o A methodological framework for game playability evaluation (Ang, C.S., Zaphiris, P., Wilson, S.) 11
    12. Game-based learning design guidelines  Affinity diagram  Focus group  Heuristic evaluation  Contributions: o A matrix of usability: interface, play, rules, narratives, social aspects and learnability. o A set of guidelines (Ang, Avni, Zaphiris, 2007) 12
    13. Inclusive design of games  Equipment grants from Inclusive Digital Economy Cluster of EPSRC  Social and health benefits of games among older people  Different perceptions and interaction styles  Call for inclusive design 13
    14. ‹#›
    15. Eye tracking and social network sites  JISC Emerge grants  Social network site and Second Life for learning  Usability of the systems  Contributions: o The relationship between eye gaze patterns and cognitive load issues 15
    16. Social Network Analysis (SNA)  Games and Social Network  Combination of conventional HCI (observation, content analysis) and SNA techniques  Block model: social role blocking  P* model: statistical modelling for social network data  Outputs: o characteristics of social network for games o network patterns for social roles 16
    17. Let the event begin! 17
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