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Immersive worlds Pafos Sept-2012


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Immersive worlds Pafos Sept-2012

Immersive worlds Pafos Sept-2012

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  • 1. Immersive Worlds for LearningeXperience+: Engaging users inthe zone of proximal flow inSecond LifeNiki Lambropoulos, Rolf Reinhardt, StylianosMystakidis, Dimitris Tolis, Sophi Danis & Alain Gourdin-Immersive Worlds Team * LANETO Group-University of West ParisEADTU Conference, Paphos, Cyprus, 27 - 28 September, 2012
  • 2. Agenda• Web 1.0 Web 2.0 Web 3.0• Virtual Collaboration in Immersive Worlds• 3D VIRTUAL IMMERSIVE ENVIRONMENTS – Second Life• User/Learner eXperience+ (U/LX+)• Zone of Proximal Flow (ZPF)• The Innovation Management eCourse – Virtual Collaboration for Creativity & Open Innovation• Immersive Worlds of the Present Future• Conclusions & Future Trends
  • 3. What is Web 3.0?
  • 4. Virtual Collaboration in Immersive Worlds• Web 3.0 – Primary aims • Virtual Collaboration • Online Learning • Quality group work / learning – 3D environments can be modelled entirely by the user • Gamification – Immersive eXperience+
  • 5. Virtual collaborationSharing
  • 6. Immersive Worlds  Upgrading reality  Pushing boundaries of • Space • Imagination  Quality services • Planning via preparing • Running sessions • Following-up activities
  • 7. Immersive Worlds Taxonomy
  • 8. Avatars @Second Life
  • 9. IW Team @Second Life
  • 10.
  • 11. Zone of Proximal FlowExtract of Figure from Repenning,A. "Programming Goes to School",B. CACM, 55, 5, May, 2012.
  • 12. ZPF 10 Immersive Factors1. Clear goals as challenge level and skill high level2. Concentration and focused attention3. Loss of feeling4. Distorted sense of time5. Direct and immediate feedback6. Balance between ability level and challenge7. Sense of personal control over the situation or activity8. The activity is intrinsically rewarding, so there is an effortlessness of action9. Lack of awareness of bodily needs10. Absorption into the activity
  • 13. Engagement Factors1. Perception via the senses2. Action via the body/kinaesthetic – physical body functions3. Emotion via the heart – emotional & instinctual nature functions4. Cognition via the mind – rational consciousness functions5. Co-creativity via imagination & intuition – higher consciousness thinking functions6. Combinations of the above
  • 14. User Total eXperience (UX)• ISO: User eXperience (UX) is – a persons perceptions – responses – resulting from • use and/or • anticipated use of a product, system or service• UX is subjective• UX focuses on the use
  • 15. User/Learner Experience (U/LX+)Immersive Experience+• Make learning interesting & fun• Engage the learner – Have a clear & focused purpose – Be present – Be in a state of constant flow – Connect with each other• Design: Understanding Users as Learners – Usability – Pedagogical usability – Mental & conceptual models – Joy, enthusiasm, humour – Other psychological factors
  • 16.
  • 17. Innovation Management eCourse• Promote entrepreneurship and innovation knowledge and skills in action• Reduce transactive cost for virtual collaboration• Create sense of belonging in a working group• Orchestrate collaborative learning convergence• Promote synergy for direct fit between – Social needs, working demands & – Virtual collaboration and educational tasks, methods and tools• Use 3D Immersive Worlds to enhance two ways communication for virtual collaboration
  • 18. From Knowledge & Skills to Competencies
  • 19. In the class… and
  • 20. Moodle LMS… and
  • 21.
  • 22. Conclusion
  • 23. Conclusion
  • 24. Immersive Worlds of the Present FutureIntegration of Virtual & Augmented RealityTechnologies: Provide the user with• Immersive multisensory stimuli (e.g. touching, movement capture, haptic sensor)• Emotional channels (e.g. affective computing)• System adaptation & interoperability (e.g. personalisation & multiple user interfaces)• Novel & Unique Immersive eXperience+ Create a Strong Vibration to Remember
  • 25. Niki Lambropoulos On behalf of theImmersive Worlds Team