A. Cláudio, M. B. Carmo, Augusta Gaspar, Renato Teixeira
{"title":"Expressive Avatars in Psychological Intervention and Therapy","authors":"A. Cláudio, M. B. Carmo, Augusta Gaspar, Renato Teixeira","doi":"10.4018/978-1-5225-7371-5.CH002","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH002","url":null,"abstract":"A wide range of applications for virtual humans can be envisaged for the needs of both research and intervention in Psychology. This chapter describes the development and preliminary testing of an interactive virtual reality application “Virtual Spectators” – whereby virtual humans with expressive behaviour modelled on the basis of field research in human facial expression in real emotion contexts can be configured to interact with people in an interview or jury. We discuss the possibilities of this application in cognitive behavioural therapy using virtual reality and in nonverbal behaviour.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"2008 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127321999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Affective Presence in Enactive Immersive Space","authors":"D. Domingues, Mateus R. Miranda","doi":"10.4018/978-1-5225-5696-1.CH002","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH002","url":null,"abstract":"The reengineering of life through the sense of presence in virtual and augmented reality raised in art and technoscience is the focus of the aesthetical, scientific, and technological potential for the changes to the ecological, social, environmental, and biological condition. Virtual reality immersion uses proprioceptive trackers for navigation and stereoscopy in kinesthesia generating compelling experience inside data landscapes. Nowadays, disruptive technologies melting biological, synthetic worlds (data-cyber) and physic spaces (biocybrid systems) allow synaesthetic embodied experience to the Spinozian body. In enactive affective systems, the sentient and pervasive technologies by the invasion of mobile technologies, physiological sensors, computer vision, locative, and geodesic dialogues of organisms/data and environment are in reciprocal and mutual exchanges. The ontology of life conciliates paradoxes and conflicts of emergent realities and self-organizing dialogues between artificial and natural modifying the concept of reality, which is always a philosophical concept.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123540360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Lectures and Discussions in Semi-Immersive Virtual Reality Learning Environments","authors":"Natalie Nussli, Kevin Oh, N. Cuadro, M. Kaye","doi":"10.4018/978-1-5225-5912-2.CH005","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH005","url":null,"abstract":"This chapter describes a study that was conducted in a semi-immersive desktop virtual reality environment. The study investigated teacher trainees' perceptions of their mental effort in Second Life, their satisfaction with the communication modalities, and their perceived social behavioral changes. In the first event, only the instructor (host) used voice to communicate while all participants as well as the in-text facilitator (co-host) used text chat only. In the second event, not only did both hosts use voice, but the participants also had the option to use voice rather than text. The majority of teacher trainees appreciated the freedom to choose either modality. The integration of voice was perceived as humanizing the discussion, increasing the flow, and making the conversation more engaging. However, the addition of multiple voices was believed to increase their mental effort. While some teacher trainees felt more relaxed and more open in a virtual discussion, others reported a lack of attention and honesty as well as a tendency to ignore social conventions.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128290064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Handbook of Research on New Media Applications in Public Relations and Advertising","authors":"","doi":"10.4018/978-1-7998-3201-0","DOIUrl":"https://doi.org/10.4018/978-1-7998-3201-0","url":null,"abstract":"","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130013279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital Literacy as Part of a New Curriculum for the Netherlands","authors":"Petra Fisser, A. Strijker","doi":"10.4018/978-1-5225-9261-7.CH012","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH012","url":null,"abstract":"In November 2014, the State Secretary for Education, Culture, and Science of the Netherlands officially launched an online country-wide consultation about the future of Dutch education. Based on the outcomes and the ongoing debate, the Netherlands started the development of a new curriculum framework for primary and secondary education in 2018. One of the new themes in this curriculum is digital literacy, which is defined as a combination of ICT skills, media literacy, information literacy, and computational thinking. Together with other subjects such as languages and mathematics, digital literacy will be part of the design of the new curriculum. A teacher design team for digital literacy developed a vision and elaborated this in eight big ideas. Based on the big ideas learning trajectories were designed. These learning trajectories describe what students should learn in primary and secondary education. Schools were involved in the design process from the start. It is expected that the mandatory curriculum framework will be implemented in the year 2022.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134447912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Integrating Media Literacy Into Mathematics","authors":"P. A. Kolodnicki","doi":"10.4018/978-1-5225-9261-7.CH003","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH003","url":null,"abstract":"A disconnect between the content taught in mathematics classroom and the skills young adults need for future success has created need for more diverse pedagogy. Media literacy and mathematics communities agree on similar goals for students to access media, evaluate it, and produce their own. Through the use of progressive instructional techniques, specifically involving media literacy, educators can simultaneously address overlooked equity concerns in mathematics. Research has found that these techniques can help students by holding them to high standards, support math thinking and language development, draw on students' prior knowledge, value their communities, and solve real-world problems that they will be facing in the future. Practical suggestions and expert advice for implementing more progressive pedagogy are included. Issues and solutions to infuse new methods into the classroom are outlined along with future research suggestions.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116657615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Reality-Creating Technologies as a Global Phenomenon","authors":"KENNETH C.C. YANG","doi":"10.4018/978-1-5225-5912-2.CH001","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH001","url":null,"abstract":"Digital reality technologies have become a global phenomenon that attracts huge attention from researchers and practitioners around the world. ResearchandMarkets.com predicts that the global revenue for both augmented reality (AR) and virtual reality (VR) applications will reach $94.4 billion by 2023. As an introductory chapter to the edited book volume on the global impacts of digital reality technologies, this chapter examines the current state of digital reality technologies around the world. Global, regional, and country statistics are presented to shed light on the diffusion of a variety of digital reality technologies such as augmented reality, mixed reality, and virtual reality. Potential and existing digital realty technologies around the world will be examined in greater detail to provide readers with contextual information for the remaining chapters of the book.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123293173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Edutainment With Flipped IDEAS","authors":"Norita B. Ahmad, Kevin Dias","doi":"10.4018/978-1-5225-5912-2.CH007","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH007","url":null,"abstract":"Virtual learning environments are receiving a growing interest due to exponential advancements in technology alongside the millennial users' preference for more modern rather than traditional means of studying. This chapter narrows down on optimizing edutainment in the classroom by strategically using the methods of flipped classroom, team-based learning, and the IDEAS method. The study provides an explained framework that highlights what needs to be implemented on behalf of the instructor and what outcomes can be expected as a result. An experimental study was conducted on students within a course at the graduate level in the United Arab Emirates (UAE). The main objective is to study the effect of virtual learning environment that incorporates the use of flipped classroom, Team-based learning and IDEAS methods on students' academic performance.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124188064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Transmedia Experiences That Blur the Boundaries Between the Real and the Fictional World","authors":"Patrícia Gouveia","doi":"10.4018/978-1-5225-5696-1.CH001","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH001","url":null,"abstract":"This chapter uses an arts- and design-based research methodology to explore emergent possibilities in contemporary transmedia arts and design practices. Focusing in narrative and fiction creation for the development of participatory and performative events with emphasis in audience or community engagement and conveying inspiration from modernist and postmodernist movements, it reveals the role of participation design in connected and smart experiences for urban cooperative gaming and play. Mobile gaming and play technologies taking advantage of sensors and data tracking devices immerse us in a persistent and pervasive game of life which blur the boundaries between the real and the fictional world.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121545066","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How We Hear and Experience Classical, Computer, and Virtual Music","authors":"R. Ehle","doi":"10.4018/978-1-5225-7371-5.CH005","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH005","url":null,"abstract":"This chapter examines occurrences and events associated with the experience of composing, playing, or listening to music. Discussion of popular music and computer music begins the chapter, including issues pertaining the tuning systems, digital interfaces, and software for music. It then recounts an experiment on the nature of pitch and psychoacoustics of resultant tones.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132101754","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}