Current Search: Virtual reality. (x)
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- Title
- Remote laboratories for distance education.
- Creator
- Anandapuram, Sudeep Hari., Florida Atlantic University, Alhalabi, Bassem A.
- Abstract/Description
-
In the past few years many US institutions of higher education have established virtual classrooms where learners pursue higher education via the Internet. The true challenge in Distance Education however remains; how do students perform real lab experiments--such as electronics over the Internet? To examine this challenge, a survey was conducted on over fifty Web-based educational environments, to assess the shortcomings of laboratory facilities currently available on the Internet. The...
Show moreIn the past few years many US institutions of higher education have established virtual classrooms where learners pursue higher education via the Internet. The true challenge in Distance Education however remains; how do students perform real lab experiments--such as electronics over the Internet? To examine this challenge, a survey was conducted on over fifty Web-based educational environments, to assess the shortcomings of laboratory facilities currently available on the Internet. The survey revealed that contemporary labs touted to be virtual environments are merely software simulations. Hence the new idea of a facility that will realistically provide lab experiments over the Internet. With this aim, an innovative system is designed using object-oriented methodologies in Unified Modeling Language to include all aspects of software and hardware. Java/RMI is used as the system's development tool. An experiment to measure the "VI characteristics of a Resistor" is built using National Instruments' DAQ systems. The students can logon through the Internet, register, and perform experiments by sending various current values, and measure the corresponding voltages across a resistor. The results are submitted for grade and the teaching assistant can grade the student after observing the input and output values over the Internet.
Show less - Date Issued
- 1999
- PURL
- http://purl.flvc.org/fcla/dt/15636
- Subject Headings
- Distance education, Virtual reality
- Format
- Document (PDF)
- Title
- Simulation analysis of the IBM Subsystem Control Block architecture in a network file server environment.
- Creator
- Anumulapally, Ranga R., Florida Atlantic University, Khoshgoftaar, Taghi M.
- Abstract/Description
-
Advanced system bus architectures such as the Micro Channel and the EISA bus support what is called bus-mastering that allows the I/O subsystems attached to the bus to arbitrate and take control of the bus to perform data transfers independent of the system processor. I/O subsystems that can control/master the system bus are called Bus-Masters. The IBM Subsystem Control Block (SCB) architecture defines interrupt-driven as well as peer-to-peer I/O protocols for performing data transfers to...
Show moreAdvanced system bus architectures such as the Micro Channel and the EISA bus support what is called bus-mastering that allows the I/O subsystems attached to the bus to arbitrate and take control of the bus to perform data transfers independent of the system processor. I/O subsystems that can control/master the system bus are called Bus-Masters. The IBM Subsystem Control Block (SCB) architecture defines interrupt-driven as well as peer-to-peer I/O protocols for performing data transfers to/from the bus-masters. In previous studies, the performance of the SCB protocols is evaluated in network server environments using simulation models. The main drawback of these studies is that the server system is modeled in considerable detail but the network and the clients are not considered. In this study, we developed models to simulate a complete network file server environment where a single file server based on the SCB architecture provides file service to a variable number of clients on a token-ring network. We then evaluate the performance of the SCB protocols using the results obtained from the simulations.
Show less - Date Issued
- 1994
- PURL
- http://purl.flvc.org/fcla/dt/15057
- Subject Headings
- Distance education, Virtual reality
- Format
- Document (PDF)
- Title
- The Invasion: Applying the Aesthetics of Horror in a Virtual Reality Gaming Environment.
- Creator
- Jean-Pierre, James, McAfee, Francis, Florida Atlantic University, School of Communication and Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
Many theories exist attempting to explain the allure of horror films to the human psyche. None can fully explain this fascination to the horror genre. However, there are clear visual techniques used routinely in these films to produce fear in audiences. This thesis explores the application of those cinematic techniques used in horror cinema for well over a century into a virtual reality (VR) experience, The Invasion. Using a wide range of examples from classic horror films, The Invasion...
Show moreMany theories exist attempting to explain the allure of horror films to the human psyche. None can fully explain this fascination to the horror genre. However, there are clear visual techniques used routinely in these films to produce fear in audiences. This thesis explores the application of those cinematic techniques used in horror cinema for well over a century into a virtual reality (VR) experience, The Invasion. Using a wide range of examples from classic horror films, The Invasion endeavors to show how the lessons learned from the study of horror cinema’s use of color theory, light, shadow, and sound design, when paired with the virtual reality medium, can provide a richer, more immersive horror vehicle and create new possibilities for fear-based content.
Show less - Date Issued
- 2021
- PURL
- http://purl.flvc.org/fau/fd/FA00013708
- Subject Headings
- Virtual reality, Horror films, Gaming
- Format
- Document (PDF)
- Title
- Celebrity Avatars:A Technical Approach to Creating Digital Avatars for Social Marketing Strategies.
- Creator
- Molina, Ledis, Eason, Shane, Florida Atlantic University, School of Communication and Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
Avatars are growing in popularity and presented in many computer-mediated communication environments like social media, virtual 3D worlds, and augmented reality applications. With its incredible success in the Asian market, followed by the latest rapid increase in popularity for digital avatars in the Western market, it is necessary to look at the avatars' roots and their newfound use as celebrities. Virtual celebrities or influencers are digital characters consumed in digital mediums, with a...
Show moreAvatars are growing in popularity and presented in many computer-mediated communication environments like social media, virtual 3D worlds, and augmented reality applications. With its incredible success in the Asian market, followed by the latest rapid increase in popularity for digital avatars in the Western market, it is necessary to look at the avatars' roots and their newfound use as celebrities. Virtual celebrities or influencers are digital characters consumed in digital mediums, with a given personality, background story, and the first-person point of view of the world, accessible to different social media platforms. These virtual celebrities are now being used for various entertainment industries, with game companies currently leading the way in building their metaverse by attracting audiences to virtual experiences, fueled by the need to sell live content during the Covid-19 pandemic. This paper traces the complex history of the Hindu avatara to a digital representation. It will explain how it has been affected by the context of literature, virtual gaming worlds, films, and new trends, moving away from a God-centered culture to one centered on humans. This effect is caused by the need for people to create a virtual presence and express themselves in virtual environments. Since its early beginning, avatars have filtered into the mainstream, and different brands have taken advantage by adopting them to represent their values to attract more customers and appear more reliable. This adoption led them to partner up with the entertainment industry creating virtual avatars, virtual concerts, and merchandise all tied in the metaverse.
Show less - Date Issued
- 2021
- PURL
- http://purl.flvc.org/fau/fd/FA00013841
- Subject Headings
- Avatars (Virtual reality), Social marketing
- Format
- Document (PDF)
- Title
- Homebound: Spatializing the Immigrant Experience by Breaking Down Barriers in Virtual Reality.
- Creator
- Alvarez Arias, Alberto, Maraffi, Christopher, Florida Atlantic University, School of Communication & Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
This thesis explores the production process of developing a virtual reality experience with an emphasis on digital humanities and the methods of adapting real-world events, narratives, and media coverage into an interactive, location based VR experience. The thesis contextualizes the production of an accompanying media project, which is informed by the history of U.S migration and the media’s impact on the opinion of Americans. Through the observation of production methods, this paper...
Show moreThis thesis explores the production process of developing a virtual reality experience with an emphasis on digital humanities and the methods of adapting real-world events, narratives, and media coverage into an interactive, location based VR experience. The thesis contextualizes the production of an accompanying media project, which is informed by the history of U.S migration and the media’s impact on the opinion of Americans. Through the observation of production methods, this paper summarizes the process of creating a VR experience that expands the established production pipeline to more fluidly produce immersive interactive content. Using Homebound: The Interactive Immigrant Experience, a collaborative VR project as a prototype for these methods, we were able to integrate and develop a media production pipeline that uses off the shelf hardware in unison with Unreal Engine 4 to produce a prototype VR experience that follows the narrative on a Latin American Immigrant.
Show less - Date Issued
- 2020
- PURL
- http://purl.flvc.org/fau/fd/FA00013461
- Subject Headings
- Virtual reality, Digital humanities, Immigrant experiences, Empathy
- Format
- Document (PDF)
- Title
- Homebound: Exploring Environmental Storytelling in Spatial Virtual Reality to Breakdown Psychological Borders and Build Empathy.
- Creator
- Martinez, Brandon Christopher, Maraffi, Christopher, Florida Atlantic University, School of Communication and Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
The problem of immigration has been around since the dawn of man because humans cannot just stay in one place, especially if that place is not suitable for their lives and their families. It is a reasonable expectation of the human condition to want to feel free and safe because we do not live in a utopian society. There are social injustices, wars, and atrocities that threaten the most basic of human needs and freedoms in many countries across the globe. Homebound, the virtual reality...
Show moreThe problem of immigration has been around since the dawn of man because humans cannot just stay in one place, especially if that place is not suitable for their lives and their families. It is a reasonable expectation of the human condition to want to feel free and safe because we do not live in a utopian society. There are social injustices, wars, and atrocities that threaten the most basic of human needs and freedoms in many countries across the globe. Homebound, the virtual reality experience, which was developed in Unreal, aims to make sense of this crisis and shed light on the lives affected by this social ill. By using rich environments, virtual production and motion capture, to construct a place that captures the realism of the illegal immigration narrative, this manuscript will show how behavioral and gameplay psychology, when paired with environmental storytelling, can be utilized to craft impactful and empathetic, immersive stories and edutainment experiences for the player.
Show less - Date Issued
- 2020
- PURL
- http://purl.flvc.org/fau/fd/FA00013482
- Subject Headings
- Virtual reality, Immigrant experiences, Empathy, Digital humanities
- Format
- Document (PDF)
- Title
- Riddles of the Gods: A Virtual Reality Escape Room.
- Creator
- Bharathi, Shwetha SN, Eason, Shane, Florida Atlantic University, School of Communication and Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
Mythological stories are more than stories. They are important because they give context to our world, our literature, and our own beliefs and carry forward cultural values and tales over generations. So many efforts have been made to pass mythological stories from generation to generation through various forms including traditional storytelling, songs, and films. This thesis explores if learning mythology can be more immediate and fun by instructing it through an immersive, interactive game...
Show moreMythological stories are more than stories. They are important because they give context to our world, our literature, and our own beliefs and carry forward cultural values and tales over generations. So many efforts have been made to pass mythological stories from generation to generation through various forms including traditional storytelling, songs, and films. This thesis explores if learning mythology can be more immediate and fun by instructing it through an immersive, interactive game known as an Escape Room. Riddles of the Gods is an Egyptian theme-based Escape Room that uses the medium of Virtual Reality. It creates an interactive, educative, and entertaining experience for participants. It also provides an opportunity to contribute towards keeping traditional and cultural values alive, in a more expressive form using the latest technologies such as Virtual Reality which are relatable to the current and future generations.
Show less - Date Issued
- 2022
- PURL
- http://purl.flvc.org/fau/fd/FA00014100
- Subject Headings
- Escape room games, Virtual reality, Mythology
- Format
- Document (PDF)
- Title
- ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE.
- Creator
- Horvath, John, Maraffi, Christopher, Florida Atlantic University, School of Communication & Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the...
Show moreThis thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience.
Show less - Date Issued
- 2020
- PURL
- http://purl.flvc.org/fau/fd/FA00013471
- Subject Headings
- Virtual reality, Games, Computer adventure games--Interactive multimedia
- Format
- Document (PDF)
- Title
- Augmented reality methods and algorithms for hearing augmentation.
- Creator
- Carmigniani, Julie., Charles E. Schmidt College of Science, Department of Computer and Electrical Engineering and Computer Science
- Abstract/Description
-
While new technologies are often used to facilitate regular people's lives, they often fail to see their potential in helping disabled people. Augmented reality, one of the newest state-of-the-art technologies, offers users the opportunity to add virtual information to their real world surroundings in real time. It also has the potential to not only augment the sense of sight, but also other senses such as hearing. Augmented reality could be used to offer the opportunity to complement users'...
Show moreWhile new technologies are often used to facilitate regular people's lives, they often fail to see their potential in helping disabled people. Augmented reality, one of the newest state-of-the-art technologies, offers users the opportunity to add virtual information to their real world surroundings in real time. It also has the potential to not only augment the sense of sight, but also other senses such as hearing. Augmented reality could be used to offer the opportunity to complement users' missing sense. In this thesis, we study augmented reality technologies, systems and applications, and suggest the future of AR applications. We explain how to integrate augmented reality into iOS applications and propose an augmented reality application for hearing augmentation using an iPad2. We believe mobile devices are the best platform for augmented reality as they are widespread and their computational power is rapidly growing to be able to handle true AR applications.
Show less - Date Issued
- 2011
- PURL
- http://purl.flvc.org/FAU/3332178
- Subject Headings
- Mobile communication systems, Augmented reality, Computer graphics, Virtual reality, Human-computer interaction, User interfaces (Computer systems), Application software, Development
- Format
- Document (PDF)
- Title
- Dhayam VR: Adapting a Traditional Board Game into a Virtual Reality Experience.
- Creator
- Ramachendran Selvaraj, Monisha, Maraffi, Christopher, Florida Atlantic University, School of Communication and Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
Ancestral forms of entertainment were not only meant as a pastime but also to carry forward the cultural values and stories over generations. With the ease of access to the technologically advanced and immersive games, we do not necessarily opt for traditional board games that are a representation of our culture. Dhayam VR is an amalgamation of a traditional Indian board game and virtual reality technology. Inspired by the story of Mahabharata – a Hindu epic, it creates an expressive,...
Show moreAncestral forms of entertainment were not only meant as a pastime but also to carry forward the cultural values and stories over generations. With the ease of access to the technologically advanced and immersive games, we do not necessarily opt for traditional board games that are a representation of our culture. Dhayam VR is an amalgamation of a traditional Indian board game and virtual reality technology. Inspired by the story of Mahabharata – a Hindu epic, it creates an expressive, educative, and entertaining experience. It provides an opportunity to contribute toward keeping traditional and cultural values alive, in a more expressive form using the latest technologies which are relatable to the current and future generations.
Show less - Date Issued
- 2020
- PURL
- http://purl.flvc.org/fau/fd/FA00013499
- Subject Headings
- Virtual reality, Board games, Mahābhārata--Adaptations, Culture and technology, Dice games--India
- Format
- Document (PDF)
- Title
- Let’s Get Real: Shifting Perspectives of Virtual Life.
- Creator
- Millar, Cailley, Mason, Julia, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, Department of English
- Abstract/Description
-
A hallmark of the cyberpunk era, virtual reality is now a real and readily available medium for technological entertainment and lifestyle. Cyberpunk texts and contemporary SF that incorporates virtual reality provide a framework for considering the implications of this newly popularized technology. By allowing the user to explore new forms of identity in an alternate reality, virtual reality poses many interesting opportunities for undermining current social constructs related to gender, race...
Show moreA hallmark of the cyberpunk era, virtual reality is now a real and readily available medium for technological entertainment and lifestyle. Cyberpunk texts and contemporary SF that incorporates virtual reality provide a framework for considering the implications of this newly popularized technology. By allowing the user to explore new forms of identity in an alternate reality, virtual reality poses many interesting opportunities for undermining current social constructs related to gender, race, and identity. This thesis investigates real and fictional examples of virtual reality and the significance of authorship and narrative construction, race and social hierarchies, death and selfpermanence, and gender performance across the boundary between virtual and material space.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004817, http://purl.flvc.org/fau/fd/FA00004817
- Subject Headings
- Cybernetics., Cyberpunk culture., Virtual reality., Human-computer interaction., Computer simulation., Knowledge, Sociology of.
- Format
- Document (PDF)
- Title
- Attributes that Enable a Virtual High School to go to Scale.
- Creator
- Diamond, Daryl, Pisapia, John, Florida Atlantic University
- Abstract/Description
-
As our nation demands system-wide improvement, external providers are challenged to scale up educational reform efforts, to implement them more widely, more deeply, and more rapidly than in the past. Virtual high schools come at a time when public education is being challenged by mandates for new forms of educational choice and supplemental services. Replicating success of educational reforms on a large scale is a vexing issue. Failure to scale them up is accredited to the absence of a...
Show moreAs our nation demands system-wide improvement, external providers are challenged to scale up educational reform efforts, to implement them more widely, more deeply, and more rapidly than in the past. Virtual high schools come at a time when public education is being challenged by mandates for new forms of educational choice and supplemental services. Replicating success of educational reforms on a large scale is a vexing issue. Failure to scale them up is accredited to the absence of a practical theory that accounts for the institutional complexities operating on changes of practice. This research developed such a practical theory gleaning attributes from Comprehensive School Reform, Diffusion of Innovation, and Leadership and Scale theories. The purpose of this study was to determine the attributes that contribute to the scalability of the virtual high school. Scalability was separated into two levels; a traditional notion of scaling up reforms, and the more contemporary idea of going to scale. The conceptual framework suggested that scalability was dependent upon the frequency of the attributes associated with these levels. Content analysis was conducted on N = 270 documents pertaining to virtual high schools. A validation subset of N = 137 documents on five specific virtual high schools was used. An attribute checklist assisted the coding, classifying 39 attributes into five mutually exclusive categories, along with seven contextual factors that potentially moderated scalability. Analysis on the validation subset produced similar findings to those of the universal sample set. A statistical model was developed that predicted a large amount (52 %) of the variation of scalability. When scaling up attributes are prevalent both in the innovation's design, the communication channels, and leadership capabilities then going to scale can be achieved O..er time. Specifically, virtual high schools should focus on three significant scaling up attributes: (a) offering quality curriculum aligned to high national/state standards, (b) creating networks with other virtual high school adopters, and (c) strong management, in order to go to scale. The development of a practical theory must include these attributes in order for the virtual high school to go to scale.
Show less - Date Issued
- 2007
- PURL
- http://purl.flvc.org/fau/fd/FA00000661
- Subject Headings
- Organizational change--Management, Educational change--Management, Virtual reality in education, School improvement programs
- Format
- Document (PDF)
- Title
- The dangers behind technological progress: posthuman control in Neal Stephenson's Snow Crash.
- Creator
- Sedore, Monica., Dorothy F. Schmidt College of Arts and Letters, Department of English
- Abstract/Description
-
Neal Stephenson's 1992 novel Snow Crash depicts a world in which the more freedom the characters believe they have, the more control is actually being exerted upon them. I argue that Snow Crash parallels the world in which we are beginning to find ourselves today. In the modern world, we have the convenience of the Internet, which gives us the belief that we have a great deal of control over our environment. However, my argument stems from the idea that the freedom the characters believe that...
Show moreNeal Stephenson's 1992 novel Snow Crash depicts a world in which the more freedom the characters believe they have, the more control is actually being exerted upon them. I argue that Snow Crash parallels the world in which we are beginning to find ourselves today. In the modern world, we have the convenience of the Internet, which gives us the belief that we have a great deal of control over our environment. However, my argument stems from the idea that the freedom the characters believe that they are afforded in such a universe is actually another level of control being exercised upon them. I argue that our world is mimicked by the world of Snow Crash in a way that shows how truly little freedom we are given in our posthuman society.
Show less - Date Issued
- 2012
- PURL
- http://purl.flvc.org/FAU/3355880
- Subject Headings
- Criticism and interpretation, Human body in popular culture, Biotechology, Social aspects, Virtual reality, Psychological aspects, Virtual reality in literature
- Format
- Document (PDF)
- Title
- The Effect of Stereoscopic Cues on Multiple Object Tracking in a 3D Virtual Environment.
- Creator
- Oliveira, Steven Milanez, Barenholtz, Elan, Florida Atlantic University, Charles E. Schmidt College of Science, Department of Psychology
- Abstract/Description
-
Research on Multiple Object Tracking (MOT) has typically involved 2D displays where stimuli move in a single depth plane. However, under natural conditions, objects move in 3D which adds complexity to tracking. According to the spatial interference model, tracked objects have an inhibitory surround that when crossed causes tracking errors. How do these inhibitory fields translate to 3D space? Does multiple object tracking operate on a 2D planar projection, or is it in fact 3D? To investigate...
Show moreResearch on Multiple Object Tracking (MOT) has typically involved 2D displays where stimuli move in a single depth plane. However, under natural conditions, objects move in 3D which adds complexity to tracking. According to the spatial interference model, tracked objects have an inhibitory surround that when crossed causes tracking errors. How do these inhibitory fields translate to 3D space? Does multiple object tracking operate on a 2D planar projection, or is it in fact 3D? To investigate this, we used a fully immersive virtual-reality environment where participants were required to track 1 to 4 moving objects. We compared performance to a condition where participants viewed the same stimuli on a computer screen with monocular depth cues. Results suggest that participants were more accurate in the VR condition than the computer screen condition. This demonstrates interference is negligent when the objects are spatially distant, yet proximate within the 2D projection.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004943, http://purl.flvc.org/fau/fd/FA00004943
- Subject Headings
- Pattern perception., Virtual reality., Interactive multimedia., Computer simulation., Computer vision--Mathematical models., Automatic tracking--Mathematical models.
- Format
- Document (PDF)
- Title
- The Perceived Impact of Technology-Based Informal Learning on Membership Organizations.
- Creator
- Miller, Lori, Bryan, Valerie, Florida Atlantic University, College of Education, Department of Educational Leadership and Research Methodology
- Abstract/Description
-
Educational leadership goes beyond the boundaries of the classroom; skills needed for talent development professionals in business closely align with those needed in traditional educational leadership positions as both are responsible for the development and growth of others. Traditionally, the role of professional membership associations or organizations such as the Association for Talent Development (ATD, formerly known as the American Society for Training and Development), the group...
Show moreEducational leadership goes beyond the boundaries of the classroom; skills needed for talent development professionals in business closely align with those needed in traditional educational leadership positions as both are responsible for the development and growth of others. Traditionally, the role of professional membership associations or organizations such as the Association for Talent Development (ATD, formerly known as the American Society for Training and Development), the group dedicated to individuals in the field of workplace learning and development, is to provide learning opportunities, set standards, identify best practices in their respective fields, and allow members to network with other professionals who share their interests. However, with the rampant increase in the use of technology and social networking, individuals are now able to access a vast majority of information for free online via tools such as LinkedIn, Facebook, Google, and YouTube. Where has this left organizations that typically charged for access to this type of information in the past? Surveys and interviews were conducted with ATD members in this mixed-methods study to answer the following research questions: 1. What are the perceptions of Association for Talent Development (ATD) members regarding the effect of technology-based informal learning on the role of ATD? 2. How do ATD members utilize technology for informal learning? 3. Are there factors such as gender, age, ethnicity, educational level, or length of time in the field that predict a member's likelihood to utilize technology for informal learning? 4. Are there certain ATD competency areas for which informal learning is preferred over non-formal or formal learning? The significance of the study includes the identification of how the Association for Talent Development (ATD, formerly ASTD) can continue to support professionals in our constantly evolving te chnological society as well as advancing the field by contributing research connecting informal learning with technology to membership organization roles.
Show less - Date Issued
- 2015
- PURL
- http://purl.flvc.org/fau/fd/FA00004523, http://purl.flvc.org/fau/fd/FA00004523
- Subject Headings
- Educational leadership--Influence., Virtual reality in management., Knowledge management., Information networks., Organizational learning., Knowledge representation (Information theory)
- Format
- Document (PDF)
- Title
- Creativity in an arts integrated third space: a case study of elementary school students in an international collaboration.
- Creator
- Hyatt, Susan, Burnaford, Gail, Florida Atlantic University, College of Education, Department of Curriculum, Culture, and Educational Inquiry
- Abstract/Description
-
This qualitative case study examined the impact of an arts integrated international collaboration on elementary school students’ creativity when the students were communicating and creating exclusively through a technological third space. Two organizations, one in the U.S. and one in Mexico, served as the sites for the case study. Five findings emerged from the study relating to the nature of creativity and two findings related to the impact on students’ creativity when engaged in arts...
Show moreThis qualitative case study examined the impact of an arts integrated international collaboration on elementary school students’ creativity when the students were communicating and creating exclusively through a technological third space. Two organizations, one in the U.S. and one in Mexico, served as the sites for the case study. Five findings emerged from the study relating to the nature of creativity and two findings related to the impact on students’ creativity when engaged in arts-integrated international collaboration. The findings for the first question were: 1. Students and teaching artists view creativity as a process that is reflexive and engaging, 2. When reflecting on their work, students and teaching artists see creativity as an interplay of ideas and are open to and capable of modifying their ideas to achieve creative results, 3. Creative work is relative to the individual and is directly correlated to both originality and effort, 4. Students and teaching artists value creativity as a means for both self-expression and communication, 5. A collaborative environment sets the stage for creative behavior in terms of inviting feedback, providing constructive criticism, and sharing ideas. For the second question relating to impact, the two findings were: 1. Teaching and learning in the third space becomes a recursive process, and 2. Students work in new modes of communication in order to bridge cultures.
Show less - Date Issued
- 2014
- PURL
- http://purl.flvc.org/fau/fd/FA00004293, http://purl.flvc.org/fau/fd/FA00004293
- Subject Headings
- Arts -- Study and teaching (Elementary) -- Case studies, Creative thinking in children -- Case studies, Curriculum planning -- Case studies, Group work in education -- Case studies, Interdisciplinary approach in education -- Case studies, Space perception -- Case studies, Virtual reality -- Case studies
- Format
- Document (PDF)
- Title
- Predictive Models for Ebola using Machine Learning Algorithms.
- Creator
- Jain, Abhishek, Agarwal, Ankur, Furht, Borko, Florida Atlantic University, College of Engineering and Computer Science, Department of Computer and Electrical Engineering and Computer Science
- Abstract/Description
-
Identifying and tracking individuals affected by this virus in densely populated areas is a unique and an urgent challenge in the public health sector. Currently, mapping the spread of the Ebola virus is done manually, however with the help of social contact networks we can model dynamic graphs and predictive diffusion models of Ebola virus based on the impact on either a specific person or a specific community. With the help of this model, we can make more precise forward predictions of the...
Show moreIdentifying and tracking individuals affected by this virus in densely populated areas is a unique and an urgent challenge in the public health sector. Currently, mapping the spread of the Ebola virus is done manually, however with the help of social contact networks we can model dynamic graphs and predictive diffusion models of Ebola virus based on the impact on either a specific person or a specific community. With the help of this model, we can make more precise forward predictions of the disease propagations and to identify possibly infected individuals which will help perform trace – back analysis to locate the possible source of infection for a social group. This model will visualize and identify the families and tightly connected social groups who have had contact with an Ebola patient and is a proactive approach to reduce the risk of exposure of Ebola spread within a community or geographic location.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004919, http://purl.flvc.org/fau/fd/FA00004919
- Subject Headings
- Communicable diseases--Epidemiology., Public health surveillance., Ebola virus disease--Transmission., Machine learning., Computer algorithms., Virtual reality., Interactive multimedia., Computer graphics., History--Graphic methods., Historiography--Technological innovations.
- Format
- Document (PDF)
- Title
- Mapping Past and Future Wars in Voice of the People: Experiencing Narrative in the 3D/VR Environment.
- Creator
- Kalytovskyy, Ivan, Lewter, Bradley, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, School of Communication and Multimedia Studies
- Abstract/Description
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We have an opportunity not only to interact with 3D content but also to immerse ourselves in it via Virtual Reality (VR). This work is deeply inspired by my experience as a Ukrainian witnessing the recent turmoil in my homeland. I wanted people around the globe to experience the horrors that are unfolding. The Voice of the People, explores narrative storytelling through VR. Ultimately, the viewer will be able to put on a VR headset and become deeply immersed in the story. With this technology...
Show moreWe have an opportunity not only to interact with 3D content but also to immerse ourselves in it via Virtual Reality (VR). This work is deeply inspired by my experience as a Ukrainian witnessing the recent turmoil in my homeland. I wanted people around the globe to experience the horrors that are unfolding. The Voice of the People, explores narrative storytelling through VR. Ultimately, the viewer will be able to put on a VR headset and become deeply immersed in the story. With this technology, the user intimately experiences the war and devastation created by Russian occupation first hand. The end of World War II is a critical time in my country’s history. Included in the 3D environment are video segments of those affected by the current Russian occupation; historical themes underscore the narrative and help the viewer understand the recurring aggression by Russia that is part of Ukraine’s history.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004903
- Subject Headings
- Lʹviv (Ukraine)--History--20th century., Kiev (Ukraine)--Politics and government--20th century., Ukraine--History--German occupation, 1941-1944., Ukraine Conflict, 2014---Mass media and the war., Kalytovskyy, Ivan.--Voice of the people--Documentary film., Virtual reality., Interactive multimedia., Computer graphics., History--Graphic methods., Historiography--Technological innovations.
- Format
- Document (PDF)