Social presence in immersive 3D virtual learning environments

Minjuan WANG, Sabine LAWLESS-RELJIC, Marc DAVIES, Victor CALLAGHAN

Research output: Chapter in Book/Report/Conference proceedingChapters

8 Citations (Scopus)

Abstract

Ambient Intelligence (AmI) has historically addressed the interaction of people with computer controlled physical worlds. More recently, there has been interest in their virtual counterparts, such as SecondLife in which humanoid avatars interact with each other and their worlds in ways that are analogous to our relationship with the physical world. Virtual and physical worlds can have complex relationships ranging from either each augmenting the other, to the provision of services, such as eLearning. Virtual-Reality extends eLearning environments (eg regular audio, video, and text,) by enabling abstract concepts and entities to be given tangible forms within the virtual world. Also, students and teachers take the form of avatars allowing them to employ avatars to establish their social presence in a wide variety of ways. This paper introduces two popular virtual reality tools, presents a comprehensive review of the literature related to social presence and describes our practical work in progress towards constructing a mixed reality iClassroom. Copyright © 2011 Springer-Verlag Berlin Heidelberg.

Original languageEnglish
Title of host publicationAmbient intelligence: Software and applications: 2nd International Symposium on Ambient Intelligence (ISAmI 2011)
EditorsPaulo NOVAIS, Davy PREUVENEERS, Juan M. CORCHADO
Place of PublicationBerlin
PublisherSpringer
Pages59-67
ISBN (Electronic)9783642199370
ISBN (Print)9783642199363
DOIs
Publication statusPublished - 2011

Citation

Wang, M., Lawless-Reljic, S., Davies, M., & Callaghan, V. (2011). Social presence in immersive 3D virtual learning environments. In P. Novais, D. Preuveneers, & J. M. Corchado (Eds.), Ambient intelligence: Software and applications: 2nd International Symposium on Ambient Intelligence (ISAmI 2011) (pp. 59-67). Springer. https://doi.org/10.1007/978-3-642-19937-0_8

Keywords

  • Social presence
  • Virtual learning environments
  • Second life

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