Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863202
Sasithorn Rattanarungrot, M. White
This paper presents the implementation of a Service Oriented Mobile AR Architecture focused on museum learning activities. The service-orientated architecture presented is a collaboration between a mobile AR platform and a web service framework that consumes third party service APIs or linked open data from participating museum collections. The architecture and associated codebase is used to implement virtual museum exhibitions based around mobile AR applications. It is also based on an open platform where the web service serves to move business logic that performs interoperability tasks including metadata, multimedia and 3D content acquisition and utilization to the front end. As such, museum content requests are implemented through APIs calls such as those provided by the Victoria and Albert Museum, Europeana, SierraLeoneHeritage, and other participating museum APIs. Further, the architecture can consume other third party APIs such as Google Maps. This paper describes the architecture and codebase that is now open source and can be used for developing a virtual museum exhibition based on the service-orientation — the codebase can be accessed on GitHub.
{"title":"Development of service oriented mobile AR applications for museum learning activities","authors":"Sasithorn Rattanarungrot, M. White","doi":"10.1109/VSMM.2016.7863202","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863202","url":null,"abstract":"This paper presents the implementation of a Service Oriented Mobile AR Architecture focused on museum learning activities. The service-orientated architecture presented is a collaboration between a mobile AR platform and a web service framework that consumes third party service APIs or linked open data from participating museum collections. The architecture and associated codebase is used to implement virtual museum exhibitions based around mobile AR applications. It is also based on an open platform where the web service serves to move business logic that performs interoperability tasks including metadata, multimedia and 3D content acquisition and utilization to the front end. As such, museum content requests are implemented through APIs calls such as those provided by the Victoria and Albert Museum, Europeana, SierraLeoneHeritage, and other participating museum APIs. Further, the architecture can consume other third party APIs such as Google Maps. This paper describes the architecture and codebase that is now open source and can be used for developing a virtual museum exhibition based on the service-orientation — the codebase can be accessed on GitHub.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115310667","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863183
Ooi Wei Liang, Vahab Iranmanesh
Steganography is a data hiding technique that allows data to be hidden behind another data such as image, audio, and text. Among these three common media, text steganography that is referred to hiding the secret message behind other text, is known to be the most difficult approach. This is due to its lack of redundant information, comparing to the other media such as image, audio and video to hide the secret message. To overcome this problem, a modified whitespace technique has been developed to embed the secret message within the text without significant changes on the text file. In addition, the proposed technique makes a degree of difficulties for the attacker to decode the secret message using random shuffled spaces between the word spaces and different key for embedding the secret message.
{"title":"Information hiding using whitespace technique in Microsoft word","authors":"Ooi Wei Liang, Vahab Iranmanesh","doi":"10.1109/VSMM.2016.7863183","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863183","url":null,"abstract":"Steganography is a data hiding technique that allows data to be hidden behind another data such as image, audio, and text. Among these three common media, text steganography that is referred to hiding the secret message behind other text, is known to be the most difficult approach. This is due to its lack of redundant information, comparing to the other media such as image, audio and video to hide the secret message. To overcome this problem, a modified whitespace technique has been developed to embed the secret message within the text without significant changes on the text file. In addition, the proposed technique makes a degree of difficulties for the attacker to decode the secret message using random shuffled spaces between the word spaces and different key for embedding the secret message.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130239260","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863207
D. Blundell, J. Jan
We have initiated our Asia-Pacific SpatioTemporal Institute (ApSTi) on the campus of National Chengchi University, Taipei, Taiwan, to create an environment for synergies to occur between researchers. This is a Top University Project with initial funding from the President's Office and other sponsorship. It is a platform to facilitate several studies. The institute is a home for innovative geographic information systems (GIS) based research and sharing advanced technologies in the digital humanities for local community and scholarly exchange. Our institute offers a range of project services to facilitate new ways of configuring data based on geospatial tools. From interfacing of spatiotemporal systems dynamic maps of unique information possibilities are generated. Researchers of various disciplines contribute to dialogues about techniques, challenges, and results of digital humanities research.
{"title":"Workings of Asia-Pacific spatiotemporal research: An international institute in Taiwan","authors":"D. Blundell, J. Jan","doi":"10.1109/VSMM.2016.7863207","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863207","url":null,"abstract":"We have initiated our Asia-Pacific SpatioTemporal Institute (ApSTi) on the campus of National Chengchi University, Taipei, Taiwan, to create an environment for synergies to occur between researchers. This is a Top University Project with initial funding from the President's Office and other sponsorship. It is a platform to facilitate several studies. The institute is a home for innovative geographic information systems (GIS) based research and sharing advanced technologies in the digital humanities for local community and scholarly exchange. Our institute offers a range of project services to facilitate new ways of configuring data based on geospatial tools. From interfacing of spatiotemporal systems dynamic maps of unique information possibilities are generated. Researchers of various disciplines contribute to dialogues about techniques, challenges, and results of digital humanities research.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120944927","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863201
Y. Lim, Kong Cheng Tan, Pei Shin Lim
New media arts are an innovative genre of artworks in which artistic expression is explored and developed by the artist. This genre of new media arts is created in a vast number of ways. Currently, digitized collection systems are commonly used by galleries and museums for traditional art [1]. The need for documentation and archiving complex new media artworks is now increasingly crucial for future preservation and representation. This study aims to establish criteria of aesthetic media representation for media archived in an interactive digital space and explores a generic solution for an interactive digital space. Based on the Interactive Art Taxonomy [2], visitors to the digital space can create, interact, and experience the new media art. This taxonomy demonstrates that archiving of the content can take place for documentation and future preservation in the strategic context for the creation. This digital archiving process proposed will be a useful model to be adopted or adapted by universities, museums, and other institutions in terms of archiving media arts practices.
{"title":"Archiving new media arts in interactive digital space","authors":"Y. Lim, Kong Cheng Tan, Pei Shin Lim","doi":"10.1109/VSMM.2016.7863201","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863201","url":null,"abstract":"New media arts are an innovative genre of artworks in which artistic expression is explored and developed by the artist. This genre of new media arts is created in a vast number of ways. Currently, digitized collection systems are commonly used by galleries and museums for traditional art [1]. The need for documentation and archiving complex new media artworks is now increasingly crucial for future preservation and representation. This study aims to establish criteria of aesthetic media representation for media archived in an interactive digital space and explores a generic solution for an interactive digital space. Based on the Interactive Art Taxonomy [2], visitors to the digital space can create, interact, and experience the new media art. This taxonomy demonstrates that archiving of the content can take place for documentation and future preservation in the strategic context for the creation. This digital archiving process proposed will be a useful model to be adopted or adapted by universities, museums, and other institutions in terms of archiving media arts practices.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116360110","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863151
Cornelius Toh, Sian Lun Lau
Location is an important context in everyday activity. Outdoor positioning, through the use of the Global Positioning System (GPS), has been a mature technology. Indoor localisation, on the other hand, is still an active research area. While many popular techniques utilise new specialised, dedicated devices to enable precise indoor positioning, our investigation aims to solve the indoor localisation problem by using only existing WiFi infrastructure and commercially-off-the-shelf (COTS) smartphones. Based on the algorithm from previous investigations, a case study was carried out at a typical university building. Location clusters were generated using WiFi information collected using a COTS smartphones. Fingerprints were then formed from the generated clusters. Two evaluations have been carried to perform the comparisons. This paper discusses the obtained results, observations and issues faced in the case study.
{"title":"Indoor localisation using existing WiFi infrastructure — A case study at a university building","authors":"Cornelius Toh, Sian Lun Lau","doi":"10.1109/VSMM.2016.7863151","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863151","url":null,"abstract":"Location is an important context in everyday activity. Outdoor positioning, through the use of the Global Positioning System (GPS), has been a mature technology. Indoor localisation, on the other hand, is still an active research area. While many popular techniques utilise new specialised, dedicated devices to enable precise indoor positioning, our investigation aims to solve the indoor localisation problem by using only existing WiFi infrastructure and commercially-off-the-shelf (COTS) smartphones. Based on the algorithm from previous investigations, a case study was carried out at a typical university building. Location clusters were generated using WiFi information collected using a COTS smartphones. Fingerprints were then formed from the generated clusters. Two evaluations have been carried to perform the comparisons. This paper discusses the obtained results, observations and issues faced in the case study.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"159 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116153868","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863180
K. Feinstein, James Morris
This paper looks at the conceptual and technical development of a museum display, Temporal Chaos. It lays out the conceptual framework within which this project was developed. What is our understanding of our relationship to media and how does that effect how we think through it? We will look at the theoretical underpinnings of the work and see how they determined the actual object. We will investigate how we interact with media and how innovation finds its way forward, how media theory approaches these issues, and how this is reflected in practice. To understand how we experience digital technology in general and this work, specifically, we have to ask how we will look at the relationship between technology and the user as both an ethical act and a usability issue. We will look at how the narrative has developed through its relationship with the technology.
{"title":"Developing a narrative experience in a post-media environment","authors":"K. Feinstein, James Morris","doi":"10.1109/VSMM.2016.7863180","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863180","url":null,"abstract":"This paper looks at the conceptual and technical development of a museum display, Temporal Chaos. It lays out the conceptual framework within which this project was developed. What is our understanding of our relationship to media and how does that effect how we think through it? We will look at the theoretical underpinnings of the work and see how they determined the actual object. We will investigate how we interact with media and how innovation finds its way forward, how media theory approaches these issues, and how this is reflected in practice. To understand how we experience digital technology in general and this work, specifically, we have to ask how we will look at the relationship between technology and the user as both an ethical act and a usability issue. We will look at how the narrative has developed through its relationship with the technology.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"87 22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126302387","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863147
H. Esmaeili, P. Woods
This study examines (also develops) several scenarios in a massively multiplayer online game, World of Tanks, in order to observe player's response to the occurred/created stimuli in different situations. A qualitative approach through observation and experience is employed to study the behavior of team players in the real situations, although occurring in a virtual environment. World of Tanks offers various scenarios, which are mostly involved with teamwork activities. Being a tiered/ranked-based game, also exposing players' stats to each other, the game has provided an environment, in which, for many players, ‘stats’ have become more important than the game itself. In this situation sometimes the fun part of the game is victimized by the above attitude, leading to cyber-bullying, humiliation, verbal abuse, and in some cases deliberate friendly fire. However, the level of behavior varies from a scenario to another. Additionally, some other behavioral patterns, observed during the experience, are discussed in this study, which reflect the real world semi-similar scenarios/situations in a virtual environment e.g. helping teammates in the time of need or taking personal advantages rather than assisting others. This is a phenomenological case study using symbolic interactionism, interpretivism, and phenomenology as a theoretical perspective through direct and indirect observation while experiencing the phenomenon being investigated. A constructionism epistemology is used in order to construct knowledge about the above phenomenon. Data is collected using an existing WARGAMING's World of Tanks account mainly from the real scenarios (battles). However, this game offers various features such as online chat (text and voice), statistics, and several associated websites where users can share their experience/thoughts in many different forms from text to interactive multimedia. These sources of data are also used wherever needed. This study looks at various scenarios to investigate the factors influencing the players' behavior in occurrence of the mentioned events in order to develop few patterns for some of them, where applicable. This study aims not to criticize the observed behaviors but to study and illustrate them. Therefore, study takes no side neither encouraging nor discouraging the behavior. However, a brief discussion is provided at the end arguing over the reflection of behavior in the real world scenarios, vice versa.
{"title":"Calm down buddy! it's just a game: Behavioral patterns observed among teamwork MMO participants in WARGAMING's world of tanks","authors":"H. Esmaeili, P. Woods","doi":"10.1109/VSMM.2016.7863147","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863147","url":null,"abstract":"This study examines (also develops) several scenarios in a massively multiplayer online game, World of Tanks, in order to observe player's response to the occurred/created stimuli in different situations. A qualitative approach through observation and experience is employed to study the behavior of team players in the real situations, although occurring in a virtual environment. World of Tanks offers various scenarios, which are mostly involved with teamwork activities. Being a tiered/ranked-based game, also exposing players' stats to each other, the game has provided an environment, in which, for many players, ‘stats’ have become more important than the game itself. In this situation sometimes the fun part of the game is victimized by the above attitude, leading to cyber-bullying, humiliation, verbal abuse, and in some cases deliberate friendly fire. However, the level of behavior varies from a scenario to another. Additionally, some other behavioral patterns, observed during the experience, are discussed in this study, which reflect the real world semi-similar scenarios/situations in a virtual environment e.g. helping teammates in the time of need or taking personal advantages rather than assisting others. This is a phenomenological case study using symbolic interactionism, interpretivism, and phenomenology as a theoretical perspective through direct and indirect observation while experiencing the phenomenon being investigated. A constructionism epistemology is used in order to construct knowledge about the above phenomenon. Data is collected using an existing WARGAMING's World of Tanks account mainly from the real scenarios (battles). However, this game offers various features such as online chat (text and voice), statistics, and several associated websites where users can share their experience/thoughts in many different forms from text to interactive multimedia. These sources of data are also used wherever needed. This study looks at various scenarios to investigate the factors influencing the players' behavior in occurrence of the mentioned events in order to develop few patterns for some of them, where applicable. This study aims not to criticize the observed behaviors but to study and illustrate them. Therefore, study takes no side neither encouraging nor discouraging the behavior. However, a brief discussion is provided at the end arguing over the reflection of behavior in the real world scenarios, vice versa.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123337887","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863173
H. Esmaeili, P. Woods, A. A. Omar
A conceptual network for household waste management in high-rise residential buildings in Malaysia is proposed in this paper. This study is justified based on: (1) the current situation of municipal solid waste management in Malaysia that (hypothetically) has been affected by improper knowledge transfer between resource management agencies due to the lack of technology involvement, and (2) fast urbanization in Malaysia and increasing demand for high-rise residential living lifestyle due to land scarcity, which is more tangible in areas with higher density of population. Additionally, categorization of living quarters has not been considered (by the resource management agencies) in municipal solid waste management planning. This study focuses only on household waste management in high-rise residential buildings. However, possibilities or limitations of implementation of the presented system in other categories of living quarters are discussed at the end. The proposed network aims at facilitating the process of knowledge acquisition, knowledge management, and knowledge transfer in the mentioned area. The outcomes of this study are somehow the current Government's stalled sustainable goals, which were aimed to be achieved through enforcement plan (unsuccessful to date). This study tries to approach the research problem through a more realistic and feasible fashion, considering today's modern lifestyle. This study, however, does not argue over what has (not) been done in the past, but how to use the previous experience(s) towards the future sustainable development. The proposed network presented in this paper is accompanied by a conceptual prototype, which has been developed and visualized based on interpretation of the findings of the study. So, the prototype can be technically tagged data visualization.
{"title":"Automated network for knowledge transfer between resource management agencies: Real-time monitoring/database for household waste management in high-rise residential buildings in Malaysia","authors":"H. Esmaeili, P. Woods, A. A. Omar","doi":"10.1109/VSMM.2016.7863173","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863173","url":null,"abstract":"A conceptual network for household waste management in high-rise residential buildings in Malaysia is proposed in this paper. This study is justified based on: (1) the current situation of municipal solid waste management in Malaysia that (hypothetically) has been affected by improper knowledge transfer between resource management agencies due to the lack of technology involvement, and (2) fast urbanization in Malaysia and increasing demand for high-rise residential living lifestyle due to land scarcity, which is more tangible in areas with higher density of population. Additionally, categorization of living quarters has not been considered (by the resource management agencies) in municipal solid waste management planning. This study focuses only on household waste management in high-rise residential buildings. However, possibilities or limitations of implementation of the presented system in other categories of living quarters are discussed at the end. The proposed network aims at facilitating the process of knowledge acquisition, knowledge management, and knowledge transfer in the mentioned area. The outcomes of this study are somehow the current Government's stalled sustainable goals, which were aimed to be achieved through enforcement plan (unsuccessful to date). This study tries to approach the research problem through a more realistic and feasible fashion, considering today's modern lifestyle. This study, however, does not argue over what has (not) been done in the past, but how to use the previous experience(s) towards the future sustainable development. The proposed network presented in this paper is accompanied by a conceptual prototype, which has been developed and visualized based on interpretation of the findings of the study. So, the prototype can be technically tagged data visualization.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125045463","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863154
Bo Zhang, Steve Benton, W. Pearson, Julie LeMoine, Nicola Herbertson, Huw Williams, L. Goodman
Universities around the world are increasingly under pressure to ‘internationalise’ and to support and embrace multicultural student bodies and learning environments. At the same time, ‘internationalisation’ is often associated with issues that complicate and pressurise the experiences of ‘international students’ as they attempt to identify and acculturate in their new settings, both socially and educationally, such as blockages in cultural understanding, language barriers and complexities of cross-cultural collaboration. This paper sets out a novel approach to solving these issues for a particular set of students (the large proportion of Chinese studying in Ireland, and specifically in Dublin) by creating original cross-cultural collaborative games (coded by Python) and using gamification based on a new bespoke technology system. This design aims to bridge the gaps in understanding between cultures and to provide an enhanced experience which may even be seen to exceed the levels of engagement of students collaborating in ‘live’ environments. The gamification provides a fun and safe way for Chinese and Irish students to share their culture and language, through unique cross-cultural collaborative games set in a customised bilingually-designed virtual world on a new 3D virtual cloud platform. SMARTlab is developing this unique platform with Hao2 and 3DICC's Terf (an immersive 3D unified collaboration platform integrating game dynamics and adjustable features) and OpenSIM. Our novel collaborative platform further integrates the unique ‘Virtual World in A Backpack’ with a bespoke personalised learning platform in development (Sensei). We show that virtual exposure to Ireland and ‘Irishness’ and the chance to collaborate over time with Irish students can lessen the impact of cultural change and reduce the symptoms of isolation, leading to a more empower and enjoyable learning experience.
{"title":"Playing 3D: Digital technologies and novel 3d virtual environments to support the needs of Chinese learners in western education: Cross-cultural collaboration, gamification, well-being and social inclusion","authors":"Bo Zhang, Steve Benton, W. Pearson, Julie LeMoine, Nicola Herbertson, Huw Williams, L. Goodman","doi":"10.1109/VSMM.2016.7863154","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863154","url":null,"abstract":"Universities around the world are increasingly under pressure to ‘internationalise’ and to support and embrace multicultural student bodies and learning environments. At the same time, ‘internationalisation’ is often associated with issues that complicate and pressurise the experiences of ‘international students’ as they attempt to identify and acculturate in their new settings, both socially and educationally, such as blockages in cultural understanding, language barriers and complexities of cross-cultural collaboration. This paper sets out a novel approach to solving these issues for a particular set of students (the large proportion of Chinese studying in Ireland, and specifically in Dublin) by creating original cross-cultural collaborative games (coded by Python) and using gamification based on a new bespoke technology system. This design aims to bridge the gaps in understanding between cultures and to provide an enhanced experience which may even be seen to exceed the levels of engagement of students collaborating in ‘live’ environments. The gamification provides a fun and safe way for Chinese and Irish students to share their culture and language, through unique cross-cultural collaborative games set in a customised bilingually-designed virtual world on a new 3D virtual cloud platform. SMARTlab is developing this unique platform with Hao2 and 3DICC's Terf (an immersive 3D unified collaboration platform integrating game dynamics and adjustable features) and OpenSIM. Our novel collaborative platform further integrates the unique ‘Virtual World in A Backpack’ with a bespoke personalised learning platform in development (Sensei). We show that virtual exposure to Ireland and ‘Irishness’ and the chance to collaborate over time with Irish students can lessen the impact of cultural change and reduce the symptoms of isolation, leading to a more empower and enjoyable learning experience.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130505356","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863156
Aviv Cohen
Almost 90% of adults with intellectual disability live with family carers, many are ageing parents suffering from ill health. Less than a third of these carers plan for the future of their loved one. As a consequence, adults with an intellectual disability frequently face the trauma of leaving their family home for the first time after a parent is taken ill. It is often difficult to find appropriate accommodation at short notice. So vulnerable adults are placed in unsuitable situations where staff don't have the necessary time or relevant experience. To address this, Dr Aviva Cohen is developing two practical tools that help families plan for the future. An app will enable parents to record short videos of everyday activities. New carers can view these videos and understand each person's needs and preferences; for example how he or she likes to eat, dress or meet people. This app addresses parents' common fear that no one else will know how to look after their son or daughter. In addition, Dr Cohen is developing a multimedia training course that will educate, inform and support ageing carers. Topics include: finding accommodation, managing finances and creating legal security. In addition, parents will learn how to plan their own future as many have not had personal time for decades.
{"title":"Planning a better future: Tools for adults with intellectual disability and their ageing carers","authors":"Aviv Cohen","doi":"10.1109/VSMM.2016.7863156","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863156","url":null,"abstract":"Almost 90% of adults with intellectual disability live with family carers, many are ageing parents suffering from ill health. Less than a third of these carers plan for the future of their loved one. As a consequence, adults with an intellectual disability frequently face the trauma of leaving their family home for the first time after a parent is taken ill. It is often difficult to find appropriate accommodation at short notice. So vulnerable adults are placed in unsuitable situations where staff don't have the necessary time or relevant experience. To address this, Dr Aviva Cohen is developing two practical tools that help families plan for the future. An app will enable parents to record short videos of everyday activities. New carers can view these videos and understand each person's needs and preferences; for example how he or she likes to eat, dress or meet people. This app addresses parents' common fear that no one else will know how to look after their son or daughter. In addition, Dr Cohen is developing a multimedia training course that will educate, inform and support ageing carers. Topics include: finding accommodation, managing finances and creating legal security. In addition, parents will learn how to plan their own future as many have not had personal time for decades.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127661819","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}