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Conference Proceedings - UBBG Institutional Repository

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Nguyễn Gia Hào

Academic year: 2023

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Much of the research on organizational knowledge creation revolves around Nonaka and Takeuchi's (1995) The Knowledge Creating Company. This is my body: the use and effects of the avatar in the virtual world. Below we provide a brief overview of the nature of these commands and the respective role played by the virtual world.

Any issues that may arise with the persistence of the virtual world process can be resolved within the institution. In the long term, this approach can have a negative impact on the reputation of the course. These activities were expanded by creating some of the scenarios for these dialogues in the Homewood Virtual world.

Three members of the American community participated in this debate (though not in the direct challenges to staff). Having a person standing in the middle of the virtual world with no real purpose was a bit strange”. Tapping into this huge user base seems worth exploring in the context of the +Spaces project.

The underlying concept of the +Spaces project is that the virtual world provides a micro-community. To understand the process in the design work, we focus on the negotiations in the design team. Therefore, consideration of the physical space becomes a critical aspect in the design of such environments.

Energy is one of the main topics in the curriculum for the first year of upper secondary school.

Space’ as a shared object

The participants direct their attention to the same historical object and design learning activities across schools and museums, but there is some tension in the conceptualization of the generalized object. In the negotiations, we found that the exhibition designers did have problems finding the scientific issues of the heat pump relevant to the design of the museum space, as they did not think it was attractive or relevant to the whole concept of energy. As indicated in our first study of the design process, these differences must be understood in relation to conflicting object motives between the activity systems (see Jahreie & Krange, 2011).

The solution proposed by the designers proposes a corpus of modular walls placed in the center of the room, forming a number of semi-closets (figure 1). At the same time, because the cabinets are not closed, they are still connected to the rest of the room. We wanted to focus the exhibition on the core of the space, and not on the walls.' (exhibition designer during plan presentation).

The other is related to the challenge of relating the various sub-themes of the exhibition to the overarching theme of 'future of energy'. The space dedicated to each exhibit extends beyond the cabinets to the outer walls of the room, and a single material is used for the entire floor and up to the walls. The question of how the cabinets relate to each other, how they relate to the rest of the space and how the space relates to the rest of the museum becomes a subject.

In turn 9, researcher 1 brings in another dimension, arguing that transparency makes it possible to view an exhibition projection from different angles. We see that curator 1 focuses on the possibility of using transparency to connect the room to other parts of the museum, such as the science center. The discussion turns to the idea of ​​connecting the room to other parts of the museum, and researcher 1 seems to agree with it.

The curators approached it as a means of situating the new exhibition in relation to the science center and other parts of the museum, thus realizing their main motif: the museum as a whole. A further finding is that the space of space, understood as an affordance for interaction, conveys an integrated understanding of the domain of knowledge, as an interconnection between scientific and socio-political issues. The concept of space as a common situational object thus allowed for the generation of new ideas about how to design to thematically connect the different parts of the museum, providing an integrated path of participation in the space and across the museum.

Opening and closing of borders between activity systems

In the following, the theme of architecture and drama reappears as one of the central subjects of the discussion. In keeping with his earlier argument about drama and theme, he challenges others to find the "core" or "headline" of the heat pump model. In the remaining minutes of the session, the exhibition designer asks a series of questions related to the principles of the heat pump.

The first aspect is that the use of the physical tools work as joint tools in the design of immersive learning environments. In his seminal work on the definition of virtual reality, Steuer defined interactivity as "the extent to which users of a medium can influence the form and content of the media environment" (1992, p.88). The sense of physical presence - the concept of "being there" (in the video game's environment) - refers to the basic states of consciousness in which users attribute the sources of their sensations to the virtual environment (Biocca, 1997).

To solve the challenge of the gap in the spectrum, the remote MRM system was developed. In future editions of this conference – or other events in the virtual world for that matter – the following ideas could be considered. A combination of the real-time event in the virtual world and social networking tools could be a successful format to promote networking between participants.

Most important caveat: Second Life is – still – the most popular virtual world, and the platform people think of when they hear The Virtual World Conference. The second was to provide additional height information in the text of the multiple choice question. Only two of the students had access to the Second Life exercise before participating in the classroom exercise.

No one in the class was in the 45+ age group and none of the students were experienced players. Although the research generally incorporates both aspects at some stage in the design and often towards the end in the form of evaluation, the reflective approach places it at 'the cutting edge of the research work'. Timing remains one of the most important aspects as Second life functions as a real-time application.

This becomes most apparent when comparing the body control of an avatar and a real person. Students initially found this confusing and disruptive in the early stages of the project.

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