Conference: Learn, teach and play in 3D virtual worlds
City University London, 18/03/09
presentation by Jim Ang
Centre for HCI Design
City University London
Boost PC performance: How more available memory can improve productivity
Introduction
1. Learn, Teach and Play in 3D Virtual Worlds
Organised by:
Jim Ang, City University London
Panayiotis Zapihris, City University London
David White, Oxford University
Steven Warburton, King’s College
PalithaEdirisingha, University of Leicester
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2. Schedule of the day
11:00am: tea/coffee break
1:00pm lunch (room E217)
3:30pm: tea/coffee break
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7. Academic importance of virtual worlds
Harvard University Law school (Nesson, Nesson, Koo 2006)
Academic events
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8. Academic importance of virtual worlds
Education in virtual worlds (Livingstone and Kemp 2006)
Virtual museum (Cochrane, 2006)
Sexuality (Bardzell and Bardzell 2006)
Autism and social virtual world (Lester 2007)
E-commerce in virtual world (Olivera, Shen, Georganas 2000)
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10. HCI: work vs play
Consider a button labelled quot;Solve Problemquot;
it!
Solve
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11. Usability methodologies for games
Observation, interview, virtual ethnography, thematic analysis
Contribution:
o Models of play activity
o A methodological framework for game playability evaluation (Ang,
C.S., Zaphiris, P., Wilson, S.)
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12. Game-based learning design guidelines
Affinity diagram
Focus group
Heuristic evaluation
Contributions:
o A matrix of usability: interface,
play, rules, narratives, social aspects
and learnability.
o A set of guidelines
(Ang, Avni, Zaphiris, 2007)
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13. Inclusive design of games
Equipment grants from Inclusive Digital Economy Cluster of
EPSRC
Social and health benefits of games among older people
Different perceptions and interaction styles
Call for inclusive design
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15. Eye tracking and social network sites
JISC Emerge grants
Social network site and Second Life for learning
Usability of the systems
Contributions:
o The relationship between eye gaze patterns and cognitive load
issues
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16. Social Network Analysis (SNA)
Games and Social Network
Combination of conventional HCI
(observation, content analysis) and
SNA techniques
Block model: social role blocking
P* model: statistical modelling for
social network data
Outputs:
o characteristics of social network for
games
o network patterns for social roles
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