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2007, INTED 2007 International Conference Proceedings, ed. IATED (International Association of Technology, Education and Development), Valencia, Spain
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9 pages
1 file
This paper presents results from an attempt to define a virtual common space for artistic creation and training, which is open and overcomes the barriers of verbal language communication. This work was carried out within the scope of the European funded Intensive Programme «ATELIE: Art and Technology for an International Language» Paris 8 (Univ-Paris8). Participants (students and professors) worked throughout one academic year (2005)(2006) towards defining such a virtual space. Many theoretical questions arose, such as: Is it going to be a city based on realistic models (e.g. with houses, galleries)? Should it be related to nationality/religion? Finally, after extensive discussions through the network, the working team adopted an abstract space with no rules and not a specific architectural style. Rules are defined as long as new virtual objects are incorporated, and the space exists as long as a student constructs something. Unlike other virtual environments, here, an idea, a colour, an object, or even a software component play the same role and can become parts of the virtual environment. This common space was implemented as a Macromedia Flash-based multi-user environment, developed by Pascal Ruiz, Lecturer then at Univ Paris-8, for hosting students' creations. Database support was provided through open technologies (php/MySQL). A set of tutorials, was exchanged throughout the academic year about how to construct avatars and stages that can be immediately host by this platform. In this way, students were able to create their own projects both separately and jointly, and upload them to the common infrastructure. The working team met in Greece, at Delphi (from 3rd to 13th July 2006), where all the pieces were put together and an open, multi-user space for artistic creation and experimentation was released. The final view of the virtual space is an endless environment, where each user, as an «avatar», can wonder around and explore different parts of the world or trigger interactions with other avatars through symbolic language -each avatar may carry its own symbols or retrieve predefined from the database. The results concerning the view of this virtual world after the students' projects were inserted are described in this paper. Three different categories of such projects came out during the training process: those that concern and/or affect the whole world and avatars (e.g. viruses, knowledge registration), those that appear as different «stages» where an avatar may be "trapped" during navigation (e.g. labyrinths), and first person projects which are directly linked into the platform.
Proceedings of the 15th European Conference on Games Based Learning (ECGBL 2021), Publisher: Academic Conferences International, 2021
The majority of children and students play computer games and are familiar with their terminology. However, they may not know how they are constructed and, primarily, they are not aware of their importance for contemporary digital culture. The same applies, also, for educators. In this paper, we present a proposal for an open prototype workshop, a combination of software and methodology, introducing art students and educators to concepts of contemporary digital culture (e.g. ecosystems of humans and artificial entities), through a construction and composition approach, based on powerful tools of multiuser games. The proposed workshop is named Creation of the world, precisely because it concerns the construction of an original multiuser world, collaboratively by educators and students. It is organized in a scalable way, adaptable to different levels of education and technological knowledge. Creation of the world is built upon the infrastructure of @postasis platform (apostasis.eu), which we have specially designed to support distance, collaborative education and artistic creation. This platform has been implemented based on Unity game engine and provides customizable tools for creating virtual entities with dynamic behaviours (avatars, Non-Player-Characters (NPCs), Internet-of-Things mechanisms) that coexist in a multiuser access space. The role of the educator is important throughout the workshop as to the definition of the world's main concept, the rules of its development (e.g. NPCs' behaviours) based on platform's tools, and the transfer of these to the students through targeted lessons. Students are encouraged to jointly construct elements of realistic or imaginary artificial worlds and their characters, by using composite means, starting from existing knowledge (e.g. painting, texts, digital elements, scripting). Their creations are gradually transformed and integrated in the platform's space, thus developing an ecosystem of interacting virtual characters and humans. Students and educators dressed as avatars jointly experience the constructed world and discuss on its concepts and redesign. Through this process they both acquire practical skills, and a critical view of the production cycle of such a world, and thus are able to reflect on creative ideas. Results are presented from cases of secondary and higher art education and directions of further research are proposed.
The majority of children and students play computer games and are familiar with their terminology. However, they may not know how they are constructed and, primarily, they are not aware of their importance for contemporary digital culture. The same applies, also, for educators. In this paper, we present a proposal for an open prototype workshop, a combination of software and methodology, introducing art students and educators to concepts of contemporary digital culture (e.g. ecosystems of humans and artificial entities), through a construction and composition approach, based on powerful tools of multiuser games. The proposed workshop is named Creation of the world, precisely because it concerns the construction of an original multiuser world, collaboratively by educators and students. It is organized in a scalable way, adaptable to different levels of education and technological knowledge. Creation of the world is built upon the infrastructure of @postasis platform (apostasis.eu), which we have specially designed to support distance, collaborative education and artistic creation. This platform has been implemented based on Unity game engine and provides customizable tools for creating virtual entities with dynamic behaviours (avatars, Non-Player-Characters (NPCs), Internet-of-Things mechanisms) that coexist in a multiuser access space. The role of the educator is important throughout the workshop as to the definition of the world's main concept, the rules of its development (e.g. NPCs' behaviours) based on platform's tools, and the transfer of these to the students through targeted lessons. Students are encouraged to jointly construct elements of realistic or imaginary artificial worlds and their characters, by using composite means, starting from existing knowledge (e.g. painting, texts, digital elements, scripting). Their creations are gradually transformed and integrated in the platform's space, thus developing an ecosystem of interacting virtual characters and humans. Students and educators dressed as avatars jointly experience the constructed world and discuss on its concepts and redesign. Through this process they both acquire practical skills, and a critical view of the production cycle of such a world, and thus are able to reflect on creative ideas. Results are presented from cases of secondary and higher art education and directions of further research are proposed.
This artistic research aims for the artistic and technological professional development of teachers of art. We have studied the theories of McLuhan and Marc Prensky. We have also reviewed literature about the development of artistic workshops with the theme of identity. We have focused on case studies conducted by Escaño, Zafra, Acaso, Agra and Eça, among others. We provide a new methodology in the field of art education using Internet and social networks for the artistic and technological professional development of Art teachers.
2007
Virtual environments in which users can navigate freely through spatial representations, pick up and examine objects, and "converse" with virtual characters, can play a role in transferring information and knowledge for both training and education. This paper discusses design issues encountered when creating such an environment for grade-five primary school students. Résumé : Les environnements numériques dans lesquels les individus peuvent naviguer librement à travers des représentations spatiales, obtenir et examiner des objets, et « faire la conversation » avec des personnages virtuels, peuvent jouer un rôle dans le transfert de l'information et des connaissances, aussi bien au niveau de la formation que de l'enseignement. Cet article présente les problèmes de conception rencontrés lors de la création de tels environnements pour des élèves de cinquième année de l'école primaire.
Marilyn Zurmuehlen working papers in art education, 1997
The work may take any form, but to be art, the object, idea, or installation goes beyond the physical and contains some form of human experience. Art may be created with any tool, as long as the artist rises beyond that tool into an experiential realm. Many have debated the existence of the creative domain with the computer art medium, especially virtual environments (VE). With the tools to create a VE, the artist will learn a new technology that may influence the nature of and how she reaches the creative level. This is especially true when the technology, like VE, is an underdeveloped state, one which requires the artist to learn new techniques and pay close attention to the tool.
1994
This paper describes premises of a video about an as-yet unimplemented design for a virtual environment. The video is a basis for discussion- a sketch, rather than a specification, of a virtual playspace and interactions that can happen there. The playspace is conceived as a ¨learning environmentïn which activities can focus thinking on certain sets of ideas. Conversations within the multiuser environment can also be conducive to learning, and to developing an önline community. ¨These actions and conversations would depend on a future system combining technologies in networked graphics, speech, AI, various input devices, and high-level software for constructing animations and audio/video sequences.
Arts and Humanities in Higher Education, 2009
Funded as part of an EU collaboration, under the Socrates/Minerva initiative, the key motivation for the Interface: Virtual Environments in Art, Design and Education Conference was a sense that, while VLEs and the use of ICT tools are a growing facet of third-level education, and indeed play an important role at the cutting edge of contemporary practice in both design and fine art, their relevance to educational practice in `hands-on' or practice-based disciplines such as art and design is less clear. While the range of presentations within the conference sought to excite conversation amongst artists and designers as well as art and design educators, those selected for inclusion here specifically address VLEs and ICT tools in a higher education context. Further, the emphasis accorded to those described here reflects the wider conference objective of engaging with questions arising out of practice-based educational contexts, from art and design to archaeology.
2014 International Conference on Cyberworlds, 2014
Althoughvirtualworldsremainunstablephenomenaasubstantialamountofresearchcontinuestobe undertakenwithinthemandisreflectedinthenumberofdisciplinesthatstudythemparticularlyinan interdisciplinarycontext.Whilstthereisalreadyahistoryofartistsinvestigatingnewspacesandnew technologicalformsthisexplorationhascontinuedmorerecentlywithsectionsoftheartisticcommunity utilisingvirtualworldsasanewform,oranewpotentialartisticspace.Establishedreal-worldartists haveexploredvirtualworldsasenvironmentsforpracticeandanumberofartistsanddesignershave continuedtospecificallyworkwithSecond Lifetoexplorethepotentialandlimitationsoftheplatform itself.ArangeofearlykeyworksandotherrecentseminalworksproducedinSecond Lifestillhold strongtobescrutinisedinthecontextofnewtechnologiesandfortheircontributioninexpandingour understandingandexperienceofvirtualspace.
Presence: Teleoperators and Virtual Environments, 1999
Students in grades four through twelve from fourteen schools learned to build their own immersive virtual environments (VEs). This required them to decide on the theme of their VE, to determine what objects to place in it and what behaviors these objects would exhibit, to model their objects using CAD software, to specify the form and function of the VE for professional programmers to use as they assembled the VE, and to perform assigned tasks when they visited the VE. Although the level and nature of student activity varied from school to school, the students were generally very successful. The VEs they constructed revealed a great deal about how they constructed an understanding of the content their VE represented. Data from a questionnaire showed that they enjoyed building and visiting their VE, and that their enjoyment, ability to work in the VE, success, and their sense of presence were all interrelated. Data from a small subset of students showed that building a VE improved low-ability students' (but not high-ability students') understanding of the VE's content. These ndings were interpreted within a framework built from constructivist theories of learning and understanding.
Incorporating Advancements, 2012
This chapter reflects on the educational potential of virtual worlds and draws on the results of ST.ART project-Street Artists in a virtual space (www.startproject.eu). ST.ART project innovative aspect embraces both the topic (street art) and the methodology (virtual platforms as e-learning and 3D virtual worlds) as well as the pedagogy applied that uses an inquiry-based method (learning by doing) to support a traditional deductive teaching pedagogy. This approach is not only related to the use of a relatively new technology but also to the educational, pedagogical, cultural, and motivational benefits derived from the chosen methodology. The chapter describes new insights and findings that emerged during the experimentation phase of the project and that were never anticipated when the project was first designed.
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