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Previous attempts to quantify immersion have been pursued within the context of game virtual worlds where there is a clear outline of a goal. This paper seeks to investigate the problem of immersion measurement in an online based virtual world (ReactionGrid) where there is no distinct in-world goal and environmental context is less immersive as in a game(More)
The modern world increasingly requires us to prove our identity. When this has to be done remotely, as is the case when people make use of web sites, the most popular technique is the password. Unfortunately the profusion of web sites and the associated passwords reduces their efficacy and puts severe strain on users' limited cognitive resources. There is(More)
The increasing growth in the application of global computing and pervasive systems has necessitated careful consideration of security issues. In particular, there has been a growth in the use of electronic communities, in which there exist many relationships between different entities. Such relationships require establishing trust between entities and a(More)
There are high expectations on Second Life, a multi-user interactive virtual environment, to play a prominent role in higher education in the future. Across universities worldwide many projects aim to engage students in a variety of activities related to Second Life. However typically the number of students participating in those projects is small and the(More)
Whilst the object oriented paradigm and its instantiation within programming languages such as Java has become a ubiquitous part of both the commercial and educational landscapes, its usage as a visualisation technique within Mathematics undergraduate programmes of study has perhaps been somewhat underestimated. By regarding the object oriented paradigm as(More)
Educational activities previously performed in Second Life are now more and more move moving to other alternatives. This study concentrates on the features of Second Life and its open-source alternative, OpenSim that affect the results of the in-world educational activities. The need for educators to take these features into account is another focus of this(More)
The study focuses on the relationship users of virtual worlds, such as Second Life, may or may not develop towards the avatar they use. A questionnaire was developed to collect both qualitative and quantitative data from students engaged in a university assignment that required them to use an avatar in Second Life. The findings are contextualized and(More)
Object shadowing is an established programming concept that is supported by languages such as LPC. Thus far, shadowing in LPC appears to have been driven mainly by pragmatics rather than having followed any particular formal evolutionary path. In this paper, we describe the concept of object shadowing and suggest a number of suitable application areas that(More)
We present an account of an undergraduate team based assignment designed to facilitate, exhibit and record team working skills in an e-mediated environment. By linking the student feedback received to Hofstede’s classic model of cultural dimensions we aim to show the assignment’s suitability in revealing the student's multi-cultural context. In addition to(More)
We discuss and demonstrate how Virtual Worlds available at the University of Bedfordshire have been used to teach Project Management using a ‘situated learning’ approach. In particular we have a closer look on the aspect of teaching risk management and identify how different aspects of risk are addressed in a variety of implementations of Virtual Worlds,(More)