Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
The lens of ludic engagement: evaluating participation in interactive art installations
Proceedings of the 15th international conference on Multimedia
Pervasive games in ludic society
Future Play '07 Proceedings of the 2007 conference on Future Play
Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar
Presence: Teleoperators and Virtual Environments
Facial expression of emotion and perception of the Uncanny Valley in virtual characters
Computers in Human Behavior
Interactive performance: dramatic improvisation in a mixed reality environment for learning
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Hi-index | 0.00 |
New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivETM is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivETM are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivETM in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.