Graphics Programs Reference
In-Depth Information
Schrum, S. A. (2000). Begin with a Single Step:
Adding Technology to a Course . In Schrum, S.
(Ed.), Theatre in Cyberspace: Issues of Teaching,
Acting and Directing (pp. 53-63). New York: Peter
Lang Publishing.
the material is thought to lead to greater retention
of the material.
Avatar: Originally, the incarnation of a Hindu
god. In computing, a representation of a human
figure in a computer game, simulation or virtual
world.
Co-presence: The perception of a user of a
virtual world that other users are present with
them in that world.
Emote: Presenting text as an action rather
than as dialogue. In Second Life, typing “/me
waves!” shows up on the screen as “Phorkyad
Acropolis waves!”
In-world: Shorthand for the location inside
a virtual world.
Machinima: “Machine Cinema or digital
films created within a virtual world or video
game system.
Multi-User Virtual World (MUVE): A
computer-based simulated environment in which
users from across the globe interact as avatars.
Telepresence: The perception of a user of a
virtual world that they are within that other world.
Theatre: A form of live performance that relies
on the interaction between an actor and a spectator,
and that involves a story and dramatic conflict.
William, W. (n.d.). Learning in Virtual Environ-
ments: A Theoretical Framework and Consid-
eration for Design. EMI 36:4 The Taiwan Con-
ference—Instructional Technology an Lifelong
Learning . 271-279.
Yatz, Y. J. (1999). Kindergarten Teacher
Training Through Virtual Reality: Three-
Dimensional Simulation Methodology. Edu-
cational Media International , 36 (2), 151-156.
doi:10.1080/0952398990360211
Yildiz, P. (2008). The Multimedia Interactive The-
atre by Virtual Means Regarding Computational
Intelligence in Space Design as HCI and Samples
from Turkey. International Journal of Humanities
and Social Sciences , 2 (1), 1-6.
Zhang, J. (2007). Second Life: Hype or Reality?
Higher Education in the Virtual World . Retrieved
May 30, 2009 from http://deoracle.org/online-
pedagogy/emerging-technologies/Second-life.
html.
eNDNOTe
keY TeRmS AND DeFINITIONS
“Second Life ® ” and Linden Lab are trade-
marks of Linden Research, Inc. The author of
this chapter is not affiliated with or sponsored
by Linden Research.
Active Learning: Classroom teaching meth-
ods in which students do not sit passively receiving
information or merely taking notes, but participate
in full class discussions, discuss ideas with one
or two others, or write short papers in response
to the class material. This active interaction with
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