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Emotion and Fidelity in

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Social/Situative. Analysis. Evaluation. Emotion and Learning. Representation. Immersion (engrossing) ... Social/Situative. Further Dimensions - SMEs. Creating ... – PowerPoint PPT presentation

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Title: Emotion and Fidelity in


1
Emotion and Fidelity in Serious Virtual Worlds
Mary Matthews Strategy and Business Development
Director TruSim
2
Blitz Games Ltd
3
Emotion and Fidelity
4
Emotion and Fidelity
5
Working in Partnership
6
Four Dimensional Framework (de Freitas 2006)
E n g a g e m e n t
Evaluation
Analysis
C
C
L
L
R
P
NEED
R
P
BUSINESS / ORGANIZATION NEED
7
Four Dimensional Framework Learner Dimension
Evaluation
Analysis
L
NEED
BUSINESS / ORGANIZATION NEED
8
Survey of Healthcare Staff - Demographics
Total - 175 people
Male 19
Female 81
9
Do you play video games?
10
Preferred Method of Learning
If you need to learn a new task, but can only
select one method, which would you choose?
Male
Female
Over 40
30 - 39
Listening 14
Listening 13
Listening 14
Listening 13
Watching 36
Watching 47
Watching 46
Watching 36
Trying it 50
Trying it 40
Trying it 40
Trying it 51
11
Enthusiasm/Enjoyment of Using Computers
Under 30 Over 40
12
Anxiety Towards Computers
ALL
13
Anxiety Towards Computers
Under 30 Over 40
14
Four Dimensional Framework Context Dimension
Evaluation
Analysis
C
L
NEED
BUSINESS / ORGANIZATION NEED
15
Four Dimensional Framework Representation
Dimension
Evaluation
Analysis
C
L
NEED
R
BUSINESS / ORGANIZATION NEED
16
Emotion and Learning
17
(No Transcript)
18
Basic Types of Fidelity (Stone 2007)
TASK FIDELITY the design of appropriate
sensory and behavioural features into the end
users task that support the delivery of the
desired learning effect.
CONTEXT FIDELITY (local, remote) the design of
appropriate background sensory and behavioural
detail (including avatar/agent styles and
behaviours) to compliment and not interfere
with the task being performed and the learning
outcomes.
19
Basic Types of Fidelity (Stone 2007)
INTERACTIVE FIDELITY the degree to which input
(control) and display technologies need to be
representative of real life human-system
interfaces and, where they do not, the careful
management of control-display mapping and
acknowledgement of human stereotypes.
Understanding the benefits/ limitations of
virtual vs. real control set-ups.
HYPO- and HYPER- FIDELITY the inclusion of
too little, too much or inappropriate sensory
and/ or behavioural detail (task, context and
interaction systems) leading to possible negative
effects on serious game/simulation performance
and on knowledge or skills transfer.
20
Four Dimensional Framework Pedagogy Dimension
Evaluation
Analysis
C
L
NEED
R
P
BUSINESS / ORGANIZATION NEED
21
Emotion and Learning
22
Further Dimensions - SMEs
23
Creating Trust
24
mmatthews_at_trusim.com
CONTACTS
  • Tel44 (0) 1926 880012
  • Mob 44 (0) 7941 4462421
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