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What is Interactive Simulation

Handbook of Research on Instructional Systems and Technology
A dynamic case study of a particular social or physical reality, in which the participants take on roles with well-defined responsibilities and constraints in order to reach a goal (Gredler, 2001).
Published in Chapter:
Experiential Learning in the Myself Project
Luigi Anolli (CESCOM, University of Milan - Bicocca, Italy), Fabrizia Mantovani (CESCOM, University of Milan - Bicocca, Italy, and ATN-P LAB, Istituto Auxologico Italiano, Italy), Massimo Balestra (ACSE s.p.a., Italy), Piet Kommers (UNESCO, The Netherlands), Odile Robotti (Learning Edge Srl., Italy), Anne-Dominique Salamin (University of Applied Sciences, Switzerland), Alessia Agliati (CESCOM, University of Milan - Bicocca, Italy), Olivia Realdon (CESCOM, University of Milan - Bicocca, Italy), Valentino Zurloni (CESCOM, University of Milan - Bicocca, Italy), Linda Confalonieri (CESCOM, University of Milan - Bicocca, Italy), Marcello Mortillaro (CESCOM, University of Milan - Bicocca, Italy, and CISA - University of Geneva, Switzerland), Antonietta Vescovo (CESCOM, University of Milan - Bicocca, Italy), Pietro Venturini (ACSE s.p.a., Italy), Joachim Wetterling (University of Twente, The Netherlands), and Anna Tarocchi (ASL MILANO - Quality And Training Unit, Italy)
Copyright: © 2008 |Pages: 13
DOI: 10.4018/978-1-59904-865-9.ch026
Abstract
New trends in information technology are strongly influencing and shaping the growth of e-learning, and progressively resolving a number of critical issues currently limiting its dissemination to wider populations. The main goal of this chapter is to outline the MySelf Project, which aims to expand the potential of e-learning through the implementation of Affective Computing and training in soft skills. The chapter contents are therefore divided into two main sections: firstly, implementation of affective computing in the Myself project through the design and development of a 3D virtual tutor and research on possible implementations of multimodal recognition of user emotions; secondly, the development of 3D interactive simulations for soft skills training. Each section sets out the state of the art for the areas covered, outlines the Myself project objectives and possible operative applications, describes the work carried out to date, and discusses critical issues, open questions and future directions for the project.
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Simulation in Teaching and Training
The learner acts and interacts with a simulation. The learner is neither aware of his/her influence on underlying models, nor can the learner access the models directly. The learner behavior steers the development and progress of the simulation.
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