Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”

Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”

Pellas Nikolaos
ISBN13: 9781466620988|ISBN10: 1466620986|EISBN13: 9781466620995
DOI: 10.4018/978-1-4666-2098-8.ch014
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MLA

Nikolaos, Pellas. "Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”." Production and Manufacturing System Management: Coordination Approaches and Multi-Site Planning, edited by Paolo Renna, IGI Global, 2013, pp. 278-314. https://doi.org/10.4018/978-1-4666-2098-8.ch014

APA

Nikolaos, P. (2013). Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”. In P. Renna (Ed.), Production and Manufacturing System Management: Coordination Approaches and Multi-Site Planning (pp. 278-314). IGI Global. https://doi.org/10.4018/978-1-4666-2098-8.ch014

Chicago

Nikolaos, Pellas. "Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”." In Production and Manufacturing System Management: Coordination Approaches and Multi-Site Planning, edited by Paolo Renna, 278-314. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-2098-8.ch014

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Abstract

This chapter investigates the new interactive dimension, which arises between cyber entities (avatars) that move around, meet others, and emulate their work in [D-] CIVEs ([Distributed-] Collaborative Immersive Virtual Environments). The active involvement and immersion in these “environments” elaborates the maximum possible total-relationship of the developmental users’ forces (teachers and students) and creates “situations of real-life” in a 3D virtual system. The inspiration to deal with this issue originated through the prior knowledge that was gained from the previous educational studies in the virtual world of Second Life (SL), which was used as an environmental tool for action-based learning and research programs on Higher Education. The investigation and presentation of quality infrastructure that this interactive “world” hosts in was the objective of this research, through the presentation and promotion of academic communities’ previous applications to enrich their curricula. The original contribution of this effort is to become a highly inexhaustible source of inspiration for the bibliographic data and interdisciplinary for the field of e-learning future.

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