1. Immersive Worlds for Learning
eXperience+: Engaging users in
the zone of proximal flow in
Second Life
Niki Lambropoulos, Rolf Reinhardt, Stylianos
Mystakidis, Dimitris Tolis, Sophi Danis & Alain Gourdin
-Immersive Worlds Team * LANETO Group
-University of West Paris
EADTU Conference, Paphos, Cyprus, 27 - 28 September, 2012
www.immersive-worlds.com
2. Agenda
• Web 1.0 Web 2.0 Web 3.0
• Virtual Collaboration in Immersive Worlds
• 3D VIRTUAL IMMERSIVE ENVIRONMENTS
– Second Life
• User/Learner eXperience+ (U/LX+)
• Zone of Proximal Flow (ZPF)
• The Innovation Management eCourse
– Virtual Collaboration for Creativity & Open Innovation
• Immersive Worlds of the Present Future
• Conclusions & Future Trends
www.immersive-worlds.com
3. What is Web 3.0?
http://loopinginfinities.blogspot.gr/2011/03/web-10-20-and-to-come-30.html
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4. Virtual Collaboration in
Immersive Worlds
• Web 3.0
– Primary aims
• Virtual Collaboration
• Online Learning
• Quality group work / learning
– 3D environments can be
modelled entirely by the user
• Gamification
– Immersive eXperience+
www.immersive-worlds.com
11. Zone of Proximal Flow
Extract of Figure from Repenning,
A. "Programming Goes to School",
B. CACM, 55, 5, May, 2012.
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12. ZPF 10 Immersive Factors
1. Clear goals as challenge level and skill high level
2. Concentration and focused attention
3. Loss of feeling
4. Distorted sense of time
5. Direct and immediate feedback
6. Balance between ability level and challenge
7. Sense of personal control over the situation or activity
8. The activity is intrinsically rewarding, so there is an
effortlessness of action
9. Lack of awareness of bodily needs
10. Absorption into the activity
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13. Engagement Factors
1. Perception via the senses
2. Action via the body/kinaesthetic – physical body
functions
3. Emotion via the heart – emotional & instinctual
nature functions
4. Cognition via the mind – rational consciousness
functions
5. Co-creativity via imagination & intuition –
higher consciousness thinking functions
6. Combinations of the above
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14. User Total eXperience (UX)
• ISO: User eXperience (UX) is
– a person's perceptions
– responses
– resulting from
• use and/or
• anticipated use of a
product, system or service
• UX is subjective
• UX focuses on the use
www.immersive-worlds.com
15. User/Learner Experience (U/LX+)
Immersive Experience+
• Make learning interesting & fun
• Engage the learner
– Have a clear & focused purpose
– Be present
– Be in a state of constant flow
– Connect with each other
• Design: Understanding Users as Learners
– Usability
– Pedagogical usability
– Mental & conceptual models
– Joy, enthusiasm, humour
– Other psychological factors
www.immersive-worlds.com
17. Innovation Management eCourse
• Promote entrepreneurship and innovation
knowledge and skills in action
• Reduce transactive cost for virtual collaboration
• Create sense of belonging in a working group
• Orchestrate collaborative learning convergence
• Promote synergy for direct fit between
– Social needs, working demands &
– Virtual collaboration and educational tasks, methods
and tools
• Use 3D Immersive Worlds to enhance two ways
communication for virtual collaboration
www.immersive-worlds.com
18. From Knowledge & Skills to Competencies
www.immersive-worlds.com
24. Immersive Worlds
of the Present Future
Integration of Virtual & Augmented Reality
Technologies: Provide the user with
• Immersive multisensory stimuli (e.g.
touching, movement capture, haptic sensor)
• Emotional channels (e.g. affective computing)
• System adaptation & interoperability (e.g.
personalisation & multiple user interfaces)
• Novel & Unique Immersive eXperience+
Create a Strong Vibration to Remember
www.immersive-worlds.com