2013
DOI: 10.1017/s0958344012000250
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A study of verbal and nonverbal communication in Second Life – the ARCHI21 experience

Abstract: Three-dimensional synthetic worlds introduce possibilities for nonverbal communication in computer-mediated language learning. This paper presents an original methodological framework for the study of multimodal communication in such worlds. It offers a classification of verbal and nonverbal communication acts in the synthetic world Second Life and outlines relationships between the different types of acts that are built into the environment. The paper highlights some of the differences between the synthetic w… Show more

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Cited by 63 publications
(50 citation statements)
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“…The importance of non-verbal communication in virtual environments has been recognised in literature (Verhulsdonck & Morie, 2009;Wigham & Chanier, 2013), and new promising virtual worlds like High Fidelity are starting to capture and stream facial expressions and body language using inexpensive webcams and motion controllers (http://www.highfidelity.com). The next more frequent negative codes in Group V were related to control and technical difficulties (camera, rulers, voice chat quality, and whiteboard).…”
Section: Free Commentsmentioning
confidence: 99%
“…The importance of non-verbal communication in virtual environments has been recognised in literature (Verhulsdonck & Morie, 2009;Wigham & Chanier, 2013), and new promising virtual worlds like High Fidelity are starting to capture and stream facial expressions and body language using inexpensive webcams and motion controllers (http://www.highfidelity.com). The next more frequent negative codes in Group V were related to control and technical difficulties (camera, rulers, voice chat quality, and whiteboard).…”
Section: Free Commentsmentioning
confidence: 99%
“…Similarly, Men and Stacks () and Goh, Chan, and Kuziemsky () highlight the fact that the same factors are crucial in organization based collaboration. In addition, Wigham and Chanier () emphasize the issue of break down in collaborative behaviour in an SL environment as a result of a lack of free access. Consequently, there is the need to encourage users to place their avatars in close proximity to other avatars and objects for collaboration to be enhanced.…”
Section: Discussionmentioning
confidence: 99%
“…It is claimed that from the perspective of cognitive accounts of sla, these environments provide exposure to the target language in a context conducive to learning (Zhao & Lai, 2009). Researchers emphasize the importance of findings reported in learner-based research, suggesting that because many virtual worlds and digital games are designed to compel learners to undertake purposeful, real-time interaction in the target language, they provide opportunities to encounter communication issues relating to meaning (Lan, Kan, Sung, & Chang, 2016;Milton, Jonsen, Hirst, & Lindenburn, 2012;Wigham & Chanier, 2013). This aspect is perceived as supporting vocabulary acquisition (Rankin & Shute, 2010), as it enables individual learners to engage in forms of interaction involving feedback and the production of modified target language output that are identified as playing a central role in language learning (Long, 1996).…”
Section: Rationales For the Use Of 3d Games And Virtual Worldsmentioning
confidence: 99%