2017
DOI: 10.18778/2391-8551.03.04
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Natural User Interface for Education in Virtual Environments

Abstract: Education and self-improvement are key features of human behavior. However, learning in the physical world is not always desirable or achievable. That is how simulators came to be. There are domains where purely virtual simulators can be created in contrast to physical ones. In this research we present a novel environment for learning, using a natural user interface. We, humans, are not designed to operate and manipulate objects via keyboard, mouse or a controller. The natural way of interaction and co… Show more

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Cited by 5 publications
(4 citation statements)
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“…Verbal acts are, for example directing questions, using humour, and addressing students, while nonverbal acts can be seen through expressions, gestures, eye contact, smiling, posture, and proximity (Velez, 2008). Stavrev (2016) suggested that including new gameplay levels can improve the students' behaviour near and on the road. According to the behaviourism theory, the human mind is considered a 'black box' because responses can be observed quantitatively while completely ignoring thinking processes occurring in the mind (Khowaja, 2017).…”
Section: Learning Theoriesmentioning
confidence: 99%
“…Verbal acts are, for example directing questions, using humour, and addressing students, while nonverbal acts can be seen through expressions, gestures, eye contact, smiling, posture, and proximity (Velez, 2008). Stavrev (2016) suggested that including new gameplay levels can improve the students' behaviour near and on the road. According to the behaviourism theory, the human mind is considered a 'black box' because responses can be observed quantitatively while completely ignoring thinking processes occurring in the mind (Khowaja, 2017).…”
Section: Learning Theoriesmentioning
confidence: 99%
“…Sayısı artan araştırmalar yapılandırmacı öğrenim ilkelerinin, sanal gerçeklik ortamındaki öğrenim anlayışımızın esası olduğunu belirtir (Dimitropoulos ve ark., 2008;Stravrev 2016).…”
Section: Www Inesjournalcomunclassified
“…Moreover, it is entirely possible to have the core gaming as a service in a centralized server. But the biggest advantage remains the re-use of components -shared user profiles, knowledge databases on learning topics, natural language processing dialog services, gestures (Stavrev, 2016). Of course, the SOA approach is not without shortcomings.…”
Section: Adaptability In Trainingmentioning
confidence: 99%
“…A typical serious game usually combines the above-mentioned principlesa SG is self-containedruns on a certain platform, can be distributed (use services) and can support various interoperable data models (Thillainathanl, 2014). One example of such a game is the Virtual-platform simulator for safety crossing (Stavrev & Terzieva, 2015) it runs on a concrete PC platform (Windows), it employs the use of a Kinect sensor as an input (Stavrev, 2016), and it uses decentralized components that can be re-used. Another example is the well-known serious game Second Life (Second Life, 2018).…”
Section: Adaptability In Trainingmentioning
confidence: 99%