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Social and Behavioral Sciences Commons

Open Access. Powered by Scholars. Published by Universities.®

University of San Diego

2010

Perception

Articles 1 - 2 of 2

Full-Text Articles in Social and Behavioral Sciences

Using Internet Videoconferencing To Connect Fashion Students With Apparel Industry Professionals, Vera Bruce Ashley Edd May 2010

Using Internet Videoconferencing To Connect Fashion Students With Apparel Industry Professionals, Vera Bruce Ashley Edd

Dissertations

The purpose of this study was to explore the efficacy, benefits and student perceptions of using Internet videoconferencing and a web camera to connect college and university fashion students with apparel industry professionals. A total of 70 college and university fashion students, three instructors, and three apparel industry professionals participated in this introductory study. Data was collected through pre and post surveys from all three groups. Industry professionals were invited as guest speakers into the classroom via Internet videoconferencing using Skype and a web camera. The findings in the study indicated that students, instructors, and apparel industry professionals overwhelmingly benefited …


The Effects Of Instructor-Avatar Immediacy In Second Life, An Immersive And Interactive 3d Virtual Environment, Sabine Karine Lawless-Reljic Edd Mar 2010

The Effects Of Instructor-Avatar Immediacy In Second Life, An Immersive And Interactive 3d Virtual Environment, Sabine Karine Lawless-Reljic Edd

Dissertations

Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life®, enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-. These are enriched by avatar-mediated body language and physical manipulation of the environment. In this para-physical world, instructors and students alike employ avatars to establish their social presence in a wide variety of curricular and extra-curricular contexts. As a proxy for the human body in synthetic 3D environments, an avatar represents a 'real' human computer user …