Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Daniel Livingstone is active.

Publication


Featured researches published by Daniel Livingstone.


British Journal of Educational Technology | 2009

SLOODLE: Connecting VLE tools with emergent teaching practice in Second Life

Jeremy Kemp; Daniel Livingstone; Peter Russell Bloomfield

The article discusses the Simulation Linked Object Oriented Dynamic Learning Environment (SLOODLE), a virtual learning tool that incorporates the Second Life virtual environment. Topics include faculty and staff skill required to implement SLOODLE, features of SLOODLE that support teachers, and SLOODLE functionality available to users. The authors believe SLOODLE represents a promising example of a multi-user virtual environment/virtual learning environment hybrid. Exactly which features of the model appeal most to teachers and students will become apparent over time.


Archive | 2010

Researching Learning in Virtual Worlds

Anna Peachey; Julia Gillen; Daniel Livingstone; Sarah Smith-Robbins

Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.


Simulating the evolution of language | 2002

The evolution of dialect diversity

Daniel Livingstone

Observations on dialect diversity have been recorded for thousands of years, including Old Testament stories and early writings and literature from around the globe. Language diversity remains the subject of much study today — largely in the related fields of socio-linguistics, historical linguistics and dialectology. One key question is why is there so much difference in dialects. To some the question was irrelevant as diversity was somehow obviously a natural feature of human language, one not requiring much explanation — it simply was. Currently the question of why diversity should exist to the degree that it does has been taken quite seriously, with strong differences of opinion apparent.


european conference on artificial life | 1999

Modelling the Evolution of Linguistic Diversity

Daniel Livingstone; Colin Fyfe

Some recent Artificial Life models have attempted to explain the origin of linguistic diversity with varying conclusions and explanations. We posit, contrary to some existing Artificial Life work, that linguistic diversity should naturally emerge in spatially organised populations of language learners, and this is supported by our experimental work and by recent literature.


digital game and intelligent toy enhanced learning | 2008

A Mobile Phone Based Virtual Pet to Teach Social Norms and Behaviour to Children

Hanno Hildmann; Anika Uhlemann; Daniel Livingstone

The paper presents a Tamagotchi-like mobile phone game that uses an artificial neural network driven character model and is designed to teach positive moral values to children. The behavioral model is explained and the approach is supported by a proof of concept implementation. Our results suggest the feasibility of the approach.


Archive | 2000

The Evolutionary Emergence of Language: Modelling Language-Physiology Coevolution

Daniel Livingstone; Colin Fyfe

A feature of current computational models of language evolution is that the individuals in later populations are not structurally, ‘physiologically’, different from those in the first. Evolution may be working on the language itself, as learned by agents which do not evolve, or on an innate communication scheme. A number of models specifically demonstrate self-organisation of communication schemes and grammars in populations that are already capable of language.


Psychiatric Bulletin | 2014

Using virtual worlds for role play simulation in child and adolescent psychiatry: an evaluation study

Aaron K. Vallance; Ashish Hemani; Victoria Fernandez; Daniel Livingstone; Kerri McCusker; Maria Toro-Troconis

Aims and method To develop and evaluate a novel teaching session on clinical assessment using role play simulation. Teaching and research sessions occurred sequentially in computer laboratories. Ten medical students were divided into two online small-group teaching sessions. Students role-played as clinician avatars and the teacher played a suicidal adolescent avatar. Questionnaire and focus-group methodology evaluated participants’ attitudes to the learning experience. Quantitative data were analysed using SPSS, qualitative data through nominal-group and thematic analyses. Results Participants reported improvements in psychiatric skills/knowledge, expressing less anxiety and more enjoyment than role-playing face to face. Data demonstrated a positive relationship between simulator fidelity and perceived utility. Some participants expressed concern about added value over other learning methods and non-verbal communication. Clinical implications The study shows that virtual worlds can successfully host role play simulation, valued by students as a useful learning method. The potential for distance learning would allow delivery irrespective of geographical distance and boundaries.


Researching Learning in Virtual Worlds | 2010

Mixed-Methods and Mixed-Worlds: Engaging Globally Distributed User Groups for Extended Evaluation and Studies

Daniel Livingstone; Peter Russell Bloomfield

At first glance, the goal of the SLOODLE (Simulation Linked Object Oriented Dynamic Learning Environment) project is to develop educational technology – specifically, software for integrating web-based virtual learning environments and 3D multi-user virtual worlds being used for educational purposes. However, a second goal is to research how such integration might best be achieved – and to understand what users might want from such technology. And both goals rely in part on a third – to develop an active and involved community engaged in a participatory design process. This paper reviews the mixed-methods approaches that have been employed to support research as the project principals have been working to engage with users world-wide through a range of activities held in the virtual world of Second LifeTM (SL), on the world-wide web and at demonstration workshops conducted in-person.


international conference on entertainment computing | 2004

AI: the Missing Link in Digital Game Interface Design?

Darryl Charles; Daniel Livingstone

The central problem that this paper addresses is how to manage dynamic change within game environments in response to variable player requirements and ability. In particular, we discuss the role of a game AI to enable game systems to learn about individual user patterns, behaviours, desires or moods in order to adapt the environment in reaction to the user’s interaction with the environment. We discuss the role that AI may play in the design of the game interface in order to enhance the dynamic and responsive nature of the game system with respect to individual users and leading to more rewarding and immersive game experiences.


International Journal of It Standards and Standardization Research | 2010

Virtual Worlds, Standards and Interoperability

Daniel Livingstone; Paul Hollins

It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, the integration and interoperability with both online and offline resources and technologies is important. In this paper, the authors review progress toward increased integration and interoperability from the first virtual world games to todays virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly interoperable, as well as more significant challenges along the way.

Collaboration


Dive into the Daniel Livingstone's collaboration.

Top Co-Authors

Avatar

Jeremy Kemp

San Jose State University

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge