Nocchi, Susanna(Universitat Politècnica de València, 2012-03-22)
[EN] This paper describes the author’s experience with a pilot course of Italian in SL®2 . The course is part of a PhD research on Exploring the potential of virtual worlds to promote Intercultural Awareness in students ...
Privas-Bréauté, Virginie(Universitat Politècnica de València, 2016-05-13)
[EN] In this article, we shall examine why the creation of avatars in virtual worlds facilitates the learning of business English. We are committed to determining the factors that enable students in a French business school ...
Jauregi, Kristi; de Graaff, Rick; Canto, Silvia(Universitat Politècnica de València, 2012-03-22)
[EN] Organizing and implementing telecollaboration projects in foreign language curricula is not an easy endeavour (Belz & Thorne, 2006; Guth & Helm, 2010), as pedagogical, organizational and technical issues have to be ...
Seron, F.; Baldassarri, S.; Cerezo, E(Universitat Politècnica de València, 2010-04-11)
[EN] In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the ...
Maselli, Vincenzo(Universitat Politècnica de València, 2021-09-27)
[EN] Cyberpunk anime often stage postapocalyptic and hyper-technological futures. By recognizing the narrative power of animated landscapes, this article describes the background of these anime and explores scenarios in ...
Barneche Naya, Viviana; Hernández Ibáñez, Luis A.; Torrente Torrente, Belén(Universitat Politècnica de València, 2010-05-25)
[ES] El potencial de los metaversos, mundos virtuales tridimensionales multiusuario on-line, donde los usuarios crean sus contenidos, que abarcan campos tan diversos como la cultura, la ciencia, la educación o la recreación ...
Kruk, Mariusz(Universitat Politècnica de València, 2016-05-03)
[EN] The article presents the results of a study whose main aim was to investigate the changes in motivation, language anxiety and boredom in learning English in Second Life. The sample consisted of 16 second year students ...