David Burden

David Burden
Daden Limited

About

39
Publications
14,357
Reads
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518
Citations
Citations since 2016
23 Research Items
296 Citations
2016201720182019202020212022020406080
2016201720182019202020212022020406080
2016201720182019202020212022020406080
2016201720182019202020212022020406080

Publications

Publications (39)
Article
Background: A virtual reality simulation was used to teach treatment of diabetic patients. Methods: This study evaluated the impact of using virtual reality on short term knowledge of hypoglycaemia, via pairing of a randomised controlled trial, analysed via Partial Least Squares-Structural Equation Modelling. The setting was two large lecture theat...
Article
Recent nurse education pedagogical strategies are starting to embrace the use of virtual patient simulations in higher education settings. This study evaluated student, simulation technician, and lecturer perspectives on student performance after virtual training for care of a deteriorating diabetic patient. Second year nursing students learned usi...
Article
Full-text available
p class="VARAbstract">This paper describes and discusses creating and evaluating a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE. Avebury is a Neolithic heritage site in the UK which is part of the Stonehenge, Avebury and associated sites UNESCO World Heritage Site. The ove...
Chapter
This chapter presents research on the use of pedagogical agents as a tool to support the learning of skills related to the transposition of formulae. Participants from diverse backgrounds were recruited from those being taught on a compulsory mathematics course and allocated to one of three conditions. Each undertook a one-hour training session on...
Conference Paper
Full-text available
This paper examines the impact of Virtual Avebury: a project funded as part of the AHRC/EPSRC Immersive Partnerships call in 2019. Avebury henge and stone circle is a late Neolithic monument in North Wiltshire (south of UK), estimated to have been built between 2,800 to 2,000 BCE. It is one of the largest stone circles in the world and, at 1 kilome...
Article
Full-text available
The use of virtual assistants such as Siri that provide voice and conversational interfaces, the growth of machine learning techniques to mine large data sets and the rise in the level of autonomy being given to computer-controlled systems all represent shifts in artificial intelligence that are enhancing the creation of digital immortality. The gr...
Chapter
The research on Virtual Humans has been increasingly adopted, adapted and tested in educational settings and the research indicates that they are of value as mentors and guides for students. It is evident from the literature that the term Virtual Humans tends to be used as an overarching term that include other terms such as Chatbots, Autonomous Ag...
Article
The concept of digital immortality has emerged over the past decade and is defined here as the continuation of an active or passive digital presence after death. Advances in knowledge management, machine to machine communication, data mining and artificial intelligence are now making a more active presence after death possible. This paper examines...
Conference Paper
Full-text available
It has been suggested that a covert Turing Test, possibly in a virtual world, provides a more level playing field for a chatbot, and hence an earlier opportunity to pass the Turing Test (or equivalent) in its overt, declared form. This paper looks at two recent covert Turing Tests in order to test this hypothesis. In one test (at Loyola Marymount)...
Article
Conceived as a means of fostering practical fieldwork skills for distance learning students at the Open University, Virtual Skiddaw represents a new breed of virtual field trip. Based in a 3D virtual world modelled on real topographic and geological data, the application offers multi-user functionality, opportunities for detailed observation and a...
Article
Full-text available
This paper presents findings of a pilot study which used pedagogical agents to examine disclosure in educational settings. The study used responsive evaluation to explore how use of pedagogical agents might affect students' truthfulness and disclosure by asking them to respond to a lifestyle choices survey delivered by a web-based pedagogical agent...
Article
Full-text available
Three main approaches exist for virtual world standardization: interoperability, infrastructure, and semantic markup languages. Most standards efforts to date have concentrated on virtual worlds' graphical aspects rather than their semantic content. Here, the author uses an example audio-only virtual world to reveal the advantages of defining any v...
Article
Full-text available
Objectives: This paper will describe a project adopting a pedagogical approach that implemented and evaluated a problem-based learning project in an immersive virtual world. The project involved an iterative process of testing scenarios using student feedback to improve upon the scenarios. Methods: The study used illuminative evaluation which is ar...
Chapter
When educators started to use virtual worlds such as Second Life to create learning exercises, the natural approach was to script these exercises using the in-world tools. However, experience with this approach highlighted a number of significant issues including the high level of skill required to create and maintain the exercises, problems of sca...
Chapter
Full-text available
The work discussed in this chapter involves a proposal to add human like attributes (emotions in this instance) to characters in games and virtual worlds to enhance user experience. The chapter begins by defining these computer controlled characters in the context of both games and virtual worlds, followed by a discussion on the human like aspects...
Article
Unlike computer games where Non-Player-Character avatars are common, in most virtual worlds they are the exception. Deploying an embodied AI into a virtual world offers a unique opportunity to evaluate embodied AIs, and to develop them within an environment where human and computer are on almost equal terms. This paper presents an architecture bein...
Article
Full-text available
Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way for students to acquire knowledge and develop decision-making skills. However, the process is threatened by the movement towards more self-directed learning and the migration of students from campus-based to workplace-based learning. Paper-based...
Conference Paper
Full-text available
This paper presents recent work on the addition of emotions and affective behaviour to robotic avatars within second life, as part of continuing research and development in the area of interactive agents for games and simulations. The development is based upon the E-AI architecture which is a proposed computational model of emotions intended to be...
Conference Paper
Full-text available
This paper presents a model of motivation for AI-driven avatars in virtual worlds. This work aims at providing the avatar with motivational capabilities to detect and react to different motivational states aiming to enhance and maintain user's motivation. The algorithm and its associated rules are presented. Future work consists of assessing this m...
Article
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‘Work and play – beware false dichotomies.’ Jim Pubrick,Linden Lab aka Babbage Linden.
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'Mashup' was originally used to describe the mixing together of musical tracks to create a new piece of music. The term now refers to Web sites or services that weave data from different sources into a new data source or service. Using a musical metaphor that builds on the origin of the word 'mashup', this paper presents a demonstration "playlist"...
Article
Full-text available
This paper describes technologies from Daden Limited for geographically mapping and accessing live news stories/feeds, as well as other real-time, real-world data feeds (e.g., Google Earth KML feeds and GeoRSS feeds) in the 3-D virtual world of Second Life, by plotting and updating the corresponding Earth location points on a globe or some other su...
Article
Full-text available
This paper proposes formative plans for the concept of a framework called VIOLA (Virbots for Independent Online Living Applications) with the potential to integrate an artificial cognitive system (ACS) with real and virtual worlds. The aim is to endow a robot with advanced perception, action and social interaction capabilities, achieved through tra...

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Projects

Projects (6)
Archived project
To better understand the sense of place and presence that visitors can experience in virtual simulations of heritage sites, through the creation and evaluation of a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE.
Archived project