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Michael Vallance

Michael Vallance
公立はこだて未来大学 Future University Hakodate, Japan · Media Architecture

Ed.D Durham University, UK
Researching impact of VR in education with an emphasis on learning metrics.

About

107
Publications
13,893
Reads
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520
Citations
Introduction
Dr. Michael Vallance has a Doctorate in Education from Durham University and a Masters Degree in Computer Assisted Learning from Stirling University, UK. He has been involved in educational technology implementation and research for twenty years. He is widely published, regularly presents at international conferences and is involved in a number of innovative technology research projects. In 2012 he was awarded second place in the USA Defense (DoD) GameTech Federal Virtual Worlds Challenge.
Additional affiliations
September 2006 - present
Future University Hakodate
Position
  • Professor (Full)
Description
  • Michael’s research – entitled Robot-mediated Interaction (RMI) - is a 3D simulation where remote students collaborate in the programing of LEGO robots using EV3 and LabView software to solve distinct disaster-recovery challenges.
Education
January 2000 - December 2005
Durham University
Field of study
  • Education
September 1995 - August 1996
University of Stirling
Field of study
  • Computer Assisted Learning
September 1985 - July 1986
University of Greenwich
Field of study
  • Education

Publications

Publications (107)
Article
Full-text available
The development and relative affordability of Virtual Reality in recent years have provided opportunities to experience representations of both concrete and abstract situations; from nuclear engineering to particle physics, art galleries to three-dimensional prehistoric paintings, person-to-person communication to artificial agent collaboration, an...
Conference Paper
Full-text available
Didactical Design has been proposed as an act of modeling processes in educational settings. It is an interplay of several pedagogical elements to strengthen teaching and learning processes. The term didactic originates from the Scandinavian and German concept of Didaktik; which focuses upon the relationship between content-student-teacher, whilst...
Article
As education is remodelled to online solutions, instructors and students are required to adapt their teaching and learning through different forms of monitoring, regulation and assessment. This remodelling requires conceptual and philosophical reflection relating to stakeholder roles and the relationship between learners and teaching materials with...
Article
Full-text available
With online learning solutions responding to the novel coronavirus pandemic, it is important for educational technologists and other practitioners to understand how learners are experiencing the demands of socially distanced online learning and how they conceive of themselves within distant spaces and digital communities. Research into the metacogn...
Conference Paper
Full-text available
There is a structural shift in communication as technologies become ever more pervasive, and this transposition has become more pronounced with the adoption of virtual and augmented realities. People are communicating with one another through different modes, but also interacting with insentient technologies for intentional purposes. This is known...
Article
Full-text available
Virtual Reality is predicted to change the way we use technologies in education. However, currently restricting the lack of integration is high cost, unconvincing learning data, complexity of the technologies and, persistently, cybersickness. There are a number of theories as to the causes of cybersickness, but none are infallible. Moreover, many o...
Article
Full-text available
Within the educational change literature and commentaries on the needs and requirements of preparing students for life in the present century, computational thinking has been championed as a new way of studying computing. However, the resulting narratives are neither detailed nor compelling enough in our view to stimulate and inform general educati...
Poster
Full-text available
This paper presents work-in-progress of a research project attempting to determine the efficacy of virtual reality in a science-focused education scenario called SolarVR. The research is informed from both academic literature and the heuristic experiences of researchers involved over the past ten years. An antidisciplinary approach to collaboration...
Presentation
Full-text available
Currently there are limited ways to connect 3D VR environments to physical objects in the real-world whilst simultaneously conducting communication and collaboration between remote users. Within the context of a solar power plant, the performance metrics of the site are invaluable for environmental engineers who are remotely located. Often two or m...
Conference Paper
Conventional hand-tracking devices are constructed with inertial measurement units, bending sensors, and optical technologies. However, these are limited by their high-cost and environmental factors. In this research, a hand-tracking device using a tangential force mechanical sensor for use in Immersive Virtual Environments is proposed.
Conference Paper
Full-text available
The aim of this research is to design and implement a Solar Virtual Reality environment (SolarVR) for inter-cognitive and intra-cognitive communication by connecting users and sensors to a real-world solar panel plant for remote monitoring, maintenance and collaboration. The paper outlines the development of a VR solution which can be utilized for...
Conference Paper
The potential for cybersickness remains a critical problem when engaged in Virtual Reality experiences. Cybersickness is difficult to resolve because, although there are commonly accepted symptoms and theories, there is still no consensus on how to overcome the problem. In this study, a method of real-time monitoring of physiological signals is pro...
Technical Report
In the context of educational research, definitions of “impact” have proliferated alongside critiques of its efficacy and appropriateness, and it is important to consider the applicability of the term, as well as to reflect on how it can be shaped and defined. In this sense, impact does not merely relate to measuring dissemination activity, e.g.,...
Poster
Full-text available
概要:Virtual Reality (VR) 技術の発達とともに,Oculus Riftをはじめとした数多くのVR Head Mounted Display (VRHMD) が提供されている.VR技術がより身近なものになる一方,VR酔い (Cybersickness) はVRHMDを用いたVRにおいて無視することはできない問題であり,未だ完全には解決していない.本研究では,Cybersicknessを推定可能な複数の生理学的指標から得られるCybersicknessの指標と,Cybersicknessのリアルタイム予測について考察する.そして,考案したCybersicknessの指標の評価とリアルタイム計測方法を提案する.
Poster
Full-text available
Conventional hand-tracking devices are constructed with inertial measurement units, bending sensors, and optical technologies. However, these are limited by their high-cost and environmental factors. In this research, a hand-tracking device using a tangential force mechanical sensor is proposed.
Conference Paper
Full-text available
A Virtual Reality project of the Fukushima Dai'ichi nuclear power plant was designed, modelled and programmed as a Synthetic Learning Environment (SLE) for education purposes, motivated by the fact that the disaster of March 2011 revealed much about Japan's lack of preparedness for nuclear accidents. An iterative process of design, make, share and...
Conference Paper
Full-text available
The Fukushima Dai’ichi nuclear power plant disaster of March 2011 revealed much about Japan’s lack of preparedness for nuclear accidents, and was therefore used as the context for adopting virtual reality as a Synthetic Learning Environment (SLE). Student developers engaged in a continuous iterative process to design, make, share and reflect upon t...
Chapter
The chapter presents learners’ understanding of Computational Thinking concepts through illustrative flowcharts. Undergraduate university students design, build, and program LEGO Mindstorms EV3 robots to solve problems set as robotic tasks in a symbolic disaster scenario. Post-task flowcharts representing mental models of Computational Thinking are...
Article
Full-text available
Recently, virtual reality (VR) technologies have developed remarkably. However, some users have negative symptoms during VR experiences or post-experiences. Consequently, alleviating VR sickness is a major challenge, but an effective reduction method has not yet been discovered. The purpose of this article is to compare and evaluate VR sickness in...
Article
People who have a poor sense of direction are called 方向オンチ (houkou-onchi) in Japanese. What makes those people houkou-onchi? What are the differences between people who get lost and others? In an attempt to answer these questions, three applications were developed using virtual reality (VR), informed by the literature of cognitive psychology. The a...
Conference Paper
Full-text available
Blending virtual reality and robot-mediated communication has been shown to support transnational communication for learning at schools and in Higher Education Institutes. The challenge though is to identify cost-effective solutions to mediate international inter-cognitive and intra-cognitive communication for task-related interactions of multiple...
Chapter
Full-text available
The aim of this chapter is to argue how create-and-learn pedagogy can be used to direct and drive the development of virtual reality applications in academic settings. The chapter discusses the development of a synthetic learning environment that provides a context for new learning and twenty-first century education. A case study of an interdiscipl...
Conference Paper
Full-text available
Joichi Ito, Director of the MIT Media Lab, suggests that the way ahead in education is to support endeavors where learning processes and peer collaborations are valued above end products and exam scores. The divisions and silo-effect of traditional disciplines need to be dismantled and discouraged. Ito calls this antidisciplinary. This paper is an...
Conference Paper
Full-text available
In July 1853 Commodore William Perry sailed into Tokyo Bay (then called Edo Bay) determined to end Japan's 220 years of isolation. Recognizing the power of Perry's 'gunboat diplomacy' the Tokugawa Shogunate finally relented and in 1854 opened the ports of Shimoda, south of Tokyo, and Hakodate, in the northernmost island of Hokkaido, to American shi...
Conference Paper
Full-text available
The impact of socio-economic changes and technological advancements is prompting many educational institutions to re-think the processes of planning, designing and delivering courses in Higher Education. The effect is a re-emergence of the importance of curriculum design. The aim of this research is to investigate the efficacies and potential appli...
Conference Paper
Full-text available
The paper is a description of the continuing research into the efficacy of a Synthetic Learning Environment (SLE) to support more engaged academic practice and transformative learning in Higher Education. Students have designed, programmed and created an immersive 3D virtual Fukushima nuclear power plant. The environment replicates the real-world F...
Article
Full-text available
This paper summarizes an educational researcher's approach to determining the impact of active learning in disaster-themed 3D virtual worlds. The goal of the project is to advance students' declarative, procedural, and meta-cognitive knowledge by implementing measurable robot-mediated interaction activities in 3D virtual worlds. Through the design...
Chapter
Actively involving students from across the globe in constructing virtual reality architectures for the real-world programing of robots and 3D printing of virtually fabricated artifacts, six theoretically-driven Constructionist environments for learning have been created for designing, making and playing across transboundary spaces. The virtual arc...
Article
Full-text available
The paper is a description of the continuing research of the efficacy of a 3D virtual world simulation to support more engaged academic practice and transformative learning in Higher Education. Within the context of a virtual Fukushima nuclear power plant, tasks of quantifiable complexity are designed using programmable robots to engage learners in...
Conference Paper
Full-text available
Recently, wider issues of social relationships, contexts, feelings and personal goals have been recognized as impacting upon learning. Moreover, as the Higher Education paradigm appears to be shifting towards students as consumers, there is added pressure on academics to ensure students evaluate and subsequently ‘make sense’ of their educational ex...
Article
Full-text available
In a world where technology has become pervasive in our lives, the notion of IT integration in education practice is losing its significance. It is now more appropriate to discuss transforming pedagogy where technology is not considered a tool anymore but part of what we are. To advance this hypothesis, an enterprising, student-directed approach is...
Conference Paper
Full-text available
The paper describes a project in a Japanese university which implements an interpretation of Mitch Resnick's Creativity Spiral, termed TKF: Tsukutte (Create) – Katatte (Share) – Furikaeru (Reflect). The project used LEGO EV3 Mindstorms robot tasks to engage students in a collaborative, creative cycle where students built, programmed, discussed and...
Conference Paper
Full-text available
To advance education in the 21st century, experts in neuroscience argue for more ‘active learning’ through experience. A practical implementation for such active, experiential and, we propose, multi-disciplinary learning is for students to consider, analyze, solve and make personal meaning from engaging problems. Collaborative problem-solving promo...
Article
Full-text available
There is no consensus regarding a common set of metrics for robot task complexity in associated human-robot interactions. This paper is an attempt to address this issue by proposing a new metric so that the educational potential when using robots can be further developed. Tasks in which students in Japan and UK interact in a 3D virtual space to col...
Conference Paper
A Learner-centred Design for Tele-robotic Collaboration On March 11, 2011 a catastrophic tsunami badly damaged cooling systems to reactors at the Fukushima Daiichi nuclear plant in Japan. Four reactors exploded and radioactivity was released to the atmosphere. In 2014 the consequences of the Fukushima accident continue: evacuees cannot return ho...
Chapter
Full-text available
The chapter outlines the Media Architecture Communication course which facilitates an inter-disciplinary approach supported by a ‘Design for Learning’ pedagogy. The process synthesizes design, computer science, cognitive science, social science, and communication for an erudite Information Science course. The practice may be replicated in developin...
Conference Paper
Full-text available
In any task design it is important to consider its difficulty for the intended learners. Task designers such as teachers and Higher Education practitioners need to provide tasks commensurate with the expected successful outcomes that will, it is anticipated, be developed by the learners. In this paper we will demonstrate how tasks can be quantified...
Article
Full-text available
Curriculum content and delivery during rapid technological advancements and socio-economic changes present complex challenges for universities worldwide. The paper summarizes a multi-disciplinary process developing an iOS App called iFUN which maps a university’s curricula, thereby allowing course designers to determine curricula strengths, gaps, m...
Article
Full-text available
There is no consensus regarding a common set of metrics for robot task complexity and associated human-robot interactions. In our research, tasks involving students in Japan and UK interacting in a 3D virtual world to collaboratively program robots to solve maze problems have resulted in quantitative data of immersion (or flow), Circuit Task Comple...
Chapter
Virtual worlds are ideally positioned to construct new environments with unique tools and communication opportunities that can support experiential learning through interdisciplinary collaboration. They also simultaneously build bridges across international borders. This chapter will summarize the early stages of our international research, which h...
Article
Full-text available
Purpose ‐ The purpose of this paper is to detail the necessity for more informed decision making and leadership in the implementation of 1-to-1 computing in education. Design/methodology/approach ‐ The contexts of high-tech countries of Singapore and Japan are used as case studies to contextualize and support four evidence-based recommendations for...
Article
Full-text available
The Fukushima Daiichi nuclear power plant disaster of March 2011 revealed much about Japan's lack of preparedness for nuclear accidents. Despite the brave efforts of its labor force leading up to, and in the aftermath of, the reactor explosions, it became apparent that coordination and communication were disorganized. The research summarized in thi...
Article
Full-text available
The absence of robots to assist with the repair efforts in the immediate aftermath of the Fukushima Daiichi power plant disaster of March 2011 revealed much about Japan's lack of preparedness for nuclear accidents. The Fukushima Nuclear Accident Independent Investigation Commission highlighted insufficient knowledge and training at the plant, with...
Book
Virtual Worlds are not “dead and gone” – far from it. If the 3rd Global Conference in Experiential Learning in Virtual Worlds taught its delegates anything, it was that virtual worlds are on the cusp of an exciting, resurging and impending upswing. A large variety of industries are captured within this eBook—architecture, computer programming, ethi...
Article
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human–computer interaction. Flow is defined as a ‘holistic sensation that people feel when they act with total involvement’. We applied the concept of flow to modeling the experience of collaborative...
Article
Many educational institutions make use of assessment schemes based on an ordered hierarchy of cognitive activity, where the judgments of educators on the learning progress of students are expressed using marks or grades. These have high face-validity because they appear to represent intuitively sound descriptions of learning development. The langua...
Conference Paper
Awarded second prize by United States Army.
Chapter
Full-text available
The meme of the physical university is changing and moving swiftly, due mostly to virtual technological developments, towards the "multi-versity" where Higher Education Institutes will exist in both the real world and a virtual space: A term this chapter names "augmented education." Augmented education requires innovation in technology that can del...
Chapter
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social constructivist learning, personal interpretation, decision-making and community cooperation fosters long-term understanding and transference of learned concepts. The construction of know...
Conference Paper
In our recent research entitled ‘Designing Effective Spaces, Tasks and Metrics for Communication in Second Life’ TRANSANA software was used to transcribe 60 hours of recorded video data of participants (N=8) communicating the programming of LEGO robots in Second Life and face-to-face. The transcription was then coordinated with the respective video...
Conference Paper
Full-text available
The inception of augmented education has become a realistic image scenario for university futures. The blending of real and virtual is becoming accepted as augmented reality is placed into the hands of consumers in the form of iPhone Apps such as 'layar' and 'acrossair'. Moreover, virtual worlds such as Second Life and MMORPG games such as World of...
Article
Full-text available
There is much literature on implementing mobile technologies for higher education teaching and learning. Positive statements derived from student surveys about the potential of so-called mobile learning can be read in a number of academic papers and the media. Unfortunately, academic surveys and media commentaries are too often interpreted as evide...
Article
Full-text available
With the development of Web 2.0 technologies, online document collaboration tools are becoming increasingly available, often free of charge. Although the technology is considered interactive and collaborative, it does not necessarily mean learners themselves will interact and collaborate. This paper discusses the conditions required for successful...
Article
Full-text available
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social! constructivist learning, personal interpretation, decision-making and community cooperation foster long"term understanding and transference of learned concepts. In short, the constructi...
Article
Full-text available
With a volatile economy and perceived indeterminate futures, Japanese companies are being forced by circumstances to change the way they recruit university graduates. One particular recruitment strategy currently being promoted at companies is to ask applicants to present a future strategy for the company. Unfortunately, Japanese universities are n...
Article
Full-text available
Science education is concerned with the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian social constructivist learning, personal interpretation, decision-making and community cooperation fosters long-term understanding and transference of learned concepts. The construction of know...
Chapter
Full-text available
This chapter illustrates how a Futures Studies approach encourages Japanese students to strategically analyze their futures by anticipating problems and stimulating collaborative solutions. Supported by creative digital media integration, students become active participants of a learning process that results in measurable outcomes of academic compe...
Article
Full-text available
Science education is the meaningful pursuit of comprehension, knowledge and understanding of scientific concepts and processes. In Vygotskian, social-constructivist learning, personal interpretation, decision making and community cooperation fosters long-term understanding and transference of learned concepts. In short, the construction of knowledg...
Chapter
Full-text available
ABStRACt The grand narrative of educational policy statements lack clear guidelines on Information Communica-tions Technology (ICT) integration. A review of current academic literature fails to provide consistent strategies for institutions and practitioners determined to adopt ICT in an informed way. This chapter introduces criteria for the succes...
Chapter
The grand narrative of educational policy statements lack clear guidelines on Information Communications Technology (ICT) integration. A review of current academic literature fails to provide consistent strategies for institutions and practitioners determined to adopt ICT in an informed way. This chapter introduces criteria for the successful imple...