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Gephi Analysis of #VirtualReality
Network Analysis
Figure 5. Who Mentions Whom.
Figure 6. Who Replies to Whom.
These two images were also from Netlytics, based on data I analyzed. It shows who mentions whom and who replies to whom on Twitter. In Figure 5, who mentions whom, you can see a lot of big nodes in the centre of the image and a lot of little nodes surrounding the big nodes. In Figure 6, who replies to whom, it clearly has a better structure of the connections between the people who reply to each other. In Figure 5 it’s all blended into each other, while in figure 6, all the nodes are far apart from each other.
Gephi
I used the network analyzing tool ‘Gephi’, to see for myself what the connections between the hashtags I used are. The hashtags I used were as mentioned before #education and #virtualreality. I analyzed data on Twitter, to get a better picture of how the Twitter accounts and their tweets are connected with each other. I analyzed this data through Gephi with three types of network graphics, these are based on who mentions whom. These graphics are In-Degree, Out-Degree, and Modularity Class.
Figure 7. Gephi, Out-degree
Figure 8. Gephi, In-degree
Figure 9. Gephi, Modularity
Netlytic Analysis of #VirtualReality
The definition of virtual reality comes from the definitions from both ‘virtual’ and ‘reality’. The meaning of virtual is near and reality is what we experience as human beings. So, it basically means ‘’near-reality’’. To define virtual reality in technical terms, it’s a three-dimensional computer-generated environment which can be explored and interacted with by a person or multiple people.
Now, a combination of virtual reality and artificial intelligence (intelligence demonstrated by machines) will unlock a future with safe and competent intelligent machines, able to learn exponentially through self-training and intelligent, realistic simulations. You can begin to see how the mingling of academic people and technologies might combine Virtual Reality and Machine Learning to create a force more disruptive than either alone.
In order to understand how people, respond to a technological future within the education, I analyzed two hashtags #virtualreality and #education on Twitter by using the data analyzing tools called Netlytics and Gephi. Because Twitter is a platform that uses a lot of hashtags when posting something, I chose for Twitter to analyze data about these two hashtags.
Text Analysis
I did the text analysis of these two hashtags, using Netlytics as mentioned before. You can find all the graphs and charts down below with explanation added beneath it.
Figure 1. Word Cloud.
The Word Cloud shows that #virtualreality is the biggest popular topic on Twitter. #virtualreality has been mentioned 1584 times in people their tweets. The three most popular hashtags are: - #virtualreality (frequency: 1584), - #VR (frequency: 1096), - and #education (frequency: 597).
This shows that virtual reality is quite related to the topic of education and artificial intelligence since it happens more and more in the classrooms that the teachers work with virtual reality to educate the students.
Figure 2. Words over Time.
This visual shows the Words over Time, the two biggest bars in the graphic is as you can see: Virtual Reality (purple bar) and Education (mint-y bar). There are both quite equal in size. These two were the most used words over time. If you look at the time part, it these two hashtags has been used constantly. Where education lowers in use, virtual reality is still being used a lot. After these two, the hashtags #technology is the 3rd biggest word that has been used quite a lot In between too.
Figure 3. Manual Categories.
This image shows that the tweets that include the hashtags #education and #virtualreality mostly belong to which category. As you can see, the biggest category is ‘’feelings (good)’’. This means that the tweets about #education and #virtualreality combined mostly belong to the category of ‘’good feelings’’ which is 80% of all the categories. The second and third best categories are Time (43) and Appearance (24).
Figure 4. Top Ten Posters Mentioned in Messages.
According to the Report in the Netlytic tool, it shows that ‘kuriharan’ is on top of the top 10 Posters mentioned in messages (#mentions: 20). Following with discoverhaptics (#mentions: 9), allybarrow (#mentions: 9), silviadellai1 (#mentions: 6), gfxcoach (#mentions: 6), beatsaber (#mentions: 6), certesnews (#mentions: 6), sgh_rts (#mentions: 6), technative (#mentions: 6), and haroldsinnott (#mentions: 6).
The user who was mentioned the most, Kuriharan, is the President of Tokyo Chapter at Government Blockchain Association in Tokyo, Japan. The second user, Discoverhaptics, is a twitter profile of a company who is all about haptic technology. They share their passion for haptics and a whole lot of information about haptics. This shows that the organization is quite in the virtual reality world and into making the interaction between a human being and a machine more ‘’humane’’. Which also has a BIG influence on the combination of virtual reality and education.
Literature Review of #VirtualReality
On the Usability and Likeability of Virtual Reality Games for Education: The Case of VR-ENGAGE
The popularity of artificial intelligence and virtual reality in combination with software games has been increasing a lot among children and teenagers. Many empirical studies confirm that software games constitute the principal way that children and teenagers/youngsters become acquainted with the use of computers and devote a lot of their time on them (Mumtaz, 2001).
Most people may think that gaming will be a bad influence on students’ grades and educational behaviour. What people actually don’t know is that there is something like educational software games which aim at increasing the motivation and engagement of students while they’re learning. Likeability is one of the key issues that games with educational content are struggling with. Games tend to have very complex user interfaces to become more attractive, but if they acquire educational content, they may lose their attractiveness because commercial games have more of an appeal to people.
However, most of these games are created with entertainment as their main goal, they don’t aim at creating educational games for the users. But there are still technologists who try to create software that will motivate and will engage students in learning. It has shown that if you are actively engaged in a learning activity it’s beneficial for learning. Hybrid applications that combine education and entertainment are often called ‘’edutainment’’.
But before we bring software games that are educational for the students in the classrooms, there are a few issues that need to be checked first. The most important thing is that the games need to be usable and likeable by the majority of the students. The likeability is mostly affected by usability: this means that the less usable a game is, the less likeable it will be for users. If there are students who don’t like these games and find it difficult to interact with games, then instead of helping these students in their learning process, it will do the opposite and it might cause problems to their results.
Besides this, there are also other issues that affect the likeability of educational software games. The unavoidable competition of educational games with commercial games is one of these issues. It affects the tastes of the users, especially if they have a lot of experience with commercial games already. There are already some criticisms from researchers concerning the quality of the existing educational games, for example, Brody (1993) pointed out that there are produced some not-very-educational games and some not very-entertaining learning activities. Having this said, educational games should be examined before educational games become an option in classrooms.
There is a game, called VR-Engage, and the purpose of this game is to teach children geography through a virtual reality adventure game. The conclusion is that the usability and likeability aspects of an educational game are the key points to look out for when proposing it to classrooms because we don’t want to make the students’ learning process more difficult than it already is.
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