PhD

By ullakon

Cognitive Fitness in 3D metaverses

Developing a learning design for people with aphasia

The object of my research project is to develop a community-centered learning design for rehabilitation in 3D metaverses.

The purpose is to study, how interaction in a virtual cognitive fitness center might contribute reconstruction of the communication competency among people with aphasia caused by a brain injury (due to i.e. apoplexy or other injuries where the blood vessels of the brain are damaged) The project will focus on how learning in communities of practice, knowledge-sharing, perception and emotional impacts in the 3D metaverse affects actions, socialization and communication.

My research approach is planned to be a blend of design based research and empirical studies. By designing a virtual rehabilitation environment, a so called Cognitive Fitness Center in a 3D metaverse, Second Life (SL), combined with case studies of communicative activities in the environment, I want to establish cycles of design, enactment, analysis and redesign. My research will throughout the process both be related to a conceptual understanding of communication, language and cognition, and to psychology and neurobiology. Based on brain research the project will explore the possibilities for strengthen the neural network, communication and recounting identity.

Research and practice within the field of computer mediated communicative and cognitive rehabilitation of adults with brain injuries have primarily focused on Web 1.0 (transmission, sending/receiving, reading) (Wertz, 1992; Magnusson, 2000; Fredens, 2004) and an increasing use of Web 2.0 (Konnerup & Schmidt 2006). The research indicates that interacting and participation in Web 2.0-based communities of practice strengthen cognition, communication and acting competency

Immersive Virtual Worlds (IVW) opens up for bodily immersion and interacting in 3D metaverse through avatar mediating. Related to the target group, this dimension has a particular interest since many have physically or/and cognitive difficulties

Brain research has shown that nerve cells can proliferate throughout life, and that the damaged nerve cells can form new ramifications that new neurons are developing on the basis of stem cells and nerve cells can divide, if they are stimulated. (Bjarkam, 2004; Goldberg, 2005) Further more it has been shown that some brain cells, called mirror neurons, respond to other people’s acts in the same way as if they themselves had performed the act – meaning that the brain is activated by ideas about actions (Rizzolatti 2008). If the nervous system is challenged and stimulated and senses and emotions are affected positively, the neuroplastisity will make people able to learn throughout their lives – even after a brain injury. Being challenged the brain develops; and context and feedback plays a key role in the ability to learn. (Bjarkam, 2004, Peace, 2004, Goldberg, 2005).

The project is based on an assumption that the involvement of body and nonverbal activities will affect the brain reestablishing process positively and promote cognitive and communicative functions. 3D metaverses provide the opportunity for use of multiple sensory stimuli, and for the promotion and development of the nervous lanes in the brain. Moreover, experiences and action on a conception level might stimulate nerve cells.

The project is based on the following research questions:

How can the participation and interaction in 3D metaverses develop, socialize and train cognition, action- and communication skills of people with brain injuries. Including the question of whether 3D metaverses offers special opportunities to facilitate learning and (re)develop communicative competence in an active interaction with the media, other participants and professionals and thus develop skills and strategies that enable them to maintain themselves as knowing and formed human beings.


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networking, Virtual Worlds,eLearning, NoEL,community, social learning, virtual, Second Life


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