Course: Live in Second Life

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Course title Live in Second Life
Course code KAE/LSL
Organizational form of instruction Seminary
Level of course Bachelor
Year of study not specified
Semester Winter and summer
Number of ECTS credits 4
Language of instruction Czech
Status of course Compulsory-optional
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
Lecturer(s)
  • Koníčková Šárka, Mgr. Ph.D.
Course content
1. Introduction to Virtual reality and augmented reality (AR). Role of social networks. 2. Creation of avatar, entering Second Life, basic skills in communicating and moving in virtual space. Work with the e-portfolio. 3. Use of VR and AR in tourism: Virtual travelling vs. travelling with virtual assistant. 4. Use of VR and AR in entertainment industry.¨ 5. Use of VR and AR in education. 6. Use of VR and AR in industry and other parts of economy. 7. Bots and use of artificial intelligence in VR and AR. 8. VR and AR devices and so called wearables. 9. Use of digital currency. 10. Use of VR and AR in Human Resource Management. Simulation of job interview. 11. Use of VR and AR in Sales and Marketing. 12. VR and AR and their role in collaborative economy. Presentation of student's papers starts at 6th lesson.

Learning activities and teaching methods
Dialogic Lecture (Discussion, Dialog, Brainstorming), Activating (Simulations, Games, Dramatization)
  • Semestral Work - 25 hours per semester
  • Attendace - 25 hours per semester
  • Homework for Teaching - 25 hours per semester
  • Preparation for the Course Credit - 25 hours per semester
Learning outcomes
The goal of the course is to introduce students to virtual and augmented reality and to their use in selected parts of economy and company environment. We focus on virtual world Second Life, which allows us to examine virtual reality. Students are developing skills necessary to have for efficient working in virtual worlds and getting familiar with new progress in information and communication technologies. The users create avatars their digital representatives in 3D environment Second Life. The activities are often based on team cooperation, for example business meetings, development and design of products, education of employees, distance learning. Other 3D environments are examined and the findings are compared to current trends in virtual and augmented reality field. During the course students will be using communication skills in English.
Knowledge:The graduate is able to describe current trends in the use of virtual and augmented reality. Competences: Student is able to create and control avatars digital representatives. The graduate is able to present in virtual environment and work with an e-portfolio. Capabilities: Student is able to work in teams and run business meetings in virtual environment.
Prerequisites
The communication skills in English, French or Spanish are recommended. Open attitude towards new technology.

Assessment methods and criteria
Analyssis of the Student's Portfolio, Seminar Work

At the end of the course students are required to present a paper to prove their knowledge and skills and a short interview is held online. The main requirement is to perform tasks assigned by teacher continuously during whole year, to prepare an e-portfolio and to present a paper in virtual environment at the end of the course. Furthermore, the attendance in lessons of 80% is required. Students are required to have an Internet access from their own computer device (for example at home) and upload Skype or Skype for Business application. Lessons are held online with the exception of first two lessons, when presence of students is required.
Recommended literature
  • http://net.educause.edu/ir/library/pdf/ELI7038.pdf.
  • http://www.slbrief.com/.
  • International Journal of Virtual and Augmented Reality.
  • www.secondlife.cz.
  • Deutchmann M. and Molka-Danielsen, J. (ed.) . (2009). Learning and Teaching in the Virtual World of Second Life. Trondheim.
  • Duarte, D.,L., Snyder N.T. (2011). Mastering Virtual Teams: Strategies, Tools, and Techniques That Succeed. New York.
  • Jung, T., Dieck, M. (Eds.). (2018). Augmented and Virtual reality: Empowering Human, Place and Busines.
  • JVWR Editorial Team. Journal of Virtual Worlds Research.
  • O'Connell, J. , Groom, D. (2010). Virtual Worlds. Melbourne.
  • Peachey, A.; Gillen, J.; Livingstone, D.; Smith-Robbins, S. (2010). Researching Learning in Virtual Worlds Researching Learning in Virtual Worlds. Berlin.
  • Senges, M., Praus, T. (2007). A Second Life beginner?s guide. Cambridge University Press.
  • www.secondlife.com. www.secondlife.com.


Study plans that include the course
Faculty Study plan (Version) Category of Branch/Specialization Recommended year of study Recommended semester
Faculty: Faculty of Arts Study plan (Version): Applied Economic Studies (2015) Category: Economy - Recommended year of study:-, Recommended semester: -