4,439 research outputs found

    Emerging technologies for learning report (volume 3)

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    From Multi-User Virtual Environment to 3D Virtual Learning Environment

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    While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi‐user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the use of virtual worlds for education, from informal learning to formal instruction, and consider what is required to turn a virtual world from a Multi‐User Virtual Environment into a fully fledged 3D Virtual Learning Environment (VLE). In this we focus on the development of Sloodle – a system which integrates the popular 3D virtual world of Second Life with the open‐source VLE Moodle. Our intent is not simply to provide additional learning support features for Second Life, but to study more generally the ways in which integrated virtual environments can benefit teaching and learning, and this is the focus of our closing discussion

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    The Immersive Education Laboratory: understanding affordances, structuring experiences, and creating constructivist, collaborative processes, in mixed-reality smart environments

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    In this paper we describe how the iClassroom and other technologies are providing the testbed through which we are able to design, develop, and research future intelligent environments. We describe the process of distinguishing between the technical and pedagogical aspects of immersive learning environments, while simultaneously considering both in the redefinition of effective intelligent learning spaces. This paper describes how our laboratory is working on specific projects that increase our understanding of the distinct advantages of technical design elements, like immersive visual displays, and pedagogical design elements that need to be in place as we go through the process of structuring learning situations that create constructivist, collaborative experiences. We describe specific technologies and their design across these multiple dimensions and the ways in which they are helping us better understand how to maximize technological affordances for increased positive learning outcomes. Finally, through this design research process, as we begin to better understand the affordances and iteratively create design guidelines, our hope is that eventually a prescriptive framework emerges that informs both the practice of embedded technology development and the deliberate incorporation of technical attributes into both the educational space and the pedagogy through which students learn

    3D Spaces in Software Engineering: From K-12 to Life Long Learning

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    Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either in games or social online communities (Prensky 2001). Increasingly this cohort of students will expect to use virtual worlds to learn, and educators are wise to prepare. Indeed 3D Spaces will likely become one of the major platforms for distant learning as well as for virtual teams of software engineers to both work and socialize. In the context of software engineering, this paper discusses the benefits for early movers to integrate 3D Spaces in the classroom, project meetings and vocational training. The focus is set on life-long learning and the specific methodology of 3D Space integration is demonstrated over all stages - from childhood to the workplace

    Snap2Diverse: Coordinating Information Visualizations and Virtual Environments

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    The field of Information Visualization is concerned with improving with how users perceive, understand, and interact with visual representations of data sets. Immersive Virtual Environments (VEs) excel at providing researchers and designers a greater comprehension of the spatial features and relations of their data, models, and scenes. This project addresses the intersection of these two fields where information is visualized in a virtual environment. Specifically we are interested in visualizing abstract information in relation to spatial information in the context of a virtual environment. We describe a set of design issues for this type of integrated visualization and demonstrate a coordinated, multiple-views system supporting 2D and 3D visualization tasks such as overview, navigation, details-on-demand, and brushing-and-linking selection. Software architecture issues are discussed with details of our implementation applied to the domain of chemical information and visualization. Lastly, we subject our system to an informal usability evaluation and identify usability issues with interaction and navigation that may guide future work in these situations

    Gather round the wiki-tree : virtual worlds as an open platform for architectural collaboration

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    The growth of internet based communication has facilitated the development of open source, collaborative projects. Here we describe the results of three 'Wikitecture' experiments in collaborative, open source architectural design within the virtual world Second Life. We describe the in-world platform developed and its use for a design competition entry. Issues such as contribution assessment and the role of open source collaborative design in architecture and construction are discussed, concluding with a wish list for future enhancements

    The Immersive Power of Augmented Reality

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    Augmented reality is one of the technologies that have received great attention and interest in recent years. In a world where the boundaries between the real and the virtual are blurring, this immersive technology enriches and complements the reality with digital content and allows people to gain a complete and real sense of the objects around them. Currently, the applications of augmented reality go beyond the domains of games and entertainment and are aimed at taking the full advantage of the technology in areas such as medicine, architecture, business, tourism, education and more. The current paper presents the essence of technology and types of augmented reality systems. The basic approaches for creating augmented reality applications are discussed. Specific examples of the application of the technology in the field of education are given-an augmented book and augmented reality educational projects, whose purpose is to make learning an interesting, immersive, engaging and motivating process
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