9 research outputs found

    Artificial intelligence in 3D virtual environments as technological support for pedagogy

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    This paper researches the opportunities available to use 3D Virtual learning Environments (3D VLEs), such as Second Life, to create e-learning Project Innovation for students using 3D Virtual Design concepts and programming. This entails the use of programming and coding to create bots (artificial intelligence robotic avatars) that can be used to direct interactive teaching and learning activities inside a 3D VLE. Moreover, through the creation and coding of holographic platforms (holodecks) inside 3D VLEs, diverse classroom and environmental settings can be created to aid in the elearning process and help the students themselves to use this technique to create immersive 3D projects e.g. 3D catalogues and exhibitions. This is in addition to the prospects of using these holodecks for educational role-play activities, modelling activities and interactive discussions and seminars

    Creating smarter teaching and training environments: innovative set-up for collaborative hybrid learning

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    This paper brings together previous work from a number of research projects and teaching initiatives in an effort to introduce good practice in setting up supportive environments for collaborative learning. The paper discusses prior use of social media in learning support, the role of dashboards for learning analytics in Global Software Development training, the use of optical head-mounted displays for feedback and the use of NodeXl visualization in managing distributed teams. The scope of the paper is to provide a structured approach in organizing the creation of smarter teaching and training environments and explore ways to coordinate learning scenarios with the use of various techniques. The paper also discusses challenges from integrating multiple innovative features in educational contexts. Finally the paper attempts to investigate the use of smart laboratories in establishing additional learning support and gather primary data from blended and hybrid learning pilot studies

    Creating smarter teaching and training environments: innovative set-up for collaborative hybrid learning

    Get PDF
    This paper brings together previous work from a number of research projects and teaching initiatives in an effort to introduce good practice in setting up supportive environments for collaborative learning. The paper discusses prior use of social media in learning support, the role of dashboards for learning analytics in Global Software Development training, the use of optical head-mounted displays for feedback and the use of NodeXl visualization in managing distributed teams. The scope of the paper is to provide a structured approach in organizing the creation of smarter teaching and training environments and explore ways to coordinate learning scenarios with the use of various techniques. The paper also discusses challenges from integrating multiple innovative features in educational contexts. Finally the paper attempts to investigate the use of smart laboratories in establishing additional learning support and gather primary data from blended and hybrid learning pilot studies

    The role of architectural design in virtual worlds for educational purposes

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    This paper discusses the investigation of how architectural digital design elements of virtual worlds affect learning experiences. In particular, the research study focused on 3D virtual educational facilities and their impact on learning experience in comparison to real life in-class experiences. Emphasis is given on how a range of learning objectives affect design efforts in virtual worlds intended for supporting learning activities. Examples of how virtual worlds may transform learning experiences include information retention, participation and enjoyment. The paper considers design elements that have a causal effect to such learning objectives and considers what design recommendations could be used to enhance the student’s overall learning experience in 3D VLEs

    What learners want from educational spaces? A framework for assessing impact of architectural decisions in virtual worlds

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    In this paper we provide a revised presentation of our investigation of how architectural digital design elements of virtual worlds affect learning experiences. The paper provides an initial reflection on learners’ requirements for 3D virtual worlds. Emphasis is given on determining a typology of learning requirements affecting the design of 3D Virtual Learning Environments (VLE). In particular, the research study focused on 3D virtual educational facilities and their impact on learning experience in comparison to real life in-class experiences, by introducing optimum 3D virtual world features in spaces, and turning them into learning places. Emphasis is given on how a range of learning objectives affect design efforts in virtual worlds intended for supporting learning activities. Examples of how virtual worlds may transform learning experiences include information retention, participation and enjoyment. The paper considers design elements that have a causal effect to such learning objectives and considers what design recommendations could be used to enhance the student’s overall learning experience in 3D VLEs. The paper investigates the impact of architectural design guidelines in relation to several features including space shape, size dimensions and height, interior lighting and open walls, colours, textures, floor, wall and ceiling design, architecture style, window design, seating arrangements, and building entrance

    WSN based sensing model for smart crowd movement with identification: a conceptual model

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    With the advancement of IT and increase in world population rate, Crowd Management (CM) has become a subject undergoing intense study among researchers. Technology provides fast and easily available means of transport and, up-to-date information access to the people that causes crowd at public places. This imposes a big challenge for crowd safety and security at public places such as airports, railway stations and check points. For example, the crowd of pilgrims during Hajj and Ummrah while crossing the borders of Makkah, Kingdom of Saudi Arabia. To minimize the risk of such crowd safety and security identification and verification of people is necessary which causes unwanted increment in processing time. It is observed that managing crowd during specific time period (Hajj and Ummrah) with identification and verification is a challenge. At present, many advanced technologies such as Internet of Things (IoT) are being used to solve the crowed management problem with minimal processing time. In this paper, we have presented a Wireless Sensor Network (WSN) based conceptual model for smart crowd movement with minimal processing time for people identification. This handles the crowd by forming groups and provides proactive support to handle them in organized manner. As a result, crowd can be managed to move safely from one place to another with group identification. The group identification minimizes the processing time and move the crowd in smart way
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