31,811 research outputs found

    Integration of virtual reality within the built environment curriculum

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    Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments

    Extending the palette: an analysis of the heterogeneity of techniques for communicating space

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    This study offers an analysis of the increasing range of communication methods required by the emerging profession of the architectural technologist. It reviews the process of introducing methods of communication into the academic curriculum of undergraduate architectural technology students who have a need to select appropriate techniques in order to communicate to various stakeholders, design teams and clients. The paper reviews the integration of three-dimensional computer modelling technologies for the analysis and communication of proposed designs and considers the knowledge and skills which will be required to enable effective representation of increasingly complex buildings

    The role of virtual reality in built environment education

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    This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of VR and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim, a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and VR into built environment subject areas. Although two-dimensional (2D) representations have been greatly accepted by built environment professions and education, 3D computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The study attempts to understand the values and challenges of integrating visualisation technologies into built environment teaching and investigates tutors’ perceptions, opinions and concerns with respect to these technologies. The study reports on the integration process and considers how 3D computer modelling and VR technologies can combine with, and extend, the existing range of learning and teaching methods appropriate to different disciplines and programme areas

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm

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    This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented

    Genuine lab experiences for students in resource constrained environments: The RealLab with integrated intelligent assessment.

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    Laboratory activities are indispensable for developing engineering skills. Computer Aided Learning (CAL) tools can be used to enhance laboratory learning in various ways, the latest approach being the virtual laboratory technique that emulates traditional laboratory processes. This new approach makes it possible to give students complete and genuine laboratory experiences in situations constrained by limited resources in the provision of laboratory facilities and infrastructure and/or where there is need for laboratory education, for large classes, with only one laboratory stand. This may especially be the case in countries in transition. Most existing virtual laboratories are not available for purchase. Where they are, they may not be cost friendly for resource constrained environments. Also, most do not integrate any form of assessment structure. In this paper, we present a very cost friendly virtual laboratory solution for genuine laboratory experiences in resource constrained environments, with integrated intelligent assessment

    Redressing disadvantage and ensuring social cohesion: the role of distance education and elearning policies in the European Union 1957-2007

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    This paper analyses the development and implementation of the European Union's policies in distance higher education and elearning since the 1957 Treaty of Rome. Distance education emerged in the 1960s and 70s as an instrument at national level to redress disadvantage, and to provide flexible, high-quality and cost-effective access to higher education to adults who were unable, for geographical, employment or personal reasons, to attend on-campus. Analysis of EU policy documents and interviews with key individuals indicates that the support of influential policy entrepreneurs and networks brought distance education to the centre stage in EU education and training policy for a brief period in the early 1990s, culminating in the Maastricht Treaty on European Union (1992), which committed the EU to ‘encouraging the development of distance education’. Since then, distance learning has been superceded by elearning, and is linked in EU rhetoric to social cohesion in the context of making Europe the most competitive economy in the world. Yet, despite the great potential of elearning, this paper outlines the challenges to its wider adoption. These include the persistence of the digital divide in Europe; student resistance to elearning approaches; and the problem of achieving cost-effectiveness in elearning. Much remains to be done to ensure the flexibility in terms of time, place, pace, and indeed accessibility, which would enable adult students to participate in lifelong learning on a truly democratic basis
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