Software Engineering Competence-Based Learning in Collaborative Virtual Environments

Author(s):  
Nicolas Battaglia ◽  
Carlos Neil ◽  
Marcelo De Vincenzi
2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


1997 ◽  
Vol 29 (15) ◽  
pp. 1751-1761 ◽  
Author(s):  
Steve Benford ◽  
Dave Snowdon ◽  
Chris Brown ◽  
Gail Reynard ◽  
Rob Ingram

2010 ◽  
Vol 14 (4) ◽  
pp. 229-240 ◽  
Author(s):  
Nasser Nassiri ◽  
Norman Powell ◽  
David Moore

An integrative art-science approach to teaching is described, involving imaging concepts about science, with three approaches to integration of art and science: 1) visual presentation of scientific concepts, 2) creating art by finding inspiration in a science-based topic, 3) learning visually for other courses taken concurrently by arranging data into a structured whole. The next part of the chapter is about several dimensions that seem important in blended and online learning regarding social networking and the collaborative virtual environments. Virtual education in a first life and a Second Life classroom environment is discussed next.


Sign in / Sign up

Export Citation Format

Share Document