scholarly journals Virtual training on virtual environments: an online open-source introduction to conda

2021 ◽  
Vol 4 (46) ◽  
pp. 130
Author(s):  
Marisa Lim ◽  
Abhijna Parigi ◽  
Saranya Canchi ◽  
Jose Sanchez ◽  
Jeremy Walter ◽  
...  
Author(s):  
Niccolo Capanni ◽  
Daniel C. Doolan

During the course of this chapter, the authors will examine the current methods of pedagogical teaching in higher education and explore the possible mapping into a multi-user virtual environment. The authors consider the process of construction and delivery for a module of student education. They examine the transition of delivery methods from the established, slow changing traditional media, to the modern flexibly of community based, open source driven methods which are the foundation of virtual environments.


Author(s):  
Dawei Jia ◽  
Asim Bhatti ◽  
Saeid Nahavandi

Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users’ perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.


2012 ◽  
pp. 900-913
Author(s):  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos ◽  
Stavros Demetriadis ◽  
Andreas S. Pomportsis

This chapter compares the potential of Learning Management Systems (LMSs) and Multi-User Virtual Environments (MUVEs) to facilitate the implementation of traditional face to face collaborative learning techniques in an online environment and discusses the benefits and challenges of an integrated approach. Initially, the chapter focuses on the application of collaborative learning techniques in traditional and computer supported didactical settings. Following this, the practice of utilizing LMSs in the contemporary educational process is analyzed, and the use of MUVEs in order to facilitate collaborative learning at a distance is subsequently presented. Ultimately, the chapter aims to clarify how the fruitful combination of these two technological approaches to the collaborative learning pedagogy can both diminish their weaknesses and amplify their strengths. For this reason, the final section of the chapter focuses on presenting an integrated approach, which merges two open source solutions: the popular LMS Moodle with the promising MUVE OpenSim.


2018 ◽  
Vol 40 (4) ◽  
pp. 393-404
Author(s):  
Ngoc Hong Nguyen

This article aims to investigate the generative process of urban development using simulation methods. The open-source platform OpenSim was used to allow participants to build immersive virtual environments representing the ancient town of Hoian, Vietnam. Patterns and urban properties are implemented as rules of generative process in urban design. This research not only corroborates Alexander’s methods but significantly improves his and colleagues’ method in providing a clear approach in generative process in urban design. Through the immersive environment of OpenSim, communities are able to establish effective public participation in planning their neighborhood as well as build and test urban codes.


Author(s):  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos ◽  
Stavros Demetriadis ◽  
Andreas S. Pomportsis

This chapter compares the potential of Learning Management Systems (LMSs) and Multi-User Virtual Environments (MUVEs) to facilitate the implementation of traditional face to face collaborative learning techniques in an online environment and discusses the benefits and challenges of an integrated approach. Initially, the chapter focuses on the application of collaborative learning techniques in traditional and computer supported didactical settings. Following this, the practice of utilizing LMSs in the contemporary educational process is analyzed, and the use of MUVEs in order to facilitate collaborative learning at a distance is subsequently presented. Ultimately, the chapter aims to clarify how the fruitful combination of these two technological approaches to the collaborative learning pedagogy can both diminish their weaknesses and amplify their strengths. For this reason, the final section of the chapter focuses on presenting an integrated approach, which merges two open source solutions: the popular LMS Moodle with the promising MUVE OpenSim.


Author(s):  
Michelangelo Tricarico

This chapter will report the experiences and skills gained during the “Escape Room at Edu3D” project developed within the Craft World virtual world, by the Edu3D open source learning community, which has long been dedicated to teaching innovation in the environment virtual, thanks to the collaboration of experts, technicians, and volunteer teachers passionate about digital architecture. The developed project has led to a review of the escape rooms, which we are normally used to associating with role-playing games in which competitors are locked in themed rooms and must try to go out collecting clues and solving puzzles, puzzles, codes, and riddles, giving them a teaching key.


Author(s):  
Syed T. Mubarrat ◽  
Oluwatosin Opafunso ◽  
Suman K. Chowdhury

In this study, we evaluated the user experience of a physically interactive virtual reality (VR) system, which was developed to provide passive kinesthetic haptics in order to enhance motor learning functions during an occupational virtual training. We compared the user experience (e.g., perceived ease-of-use, ease-of-learning, and usefulness) and the functional workload between real and virtual environments by simulating a pick-and-place lifting task in both environments. Results showed an increase in user experience— such as ease of use and learning and usefulness—and a decrease in the overall functional workload with the progression of successive VR tasks.


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