scholarly journals 3D AutoSysLab Prototype - A Social, Immersive and Mixed Reality Approach for Collaborative Learning Environments

2012 ◽  
Vol 2 (2) ◽  
pp. 15 ◽  
Author(s):  
Frederico Menine Schaf ◽  
Suenoni Paladini ◽  
Carlos Eduardo Pereira

<span style="color: #000000;"><span style="font-family: Times New Roman,serif;"><span style="font-size: x-small;">Recent evolutions of social networks, virtual environments, Web technologies and 3D virtual worlds motivate the adoption of new technologies in education, opening successive innovative possibilities. These technologies (or tools) can be employed in distance education scenarios, or can also enhance traditional learning-teaching (blended or hybrid learning scenario). It is known and a wide advocated issue that laboratory practice is essential to technical education, foremost in engineering. In order to develop a feasible implementation to this research area, a prototype was developed, called 3DAutoSysLab, in which a metaverse is used as social collaborative interface, experiments (real or simulated) are linked to virtual objects, learning objects are displayed as interactive medias, and guiding/feedback are supported via an autonomous tutoring system based on user's interaction data mining. This prototype is under test, but preliminary applied results indicate great acceptance and increase of motivation of students.</span></span></span>

Author(s):  
Silvia Panzavolta

The contribution aims at exploring previous and current practices of use of virtual environments, 3d Virtual Worlds also, for inclusion in education. There are many experiences of developing and using virtual environments for the inclusion of disabled and problematic students (autistic student, Asperger Syndrome students, dyslexic students, etc.). The majority of the experimentations gave important beneficial results. In particular, the essential technological characteristics of VR that are beneficial for inclusion are: immersion, presence, interaction, transduction and conceptual change. The design of those environments is sometimes conceived together with the final users, applying participatory design techniques. Virtual environments and Virtual Worlds are being used also in the management of drop-out rates and school failure, by using it for curricular diversification classroom with students in a situation of educational exclusion or academic failure. The contribution will discuss 7 cases of successful use of Virtual Reality at school, ranging from primary to secondary education.


2020 ◽  
Vol 17 (2) ◽  
pp. 485-512
Author(s):  
Sevda Ceylan Dadakoğlu ◽  
Şeniz Aksoy

Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and its general characteristics were defined.In addition, the use of Second Life in education, construction and content creation within the application, art and design making and art education were discussed. For this reason, examples of the artists using the Second Life application were given and some of the educational practices related to how Second Life was used in art and design education were included. In the conclusion part, with the development of technology and the use of virtual worlds in education, the gains that can be achieved in art classes were also included. In this context, the importance of the use of technology, various computer applications (VR, augmented reality applications, etc.) and 3D virtual worlds was mentioned in terms of today's art education gains. It was also stated that the ways of incorporating technology into art education should be questioned. ​Extended English summary is in the end of Full Text PDF (TURKISH) file.   Özet Teknolojinin hızla ilerlemesine bağlı olarak eğitim ve öğretim alanında birçok ortam, araç ve yöntem geliştirilmektedir. Bu yeniliklerin içerisinde son yıllarda sıkça karşılaştığımız sanal dünyalarda eğitim ve üç boyutlu eğitim teknolojileri de yer almaktadır. Üç boyutlu eğitim teknolojilerinin iyileştirilmesiyle beraber “3B sanal dünyalarda öğrenme”nin ön plana çıktığı bilinmektedir. Buna bağlı olarak eğitimin tüm kademelerinde, öğrenme ve öğretme sürecinde sanal ortamların işe koşulduğundan söz edilmektedir. Bu araştırmada üç boyutlu, çevrimiçi bir yaşam simülasyonu olan ve alternatif bir öğretim ortamı olarak tanımlanabilen Second Life sanal dünyası incelenmiştir. Bu makalenin amacı; sanat ve tasarım eğitiminde kullanılabilecek sanal ortamlardan Second Life’ı tanıtmak, bu konuda teorik bir perspektif kazandırmak, 3B sanal dünyaları eğitim amaçlı kullanmak isteyen araştırmacı ve öğretmenlere katkı sağlamak ve bu ortamda yapılacak araştırmalar için kuramsal zemin oluşturmaktır. Bu nedenle öncelikle 3B sanal dünyalara genel bir çerçeveden bakılmıştır. Ardından 3B sanal ortamlardan Second Life uygulaması detaylı bir biçimde incelenerek genel özellikleri tanımlanmıştır. Second Life uygulamasının eğitimde kullanılması, uygulama dâhilinde inşa ve içerik oluşturma, sanat ve tasarım yapma ve sanat eğitimi konusu tartışılmıştır. Daha sonra Second Life uygulamasını kullanan sanatçılara örnekler verilmiş ve Second Life’ın sanat ve tasarım eğitiminde nasıl kullanıldığına ilişkin eğitim uygulamalarından bazılarına yer verilmiştir. Sonuç kısmında teknolojinin gelişmesi ve sanal dünyaların eğitimde kullanımıyla beraber sanat derslerinde elde edilebilecek kazanımlar yer almıştır. Buna bağlı olarak teknolojinin, çeşitli bilgisayar uygulamalarının (VR, artırılmış gerçeklik uygulamaları, vb.) 3B sanal dünyaların eğitimde kullanılmasının günümüz sanat eğitimi kazanımları açısından önemine değinilmiştir. Ayrıca sanat eğitimine teknolojinin dâhil edilme biçimlerinin sorgulanması gerektiği ifade edilmiştir.


Author(s):  
Mark Childs

This chapter aims to provide a background to two aspects that figure prominently in later chapters of this book, by introducing many of the concepts relevant to them, and establishing a consistent terminology with which to describe them. The first of these aspects is that of the technological platforms employed. Technological platforms are used in a range of different activities within interprofessional learning. These activities include accessing learning objects, conducting situative learning in order to establish jointly developed knowledge, providing an opportunity to develop an online professional identity and creating links within a community. In this discussion, one particular platform is particularly referred to throughout. That is the immersive virtual worlds (IVW), also referred to as multi-user virtual environments (MUVE). This is to provide more information for those unfamiliar with immersive virtual worlds and because these particular environments form the basis of many of the case studies described in the remainder of the book. Experience of virtual worlds also indicates that they may have special relevance to interprofessional education, particularly around notions of ‘presence’, ‘embodiment’ and ‘identity’, and these are concepts that have been given a fuller explanation for this reason. Secondly, a range of different theoretical frameworks for understanding the education activities and interactions that take place using these technological platforms are introduced and discussed.


2020 ◽  
Vol 11 (1) ◽  
pp. 338
Author(s):  
George Margetis ◽  
Konstantinos C. Apostolakis ◽  
Stavroula Ntoa ◽  
George Papagiannakis ◽  
Constantine Stephanidis

Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition.


Author(s):  
Fabrício Herpich ◽  
Leandro Rosniak Tibola ◽  
Patricia Fernanda da Silva ◽  
Liane Margarida Rockenbach Tarouco

Labs are needed in science education, and schools usually lack appropriate conditions to provide active learning activities with experience. In schools, the lack of labs for science education is usual. The new technologies of 3D virtual worlds allow the user, through immersive virtual worlds, or metaverses, to experience situations similar to those possible in a real environment. A solution to the lack of labs is the virtual labs, which consist of virtual representations that reproduce the environment of a real lab. These are applications based on simulations, offering computational representations of reality. The simulation of concrete and real situations gives the student the opportunity to experiment, actively participating in the learning process by performing experiments that would otherwise not be possible due to safety issues (possible damage to students or the environment) or economy (cost of components involved and derived from the creation and operation of the lab). These virtual labs can be implemented on personal computers that exist in schools or even in the student's home. Users can work in the virtual lab, through their avatars, using experiments provided there, as well as acting collaboratively.


2020 ◽  
Vol 312 ◽  
pp. 06001 ◽  
Author(s):  
Austin DaValle ◽  
Salman Azhar

The construction industry often falls short of other industries in terms of innovation; overall productivity within the construction industry has remained nearly flat for fifty years. As such, the industry is frequently exploring new technologies with the potential to increase its work efficiency as well as productivity. Mixed Reality (MR), which allows for the blending of real and virtual worlds, is one such technology that has a capability to improve productivity. The aim of this research study is to test MR’s potential as an onsite assembly tool in construction. The study more specifically determined if holographic BIM models, spatially anchored in 1:1 ratio over active construction sites, could provide trades’ sufficient information to assemble and install their work without using paper plans. A controlled experiment was designed to test if the electrical and plumbing components of a mock-bathroom could be installed only with MR. A total of 5 sub-groups, each consisting of two participants, took part in this experiment and the time is taken by each sub-group (i.e. the MR group) to complete the assembly was recorded. This was then compared with the time taken by a similar number of sub-groups (i.e. the Control group) to complete the same assembly using paper plans only. The analysis indicates that on average the MR group took approximately 9% less time as compared to the Control group. Qualitative analysis via a post-exercise questionnaire found several technological limitations that the MR must overcome before it sees widespread implementation as a tool for guiding construction assembly. The post-exercise questionnaire also gathered participants’ perceptions about MR potential in construction. This paper highlights the benefits and limitations of the MR technology in construction along with recommendations for improvement as well as future research.


2021 ◽  
Vol 14 (1) ◽  
Author(s):  
Juliano Morimoto ◽  
Fleur Ponton

AbstractThe technological revolution of past decades has led teaching and learning of evolutionary biology to move away from its naturalist origins. As a result, students’ learning experiences and training on the science of natural history—which entails careful observations and meticulous data curation to generate insight—have been compromised compared with the times of the pioneers in the field. But will technology cause the extinction of natural history in its traditional form? In this essay, we provide a visionary—albeit not yet possible—perspective of the future of natural history in the technological era. We review the main concepts and applications of key state-state-of-the-art technologies to the teaching and learning of Biology including Virtual and Mixed Reality (VMR). Next, we review the current knowledge in artificial life, and describe our visionary model for the future of natural history voyages—the BioVR—which is an immersive world where students can experience evolution in action, and also shape how evolution can occur in virtual worlds. We finish the essay with a cautionary tale as to the known negative sides of using VMR technologies, and why future applications should be designed with care to protect the intended learning outcomes and students’ experience. Our aim is to stimulate debates on how new technologies can revolutionise teaching and learning across scenarios, which can be useful for improving learning outcomes of biological concepts in face-to-face, blended, and distance learning programmes.


2018 ◽  
pp. 566-581
Author(s):  
Silvia Panzavolta

The contribution aims at exploring previous and current practices of use of virtual environments, 3d Virtual Worlds also, for inclusion in education. There are many experiences of developing and using virtual environments for the inclusion of disabled and problematic students (autistic student, Asperger Syndrome students, dyslexic students, etc.). The majority of the experimentations gave important beneficial results. In particular, the essential technological characteristics of VR that are beneficial for inclusion are: immersion, presence, interaction, transduction and conceptual change. The design of those environments is sometimes conceived together with the final users, applying participatory design techniques. Virtual environments and Virtual Worlds are being used also in the management of drop-out rates and school failure, by using it for curricular diversification classroom with students in a situation of educational exclusion or academic failure. The contribution will discuss 7 cases of successful use of Virtual Reality at school, ranging from primary to secondary education.


Author(s):  
Nicoletta Sala

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.


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