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Virtual reality for collaborative e-learning

Teresa Monahan, Gavin McArdle, Michela Bertolotto
2008 Computers & Education  
This web-based system uses Virtual Reality (VR) and multimedia and provides communication tools to support collaboration among students.  ...  A multitude of systems are now available to manage and deliver learning content online.  ...  CLEV-R CLEV-R, a Collaborative Learning Environment with Virtual Reality is a web-based multi-user 3D environment that can be used for real-time teaching and as a tool for students to communicate and collaborate  ... 
doi:10.1016/j.compedu.2006.12.008 fatcat:c4p5xloamralvd6oymkrep7if4

Interaction design studio learning in virtual worlds

Spyros Vosinakis, Panayiotis Koutsabasis
2013 Virtual Reality  
The paper suggests that Virtual Worlds (VWs) have many unique advantages for supporting interaction design studio activities, provided that they are designed to include appropriate workplaces and interactive  ...  We found that the VW design studio is an engaging and constructive experience for students: in the VW environment students and tutors held many online meetings, and students constructed several models  ...  Design practice refers to the acts of putting the design into form and function with various materials ranging from paper and pencil to CAD (Computer-Aided Design) and prototyping systems.  ... 
doi:10.1007/s10055-013-0221-1 fatcat:agcbom6rknay7nv3flzxilye5y

Social viewing in cinematic virtual reality: a design space for social movie applications

Sylvia Rothe, Alexander Schmidt, Mario Montagud, Daniel Buschek, Heinrich Hußmann
2020 Virtual Reality  
Since watching movies is a social experience for most people, it is important to know how an application should be designed for enabling shared cinematic virtual reality (CVR) experiences via head-mounted  ...  Based on the literature review and insights from earlier work, we identify seven challenges that need to be addressed: communication, field-of-view (FoV) awareness, togetherness, accessibility, interaction  ...  The guide (e.g. the instructor in learning scenarios) will be taken as the reference for communication and synchronization and will be the only participant with the navigation functionalities enabled.  ... 
doi:10.1007/s10055-020-00472-4 fatcat:vykyd6ufejeqrdsyvybvjfadcq

Building Social Commmunities around Alternate Reality Games

Panagiotis Petridis, Ian Dunwell, Sylvester Arnab, Simon Scarle, Adam Qureshi, Sara de Freitas, Aristidis Protopsaltis, Kam Star
2011 2011 Third International Conference on Games and Virtual Worlds for Serious Applications  
In recent years, alternate reality games have entered the mainstream as a new form of entertainment.  ...  Living Stories combines social networking sites such as Facebook and Twitter with Second Life, to create a platform, which allows social networking to feed into content creation within a virtual world,  ...  Figure 5 : Ranking System The 10 most popular seeds according to the ranking system will be displayed as a tree in Virtual Eden (see Figure 6 ). iSeed raised two main challenges in terms of the evaluation  ... 
doi:10.1109/vs-games.2011.17 dblp:conf/vsgames/PetridisDASQFPS11 fatcat:qskl3ifytbaa7it7fjyfa24ocu

An Overview of Enhancing Distance Learning Through Augmented and Virtual Reality Technologies [article]

Elizabeth Childs, Ferzam Mohammad, Logan Stevens, Hugo Burbelo, Amanuel Awoke, Nicholas Rewkowski, Dinesh Manocha
2021 arXiv   pre-print
that is required to fully understand the potential of AR/VR technologies as they apply to distance learning.  ...  We first assess the educational challenges presented by distance learning as a whole and identify 4 main challenges that distance learning currently presents as compared to in-person instruction: the lack  ...  It is valuable to understand these existing forms of online education and how they work before discussing specific challenges within each system and how AR or VR can help address these issues.  ... 
arXiv:2101.11000v2 fatcat:gdto5gsmtndunntpbwdkiqifyy

CUBICA: An Example of Mixed Reality

Juan Mateu, Xavier Alaman
2013 Journal of universal computer science (Online)  
The tangible interface is used to simplify the abstract concept of array, while the virtual world is used for delivering explanations.  ...  In this paper we present our efforts in developing these technologies for "Mixed Reality", a paradigm where Virtual Reality and Ambient Intelligence meet.  ...  Acknowledgements We want to thank the faculty of the I.E.S. "Joan Coromines", at Benicarló (Valencia, Spain), for their support while evaluating the system.  ... 
doi:10.3217/jucs-019-17-2598 dblp:journals/jucs/MateuA13 fatcat:7efpqkwcunadpl2evr26sehtcy

ROTATOR Model: A Framework for Building Collaborative Virtual Workspaces [chapter]

Charles J. Lesko Jr, Christine R., Yolanda A.
2012 Virtual Reality and Environments  
In this chapter the authors propose the ROTATOR model to establish a series of incremental stages that form the foundation for a virtual workspace framework.  ...  level of Virtual Reality and Environments 96 virtual world implementation is needed to achieve desired business outcomes; and (3) create a practical framework that represents the varying  ...  forms of virtual medium use by adding augmented spaces to their systems.  ... 
doi:10.5772/36216 fatcat:v3ab2fbh5rel7js4y63kx4zbry

Facing Reality: Using ICT to Go Green in Education [chapter]

Robert C. Meurant
2011 Communications in Computer and Information Science  
Integrated scheduling allows students to participate in distance online learning for a significant portion of their study time, and effect environmental savings associated with reduced commuting costs  ...  Learning Management Systems will likely merge with educational MUVEs, with Open Learning Networks incorporating Personal Learning Environments to provide effective autonomous learning environments that  ...  Language learning in particular can benefit from multimedia, and from communication technologies that enable free or affordable distance synchronous text, audio and video chat and conferencing, as well  ... 
doi:10.1007/978-3-642-20975-8_24 fatcat:xjtusoop3zheth7k5ocsnard7q

Exploring Wireless Mesh Networks for Collaborative Augmented Reality Environments

Ali Hamidian, Claudio E. Palazzi, Tin Y. Chong, Mario Gerla, Ulf K�rner
2010 International Journal of Virtual Reality  
Exploring Wireless Mesh Networks for Collaborative Augmented Reality Environments  ...  A simple example of this case is represented by a video-chat among doctors (or game players, or first aid responders) located far from each other and needing richer communicative means than simple voice  ...  Born as a variation of Virtual Reality (VR), AR differs from its ancestor for it does not immerse the user into an exclusively virtual environment; rather, it supplements reality by superimposing digital  ... 
doi:10.20870/ijvr.2010.9.2.2768 fatcat:mseqb3jyubf4rj2ni4dim74c6m

Intermediated Reality: A Framework for Communication Through Tele-Puppetry

Llogari Casas, Kenny Mitchell
2019 Frontiers in Robotics and AI  
We introduce Intermediated Reality (IR), a framework for intermediated communication enabling collaboration through remote possession of entities (e.g., toys) that come to life in mobile Mediated Reality  ...  An evaluation of rendering performance and system latency is included.  ...  ACKNOWLEDGMENTS We would like to thank Ye Pan for her advice on conducting the user study experiment, Maggie Kosek for creating and providing 3D assets and Kieran Mclister for his work on generating the  ... 
doi:10.3389/frobt.2019.00060 pmid:33501075 pmcid:PMC7806051 fatcat:4xjisiaqpnfp3pankxdcavg5g4


Aleksandar Jovanović, Aleksandar Milosavljević
2019 Facta Universitatis Series Automatic Control and Robotics  
Virtual Reality (VR) has been used in industries since the 1960s.  ...  The goal of the VW platform is to support the development of education, certification and massive open online courses (MOOC).  ...  The users can communicate using the chat system (bottom left in Fig. 6 ).  ... 
doi:10.22190/fuacr1901057j fatcat:qvrfrqm4mzbpfnh7te4rcpb6te

Opening new dimensions for e-Tourism

Helmut Berger, Michael Dittenbach, Dieter Merkl, Anton Bogdanovych, Simeon Simoff, Carles Sierra
2006 Virtual Reality  
Moreover, business transactions such as booking a trip or getting assistance from travel advisors or community members are constituent parts of this environment.  ...  More precisely, we apply 3D Electronic Institutions, a framework developed and employed in the area of multi-agent systems, to the tourism domain.  ...  Acknowledgments We thank Ingo Seidel for designing and modeling the 3D virtual world of ''itchy feet''.  ... 
doi:10.1007/s10055-006-0057-z fatcat:2fxiewv2pzgobhtkgoj26ajaou

A Survey of Some Virtual Reality Tools and Resources [chapter]

Moses Okechukwu, Ignatius Ezeani, Obikwelu Raphael
2012 Virtual Reality and Environments  
ALT leverages simulation learning and digital game-based learning paradigms to accelerate learning, Virtual Reality and Environments 24 increase proficiency and reduce costs.  ...  The main goal of the Ogoglio is to build an online urban style space for creative collaboration. Ogoglio platform is built from the languages and protocols of the web.  ... 
doi:10.5772/39062 fatcat:jjdwzz4ozjekjijdya6k5cxe6y

Using Virtual Reality for Interpreter-mediated Communication and Training

Panagiotis D. Ritsos, Robert Gittins, Jonathan C. Roberts, Sabine Braun, Catherine Slater
2012 2012 International Conference on Cyberworlds  
Project IVY attempts to provide bespoke 3D virtual environments that are tailor made to train interpreters to work in the new digital environments, responding to this increased demand.  ...  As international businesses adopt social media and virtual worlds as mediums for conducting international business, so there is an increasing need for interpreters who can bridge the language barriers,  ...  ACKNOWLEDGEMENTS We are grateful to the members of the IVY consortium, for their assistance and contribution with the scenario material and their feedback during the evaluation.  ... 
doi:10.1109/cw.2012.34 dblp:conf/cw/RitsosGRBS12 fatcat:z72xxpy3lzdixndoqygxlbetm4

Storytelling in Collaborative Augmented Reality Environments

Norbert Braun
2003 International Conference in Central Europe on Computer Graphics and Visualization  
We introduce our approach to Interactive Storytelling as a combination of Audience Participatory Theatre and a morphological approach to storytelling in Augmented Reality Environments.  ...  We describe the several possibilities of using storytelling in an Augmented Reality Environment to support the collaborative experience of the users in those environments.  ...  usage of Augmented Reality systems is certainly found in the limited availability of Augmented Reality Equipment -from AR Viewers to AR interaction possibilities, to simple problems like the limited amount  ... 
dblp:conf/wscg/Braun03 fatcat:d6uf6lu36zh25nblcnbyvb2dwq
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