167 results on '"Richter, Jonathon"'
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152. Social network knowledge construction: emerging virtual world pedagogy
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Dawley, Lisa and Richter, Jonathon
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- 2009
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153. Work-in-Progress-Enhancing Training in Virtual Reality with Hand Tracking and a Real Tool
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Andreas Kunz, Valentin Holzwarth, Joy Gisler, Christian Hirt, Economou, Daphne, Peña-Rios, Anasol, Dengel, Andreas, Dodds, Heather, Mentzelopoulos, Markos, Klippel, Alexander, Erenli, Kai, Lee, Mark J. W., and Richter, Jonathon
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Human–computer interaction ,Computer science ,Task analysis ,Immersion (virtual reality) ,Virtual training ,Virtual reality ,Work in process ,Apprenticeship ,Virtual Reality (VR) ,Task (project management) ,Visualization - Abstract
The main goal of Virtual Training Environments(VTEs) is to maximize training success, which can be achievedby increasing the degree of immersion. While prior work mainlyfocused on the visual, auditory, and navigational aspects of im-mersion, proprioceptive aspects may be particularly important.In this work-in-progress paper, we explore this potential byimplementing an industrial VTE, which can be interacted with,using VR gloves and a tracked real tool. Further, we evaluatethe VTE in a pilot study with industry apprentices, providinginitial evidence that participants experienced high presence andlow task load, while being generally satisfied with the training., Proceedings of 2021 7th International Conference of the Immersive Learning Research Network (iLRN), ISBN:978-1-7348995-2-8/21
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- 2021
154. Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration
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Catherine Anne Cassidy, Alan Miller, Adeola Fabola, Iain Oliver, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphne, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,QA75 Electronic computers. Computer science ,Interpretation (philosophy) ,Visitor pattern ,NDAS ,Time travel ,Virtual reality ,Visualization ,AM ,World Wide Web ,Cultural heritage ,Museum exhibits ,Narrative ,Dissemination - Abstract
Developments in digital infrastructures and expanding digital literacies lower barriers for museums and visitor centres to provide new interactive experiences with their collections and heritage. With virtual reality more accessible, heritage institutions are eager to find out how this technology can create new methods in interpretation, learning and visualisation. This paper reviews a virtual reality framework implemented into exhibits in three cultural heritage centres. By taking advantage of existing visitor digital literacies, the exhibits provided accessible immersive exploratory experiences for inter-generational audiences. The digital framework developed is a template for virtual reality content interaction that is both intuitive and powerful. The exhibits include digital reconstructions of physical scenes using game engines for a convincing visual experience. We contextualise the logic behind a virtual reality setup for the separate institutions, how they assisted with the narrative as well as if an immersive digital environment provided a more profound response in users. Our aim is to communicate approaches, methodologies and content used to overcome the challenge of presenting a period in history to a modern audience, while using emergent technology to build connections and disseminate knowledge that is memorable and profound. Postprint
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- 2019
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155. Viewing the Past: Virtual Time Binoculars and the Edinburgh 1544 Reconstruction
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Alan Miller, Elizabeth Rhodes, Christopher John Davies, Sarah Kennedy, Iain Oliver, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphne, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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Historical documentation ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Multimedia ,Computer science ,QA75 Electronic computers. Computer science ,NDAS ,Context (language use) ,Virtual reality ,computer.software_genre ,law.invention ,AM ,law ,Capital (economics) ,Situated ,Mobile devices ,Virtual time ,Binoculars ,Cityscape ,Mobile device ,computer - Abstract
This paper discusses how a digital reconstruction of the Scottish capital of Edinburgh around the year 1544 was created and communicated to the public. It explores the development and reception of the Virtual Time Binoculars platform – a system for delivering virtual reality heritage apps suitable for use on most smartphones. The Virtual Time Binoculars system is placed in the context of earlier research into mobile heritage experiences, including Situated Simulations (Liestøl [3]) and the Mirrorshades Project (Davies et al. [4]). The eventual virtual reality app is compared with other means of viewing the historic reconstruction, including online videos and an interactive museum and educational exhibit. It outlines the historical and technical challenges of modelling Edinburgh’s sixteenth-century cityscape, and of distributing the eventual reconstruction in an immersive fashion that works safely and effectively on smartphones on the streets of the modern city. Finally, it considers the implications of this project for future developments in mobile exploration of historic scenes. Postprint
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- 2019
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156. Designing a serious game as a tool for landscape and urban planning immersive learning
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Lugilde, Diego Nieto, Torrecilla-Salinas, Carlos, De Troyer, Olga, Gutiérrez, Javier, Beck, Dennis, Peña-Rios, Anasol, Ogle, Todd, Economou, Daphe, Mentzelopoulos, Markos, Morgado, Leonel, Eckhardt, Christian, Pirker, Johanna, Koitz-Hristov, Roxane, Richter, Jonathon, Gütl, Christian, Gardner, Michael, Web and Information System Engineering, and Informatics and Applied Informatics
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Serious game ,ComputingMilieux_THECOMPUTINGPROFESSION ,Landscape planning ,GeneralLiterature_MISCELLANEOUS ,urban planning - Abstract
Urban and landscape planning are critical to ensure there is a right balance between three crucial dimensions: human development, societal welfare, and nature protection and conservation. These instruments play an important role during the Environmental Sciences studies and, when facing them, it is crucial for students to learn the importance of compromising between the above mentioned three dimensions to guarantee general progress. This paper presents the design process of a serious game (a tabletop game) that should provide an immersive learning experience to Environmental Sciences students, and raise their awareness about the complexity of the topic and the need to balance between human development, societal welfare, and nature protection and conservation. We will introduce in detail the inception process, the identification of the learning objectives and how these have driven the design of the game. We also present the initial evaluation performed during a piloting phase. Finally, we will draw initial conclusions and define further lines of research.
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- 2019
157. The making and evaluation of Picts and Pixels : mixed exhibiting in the real and the unreal
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Alan Miller, Elizabeth Rhodes, Adeola Fabola, Catherine Anne Cassidy, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
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Mixed media ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,Digital exhibits ,QA75 Electronic computers. Computer science ,Picts ,NDAS ,02 engineering and technology ,Virtual reality ,Metaverse ,Visual arts ,Exhibition ,0202 electrical engineering, electronic engineering, information engineering ,Mixed reality ,business.industry ,Interpretation (philosophy) ,05 social sciences ,Virtual Reality ,050301 education ,Usability ,Object (philosophy) ,AM ,020201 artificial intelligence & image processing ,business ,0503 education - Abstract
Museums publicly display collections in a physical space to relay narratives and concepts to their audiences. Progressive technologies in an exhibition can bring in varying demographics and gather higher footfall for a museum as well as present digital heritage interpretation in an innovative manner. A mixed media exhibition can facilitate subjects with limited physical resources or difficult to display pieces as well as the visual landscape the objects were found within. A combination of Virtual Reality headsets, 3D digitized objects, digitally reconstructed archaeological sites alongside traditional object displays as methods of interpretation substantiate research in techniques and usability as well as challenges of recoup cost and digital literacies. This paper investigates the methodology, technology and evaluation of the mixed media exhibition Picts & Pixels presented by Culture Perth and Kinross and the Open Virtual Worlds research team at the University of St Andrews at the Perth Museum and Art Gallery in summer 2017. Postprint
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- 2018
158. Fidelity perception of 3D models on the web
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Hussein Bakri, Iain Oliver, Alan Miller, Beck, Dennis, Allison, Collin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
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AM Museums (General). Collectors and collecting (General) ,QA75 ,3D Web ,business.industry ,Computer science ,media_common.quotation_subject ,QA75 Electronic computers. Computer science ,NDAS ,Fidelity ,Heritage ,Gateway (computer program) ,Domain (software engineering) ,Cultural heritage ,AM ,User experience design ,Human–computer interaction ,Order (exchange) ,Perception ,MCP ,QoE ,business ,Mobile device ,media_common - Abstract
Cultural heritage artefacts act as a gateway helping people learn about their social traditions and history. However, preserving these artefacts faces many difficulties, including potential destruction or damage from global warming, wars and conflicts, and degradation from day-to-day use. In addition, artefacts can only be present in one place at a time, and many of them can not be exhibited due to the limited physical space of museums. The digital domain offers opportunities to capture and represent the form and texture of these artefacts and to overcome the previously mentioned constraints by allowing people to access and interact with them on multiple platforms (mobile devices, tablets and personal computers) and network regimes. Through two experiments we study the subjective perception of the fidelity of 3D models in web browsers in order to discover perceptible resolution thresholds. This helps us create models of reasonable graphical complexity that could be fetched on the biggest range of end devices. It also enables us to design systems which efficiently optimise the user experience by adapting their behaviour based upon user perception, model characteristics and digital infrastructure. Postprint
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- 2018
159. A digital museum infrastructure for preserving community collections from climate change
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Cassidy, Catherine Anne, Fabola, Adeola Ezekiel, Miller, Alan Henry David, Oliver, Iain Angus, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
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Digital museums ,AM Museums (General). Collectors and collecting (General) ,QA75 ,GE ,T1 ,QA75 Electronic computers. Computer science ,T-NDAS ,T Technology (General) ,AM ,Heritage perservation ,MCP ,Immersion ,SDG 13 - Climate Action ,Climate change ,GE Environmental Sciences - Abstract
Climate change poses a real and present threat to cultural heritage. Responses to climate change have focussed on strategies for prevention and physical protection. Developments in technology have made possible a new type of virtual museum that actively supports the work of museums and enables the creation of immersive digital exhibits. This paper proposes that it is important to address the role that community museums play in the digital preservation of natural and cultural heritage. It focusses on the contribution of virtual museums and proposes a distributed virtual museum architecture to support digital preservation.The architecture addresses both the need for high quality local interactions that enables preservation and the need for a global infrastructure that makes the results accessible and enables the development of links between communities. Publisher PDF
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- 2017
160. Fieldscapes – Creating and Evaluating a 3D Virtual Field Trip System
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Burden, D.J.H., Argles, T., Minocha, S., Rock, J., Tilling, S., Wheeler, P., Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, and Gütl, Christian
- Abstract
This paper describes the concept of the virtual field trip and presents a taxonomy of virtual field trip approaches. Building on the Virtual Skiddaw project between Daden Limited and The Open University, UK, the Innovate UK-funded 'Virtual Field trips as a Service project' is described. The resulting Fieldscapes system is then presented, along with how it addresses the technical, pedagogical and commercial challenges of creating a virtual field trip system. This is followed by an initial evaluation of the system, and areas for future development and research are identified.
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- 2017
161. Phygital Heritage: an Approach for Heritage Communication
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Nofal, Eslam, Reffat, Rabee M., Moere, Andrew Vande, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, and Gütl, Christian
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phygital heritage, communication, physical affordance, situatedness, tangible interaction, digital heritage, physicalization, visualization - Abstract
Physical heritage objects and assets are related to a vast amount of digital information of different kinds, which are challenging to be communicated to visitors in understandable and engaging ways. Yet recent technological advances promise new opportunities to more tightly merge the digital with the physical world. This paper therefore introduces the concept of “phygital heritage”, the integration of digital technology ‘into’ physical reality, as a potential medium for more enriched and playful communication of heritage values and qualities. We propose that phygital heritage should enable the exploitation of typical advantages of both digital and physical reality, and that distinct categories of phygital can be recognized based on: 1) the level of physical affordance; and 2) in how far the technology is integrated into the physical reality. The paper also opens the discussion about the potential challenges and concerns which future explorations, scientific research and real-world applications of phygital heritage probably will encounter. ispartof: pages:220-229 ispartof: Immersive Learning Research Network Conference pages:220-229 ispartof: iLRN 2017 location:Coimbra, Portugal date:26 Jun - 29 Jun 2017 status: published
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- 2017
162. A virtual museum installation for virtual time travel
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Fabola, Adeola Ezekiel, Kennedy, Sarah Elizabeth, Miller, Alan Henry David, Oliver, Iain Angus, McCaffery, John Philip, Cassidy, Catherine Anne, Clemens, Jo, Vermehren, Anna, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
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AM Museums (General). Collectors and collecting (General) ,AM ,QA75 ,QA75 Electronic computers. Computer science ,MCP ,Immersion ,ComputingMilieux_PERSONALCOMPUTING ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Virtual museum ,3D reconstruction ,3rd-DAS ,Virtual reality - Abstract
This work discusses the methodology for the design, development and deployment of a virtual 19th-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game engine enables the museum visitors to explore the virtual world from equivalent vantage points in the real world. The project methodology achieves the goal of maximising user experience for visitors while minimising cost for the museum, and focus group evaluations of the system revealed the success of the interaction-free design with snackable content. A major implication of the ndings is that museums can provide compelling and informative experiences that enable visitors to travel back in time with minimal interaction and relatively low cost systems. Postprint
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- 2017
163. Technology acceptance of augmented reality and wearable technologies
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Timo Kuula, Paul Lefrere, Fridolin Wild, Mikhail Fominykh, Roland Klemke, RS-Research Line Technology Enhanced Learning Innovations for teaching and learning (TELI) (part of WO program), Department TELI, Dennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, Christian Gütl, Beck, Dennis, Khosmood, Foaad, Pirker, Johanna, Gutl, Christian, Morgado, Leonel, Allison, Colin, and Richter, Jonathon
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Augmented Reality ,Wearable Technologies ,Computer science ,Aviation ,business.industry ,Mobile computing ,Technology Acceptance ,Wearable computer ,020207 software engineering ,Special needs ,02 engineering and technology ,Virtual reality ,Computer-mediated reality ,augmented reality ,Human–computer interaction ,020204 information systems ,technology acceptance ,0202 electrical engineering, electronic engineering, information engineering ,wearable technologies ,Augmented reality ,business ,Wearable technology - Abstract
Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance these existing instruments with the special needs required for measuring technology acceptance of Augmented Reality and Wearable Technologies and we validate the new instrument with participants from three pilot areas in industry, namely aviation, medicine, and space. Findings of such baseline indicate that respondents in these pilot areas generally enjoy and look forward to using these technologies, for being intuitive and easy to learn to use. The respondents currently do not receive much support, but like working with them without feeling addicted. The technologies are still seen as forerunner tools, with some fear of problems of integration with existing systems or vendor-lock. Privacy and security aspects surprisingly seem not to matter, possibly overshadowed by expected productivity increase, increase in precision, and better feedback on task completion. More participants have experience with AR than not, but only few on a regular basis.
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- 2017
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164. Serious games in 2025 : towards intelligent learning in Virtual Worlds
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Duncan, Ishbel Mary Macdonald, Fabola, Adeola Ezekiel, Miller, Alan Henry David, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Higher Education Research, and University of St Andrews. Centre for Ancient Environmental Studies
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QA75 ,LB2300 ,LB2300 Higher Education ,AI ,Serious Games, AI, Game Based Learning ,Virtual Worlds ,QA75 Electronic computers. Computer science ,NDAS ,Game based learning ,Computer Science(all) ,Education - Abstract
This paper outlines the current state of learning, the problems arising and research needed by developers and educators using Virtual Worlds as an intelligent learning environment. Artificially intelligent avatars are required for virtual on-line problem and case based learning. However, the use of AI requires supportive frameworks, models and both staff and student goals. Natural simulations and avatar interactions are all part of the learning environment but realism, student paced learning, adaptive goals, natural language interaction, feedback and assessment are active goals for the next decade of virtual education research. Postprint
- Published
- 2016
165. Virtual Reality for early education : a study
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Adeola Fabola, Alan Miller, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Higher Education Research
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LB Theory and practice of education ,QA75 ,050101 languages & linguistics ,Engineering ,Controller (computing) ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Virtual reality ,computer.software_genre ,Subject matter ,Google Cardboard ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Local history ,Multimedia ,Oculus rift ,business.industry ,06 humanities and the arts ,Samsung Gear VR ,SDG 11 - Sustainable Cities and Communities ,Cultural heritage ,Systems design ,020201 artificial intelligence & image processing ,LB ,business ,computer - Abstract
This paper investigates the use of Virtual Reality (VR) as a tool for cultural heritage learning, using St Andrews Cathedral as the subject matter. As part of a module focused on local history, first year secondary school pupils in a school in the town of St Andrews took part in virtual tours of the Cathedral as it stood in the 14th Century using the Samsung Gear VR, Google Cardboard, Oculus Rift, computer screen and Xbox controller, and answered questions aimed to elicit their experiences with the various systems. The system design and implementation is presented and the findings, observations and lessons learnt from the study are discussed. Postprint
- Published
- 2016
166. Virtual Worlds and the 3D Web – Time for Convergence?
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Alan Miller, Hussein Bakri, Iain Oliver, Colin Allison, Colin Allison, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Guetl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
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QA75 ,LB2300 ,LB2300 Higher Education ,Computer Networks and Communications ,Computer science ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Metaverse ,World Wide Web ,Critical mass (sociodynamics) ,Web page ,0202 electrical engineering, electronic engineering, information engineering ,Multi-user Virtual World ,VRML ,3D Web ,05 social sciences ,050301 education ,020206 networking & telecommunications ,computer.file_format ,X3D ,Computer Graphics and Computer-Aided Design ,Web-based Virtual World ,Computer Science Applications ,Human-Computer Interaction ,Cultural heritage ,Hardware and Architecture ,Convergence (relationship) ,0503 education ,computer ,Software - Abstract
Multi-User Virtual Worlds (MUVW) such as Open Wonderland and OpenSim have proved to be fruitful platforms for innovative educational practice, supporting exploratory learning and generating true engagement. However, when compared with the way educational activities have flourished through the use of the constantly evolving WWW, MUVW learning environments remain a relatively obscure niche. Since the advent and promise of Second Life more than twelve years ago there has been no critical mass reached and no movement towards standardisation. Concomitantly, the 3D Web has emerged as a recognisable if loosely defined concept. With the advent of technologies such as WebGL and a plethora of plug-in 3D viewers for web browsers, the question arises: will MUVWs converge with the 3D Web? If so, can existing educational content be migrated to the 3D Web for mass dissemination? The paper contributes a survey of 3D Web and MUVW terms, concepts, technologies and projects, illustrating their similarities, their value for education and discusses the likelihood of convergence. The survey is complemented by a cultural heritage case study of Unity 3D support for the deployment of virtual worlds in web browsers using two different approaches. Postprint
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- 2016
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167. Experiences of collaborating and learning through Collab3DWorld
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Kamvisi, Martha, Kleanthous, Styliani, Nisiotis, Louis, Gardner, Michael, Gutl, Christian, Pirker, Johanna, and Richter, Jonathon
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ComputingMilieux_COMPUTERSANDEDUCATION - Abstract
Collaboration is an activity that is considered important during the learning process. Good communication between group members is essential to achieve quality output. Recently, virtual worlds gained excessive popularity in educational settings and more and more lecturers are incorporating live activity or lecturing sessions in environments like Second Life (SL). In this work we are investigating how students of a conventional university perceive collaboration, communication and attending lectures in a 3D virtual environment. Initial results show high perception and students’ openness to the 3D world’s experiences.
- Published
- 2015
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