Exploring the potential of virtual

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14 Νοε 2013 (πριν από 3 χρόνια και 8 μήνες)

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Exploring the potential of virtual
reality technology for education.

1.
VR games for entertainment

2.

Educational virtual environments

3.
Conclusions

For the purposes of this project I focused primarily on computer screen
environments as opposed to VR helmets or projected holographic displays.

VR = A human
-
computer interface in which the computer creates a sensory
-
immersing environment that interactively responds to and is controlled by the user.

Part 1:

Entertainment VR Games


Improvement in Video Game Graphics

(1991)

(1994)

(1996)


(1999)


Wolfenstein 3D by id

DOOM by id

Quake by id

Quake III by id

This slide is from:
http://agents.media.mit.edu/projects/videogame

It’s all about the number of polygons. Moore’s law applies.

(2004)


Wow!


The entertainment industry (it’s all about the $)



Superior graphics & immersive experience.



Interactive, but constrained by programmer’s vision.



Joysticks and other console game input devices.



AI programming is being developed to generate scenes.


Imagine you’re reading The Hobbit.

Imagine you’re studying Arthurian literature or history


Imagine you’re studying ancient Egypt.


Imagine you’re studying Roman history.

“Massively Multi
-
Player Online Role Playing Game”


Imagine if you
could travel
around the
globe, through
time and
geography…


Strong female
characters are
important

ToonTown


$10/month or $80/year


Ages 7+


www.toontown.com


An assistance
avatar in
Disney’s
“ToonTown”



E
-
commerce
getting into
the picture

“Active Worlds

@mart, the first "real" 3D
virtual mall in cyberspace is designed to
resemble a modern shopping mall. It is home
to a variety of vendors of both traditional and
virtual products and services. With over 100
stores selling a wide range of products,
@mart is a unique e
-
commerce experience.”

Some VR systems are like an amusement park ride



you sit inside a simulator.


(From SIA Systems Advertising:
http://www.siasistemas.com.ar/sitio2/eng
-
020601.htm
)


The “Information Cockpit”

is an immersive system that includes
computers, multiple monitors, projection screen, and surround sound.


Part 2:

Virtual Learning Environments


“Books were the first form of virtual reality”



Completely text
-
based “MUVE” Multi
-
User Virtual Environment.



Builders write descriptions of the environment they are creating.



Builders can program text to appear based on commands.



Users visit the environment, reading what has been written, and issuing
commands to interact with the environment.

Our virtual learning environment…


JHUs “ELC”



VX Interactive

(from Created Realities Group)


Environmental
Detectives

is an
outdoor Augmented
Reality game using
PocketPCs equipped
with GPS sensors.
Teams investigate a
simulated spill of a
toxic chemical in a
real
-
world
environment.

(From MIT’s “Education Arcade”)

Simulations

Tom Snyder
Productions

Simulations


Prime Time Math


Fizz & Martina


Science Court


These products
could exist in
a VR
environment

Geographic Information
Systems (“GIS”) is an
industry standard mapping
database program.

A topographical
-
map based
world from ActiveWorlds


Civilization III


Making History:

The Calm and The Storm™

(from
Muzzy Lane
)


Revolution

is a colonial America online multiplayer game developed with the
assistance of Colonial Williamsburg. This game is currently in pre
-
production at
MIT’s
Education Arcade
.

Distributed computing / knowledge
networking is another developing trend


VR environments can be designed to allow
participants to “add on” to the world… or,
knowledge base.


There are some neat tools for students to
use to do VR programming. Let’s take a
look…

Alice

is another
3D interactive
graphics
programming
environment for
younger children.


(free download from
Carnegie Mellon)


Media stage

MediaStage
provides a GUI programming interface for
students to develop games.
(Developed by a UK company; costs:
£350

Students
doing 3D
game
programming
are utilizing
higher level
thinking skills


Conclusions

Look for the convergence of technologies that will
combine:


Graphics, immersion, and interactivity of entertainment
games


Content, organization, and goals of educational
systems.


Resources in the VR environment to allow chat, audio,
file display, reading, word processing, help,
interactivity, assessment, etc.


Emerging technologies (high bandwidth, AI,
agents/bots, database interoperability, natural
language recognition)


Participant modifications


Photo Credits

Most of the game screenshots are from:

http://www.3dgamers.com/


The educational VLE screen shots are
from the web sites of the companies
producing that product. Most are linked
from their slide.