Abstract: Delivering course material via a virtual environment
is beneficial to today-s students because it offers the interactivity,
real-time interaction and social presence that students of all ages
have come to accept in our gaming rich community. It is essential
that the Net Generation also known as Generation Why, have
exposure to learning communities that encompass interactivity to
form social and educational connections. As student and professor
become interconnected through collaboration and interaction in a
virtual learning space, relationships develop and students begin to
take on an individual identity. With this in mind the research project
was developed to investigate the use of virtual environments on
student satisfaction and the effectiveness of course delivery.
Furthermore, the project was designed to integrate both interactive
(real-time) classes conducted in the Virtual Reality (VR)
environment while also creating archived VR sessions for student use
in retaining and reviewing course content.
Abstract: The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.
Abstract: The increasingly sophisticated technologies have now been able to provide assistance for surgeons to improve surgical
performance through various training programs. Equally important to learning skills is the assessment method as it determines the learning and technical proficiency of a trainee. A consistent and
rigorous assessment system will ensure that trainees acquire the specific level of competency prior to certification. This paper
reviews the methods currently in use for assessment of surgical
skill and some modern techniques using computer-based
measurements and virtual reality systems for more quantitative
measurements
Abstract: This paper describes the development of an electronic
instrument that looks like a flute, which is able to sense the basic musical notes being executed by a specific user. The principal function of the instrument is to teach how to play a flute. This device
will generate a significant academic impact, in a field of virtual reality interactive that combine art and technology. With this example is expected to contribute in research and implementation of teaching devices around the world.
Abstract: The object of this research is the design and
evaluation of an immersive Virtual Learning Environment (VLE) for
deaf children. Recently we have developed a prototype immersive
VR game to teach sign language mathematics to deaf students age K-
4 [1] [2]. In this paper we describe a significant extension of the
prototype application. The extension includes: (1) user-centered
design and implementation of two additional interactive
environments (a clock store and a bakery), and (2) user-centered
evaluation including development of user tasks, expert panel-based
evaluation, and formative evaluation. This paper is one of the few to
focus on the importance of user-centered, iterative design in VR
application development, and to describe a structured evaluation
method.
Abstract: The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.
Abstract: VRML( The virtual reality modeling language) is a standard language used to build up 3D virtualized models. The quick development of internet technology and computer manipulation has promoted the commercialization of reality virtualization. VRML, thereof, is expected to be the most effective framework of building up virtual reality. This article has studied plans to build virtualized scenes based on the technology of virtual reality and Java programe, and introduced how to execute real-time data transactions of VRML file and Java programe by applying Script Node, in doing so we have the VRML interactivity being strengthened.
Abstract: We created the tool, which combines the powerful
GENESIS (GEneral NEural SImulation System) simulation language
with the up-to-date visualisation and internet techniques. Our
solution resides in the connection between the simulation output from
GENESIS, which is converted to the data-structure suitable for
WWW browsers and VRML (Virtual Reality Modelling Language)
viewers. The selected GENESIS simulations are once exported into
the VRML code, and stored in our neurovisualisation portal
(webserver). There, the loaded models, demonstrating mainly the
spread of electrical signal (action potentials, postsynaptic potentials)
along the neuronal membrane (axon, dendritic tree, neuron) could be
displayed in the client-s VRML viewer, without interacting with
original GENESIS environment. This enables the visualisation of
basic neurophysiological phenomena designed for GENESIS
simulator on the independent OS (operation system).
Abstract: We developed a vision interface immersive projection system, CAVE in virtual rea using hand gesture recognition with computer vis background image was subtracted from current webcam and we convert the color space of the imag Then we mask skin regions using skin color range t a noise reduction operation. We made blobs fro gestures were recognized using these blobs. Using recognition, we could implement an effective bothering devices for CAVE. e framework for an reality research field vision techniques. ent image frame age into HSV space. e threshold and apply from the image and ing our hand gesture e interface without
Abstract: This research investigates the design of a low-cost 3D
spatial interaction approach using the Wii Remote for immersive
Head-Mounted Display (HMD) virtual reality. Current virtual reality
applications that incorporate the Wii Remote are either desktop
virtual reality applications or systems that use large screen displays.
However, the requirements for an HMD virtual reality system differ
from such systems. This is mainly because in HMD virtual reality,
the display screen does not remain at a fixed location. The user views
the virtual environment through display screens that are in front of
the user-s eyes and when the user moves his/her head, these screens
move as well. This means that the display has to be updated in realtime
based on where the user is currently looking. Normal usage of
the Wii Remote requires the controller to be pointed in a certain
direction, typically towards the display. This is too restrictive for
HMD virtual reality systems that ideally require the user to be able to
turn around in the virtual environment. Previous work proposed a
design to achieve this, however it suffered from a number of
drawbacks. The aim of this study is to look into a suitable method of
using the Wii Remote for 3D interaction in a space around the user
for HMD virtual reality. This paper presents an overview of issues
that had to be considered, the system design as well as experimental
results.
Abstract: The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.
Abstract: In this paper, we develop a Spatio-Temporal graph as
of a key component of our knowledge representation Scheme. We
design an integrated representation Scheme to depict not only present
and past but future in parallel with the spaces in an effective and
intuitive manner. The resulting multi-dimensional comprehensive
knowledge structure accommodates multi-layered virtual world
developing in the time to maximize the diversity of situations in the
historical context. This knowledge representation Scheme is to be used
as the basis for simulation of situations composing the virtual world
and for implementation of virtual agents' knowledge used to judge and
evaluate the situations in the virtual world. To provide natural contexts
for situated learning or simulation games, the virtual stage set by this
Spatio-Temporal graph is to be populated by agents and other objects
interrelated and changing which are abstracted in the ontology.
Abstract: In order to provide and maintain effective pedagogy for the burgeoning virtual reality community, it is vital to have trained faculty in the institutions of higher education who will teach these courses and be able to make full use of their academic knowledge and expertise. As the number of online courses continues to grow, there is a need for these institutions to establish mentoring programs that will support the novice online instructor. The environment in which this takes place and the factors that ensure its success are critical to the adoption of the new instructional delivery format taught by both seasoned educators and adjunct instructors. Effective one-on-one mentoring promotes a professional, compassionate and collegial faculty who will provide a consistent and rigorous academic program for students online.
Abstract: One of the essential requirements in order to have a
realistic surgical simulator is real-time interaction by means of a
haptic interface is. In fact, reproducing haptic sensations increases
the realism of the simulation. However, the interaction need to be
performed in real-time, since a delay between the user action and the
system reaction reduces the user immersion. In this paper, we present
a prototype of the coronary stent implant simulator developed in the
HERMES Project; this system allows real-time interactions with a
artery by means of a specific haptic device; thus the user can
interactively navigate in a reconstructed artery and force feedback is
produced when contact occurs between the artery walls and the
medical instruments