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Virtual Research Arena: Presenting Research in 3D Virtual Environments
 

Virtual Research Arena: Presenting Research in 3D Virtual Environments

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Paper presentation at the 2nd Global Conference on Learning and Technology (Global Learn Asia Pacific), Melbourne, Australia, March 28-April 1, 2011

Paper presentation at the 2nd Global Conference on Learning and Technology (Global Learn Asia Pacific), Melbourne, Australia, March 28-April 1, 2011

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    Virtual Research Arena: Presenting Research in 3D Virtual Environments Virtual Research Arena: Presenting Research in 3D Virtual Environments Presentation Transcript

    • Virtual Research Arena: Presenting Research in 3D Virtual Environments Mikhail Fominykh and Ekaterina Prasolova-Førland Norwegian University of Science and Technology (NTNU) Norway 30.03.2011 AACE International Conference Global Learn Asia Pacific, Melbourne, Australia
    • How do we present research?
    • How do we present research?
    • 3D Collaborative Virtual Environments Definition
      • three dimensional, multiuser, synchronous, persistent environment, facilitated by networked computers
    • 3D Collaborative Virtual Environments for presenting research
      • Collaborative work on 3D content
      • Sense of presence
    • Virtual Research Arena
      • a framework for creating awareness about educational and research activities, promoting cross-fertilization between different environments and engaging the general public
        • Virtual Science Fair at Norwegian Science week
        • Student projects cooperation technology course
    • Virtual Research Arena context Educational virtual city design Virtual campus Virtual Research Arena Virtual museum Virtual club Multi-user game Contextual game Information place Socializing place Virtual lab Universcity Entertainment layer Layer of education and research Cultural layer Social layer Virtual stage Serious game Community facilities
    • Virtual Science Fair
      • Reconstruction of a real place
      • Augmentation of a virtual environment
    • Visualizing Science Fair projects
      • A region in SL for studying Norwegian history
      • Intersection of art and technology
      • A reconstruction of medieval city in VR
      • EU project a 3D virtual serious game
      • Women Academics in Virtual Environments
      • A free online tool for language experts
      • A project advertizing SN and mobile technologies
      • An educational virtual world project
    • Virtual Science Fair
    • Virtual Science Fair
    • Visualizing research projects at cooperation technology course
      • Study
        • 25 students in 7 groups (master and PhD, Norwegian and international)
      • Task
        • Visualize a representation of any research project and present it by role-playing
      • Data
        • direct observation,
        • virtual artifacts (chat log and 3D constructions)
        • group essays
    • Visualizing research projects Context
      • TARGET International Summer School
        • seminars
        • international visitors
      • Norwegian Science Week festival
        • visualization examples
        • social environment
        • real life visitors
    • Student projects
      • Programming history museum
      • The effect of Kung-Fu training on health
      • The biggest solar skin in Norway
      • Furniture constructing design project
      • Prototype presentation workshop
      • Concurrent design methodology
      • An intersection between digital art and software technology
    • Visualizing research projects
    • Visualizing research projects
    • Visualizing research projects
    • Virtual Research Arena impact
      • Inspiration
        • from past generations
        • from Virtual Science Fair
      • Adaptation
        • recognizable environment
      • Outlook of the technology
        • TARGET summer school seminars
      • Role-playing
        • organization
        • audience
    • Virtual Research Arena impact
      • Enhancing learning
        • deep understanding
        • practical experience
        • creativity
        • global thinking
      • Possibilities of visualization in CVEs
        • topics
        • methods
    • Recommendations
      • Demonstrate the possibilities of the technology
      • Provide tutorials and building resources
      • Involve participants from different communities
      • Support activities in a virtual environment with real-life events
    • Conceptualizing Virtual Research Arena Virtual Research Arena Workplace (tools & tutorials) Virtual library Virtual stage Virtual gallery Creative Virtual Workshop Social layer Layer of ed. and research Cultural layer Entertainment layer Universcity Authentic environment Learning & researching Socializing Virtual Campus
    • Conclusion
      • Studying the possibilities of the virtual environments for presenting research projects
      • Evaluation of the Virtual Research Arena framework
      • Development of the Virtual Campus and Virtual City frameworks
    • Thank you! Mikhail Fominykh and Ekaterina Prasolova-Førland NTNU, Norway E-mails: [email_address] Slides: http://slideshare.net/mfominykh/ Second Life: http://slurl.com/secondlife/NTNU/ [email_address]