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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  • 1. 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
  • 2. How do we present research?
  • 3. How do we present research?
  • 4. 3D Collaborative Virtual Environments Definition
    • three dimensional, multiuser, synchronous, persistent environment, facilitated by networked computers
  • 5. 3D Collaborative Virtual Environments for presenting research
    • Collaborative work on 3D content
    • Sense of presence
  • 6. 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
  • 7. 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
  • 8. Virtual Science Fair
    • Reconstruction of a real place
    • Augmentation of a virtual environment
  • 9. 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
  • 10. Virtual Science Fair
  • 11. Virtual Science Fair
  • 12. 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
  • 13. Visualizing research projects Context
    • TARGET International Summer School
      • seminars
      • international visitors
    • Norwegian Science Week festival
      • visualization examples
      • social environment
      • real life visitors
  • 14. 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
  • 15. Visualizing research projects
  • 16. Visualizing research projects
  • 17. Visualizing research projects
  • 18. 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
  • 19. Virtual Research Arena impact
    • Enhancing learning
      • deep understanding
      • practical experience
      • creativity
      • global thinking
    • Possibilities of visualization in CVEs
      • topics
      • methods
  • 20. 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
  • 21. 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
  • 22. 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
  • 23. 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]