Collaborative Work with Large Amount of Graphical Content in a 3D Virtual World: Evaluation of Learning Tools in vAcademia

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Andrey Smorkalov, Mikhail Fominykh, and Mikhail Morozov: "Collaborative Work with Large Amount of Graphical Content in a 3D Virtual World: Evaluation of Learning Tools in vAcademia," in 16th International Conference on Interactive Collaborative Learning (ICL), Kazan, Russia, September 25–27, 2013, IEEE. http://dx.doi.org/10.1109/ICL.2013.6644587

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Collaborative Work with Large Amount of Graphical Content in a 3D Virtual World: Evaluation of Learning Tools in vAcademia

  1. 1. Collaborative Work with Large Amount of Graphical Content in a 3D Virtual World Evaluation of Learning Tools in vAcademia Andrey Smorkalov and Mikhail Morozov Volga State University of Technology, Russia Mikhail Fominykh Norwegian University of Science and Technology, Norway 16th International Conference on Interactive Collaborative Learning (ICL) September 25–27, 2013 Kazan, Russia 1 VSUT
  2. 2. Motivation and challenges: Applying 3D VWs for learning o 3D Virtual Worlds (VWs) – Have great features… … but not widely used o Challenges – Steep learning curve – Demand for computational and network resources – lack of features that educators use in everyday teaching o Solution Proposal – Enabling learning scenarios which require large amounts of 2D graphical content displayed 2 VSUT
  3. 3. Related work: Large Amount of Graphics in 3D VWs o 3D Virtual Worlds – Multiple workspaces or virtual screens … but their performance is limited => oversimplification – Small number of active screens (for example, Second Life has a limit of five) – Static images (for example, “Sametime 3D” has a sticky notes tool, but notes are static, can be placed on slots, their size is constant, and there is no possibility to use any other tools on the same screen – Individual use of screens 3 VSUT
  4. 4. Web conferencing? 4 VSUT
  5. 5. 5 VSUT
  6. 6. Related work: Current technological limitations Usually, an image is calculated on a CPU on client side (e.g., in Second Life™ and Blue Mars™) or server side (e.g., in Open Wonderland™) and then loaded into the stream-processor memory as a texture. Therefore, the use of dynamic 2D images in existing 3D VWs is very limited. 6 VSUT
  7. 7. Interactive virtual whiteboard (VWB) of vAcademia 7 VSUT
  8. 8. 8 VSUT
  9. 9. Accessing tools 9 VSUT
  10. 10. Original methods for processing large amounts of graphics in 3D VWs o Sharing Changing Blocks ‒ Sharing application window ‒ Sharing screen area ‒ Sharing web-camera image o Sharing Attributed Vector Figures ‒ Drawing figures and typing text – Inserting text o Processing Static Images ‒ Slideshow ‒ Image insert ‒ Sticky notes 10 – Area print screen – Backchannel VSUT
  11. 11. Original methods for processing large amounts of graphics in 3D VWs o Sharing Changing Blocks ‒ Sharing application window ‒ Sharing screen area ‒ Sharing web-camera image o Sharing Attributed Vector Figures ‒ Drawing figures and typing text – Inserting text o Processing Static Images ‒ Slideshow ‒ Image insert ‒ Sticky notes 11 – Area print screen – Backchannel VSUT
  12. 12. Sharing application window 12
  13. 13. Drawing figures and typing text 13
  14. 14. Sticky notes 14
  15. 15. Performance Evaluation o Comparison of the algorithm performance on SPs and CPU o General efficiency of the system We present average results acquired by running the system on ‒ 20 different hardware configurations with Intel CPU and NVidia / ATI graphics adapters from the same price range ‒ On each hardware configuration 10 runs were conducted for each image size. 15 VSUT
  16. 16. Performance Evaluation: Algorithms on SPs and CPU The rationale behind using SPs (instead of CPU) for image processing in vAcademia is confirmed The improvement differs from the ratio of the peaking performance of SPs to the peaking performance of CPU not more than twofold, which can be considered satisfactory. 16 VSUT
  17. 17. Performance Evaluation: General Efficiency of the System Tested: performance degradation as a function of the number of: o VWBs (in one location) o actively used VWBs o simultaneous changes of images on VWBs 17 VSUT
  18. 18. Testing performance with 50 VWBs 18 VSUT
  19. 19. Performance degradation as a function of the number of VWBs Performance 100% 99% 98% 97% Average 96% Peaking 95% 94% 93% 92% 0 19 10 20 30 40 Number of whiteboards 50 VSUT
  20. 20. Performance degradation as a function of the number of actively used VWBs Performance 100% 95% 90% Average 85% Peaking 80% 75% 0 20 5 10 15 20 25 Number of actively used whiteboards VSUT
  21. 21. Performance degradation as a function of the number of simultaneous changes of images on VWBs Performance 100% 96% 92% Average 88% Peaking 84% 80% 1 21 2 3 4 5 Number of simultaneous changes of images VSUT
  22. 22. User Evaluation o Diagram designing task using provided templates o 23 second-year CS students o No tutorials on vAcademia were given o All participants had experience playing 3D video games o Data: system logs, questionnaires, and an interview 22 VSUT
  23. 23. Implications 23 VSUT
  24. 24. User Evaluation Question It was clear what functions the VWB has and how to access them. It was comfortable "to look" at VWBs (to change the view angle). VWBs displayed the contents crisply and precisely enough to understand them. VWBs displayed the contents quickly enough, and delays did not influence the process. Increasing the # of VWBs in the virtual auditorium during the class did not lead to visible delays. VWB is a convenient (handy) enough tool for working on similar tasks. Working with vAcademia tools is more comfortable than with traditional tools, for similar tasks. It was clear how to work in vAcademia. 24 Str. agree Agree 16 7 15 8 14 9 14 8 13 10 13 8 15 8 19 4 N VSUT 2 D SD
  25. 25. Conclusions o Original method for collaborative work with large amount of graphical content in 3D virtual worlds o Design & implementation in vAcademia o The algorithms we applied – are superior to the commonly used ones o The tools we designed – have stable work and – have educational value 25 VSUT
  26. 26. Future Work o Designing scenarios for new learning activities possible using our method o Conducting a full-scale user evaluation testing all designed tools o Developing new tools based on our method 26 VSUT
  27. 27. Thank you! Andrey Smorkalov smorkalovay@volgatech.net Mikhail Fominykh mikhail.fominykh@ntnu.no Mikhail Morozov morozovmn@volgatech.net http://vacademia.com http://www.facebook.com/vAcademia @vacademia_info http://slideshare.net/vacademia http://slideshare.net/mfominykh 27 VSUT

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