Various fields have been taking opportunities to fu
lly utilize the strengths of Virtual Reality (VR) i
n
developing robust and sophisticated applications. C
omputer hardware is one of the important topics
formally and informally learned by students in all
programs in universities and even in schools. Knowl
edge
of computers become mandatory to learn since the st
udents get involved in daily utilizing the computer
s for
finishing assignments, social networking, downloadi
ng notes, answering test or quiz online and other
learning and teaching activities involving the comp
uters. Since the computer hardware consists of many
devices, understanding and recognizing the devices
are essential especially for the students who forma
lly
register or take this course. Furthermore, this reg
istered course usually has its assessments such as
examination, quiz and assignment to be evaluated. D
ue to the lacks and problems in recognizing the
devices, they can lead to the misunderstanding and
mistakes in the usages of the computers. In this pa
per,
the development of virtual environments for the com
puter hardware using HEVO method has been
proposed and discussed in detail to allow teachers
creating and managing the 3D computer hardware and
to enable students viewing, interacting and navigat
ing in the VEs. Levels of students’ knowledge and s
kill
for this topic as well as the usability study of th
e created VEs are also analysed and evaluated.
A PARADIGM FOR THE APPLICATION OF CLOUD COMPUTING IN MOBILE INTELLIGENT TUTOR...IJSEA
Nowadays, with the rapid growth of cloud computing, many industries are going to move their computing
activities to clouds. Researchers of virtual learning are also looking for the ways to use clouds through
mobile platforms. This paper offers a model to accompany the benefits of “Mobile Intelligent Learning”
technology and “Cloud Computing”. The architecture of purposed system is based on multi-layer
architecture of Mobile Cloud Computing. Despite the existing challenges, the system has increased the life
of mobile device battery. It will raise working memory capacity and processing capacity of the educational
system in addition to the greater advantage of the educational system. The proposed system allows the
users to enjoy an intelligent learning every-time and every-where, reduces training costs and hardware
dependency, and increases consistency, efficiency, and data reliability.
A PARADIGM FOR THE APPLICATION OF CLOUD COMPUTING IN MOBILE INTELLIGENT TUTOR...IJSEA
Nowadays, with the rapid growth of cloud computing, many industries are going to move their computing
activities to clouds. Researchers of virtual learning are also looking for the ways to use clouds through
mobile platforms. This paper offers a model to accompany the benefits of “Mobile Intelligent Learning”
technology and “Cloud Computing”. The architecture of purposed system is based on multi-layer
architecture of Mobile Cloud Computing. Despite the existing challenges, the system has increased the life
of mobile device battery. It will raise working memory capacity and processing capacity of the educational
system in addition to the greater advantage of the educational system. The proposed system allows the
users to enjoy an intelligent learning every-time and every-where, reduces training costs and hardware
dependency, and increases consistency, efficiency, and data reliability.
Technological development have altered the way we communicate, learn, think, share, and spread information. Mobile technologies are those that make use of wireless technologies to gain some sort of data. As mobile connectedness continues to spread across the world, the value of employing mobile technologies in the arena of learning and teaching seems to be both self-evident and unavoidable The fast deployment of mobile devices and wireless networks in university campuses makes higher education a good environment to integrate learners-centered m-learning. This paper discusses mobile learning technologies that are being used for educational purposes and the effect they have on teaching and learning methods.
Technological development have altered the way we communicate, learn, think, share, and spread information. Mobile technologies are those that make use of wireless technologies to gain some sort of data. As mobile connectedness continues to spread across the world, the value of employing mobile technologies in the arena of learning and teaching seems to be both self-evident and unavoidable The fast deployment of mobile devices and wireless networks in university campuses makes higher education a good environment to integrate learners-centered m-learning . this paper discusses mobile learning technologies that are being used for educational purposes and the effect they have on teaching and learning methods.
A privacy learning objects identity system for smartphones based on a virtu...ijcsit
Smartphones are widely used today, with many features such as GPS map navigation, capturing
photos with camera equipment such as digital camera, internet connection via wifi or 3G devices that
function as computers. These devices are being used for various purposes including online learning, where
learners can study from anywhere and anytime for example in the street, home, office and school. However,
identifing a method by which teachers in these virtural environements can remember their learners “faces”
in the classroom or manage "Identification Number Student" (ID student or user) is not reliable when the
teacher cannot see all of the learners in the class or know who is online from a particular account. In this
paper, we propose a system, Android Virtual Learner Identify (AVLI), which collects images captured by
the face of the learning object directly from the camera, the location of the learner by identifing where the
learner is studying and configuration of information including Time, Mac, IP addresses, IMEI number and
location via GPS. The systen then saves learner profiles to help the teacher or education managers on the
Virtual Learning Environment (VLE) identify learning object. We used the VLE that we built on
mobile.ona.vn domain. We implemented the AVLI prototype Android phone with solution password
encryption and images taken directly from the camera to ensure that the information is transmitted and
stored securely in the Virtual Learning Environment System Database (VLE Data) of learning objects while
preserving the ability to identify learning objects by a teacher or education manager.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
E-LEARNING FOR ALL WITH INTERFACE INCORPORATING KNOWLEDGE ABOUT USER acijjournal
The rapid development of Information and Communication Technologies (ICT) is an asset for e-learning.This is a new form of distance education that relies on the Internet and the Web. This new pedagogical approach promote that the learner is the protagonist of his/her own training and thereby put in range that he/she needs to complete his/her apprenticeship. These resources are made available on the platform by
the trainers. Unfortunately, in the majority of e-learning platforms, the course is offered, regardless of the
state of the learner (disability, level of education, age, etc ...). Many people thus excluded from e-learning. This somewhat mitigates e-learning possibilities. According to world statistics, 10% of the world population, about 650 million people, lives with disability [1]. The promotion of employment for all,
advocated by human rights, will dwell on this mode of learning to train all young people who for many reasons do not always have the opportunity to attend a campus training center. E-learning should also be available to disable persons such as blinds, deafs, mutes,… This work develops new interfaces that adapt according to knowledges of the learner to facilitate e-learning. The illiteracy rate is therefore reduce in its
simplest form.
Unit – II: NEW HORIZONS IN ICT
Recent trends in the area of ICT - Interactive Video-Interactive White Board- videoconferencing –M-learning, Social Media- Community Radio: Gyan Darshan, Gyanvani, Sakshat Portal, e-Gyankosh, Blog, MOOC, Whatsapp, Facebook, Twitter etc.-Recent experiments in the third world countries and pointers for India with reference to Education.
RISKS AND REMEDIES IN E-LEARNING SYSTEMIJNSA Journal
One of the most effective applications of Information and Communication Technology (ICT) is the emergence of E-Learning. Considering the importance and need of E-Learning, recent years have seen a drastic change of learning methodologies in Higher Education. Undoubtedly ,the three main entities of E-Learning system can be considered as Student, Teacher & Controlling Authority and there will be different level, but a good E-Learning system needs total integrity among all entities in every level. Apart from integrity enforcement, security enforcement in the whole system is the other crucial way to organize the it. As internet is the backbone of the entire system which is inherently insecure , during transaction of message in E-Learning system, hackers attack by utilising different loopholes of technology. So different security measures are required to be imposed on the system. In this paper, emphasis is given on different risks called e-risks and their remedies called e-remedies to build trust in the minds of all participants of E-Learning system.
Affordable Multi-touch Teaching Station for Engineering ClassesWaqas Tariq
The purpose of this paper is to present the development of a cost effective multi-touch teaching station that support existing educational applications and the custom-made Multi-touch Teaching Module that are being used by instructor to teach undergraduate engineering laboratory class in Multimedia University. The technology-enhanced teaching station was developed based on optical tracking technique known as Frustrated Total Internal Refraction (FTIR) to achieve multi-touch capabilities on the table surface. The Adobe Flash-based Multi-touch Teaching Module supports popular multi-touch gestures including panning, rotating, zooming in and out on multimedia educational content such as streaming video lecture, animation and schematic diagram. The Multi-touch Teaching Module enhances the way lecturers manipulate teaching material such as enlarging a complex electronic circuitry with just fingers\' gesture when operating with the teaching station. When operating the multi-touch teaching station with existing educational applications, lecturers can use it as a normal touch screen to directly interact with the application instead of using a mouse or keyboard, making the interface more intuitive. Some lecturers have evaluated the teaching station and provided positive feedback over standard computer because it is much easier to operate. In short, the paper summarizes the experience in developing a universal multi-touch teaching station and Multi-touch Teaching Module as well as the system evaluation by instructors in an undergraduate engineering laboratory class, which is valuable for those who intend to enhance teaching platform with technology in a university.
Dynemo a video database of natural facial expressions of emotionsijma
DynEmo is a database available to the scientific community (https://dynemo.upmf-grenoble.fr/). It contains
dynamic and natural emotional facial expressions (EFEs) displaying subjective affective states rated by
both the expresser and observers. Methodological and contextual information is provided for each
expression. This multimodal corpus meets psychological, ethical, and technical criteria. It is quite large,
containing two sets of 233 and 125 recordings of EFE of ordinary Caucasian people (ages 25 to 65, 182
females and 176 males) filmed in natural but standardized conditions. In the Set 1, EFE recordings are
associated with the affective state of the expresser (self-reported after the emotion inducing task, using
dimensional, action readiness, and emotional labels items). In the Set 2, EFE recordings are both
associated with the affective state of the expresser and with the time line (continuous annotations) of
observers’ ratings of the emotions displayed throughout the recording. The time line allows any researcher
interested in analysing non-verbal human behavior to segment the expressions into small emotion excerpts
Real time realistic illumination and rendering of cumulus cloudsijma
Realistic simulation of natural phenomena such as c
louds is one of the most challenging problems facin
g
computer graphics. The complexity of cloud formatio
n, dynamics and light interaction makes real time
cloud rendering a difficult task. In addition, trad
itional computer graphics methods involve high amou
nts
of memory and computing resources, which currently
limits their realism and speed.
We propose an efficient and computationally inexpen
sive phenomenological approach for modelling and
rendering cumulus clouds, by drawing on several app
roaches that we combine and extend.
This paper focuses
on the modelling of the cloud’s shape, rendering an
d sky model but is does not deal with
the animation of the cloud.
Technological development have altered the way we communicate, learn, think, share, and spread information. Mobile technologies are those that make use of wireless technologies to gain some sort of data. As mobile connectedness continues to spread across the world, the value of employing mobile technologies in the arena of learning and teaching seems to be both self-evident and unavoidable The fast deployment of mobile devices and wireless networks in university campuses makes higher education a good environment to integrate learners-centered m-learning. This paper discusses mobile learning technologies that are being used for educational purposes and the effect they have on teaching and learning methods.
Technological development have altered the way we communicate, learn, think, share, and spread information. Mobile technologies are those that make use of wireless technologies to gain some sort of data. As mobile connectedness continues to spread across the world, the value of employing mobile technologies in the arena of learning and teaching seems to be both self-evident and unavoidable The fast deployment of mobile devices and wireless networks in university campuses makes higher education a good environment to integrate learners-centered m-learning . this paper discusses mobile learning technologies that are being used for educational purposes and the effect they have on teaching and learning methods.
A privacy learning objects identity system for smartphones based on a virtu...ijcsit
Smartphones are widely used today, with many features such as GPS map navigation, capturing
photos with camera equipment such as digital camera, internet connection via wifi or 3G devices that
function as computers. These devices are being used for various purposes including online learning, where
learners can study from anywhere and anytime for example in the street, home, office and school. However,
identifing a method by which teachers in these virtural environements can remember their learners “faces”
in the classroom or manage "Identification Number Student" (ID student or user) is not reliable when the
teacher cannot see all of the learners in the class or know who is online from a particular account. In this
paper, we propose a system, Android Virtual Learner Identify (AVLI), which collects images captured by
the face of the learning object directly from the camera, the location of the learner by identifing where the
learner is studying and configuration of information including Time, Mac, IP addresses, IMEI number and
location via GPS. The systen then saves learner profiles to help the teacher or education managers on the
Virtual Learning Environment (VLE) identify learning object. We used the VLE that we built on
mobile.ona.vn domain. We implemented the AVLI prototype Android phone with solution password
encryption and images taken directly from the camera to ensure that the information is transmitted and
stored securely in the Virtual Learning Environment System Database (VLE Data) of learning objects while
preserving the ability to identify learning objects by a teacher or education manager.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
E-LEARNING FOR ALL WITH INTERFACE INCORPORATING KNOWLEDGE ABOUT USER acijjournal
The rapid development of Information and Communication Technologies (ICT) is an asset for e-learning.This is a new form of distance education that relies on the Internet and the Web. This new pedagogical approach promote that the learner is the protagonist of his/her own training and thereby put in range that he/she needs to complete his/her apprenticeship. These resources are made available on the platform by
the trainers. Unfortunately, in the majority of e-learning platforms, the course is offered, regardless of the
state of the learner (disability, level of education, age, etc ...). Many people thus excluded from e-learning. This somewhat mitigates e-learning possibilities. According to world statistics, 10% of the world population, about 650 million people, lives with disability [1]. The promotion of employment for all,
advocated by human rights, will dwell on this mode of learning to train all young people who for many reasons do not always have the opportunity to attend a campus training center. E-learning should also be available to disable persons such as blinds, deafs, mutes,… This work develops new interfaces that adapt according to knowledges of the learner to facilitate e-learning. The illiteracy rate is therefore reduce in its
simplest form.
Unit – II: NEW HORIZONS IN ICT
Recent trends in the area of ICT - Interactive Video-Interactive White Board- videoconferencing –M-learning, Social Media- Community Radio: Gyan Darshan, Gyanvani, Sakshat Portal, e-Gyankosh, Blog, MOOC, Whatsapp, Facebook, Twitter etc.-Recent experiments in the third world countries and pointers for India with reference to Education.
RISKS AND REMEDIES IN E-LEARNING SYSTEMIJNSA Journal
One of the most effective applications of Information and Communication Technology (ICT) is the emergence of E-Learning. Considering the importance and need of E-Learning, recent years have seen a drastic change of learning methodologies in Higher Education. Undoubtedly ,the three main entities of E-Learning system can be considered as Student, Teacher & Controlling Authority and there will be different level, but a good E-Learning system needs total integrity among all entities in every level. Apart from integrity enforcement, security enforcement in the whole system is the other crucial way to organize the it. As internet is the backbone of the entire system which is inherently insecure , during transaction of message in E-Learning system, hackers attack by utilising different loopholes of technology. So different security measures are required to be imposed on the system. In this paper, emphasis is given on different risks called e-risks and their remedies called e-remedies to build trust in the minds of all participants of E-Learning system.
Affordable Multi-touch Teaching Station for Engineering ClassesWaqas Tariq
The purpose of this paper is to present the development of a cost effective multi-touch teaching station that support existing educational applications and the custom-made Multi-touch Teaching Module that are being used by instructor to teach undergraduate engineering laboratory class in Multimedia University. The technology-enhanced teaching station was developed based on optical tracking technique known as Frustrated Total Internal Refraction (FTIR) to achieve multi-touch capabilities on the table surface. The Adobe Flash-based Multi-touch Teaching Module supports popular multi-touch gestures including panning, rotating, zooming in and out on multimedia educational content such as streaming video lecture, animation and schematic diagram. The Multi-touch Teaching Module enhances the way lecturers manipulate teaching material such as enlarging a complex electronic circuitry with just fingers\' gesture when operating with the teaching station. When operating the multi-touch teaching station with existing educational applications, lecturers can use it as a normal touch screen to directly interact with the application instead of using a mouse or keyboard, making the interface more intuitive. Some lecturers have evaluated the teaching station and provided positive feedback over standard computer because it is much easier to operate. In short, the paper summarizes the experience in developing a universal multi-touch teaching station and Multi-touch Teaching Module as well as the system evaluation by instructors in an undergraduate engineering laboratory class, which is valuable for those who intend to enhance teaching platform with technology in a university.
Dynemo a video database of natural facial expressions of emotionsijma
DynEmo is a database available to the scientific community (https://dynemo.upmf-grenoble.fr/). It contains
dynamic and natural emotional facial expressions (EFEs) displaying subjective affective states rated by
both the expresser and observers. Methodological and contextual information is provided for each
expression. This multimodal corpus meets psychological, ethical, and technical criteria. It is quite large,
containing two sets of 233 and 125 recordings of EFE of ordinary Caucasian people (ages 25 to 65, 182
females and 176 males) filmed in natural but standardized conditions. In the Set 1, EFE recordings are
associated with the affective state of the expresser (self-reported after the emotion inducing task, using
dimensional, action readiness, and emotional labels items). In the Set 2, EFE recordings are both
associated with the affective state of the expresser and with the time line (continuous annotations) of
observers’ ratings of the emotions displayed throughout the recording. The time line allows any researcher
interested in analysing non-verbal human behavior to segment the expressions into small emotion excerpts
Real time realistic illumination and rendering of cumulus cloudsijma
Realistic simulation of natural phenomena such as c
louds is one of the most challenging problems facin
g
computer graphics. The complexity of cloud formatio
n, dynamics and light interaction makes real time
cloud rendering a difficult task. In addition, trad
itional computer graphics methods involve high amou
nts
of memory and computing resources, which currently
limits their realism and speed.
We propose an efficient and computationally inexpen
sive phenomenological approach for modelling and
rendering cumulus clouds, by drawing on several app
roaches that we combine and extend.
This paper focuses
on the modelling of the cloud’s shape, rendering an
d sky model but is does not deal with
the animation of the cloud.
Presentation on using space and digital technologies to help keep Exeter a clean, safe and well managed city. Presented by Lesley Rapley, Performance Officer - Waste Management at Exeter City Couyncil and Paul Brown, Project Manager, Bartec AutoID Ltd, at the Making Efficiencies using Satellites – ‘it’s not rocket science’ Discovery Day on 13 March 2015 in Oxfordshire.
AN OVERVIEW OF CLOUD COMPUTING FOR E-LEARNING WITH ITS KEY BENEFITSijistjournal
Education is a necessary human virtue and essential for society because it reflects the personality of the human being in our society. The effective way of teaching gives the quality of education and advance learning such as e-learning to the learners and also a high quality of teaching to the tutors. Information Technology (IT) plays a significant role in field of education. Now days, E-learning and M-learning have become very popular trends of the education technology riot. E-Learning is the new tool related to the virtualized distance learning by means of electronic communication mechanisms, specifically the Internet to enhance the traditional learning system. An E-learning system generally needs a lot of software and hardware resources. Today, many educational institutions cannot afford such investments and environments therefore cloud computing is the finest solution. The Cloud Computing environment rises swiftly as a natural platform to provide support to e-Learning systems. Hence, this paper presents the impact on using cloud computing for e-learning which contains an innovative environment resulting from both virtual and personal learning environments. This paper introduces concepts of e-learning and cloud computing infrastructure with their key benefits.
Widget and Smart Devices. A Different Approach for Remote and Virtual labsUNED
A vast number of learning content and tools can be found over Internet. Currently, most of them are ad-hoc solutions which are developed for a particular learning platform or environment. New concepts, such as Widgets, Smart devices, Internet of Thing and learning Clouds, are ideas whose goals is the creation of shareable online learning scenarios over different devices and environments.
Mobile learning architecture using fog computing and adaptive data streamingTELKOMNIKA JOURNAL
With the huge development in mobile and network fields, sensor technologies and fog computing help the students for more effective learning, flexible and in and effective manner from anywhere. Using the mobile device for learn encourage the transition to mobile computing (cloud and fog computing) which is led to the ability to design customized system that help student to learn via context aware learning which can be done by set the user preference and use proper methods to show only related manner subject. The presented study works on developing a system of e-learning which has been on the basis of fog computing concepts with deep learning approaches utilized for classification to the data content for accomplishing the context aware learning and use the adaptation of video quality using special equation and the data encrypted and decrypted using 3DES algorithm to ensure the security side of the operation.
A PLATFORM FOR LEARNING INTERNET OF THINGS de Zorica Bogdanović, Konstantin Simić, Miloš Milutinović, Božidar Radenković and Marijana Despotović-Zrakić del Department for e-Business, Faculty of Organizational Sciences, University of Belgrade Jove Ilića 154, Belgrade, Serbia ... presentado en la International Conference e-Learning 2014
AN ADAPTIVE AND INTELLIGENT TUTOR BY EXPERT SYSTEMS FOR MOBILE DEVICESijmpict
Mobile Learning (M-Learning) is an emerging discipline in the area of education and educational technology. So researchers are trying to optimize and expanding its application in the field of education. The aim of this paper is to investigate the role of mobile devices and expert systems in disseminating and supporting the knowledge gained by intelligent tutors and to propose a system based on integration of intelligent M-Learning with expert systems. It acts as an intelligent tutor which can perform three processes - pre-test, learning concept and post-test - according to characteristic of the learner. The proposed system can improves the education efficiency highly as well as decreases costs. As a result, every time and everywhere (ETEW) simple and cheap learning would be provided via SMS, MMS and so on in this system. The global intention of M-Learning is to make learning “a way of being”.
Online Learning Management System and Analytics using Deep LearningDr. Amarjeet Singh
During this pandemic we have seen rise in popularity of online learning platforms. In this paper, we are going to discuss E-Learning using analytics and deep learning focusing on mainly four objectives which are login systems for teachers and students, Gamification to engage learners, AR contents to increase the involvement of learners and learning analytics to develop competency. We will use Data Mining and Buisness Intelligence to extract high level knowledge from the raw data of students. To predict engagement of students we have used several ML algorithms. This study provides an introduction to the technology of AR and E-Learning systems. The main focus of this paper is to use research on augmented reality and integrate it with Buisness Intelligence and Data Mining(DM).
Engaging student till the end of the course became really difficult for traditional E-Learning Platform. Therefore, Gamification in E-learning is good way to solve this problem.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Leading Change strategies and insights for effective change management pdf 1.pdf
Developing virtual environments of computer hardware using hierarchical embedded virtual objects[
1. The International Journal of Multimedia & Its Applications (IJMA) Vol.5, No.5, October 2013
DEVELOPING VIRTUAL ENVIRONMENTS OF
COMPUTER HARDWARE USING
HIERARCHICAL-EMBEDDED VIRTUAL
OBJECTS
Wan Mohd Rizhan Wan Idris1, Mat Atar Mat Amin1and Md Yazid Mohd Saman2
1
Department of Multimedia, Faculty of Informatics & Computing, University of Sultan
Zainal Abidin, Terengganu, Malaysia
2
Department of Computer Science, Faculty of Science and Technology, Universiti
Malaysia Terengganu, Terengganu, Malaysia
ABSTRACT
Various fields have been taking opportunities to fully utilize the strengths of Virtual Reality (VR) in
developing robust and sophisticated applications. Computer hardware is one of the important topics
formally and informally learned by students in all programs in universities and even in schools. Knowledge
of computers become mandatory to learn since the students get involved in daily utilizing the computers for
finishing assignments, social networking, downloading notes, answering test or quiz online and other
learning and teaching activities involving the computers. Since the computer hardware consists of many
devices, understanding and recognizing the devices are essential especially for the students who formally
register or take this course. Furthermore, this registered course usually has its assessments such as
examination, quiz and assignment to be evaluated. Due to the lacks and problems in recognizing the
devices, they can lead to the misunderstanding and mistakes in the usages of the computers. In this paper,
the development of virtual environments for the computer hardware using HEVO method has been
proposed and discussed in detail to allow teachers creating and managing the 3D computer hardware and
to enable students viewing, interacting and navigating in the VEs. Levels of students’ knowledge and skill
for this topic as well as the usability study of the created VEs are also analysed and evaluated.
KEYWORDS
Virtual Reality, Virtual Environment, Virtual Object & Computer Hardware
1. INTRODUCTION
Computer hardware is one of the important topics formally and informally learned by students in
all programs in universities and even in schools. Knowledge of computers become mandatory to
learn since the students get involved in daily utilizing the computers for finishing assignments,
social networking, downloading notes, answering test or quiz online and other learning and
teaching activities involving the computers. Since the computer hardware consists of many
devices, understanding and recognizing the devices are essential especially for the students who
formally register or take this course. Furthermore, this registered course usually has its
assessments such as examination, quiz and assignment to be evaluated.
DOI : 10.5121/ijma.2013.5504
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2. The International Journal of Multimedia & Its Applications (IJMA) Vol.5, No.5, October 2013
There are several ways in teaching and learning the computer hardware in universities and
schools. The reference books provided for the students typically are equipped with 2D images of
the computer hardware. These 2D images surely lack of interactivity and the students cannot view
in different types of views as they are plain and static. The information using textual notes is
sometimes insufficient to be understood and visualized by the students.
Sometimes there are students as well as teachers surf in the Internet to get and see 3D computer
hardware. The interactivity and exploration as well as information of the 3D computer hardware
in the Internet however are very limited. When they download the 3D computer hardware, the
required 3D tools become major problems for display and interaction with it. The 3D tools such
as 3D Studio Max, LightWave, Maya etc are costly to purchase [13]. Furthermore, those tools
require particular knowledge and skill to be utilized and implemented. Creating self-3D computer
hardware from the scratch by the teachers or students for teaching and learning are also limited
and few since they are not mastered in that field.
Using real computer hardware is the best way and mostly used in teaching and learning this topic
because it looks realistic and hands-on practices. This way possibly leads to the risk of damage of
the hardware during the learning process. Furthermore, it is hard to explain certain devices
because of the inability to see the hidden and small parts.
Based on the explanation above, the ways of teaching and learning of this important topic still
need improvement, modification and enhancement. Therefore, it is better to have a system which
enables teachers to manage the computer hardware in their desired ways to be displayed and
taught to the students. The teachers can utilize the ready-made computer hardware they
downloaded from the Internet previously to be simulated in interesting way especially it can
involve activities of interaction or manipulation and exploration of the devices.
Virtual reality (VR) can meet such activities. In the created world of virtual reality called virtual
environment (VE), users may navigate inside it as if they walk or run in the real world. The users
may also interact or manipulate with objects inside the VE which are called as Virtual Objects
(VOs). In this paper, virtual environments for the computer hardware have been proposed and
discussed in detail using HEVO method to allow teachers creating and managing the 3D
computer hardware and to enable students viewing, interacting and navigating in the VEs. Levels
of students’ knowledge and skill for this topic as well as the usability study of the created VEs are
also evaluated.
Objectives of this research in this paper are as follow:
To create virtual environments for computer hardware using HEVO
To analyze the levels of the students’ knowledge and skill in learning the computer hardware
using the created virtual environments.
To test and evaluate the usability study of the created virtual environments for the computer
hardware.
2. BACKGROUND OF RESEARCH
2.1. Computer Hardware
Computer has been defined as an electronic device operating under the control of instructions
stored in its own memory. It can accept and process data according to specified rules, produce and
store results for future use. The computer contains many electronic components called computer
hardware [1].
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3. The International Journal of Multimedia & Its Applications (IJMA) Vol.5, No.5, October 2013
Computer hardware consists of many devices which are categorized as input devices, output
devices, a system unit, storage devices and communication devices [1]. An input device refers to
any hardware component that allows users to enter data and instructions into the computer such as
keyboard, mouse, microphone, scanner and web cam. An output device is any hardware
component that delivers information to the users. Printer, monitor and speaker are three
commonly used as the output devices [1]. Both devices are able and visibly to be seen.
A case that contains the electronic components of the computer inside it for the use of processing
data is called system unit. All components are connected to a circuit board called motherboard.
Two main components on the motherboard are processor (Central Processing Unit, CPU) and
memory [1]. Both two components cannot be seen physically since they are small, hidden inside
the case and pasted on the motherboard.
Storage device refers to the hardware components that keep the data, instructions and information
on storage media such as USB flash drive, hard disk, optical disk and memory card [1]. These
components are also difficult to see if they are not detached or removed from the case. A
communication device is a hardware component that enables a computer to transmit and receive
data, instructions and information from and to one or more computers or mobile devices.
Examples of the communications devices are modem, cable, telephone line, cellular radio
network, satellite and other transmission media [1].
Therefore, recognizing the devices is important part for this topic. This knowledge possibly gives
opportunities to the students to open and check the internal components of the computer,
exchange and upgrade the capabilities and speed of the computer components and so forth [12].
Due to the lacks and problems as explained however, it can lead to the misunderstanding and
mistakes in the usages of the devices.
2.2. Virtual Reality
Nowadays a number of VR applications in education have been developed for teaching and
learning purposes such as in mathematic [9], manufacture [8], linguistic [6,7], forest [11],
maritime [10] and so forth. VR has enabled a world of simulation to be generated through the
usages of computer devices and software [2]. In VR, users are able to visualize, interact with the
computer and complex data such as graphical objects and virtual agents [5,3]. Navigation and
exploration within the area of space or virtual world enables the users to walkthrough as if they
walk in the real world [4]. All applications of VR share and involve principles of immersion,
augmentation to the real world and windows on World (WoW). The immersion allows the users
to have feeling of being in a part of generated environment. The capabilities of VR devices such
as desktop computer, head mounted display (HMD) and wired gloves contribute to the levels and
quality of immersions. The augmentation to the real world involves the integrations of the virtual
graphical, textual and sound data in the physical environment that make the users perceive such
information exists in real-time [8]. WoW refers to a type of VR systems to generate the virtual
environments. Sometimes, Artificial Reality, Cyberspace, Virtual World (VW), Virtual
Environment (VE) and Synthetic Environment (SE) are the other concepts that also refer to the
VR [10].
There are five important components of VR which are virtual environments (VEs), virtual objects
(VOs), Viewing, Manipulation and Walkthrough [11]. VOs refer to models or objects that exist in
virtual environment [4]. Some examples of VOs are people, animals, buildings and things. Many
VOs are available online and ready to use. Users may download for free or purchase the readymade VOs to be used in the VR applications. Some of the ready-made VOs available on the
internet are shown in Table 1.
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Table 1. URLs For The Ready-Made VOs
URL
http://www.amazing3d.com
Descriptions
http://www.sharecg.com/
Provides services to build 3D models or VE for multimedia
project, movie, animation, video game, magazine, website,
3D simulator and accident reconstruction.
Offers free 3D models for home decorations including
furniture, cookware, bathroom products, electronics and
outdoor.
Offers free 3D models for categories of doors and windows,
structures, companies and collections and people.
Offers products of 3D models, tutorials, animation and art.
http://www.planit3d.com/source/meshe
s_files/meshes.htm
Provides free 3D products of workshop, seating, household,
transport, furniture, aviation, aquatics and plant.
http://www.3dmodels.com/
Offers 3D contents and services.
http://www.turbosquid.com/
Provides services to sell 3D models, 3D modeling textures
and plug-ins.
Offers products of 3D models, texture collection, blueprints,
rendering materials and tutorials.
Sells 3D Objects such as aircraft, anatomy, military, plants,
electronic, interiors, architecture, vehicles and marine-craft.
Provides services to sell 3D models, images, textures,
tutorials and software.
http://www.3dmodelfree.com/
http://archive3d.net/
http://www.exchange3d.com/
http://www.fallingpixel.com/
http://www.the3dstudio.com/
VE is an environment where the models or objects exist [4]. The VE provides a 3D space to place
the models or objects inside it. House and room are two examples of real world objects that often
become the VEs. Understanding of the coordination system is important to locate precisely the
VOs in the VE. The coordination of x, y and z does not have gravity. The movements of the VOs
in the VE are manipulated and controlled by the values of x, y and z. The x, y and z can also give
the values of width, height and depth of the objects.
Viewing component helps explain the field of view, position and orientation and distance of the
objects. It enables all operations or tasks exercised in the VE to be visualized. It is possible for the
VR systems having several viewings which are commonly called as multi-views or multidisplays.
Walkthrough component allows the users to explore and navigate in the VE [3]. The users may go
forward and backward or may turn left and right as if they walk or run in the real environment.
Manipulation component refers to the users’ interactions with VOs in the VE [3]. Examples of
manipulation activities are selecting an object, changing the position and orientation of an object,
rotating and scaling an object. This component mainly highlights the particular ways users
interact with VOs in the VE.
Knowledge and skill of learning the computer hardware refer to the facts and experiences that the
students obtain from the previous formal and informal learning about the field of computer
hardware. Before they get involved in the VE of computer hardware, data about their knowledge
on utilizing computer, surfing web or Internet, using 3D software such as 3D Studio Max,
Lightwave 3D, Maya etc and playing virtual reality system or 3D Games are gathered to measure
the relation and level of knowledge before and after they test the VR system.
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3. LITERATURE REVIEWS
In this topic, we analyse and study the prior researches on the implementation of VR systems in
education. CyberMath is an avatar-based shared virtual environment for mathematics education.
It has studied on issues of immersion, collaboration and realsm in VE. CyberMath allows users to
do activities such as accessing the VE distributely through the network; pointing, rotating and
translating the object using computer mouse; changing objects and user avatar at different levels
of realism; associating URLs with CyberMath exhibition objects (to offer additional information
about the exhibited objects); and communicating with other users through computer microphone.
The study has implemented two usability tests respectively for a group of 3 users in computer lab
and another group of 14 users. All respondents were undergraduate students from different
universities in the Stockholm region. The results show that majority of the respondents
understood the presented material and enjoyed the experience even though some users reported
problems with navigation and that the avatars of other users hide their views [9]. Even many
activities can be done through it, the creation of its VEs can be improved and enhanced by
managing the VOs. By doing so, it can help the lecturers/facilitators to prepare and create the VEs
better.
HEVO method has also been used in creating and managing VOs in VEs of biology, maritime
and forest fields. It allows students to navigate in the VEs of amino acids group and interacted
with them. Usability study of the VR system has been implemented for a number of forty two
undergraduate students who take Biology field from UMT. The VR system has shown that it is
useful for teaching, easy and fun to use. In maritime field, the VEs consist of different types of
virtual fishes, sea plants and an ocean. In forest field, it explains on how to create the virtual
forest with various types of trees using HEVO method [11]. This research motivates to study and
create other fields in education.
Previously, a framework to manage VOs in VEs using Virtual Reality System-Hierarchy
Embedded Virtual Objects (VRS-HEVO) has been presented. It comprises Stand-Alone VRSHEVO and Distributed VRS-HEVO components. The framework has allowed creating and
managing VE of underwater world which contains of whales, dolphins, sharks, plants and ocean
as its VOs [10].
Yuan et al. [8] have proposed assembly guidance techniques using the Virtual Interaction Panel
(VirIP) and the Visual Assembly Tree Structure (VATS). VirIP is used to track the real-time
interaction pen using a Restricted Coulomb Energy (RCE) neural network. VATS is used to
represent the assembly sequences of complex products. VATS specifically works for management
of assembly information and retrieval for the AR-assisted assembly guidance system. VATS
comprises nodes that represent the assembly information such as geometric properties of an
assembly part, sub-assembly and so on.
A contextualized 3-D Virtual English Classroom (VEC3D) is a language learning and teaching
project that promises 3-D immersion, live voice interaction and social context. Building on goalbased instructional design, VEC3D learners embody avatars and meet each other in virtual
spaces. VEC3D can be integrated into various educational settings, student needs, paces, styles
and research goals. Java was used as the primary programming language for the development of
the VEC3D. A number of undergraduate students from national university in Taiwan are tested
using VEC3D to develop their communicative competence. They also construct their knowledge
through interactive online virtual environment and events [6].
This research has been expanded to create a multimodal communication in collaborative virtual
environments (CVEs) for English as Foreign Language (EFL) learners using text, voice, lip
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motion and body language. The VEC3D 3.0, is once again utilized to elicit multimodal
communication [7].
4. METHODOLOGY
In this paper, HEVO method has been proposed and discussed in detail. This method allows
teachers to create and manage VEs of computer hardware and let the students view, interact and
navigate in the created VEs. HEVO is a hierarchical, tree-structured approach that emulates a tree
structure with a set of linked nodes. The tree structure consists of root, parent, children and leaves
nodes.
HEVO method allows the root node to become main VE. The sub-nodes in the tree structure may
represent the other VEs or VOs. Parent node may turn out as VEs. Child node may become VOs.
These two situations apply to all parents and child nodes in the tree structure. The leaves nodes
certainly represent as VOs [10].
HEVO method furnishes six benefits in VR system [10] as follow:
Categorization of VOs. It is based on parent nodes and their own child nodes. The child nodes
are said to be grouped or classified in their own parent nodes’ category. The parent nodes that
contain of their child nodes are defined as a collection of groups or categories.
Areas of interests (AoI). Categorizing the objects will also produce a number of levels or
depths. Each group or category which contains of parent and its child nodes is defined as an
AoI. In this case, any AoI will be a VE while the child nodes will turn out as the VOs in the
VE.
Addition of More Information. Detailed information may be inserted for each VO in each
area (AoI). By separating the areas, all nodes that are resident inside each area will be more
obvious to display. Other descriptions of a VO may include its name, location, path, parent
node, child nodes, numbers of child nodes and clarifications of VO.
Modifications of Information and VOs. Any modification on the information or VOs
especially in terms of their positions and orientations can be made independently. The
modification only affects at the particular infected area. The rest of areas are not influenced
by the modification.
Iterations of VOs. A VO in the tree structure can be reused or repeated. There is no limitation
in the duplication of VOs. The duplicated VO then can be manipulated to produce a unique
VO that differs from the other VOs. For such purpose, a mechanism in HEVO to manipulate
the VOs’ rotation, translation and scale is used.
Synchronization of VEs. In HEVO, the VOs is managed and arranged in synchronized. A
systematical flow of VOs’ node can be seen in the tree structure from the root node till the
leaves nodes. Each area of interest produced according to parent-child concept is managed in
sorted. Therefore, it leads to the synchronization of VEs.
To create and manage the VEs of computer hardware using HEVO method, the teachers /
facilitators should follow 3 modules as illustrated in Figure 1. Then, the students who get
involved in the learning and teaching of this topic utilize the module 4 as illustrated in Figure 2.
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Module 1: Initializing interface of system (Loading Editor)
Step 1: Finding & Selecting VOs
Step 2: Listing Names of VOs
Step 3: Displaying Preview Screen of VOs
Module 2: Developing a tree data structure (Hierarchical, Tree-Structured Editor)
Step 1: Adding, removing and updating VOs
Step 2: Creating graphical tree structure
Module 3: Organizing VOs (Organizing VOs Editor)
Step 1: Multi-Monitor Screens
Step 2: Translation & Scale operations
Step 3: Recording VOs’ Information
Figure 1. Modules for teacher/facilitator using HEVO.
Module 4: Viewing VE (Viewing Editor)
Step 1: Single-View & Multi-Views
Step 2: Walkthrough in VE
Step 3: Manipulation of VOs
Figure 2. Modules for students using HEVO.
In the first module, an interface of virtual reality system called Loading editor is initialized. This
interface allows users to search the location of VOs either in users’ computers or in the server and
select the desired VOs to be loaded in the system; list the names of VOs that are successfully
loaded; and display the sample of VOs selected from the list.
The second module provides the use of data structure using hierarchical, tree-structured editor.
The lecturers/facilitators can create the graphical tree structure through several types of operations
provided in this editor such as adding new VOs in the tree structure, adding new group of VOs,
removing unneeded VOs and clearing all VOs in the tree structure.
Organizing VOs editor in the third module works to manage the VOs in the VE in terms of
position and orientation. The lecturers/facilitators can view a certain VE in multi-monitor screens
to help precisely locate the VOs at the desired places. Each monitor screen projects different
viewing such as front, left, top and perspective views. Through translation and scale operations,
the selected VO can be moved at new location in the VE and resized. Information about VOs such
as file, caption, description, parent, path, location, scale and rotation can also be saved
systematically in the text file with extension *.hevo for reference, distribution and display in
future. Thus the users do not need to rebuild the VE from the beginning.
The last module allows the students to view the final results of VEs either in single-view mode or
multi-views mode. They can walkthrough in the VE using arrow keys on the keyboard. Mouse
can be used to allow the students manipulating and interacting with VOs in the VE. Figure 3, 4, 5
and 6 show the interfaces of editors in the VR system which implements the four modules as
described above.
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Figure 3. Interface of Loading Editor
Figure 4. Interface of HEVO Editor
Figure 5. Interface of Organizing Editor
Figure 6. Interface of Viewing Editor
4.1. Development of VEs of Computer Hardware
For this case study, ten VEs of different devices for computer hardware have been developed. In
each VE, the VOs have been placed and located in scattered so that the students who test the VR
system may put affords to find the VOs and navigate in the VE using the arrow keys on the
keyboard. The VOs have also been transformed at different sizes so that they utilize the
interaction or manipulation activity using mouse to recognize the selected VOs. The total number
of VOs in all VEs are twenty.
HEVO method has produced the tree structure as illustrated in Figure 7. Each VE of the computer
device reflects to the question in the quiz. Figure 8 illustrates the ten different VEs using HEVO
method in the VR system.
Figure 7. Tree Structure in HEVO Editor
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Figure 8. Ten VEs using HEVO
4.2. VEs of Computer Hardware-Based Assessment
To test and evaluate the levels of the students’ knowledge and skill in learning the computer
hardware using the created virtual environments, we have implemented the assessment using
quiz. The quiz comprises ten questions with regard on the computer hardware field. The types of
questions in the quiz are based on the recognition of the computer hardware and the selection of
the right computer hardware. A number of nine undergraduate students in Computer Science
course from Universiti Sultan Zainal Abidin (UniSZA) have been selected to test the VR system
and answer the quiz.
Before the test, demonstration on how to use the VR system has been exposed to the students.
The students need to open relevant VE in the VR system based on the question they want to
answer first. The created VEs encourage them to use the keyboard and mouse devices for
navigation and interaction activities. The students need to navigate and manoeuvre in the VEs to
find the right locations of the VOs which have been placed in scattered. The interaction with the
VOs is also crucial for recognizing and selecting the right VOs to be answered in the quiz.
4.3. Usability Performance of the Created Virtual Environments
Once the respondents have finished testing the VR system and answering the quiz, questionnaires
have been distributed for each respondent to evaluate the usability performance of the created
VEs for computer hardware. The questionnaire consists of demographic section, experience
section and system usability scale section.
The demographic section covers the respondents’ background including institution, unit/
department/ faculty, position, gender, age, race and qualification. The experience section refers to
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the levels of the respondents’ practices in utilizing computer; surfing web or Internet; using 3D
software such as 3D Studio Max, Lightwave 3D, Maya etc; and playing virtual reality system or
3D Games. The system usability scale section refers to the usability levels of the proposed VR
system in terms of the respondents’ feel fun; help in the learning; easiness to use; better
understandability in the learning; need of guidance; suitability to use in the learning; acceptance
to use in the future; clarity and comparability of the VOs; importance of manipulation activities;
suitability of manipulation activities using mouse; importance of walkthrough activity; suitability
of walkthrough activity using keyboard; and acceptance of utilizing multi-views.
5. RESULTS & DISCUSSIONS
In this section, we discuss in detail about the assessments of the respondents’ knowledge and skill
levels, the usability study of the VR system used by the respondents and the quiz answered by the
respondents.
5.1. Analysis of knowledge and skill levels
In this discussion, the respondents’ knowledge and skill are measured. Table 2 and Figure 9 show
the respondents’ frequencies in utilizing computers. Four respondents state that they are very
experienced while the other four respondents are experienced in utilizing and using the
computers.
Table 2. The respondents’ frequency in utilizing the computers
Valid
Experienced
Very Experienced
Total
Frequency
5
4
9
Percent
1.1
0.9
2.0
Valid Percent
55.6
44.4
100.0
Cumulative Percent
55.6
100.0
Experienced
44.4
55.6
Very
Experienced
Figure 9. Percentage in pie chart for the respondents’ frequency of utilizing computers
Table 3 and Figure 10 illustrate the respondents’ frequencies in surfing web or Internet. Three
respondents express that they are very experienced while the other six respondents are
experienced in surfing web or Internet.
Table 3. The respondents’ frequency in surfing web or Internet
Frequency
Valid
Experienced
Very Experienced
Total
6
3
9
Percent
1.4
0.7
2.0
Valid Percent
66.7
33.3
100.0
Cumulative Percent
66.7
100.0
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Experienced
33.3
66.7
Very
Experienced
Figure 10. Percentage in pie chart for the respondents’ frequency of surfing web or Internet
Table 4 and Figure 11 describe the respondents’ frequencies in utilizing 3D software such as 3D
Studio Max, Lightwave 3D, Maya etc. Three respondents express that they are not experienced,
five respondents are less experienced and one of them is average in using the 3D software.
Table 4. The respondents’ frequency in utilizing 3D software
Frequency
Valid
Not Experienced
Little Experienced
Average
Total
3
5
1
9
Percent
0.7
1.1
0.2
2.0
Valid Percent
33.3
55.6
11.1
100.0
Cumulative Percent
33.3
88.9
100.0
11.1
Not
Experienced
33.3
Little
Experienced
55.6
Average
Figure 11. Percentage in pie chart for the respondents’ frequency of utilizing 3D software
Table 5 and Figure 12 describe the respondents’ frequencies in playing virtual reality system or
3D Games. Four respondents indicate that they are little experienced, three respondents are
average and one respondent is categorized respectively in experienced and very experienced in
playing virtual reality system or 3D Games.
Table 5. The respondents’ frequency in playing virtual reality system
Frequency
Valid
Little Experienced
Average
Experienced
Very Experienced
Total
4
3
1
1
9
Percent
0.9
0.7
0.2
0.2
2.0
Valid Percent
44.4
33.3
11.1
11.1
100.0
Cumulative Percent
44.4
77.8
88.9
100.0
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Figure 12. Percentage in pie chart for the respondents’ frequency of in playing
virtual reality system or 3D Games
5.2. Analysis of the usability study
Table 6 and Fig 13 show the mean scores of the responses in the usability study of the system in
terms of factors: the respondents’ feel fun; help in the learning; easiness to use; better understand
ability in the learning; need of guidance; suitability to use in the learning; acceptance to use in the
future; comparability of the VOs; suitability of the VE; importance of interactivity technique;
effectiveness of interactivity technique using mouse; effectiveness of walkthrough technique;
suitability of walkthrough technique using keyboard; clarity of the VOs; and comfortability of
utilizing multi-views mode.
Table 6. The mean scores of the responses in the usability study of the VR system for each factor
9
9
9
9
9
9
9
9
9
9
Minimum
3
4
4
3
2
4
4
4
4
4
Maximum
5
5
5
5
5
5
5
5
5
5
Mean
4.11
4.22
4.22
4.00
3.78
4.44
4.33
4.33
4.33
4.44
Std.
Deviation
0.601
0.441
0.441
0.500
0.972
0.527
0.500
0.500
0.500
0.527
9
2
5
4.22
0.972
9
4
5
4.44
0.527
9
2
5
4.22
0.972
9
4
5
4.33
0.500
9
3
5
4.11
0.601
N
Feeling fun
Help learn
Easy to use
Help understand better
Without demonstration
Suitability for learning
Use in the future
Differentiate the virtual objects
Suitability of Ves to be navigated
Importance of interactivity technique
Effectiveness of interactivity
technique
Impotance of navigation technique
Effectiveness of navigation using
keyboad
Contrastness of virtual objects
Comfortability using multi-views
mode
Valid N (listwise)
9
In general, most of the mean scores in each factor are above 4.0 points. These scores mean that
each factor shows the positive responses from the respondents during utilizing the VR system. In
other words, the results show:
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•
•
•
•
•
•
•
•
•
•
•
•
•
•
The respondents feel fun;
The VR system can help learn;
The VR system is easy to use;
The VR system can help in better understanding the subject;
The VR system is suitable to be used in the learning;
The respondents are willing to use the VR sytem in the future;
The respondent can differentiate the VOs appeared in The VR system;
The VE is suitable to be navigated;
The interactivity technique is important in the VR;
The interactivity technique using mouse device is effective;
The walkthrough technique is important;
The walkthrough technique using keyboard device is suitable;
The respondents can view clearly the VOs displayed in the VE;
The respondents are comfortable utilizing multi-views mode.
The mean score of the factor need of guidance however is 3.78 points. It means that the
respondents feel that they still need demonstration on how to use and master the VR system.
Figure 13. Bar chart for the mean scores of the responses in the usability study of the VR system
5.3. Analysis of the quiz
All respondents get full marks in their quiz. This result shows that the respondents have
knowledge in computer hardware field. Even majority of them express that this is the first time
use of the VR system, they can learn faster. The result also indicates that they can understand
better and help them in learning when using the VR system.
Since there are twenty VOs in the created VEs, it also shows that they have skills in utilizing the
tools in VR system for interaction and navigation in the VEs. The skill helps them find the
relevant VOs and recognize precisely the desired VOs in the VEs. Without such skill, surely they
can not answer the quiz correctly.
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14. The International Journal of Multimedia & Its Applications (IJMA) Vol.5, No.5, October 2013
6. CONCLUSIONS
This paper has presented virtual environments for computer hardware using HEVO to test and
evaluate the levels of the students’ knowledge and skill in learning the computer hardware.
HEVO method allows teachers to create and manage VEs of computer hardware and let the
students view, interact and navigate in the created VEs. The findings have shown that the created
VE is useful for teaching, easy and fun to use. The students have also designated that they could
understand the subject better using the system. For the future works, we believe that many
applications can be developed using this study from various fields including manufacture,
gaming, architecture, medicine, entertainment.
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BIOGRAPHY
Wan Mohd Rizhan Wan Idris is currently a lecturer in the Department of Multimedia
in the Faculty of Informatics & Computing, University of Sultan Zainal Abidin
ormatics
(UniSZA), Tembila Campus. He received his Master of Science (Multimedia) since
.
2010. His main research areas focus on virtual reality and 3D and 2D animations.
eas
Mat Atar Mat Amin obtained his Masters of Computer Science from Universiti
Teknologi Malaysia in 2005. Currently, he is a Lecturer at the Department of
Multimedia, Faculty of Informatics & Computing, University of Sultan Zainal Abidin
Computing
(UniSZA), Tembila Campus. His main research areas are animation and creative
.
multimedia.
Prof. Dr. Md Yazid Mohd Saman is a professor in the Department of Computer
Science, Faculty of Science & Technology (FST), Universiti Malaysia Terengganu
,
(UMT).
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