You are previewing Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning.
O'Reilly logo
Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning

Book Description

As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Preface
    1. SECTION 1: THREE-DIMENSIONAL VIRTUAL LEARNING ENVIRONMENTS
    2. SECTION 2: EDUCATIONAL HYPERMEDIA AND UBIQUITOUS LEARNING: FUTURE TRENDS
  7. Acknowledgment
  8. Section 1: Three-Dimensional Virtual Learning Environments
    1. Chapter 1: Contributions of Collaborative and Immersive Environments in Development a Remote Access Laboratory
      1. ABSTRACT
      2. INTRODUCTION
      3. CONTEXT AND BACKGROUND
      4. CONTRIBUTIONS OF COLLABORATIVE AND IMMERSIVE ENVIRONMENTS IN THE DEVELOPMENT OF LABORATORY WITH REMOTE ACCESS
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Virtual Laboratories Development Using 3D Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. VIRTUAL LABORATORIES
      4. VIRTUAL LABORATORIES AND METAVERSES: THE STATE OF THE ART
      5. FUTURE TRENDS
      6. VIRTUAL REALITY AND AUGMENTED REALITY
      7. UBIQUITOUS LEARNING
      8. 3D VIRTUAL WORLDS
      9. OpenSim
      10. MAIN OPEN SIMULATOR COMMANDS
      11. THE PROGRAMMING LANGUAGE USED FOR OpenSim
      12. VIEWER ACCESS TO OpenSim
      13. THE LEARNING MANAGEMENT SYSTEM AND CONTENT MANAGEMENT SYSTEM USED
      14. THE DATABASE USED
      15. Sloodle AND ITS INTEGRATION WITH Moodle PLATFORM
      16. INSTALLING AND CONFIGURING Sloodle
      17. CONNECTING Moodle AND OpenSim THROUGH Sloodle
      18. USE CASE EXAMPLE OF THE DESCRIBED RESOURCES UTILIZATION
      19. THE VIRTUAL LABORATORY
      20. CONSTRUCTING OBJECTS WITHIN THE VIRTUAL LABORATORY
      21. ACTIVITIES DEVELOPED WITHIN THE VIRTUAL LABORATORY
      22. CONCLUSION
      23. REFERENCES
      24. KEY TERMS AND DEFINITIONS
    3. Chapter 3: 3D Virtual Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AN AVATAR-BASED VIRTUAL CLASSES PLATFORM
      5. Voice Evaluation Methodology
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 4: Personalisation of 3D Virtual Spaces for Enhanced Ubiquitous Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND RESEARCH RATIONALE
      4. RESEARCH METHODS AND DESCRIPTION
      5. RESULTS AND FUTURE RECOMMENDATIONS / RESEARCH
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    5. Chapter 5: Architectures for 3D Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. REFERENCE ARCHITECTURES FOR 3D VIRTUAL ENVIRONMENTS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    6. Chapter 6: Designing Educational Paths in Virtual Worlds for a Successful Hands-On Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    7. Chapter 7: Reviewing the Effectiveness and Learning Outcomes of a 3D Virtual Museum
      1. ABSTRACT
      2. INTRODUCTION
      3. THREE-DIMENSIONAL ENVIRONMENTS FOR LEARNING AND VIRTUAL MUSEUMS
      4. LEARNING IN MUSEUMS
      5. THE RESEARCH PROJECT
      6. THE STUDY
      7. RESULTS AND DISCUSSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    8. Chapter 8: Training Infrastructure to Participate in Real Life Institutions
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SYSTEM MODEL OVERVIEW
      5. TRAINING SCENARIO
      6. TECHNICAL SPECIFICATION
      7. EVALUATION
      8. DISCUSSION AND FUTURE WORK
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
      12. ENDNOTES
    9. Chapter 9: Impact Assessment of Affective Virtual Characters in a Virtual Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. AFFECTIVE
      4. AFFECTIVE COMPUTING
      5. AFFECTIVE MODEL
      6. AGENTS
      7. AVATARS
      8. EDUCATIONAL SIMULATION
      9. 3D VIRTUAL ENVIRONMENT
      10. THE PROJECT AND THE CHARACTERS
      11. EXPERIMENTS
      12. RESULTS
      13. CONCLUSION
      14. REFERENCES
      15. KEY TERMS AND DEFINITIONS
    10. Chapter 10: Exploring 3D Immersive and Interactive Technology for Designing Educational Learning Experiences
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOLUTIONS AND RECOMMENDATIONS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX
    11. Chapter 11: Faculty Adoption of 3D Avatar-Based Virtual World Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FRAMEWORK
      4. METHOD
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    12. Chapter 12: Survey of Students' Perception and the Influence of Learning Style Preferences on Learner's Intention to Use 3D Visualization Instruction
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. METHODOLOGY
      5. RESULTS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  9. Section 2: Educational Hypermedia and Ubiquitous Learning: Future Trends
    1. Chapter 13: Memory, Cognition, and Multimedia
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. MAIN RESULTS AND INTERPRETATION
      5. DISCUSSION POINTS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
      9. APPENDIX 1
      10. APPENDIX 2
      11. APPENDIX 3
    2. Chapter 14: Effects of Studying Tasks Compatibility with Tablets on Their Acceptance
      1. ABSTRACT
      2. INTRODUCTION: CONTEXT AND GOALS OF THE CHAPTER
      3. PERCEPTION OF TABLETS BY STUDENTS: USABILITY AND USEFULNESS
      4. TECHNOLOGY ACCEPTANCE MODEL AND ITS LIMITATIONS
      5. ACCEPTANCE OF TECHNOLOGY ACCORDING TO THE TYPE OF TASK EXPERIENCED
      6. RATIONALE AND ASSUMPTIONS OF THE STUDY
      7. METHOD
      8. RESULTS
      9. DISCUSSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
      13. APPENDIX: ITEMS OF THE PRE- AND POST-QUESTIONNAIRES
    3. Chapter 15: The Role of Pedagogical Agents on Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. THE ROLE AND FUNCTION OF PEDAGOGICAL AGENTS
      4. THEORETICAL BASES FOR USING PAs IN ALTs
      5. FUTURE DIRECTIONS
      6. ACKNOWLEDGMENT
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    4. Chapter 16: Enhancing the Effectiveness of Educational Hypermedia
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COGNITIVE LOAD THEORY
      5. EXPERT-NOVICE DIFFERENCES IN LEARNING
      6. LEARNING FROM MULTIMEDIA ENVIRONMENTS
      7. LEARNING FROM HYPERMEDIA ENVIRONMENTS
      8. SOLUTIONS AND RECOMMENDATIONS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    5. Chapter 17: A Perspective about the Application of Quality of Context in U-Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. QUALITY OF CONTEXT IN U-LEARNING ENVIRONMENTS: DIFFICULTIES AND APPLICATIONS
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    6. Chapter 18: Examining the Effectiveness of Hyperaudio Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. HYPERAUDIO LEARNING ENVIRONMENTS
      4. RESEARCH ON HYPERAUDIO
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    7. Chapter 19: Content Personalized Recommendation Engine to Support an Informal Learning Environment in the Health Context
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RECOMMENDATION SYSTEMS
      5. RELATED WORK
      6. PROBLEM AND HYPOTHESIS
      7. MOBILEHEALTH
      8. RECOMMENDATION SYSTEM OF PERSONALIZED CONTENT
      9. COLLABORATIVE RECOMMENDATION
      10. WEIGHTED COLLABORATIVE RECOMMENDATION
      11. Ubiquitous Recommendation
      12. Ubiquitous Hybrid Recommendation
      13. VALIDATION
      14. ANALYSIS OF RESULTS
      15. FUTURE RESEARCH DIRECTIONS
      16. CONCLUSION
      17. REFERENCES
      18. KEY TERMS AND DEFINITIONS
    8. Chapter 20: Systems Engineering Concepts with Aid of Virtual Worlds and Open Source Software
      1. ABSTRACT
      2. SIMULATION
      3. UBIQUITOUS LEARNING
      4. OPEN SOURCE APPLICATIONS AND TECHNOLOGY EFFECTIVENESS
      5. ENHANCING THE STEM ENVIRONMENT
      6. SYSTEMS ENGINEERING GUIDANCE
      7. SYSTEMS ENGINEERING COURSE PROJECT: ATM MACHINE
      8. SECOND LIFE RESULTS
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
    9. Chapter 21: Three-Dimensional Virtual Environment and NPC
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RELATED WORK
      5. CASE STUDY: AN APPROACH TO INTELLIGENT AGENTS UBIQUITOUS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    10. Chapter 22: An Extended Acceptance Model for Augmented Reality Educational Applications
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESEARCH MODEL AND HYPOTHESES
      5. MODEL ESTIMATION RESULTS
      6. DISCUSSION AND IMPLICATIONS
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
      11. APPENDIX
    11. Chapter 23: A Three-Dimensional Environment of Personalized Recommendation of Learning Objects to Support Ubiquitous Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. VIRTUAL LEARNING ENVIRONMENT (VLE)
      4. MULTI-AGENT SYSTEMS
      5. RECOMMENDATION SYSTEMS
      6. GENETIC ALGORITHMS
      7. UBIQUITOUS LEARNING
      8. LEARNING OBJECTS
      9. RELATED WORK
      10. 3D ENVIRONMENT SENSITIVE TO THE CONTEXT BASED ON RECOMMENDATION OF LEARNING OBJECTS BY AGENTS
      11. VALIDATION AND RESULTS
      12. CONCLUSION
      13. REFERENCES
  10. Compilation of References
  11. About the Contributors