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Virtual Immersive and 3D Learning Spaces:  Emerging Technologies and Trends

Book Description

Virtual Immersive and 3D Learning Spaces: Emerging Technologies and Trends helps push the conceptual and applied boundaries of virtual immersive learning. Virtual immersive spaces bring with them plenty of promise, of sensory information-rich learning experiences that will enable a much wider range of experiential learning and training—delivered to computer desktops, augmented reality spaces, digital installations, and mobile projective devices. This work explains how these spaces may be exploited for effective learning in terms of the technologies, pedagogical strategies, and directions.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. EDITORIAL ADVISORY BOARD
  5. Dedication
  6. Preface
    1. INTRODUCTION
    2. A SELECT TALENT POOL
    3. THE BOOK’S ORGANIZATION
  7. Acknowledgment
  8. Section 1: Virtual Immersive Spaces and their Popularization
    1. Chapter 1: Assessing the Application of 3D Collaborative Interfaces within an Immersive Virtual University
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. CLEV-R SYSTEM DESCRIPTION
      5. EVALUATION
      6. CONCLUSION AND FUTURE WORK
    2. Chapter 2: Virtual Worlds
      1. ABSTRACT
      2. VIRTUAL WORLDS: CORPORATE EARLY ADOPTERS PAVE THE WAY
      3. REAL LIFE USES FOR SECOND LIFE
      4. PERSON-PERSON INTERACTION
      5. PERSON-OBJECT/ENVIRONMENT INTERACTION
      6. PERSON-SELF INTERACTION
      7. BARRIERS TO CORPORATE ADOPTION OF SECOND LIFE
      8. MANAGEMENT/EVALUATION OF USING SECOND LIFE
      9. PROFESSIONAL DEVELOPMENT IN SECOND LIFE
      10. THE GROWTH OF SECOND LIFE
      11. BEYOND SECOND LIFE
      12. THE FUTURE OF SL AND OTHER MUVES
      13. CONCLUSION
  9. Section 2: Immersive Learning Strategies
    1. Chapter 3: Practice What You Preach
      1. ABSTRACT
      2. INTRODUCTION
      3. A VIRTUAL VILLAGE AS A COMMUNITY OF LEARNERS
      4. MEASURING EXPERIENCED CONNECTEDNESS AND LEARNING
      5. THE ASTERIX VILLAGE
      6. WHAT’S NEW, WHAT’S NEXT?
      7. PERCEIVED CONNECTEDNESS AND LEARNING
      8. CONCLUSION
    2. Chapter 4: Learning Assignments in Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SPECIFICATIONS OF LEARNING ASSIGNMENTS IN VIRTUAL WORLDS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    3. Chapter 5: Immersive Language Learning in Collaborative Virtual Environments
      1. ABSTRACT
      2. OVERVIEW
      3. CURRENT CVES FOR LANGUAGE LEARNING
      4. RESEARCH PROJECTS
      5. INTERACTIVE AND IMMERSIVE LANGUAGE LEARNING AND ACQUISITION IN CVES
      6. CONCEPTUAL FRAMEWORK OF CVE ASSISTED LANGUAGE LEARNING
      7. BEYOND CVES: INCORPORATING MODALITIES IN VEC3D
      8. CONNECTION BETWEEN CVES AND WEB 2.0 FOR LANGUAGE LEARNING
      9. CONCLUSION AND FUTURE TRENDS
    4. Chapter 6: Unpacking Strong versus Weak Presence in Second Life Enactive Role Play
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL UNDERPINNINGS
      4. LITERATURE REVIEW
      5. RESEARCH FOCUS
      6. INSTRUCTIONAL SETTING AND SUBJECTS
      7. METHOD OF ANALYSIS
      8. FINDINGS AND DISCUSSION
      9. OVERVIEW AND IMPLICATIONS
      10. CONCLUSION
  10. Section 3: The Design of 3D Immersive Spaces
    1. Chapter 7: Collaborating to Learn
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND OF THE STEM-ICT 3D PROJECT
      4. THE STEM-ICT 3D PROJECT
      5. FUTURE DIRECTIONS
      6. CONCLUSION
    2. Chapter 8: Scaffolding Discovery Learning In 3D Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. DISCOVERY LEARNING AND SCAFFOLDING
      4. SCAFFOLDING IN TECHNOLOGY-MEDIATED LEARNING ENVIRONMENTS
      5. SCAFFOLDED LEARNING IN 3D VIRTUAL ENVIRONMENTS
      6. A DESIGN CASE STUDY: THE VIRTUAL CHEMISTRY LABORATORY
      7. DISCUSSION
      8. CONCLUSION AND FUTURE DIRECTIONS
    3. Chapter 9: Legal and Ethical Aspects of Teaching in Selected Social Virtual Worlds
      1. ABSTRACT
      2. THE NETWORKED “IGENERATION” AND VIRTUAL WORLDS
      3. CHAPTER TOPICS
      4. APPENDIX 1
    4. Chapter 10: JavaMOO Virtual Cells for Science Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. THE VIRTUAL CELL
      4. GUIDING PRINCIPLES
      5. THE ORIGINAL IMPLEMENTATION: LAMBDAMOO
      6. VIRTUAL CELL SYSTEM COMPONENTS
      7. PROBLEMS WITH LAMBDAMOO
      8. JAVAMOO
      9. THE NEW IMPLEMENTATION IN JAVAMOO
      10. OTHER IMPROVEMENTS OVER LAMBDAMOO
      11. CHANGES IN DEPLOYMENT MODELS
      12. THE VIRTUAL CELL ANIMATIONS PROJECT
      13. CONCLUSION
    5. Chapter 11: Capitalizing on Immersive Persistence as an Emergent Design Concept (A Position Paper)
      1. ABSTRACT
      2. INTRODUCTION
      3. SYNTHETIC WORLDS NOW
      4. BEYOND PRIMITIVES: THE BACKGROUND
      5. LEARNING AND RESEARCH
      6. DIGITAL RESOURCE PROTECTION
      7. HUMAN RELATIONSHIP MANAGEMENT
      8. INFORMATION EXCHANGE AND MANAGEMENT
      9. FUTURE RESEARCH ANGLES AND USES OF IMMERSIVE PERSISTENCE
      10. CONCLUSION
  11. Section 4: Technological Accessibility Functionalities
    1. Chapter 12: A Computational Model of Non-Visual Spatial Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. MODELING SPATIAL ENVIRONMENT
      4. NON-VISUAL SPATIAL LEARNING RESEARCH BACKGROUND
      5. A COMPUTATIONAL MODEL OF NON-VISUAL SPATIAL LEARNING (NSL)
      6. LOCOMOTION IN VIRTUAL WORLD
    2. Chapter 13: Signing Avatars
      1. ABSTRACT
      2. INTRODUCTION
      3. BENEFITS AND USES OF SIGNING AVATARS
      4. CONSTRUCTION OF A SIGNING AVATAR
      5. STATE-OF-THE-ART AND CURRENT LIMITATIONS
      6. EXAMPLE OF APPLICATION: THE SIGNING AVATARS FOR MATHSIGNER™ AND SMILE™ - ADVANCING THE STATE OF THE ART IN ASL ANIMATION
      7. DISCUSSION AND CONCLUSION
  12. Section 5: Risks in the Immersive Learning
    1. Chapter 14: Crouching Tangents, Hidden Danger
      1. ABSTRACT
      2. INTRODUCTION
      3. WHAT IS POSSIBLE: EMERGING EDUCATIONAL TECHNOLOGIES
      4. SERIOUS GAMES AND SIMULATIONS IN HEALTHCARE EDUCATION
      5. EXPLORING POTENTIAL FOR DEVELOPMENT OF MISCONCEPTIONS IN CLINICAL JUDGMENT
      6. EVIDENCE-BASED LEARNING AND FUTURE TRENDS
    2. Chapter 15: Mitigating Negative Learning in Immersive Spaces and Simulations
      1. ABSTRACT
      2. Introduction
      3. LITERATURE REVIEW
      4. Some Interventions
      5. IMMERSIVE SPACE AND SIMULATION DESIGNS
      6. PARTIAL IMMERSION / PARTIAL SIMULATION DESIGNS
      7. INHERITED IMMERSIONS
      8. CONCLUSION
      9. APPENDIX
  13. Compilation of References
  14. About the Contributors