VIRTUAL CITY AS A PLACE FOR EDUCATIONAL AND SOCIAL ACTIVITIES City atmosphere plays an important role, according to students’ feedbacks. Appropriate music <strong>and</strong> sounds, moving objects, presence <strong>of</strong> other users, real or artificial, will contribute to make the virtual world more ‘alive’ <strong>and</strong> appealing. Informational resources should be an essential part <strong>of</strong> a virtual city as well as a set <strong>of</strong> tools for content manipulation. It was generally agreed that only models <strong>of</strong> buildings without corresponding information have a very limited value <strong>and</strong> meaning, especially for the users not familiar with the city. Therefore, there should be a strong correspondence between the constructions in the virtual city <strong>and</strong> the associated informational resources <strong>and</strong> facilities. For example, the city hall should contain information about local government; the doctors’ <strong>of</strong>fices should contain information about the medical services. The city should in general contain multimedia resources such as sound, pictures, video <strong>and</strong> ‘enactments’ with virtual agents associated with relevant important buildings <strong>and</strong> l<strong>and</strong>marks, allowing the users to learn about the city, its history <strong>and</strong> culture. There should also be a significant support for interactive elements such as adding usergenerated content <strong>and</strong> educational games. A wide array <strong>of</strong> community resources <strong>and</strong> tools reflecting <strong>and</strong> supporting the life <strong>of</strong> the community should be integrated in a virtual city, in a situated <strong>and</strong> contextualized manner. For example, there should be established virtual places for social activities (imaginary ones or representations <strong>of</strong> real places) such as squares, parks, art galleries, museums <strong>and</strong> clubs. Other examples include bulletin boards with announcements, blogs <strong>and</strong> virtual houses for community members, discussion forums <strong>and</strong> tools for supporting social networks with extensive possibilities for the users to share, annotate <strong>and</strong> modify the content. There should be clear connections between the community resources <strong>and</strong> the related virtual places. A basic support for commercial activities should be provided to ensure better integration <strong>of</strong> local businesses into the community. Various navigation facilities should be available for users to access the content in a virtual city in the most efficient way, such as ‘city tours’ led by agents, <strong>and</strong> ‘transportation routes’ marked clearly between different places. A virtual city should also contain ‘tourist <strong>of</strong>fices’ with information <strong>and</strong> links to the major points <strong>of</strong> interest plus searchable maps with filters where one can look for shops, local businesses <strong>and</strong> historical places. In order to support social navigation, there should be possibilities for sharing information on paths taken <strong>and</strong> places visited by other users. Virtual campus in a ‘student’ city like Trondheim is supposed to act as a natural educational center, providing a broad range <strong>of</strong> educational resources. At the same time, such resources supporting learning <strong>and</strong> students’ communities <strong>and</strong> social activities should be integrated throughout the city. Examples include virtual ‘concert halls’ for student festivals <strong>and</strong> history lessons in the city streets. IV. CONCLUSIONS AND FUTURE WORK In this paper we discussed the concept <strong>of</strong> virtual city as a place for educational <strong>and</strong> social activities. We also presented basic results <strong>of</strong> 2 empirical case studies, where we explored different aspects <strong>of</strong> a virtual city as a place for educational <strong>and</strong> social activities. We analyzed the effectiveness <strong>of</strong> various tools supporting educational <strong>and</strong> social activities <strong>and</strong> suggested directions for their development <strong>and</strong> improvement. In addition, based on the empirical data, we derived <strong>and</strong> presented a set <strong>of</strong> the major guidelines for designing an educational virtual city. Future research directions will include further work on the VCYO project, designing a virtual city representing Trondheim as well as the development <strong>of</strong> the theoretical framework for designing educational virtual cities. REFERENCES [1] E. Prasolova-Førl<strong>and</strong> <strong>and</strong> M. Divitini, "Collaborative virtual environments for supporting learning communities: an experience <strong>of</strong> use," in ACM SIGGROUP, USA: ACM, 2003, pp. 58-67. [2] A. J. Kelton, "Second Life: Reaching into the Virtual World for Real-World Learning," ECAR Research Bulletin, 2007. [3] L. S. Vygotsky, Mind in society: the development <strong>of</strong> higher psychological processes. Cambridge, MA: Harvard University Press, 1978. [4] M. Dodge, S. Doyle, A. Smith, <strong>and</strong> S. Fleetwood, "Towards the Virtual City: VR & Internet GIS for Urban Planning," in VR <strong>and</strong> GIS Workshop, London, UK, 1998. [5] S. de Freitas, "Serious virtual worlds report," Joint Information Systems Committee (JISC) 2008, http://www.jisc.ac.uk/media/ documents/publications/seriousvirtualworldsv1.pdf [6] W. Dokonal, B. Martens, <strong>and</strong> R. Plösch, "Creating <strong>and</strong> Using Virtual Cities," in eCAADe Conference, Copenhagen: Architecture in the Network Society, 2004, pp. 580 - 585. [7] M. <strong>Fominykh</strong>, E. Prasolova-Førl<strong>and</strong>, <strong>and</strong> M. Morozov, "From 3D Virtual Museum to 3D Collaborative Virtual Workshop," in Eighth IEEE ICALT, 2008, pp. 443-445. [8] H. Rheingold, "Smart Mobs - The Next Social Revolution," Cambridge, MA, Perseus Publishing, 2003. [9] J. Thackara, "In the Bubble: designing in a complex world," Cambridge, MA, The MIT Press, 2005. AUTHORS M. <strong>Fominykh</strong> is a PhD-student at the Program for learning with ICT, Norwegian University <strong>of</strong> Science <strong>and</strong> Technology, NO-7491, Trondheim, Norway (e-mail: mikhail.fominykh@svt.ntnu.no). E. Prasolova-Førl<strong>and</strong> is an associate pr<strong>of</strong>essor at the Program for learning with ICT, Norwegian University <strong>of</strong> Science <strong>and</strong> Technology, NO-7491, Trondheim, Norway (e-mail: ekaterip@idi.ntnu.no). M. Morozov is an associate pr<strong>of</strong>essor at the Mari State Technical University, head <strong>of</strong> the Multimedia Systems Laboratory, 424000, Yoshkar-Ola, Russia (e-mail: morozov@marstu.mari.ru). A. Gerasimov is an assistant pr<strong>of</strong>essor in the Mari State Technical University, 424000, senior programmer at the Multimedia Systems Laboratory, Yoshkar-Ola, Russia (e-mail: gerasimov.marstu@gmail.com). This work was supported by the Program for learning with ICT, NTNU <strong>and</strong> Multimedia Systems Laboratory, MARSTU. This article was modified from a presentation at the International Conference on Interactive Mobile <strong>and</strong> <strong>Computer</strong> Aided Learning (IMCL2009) in Amman, Jordan, April 2009. Submitted, May, 24, 2009. Published as resubmitted by the authors on May, 25, 2009. 18 http://www.i-jet.org
Paper 2 Authors: <strong>Mikhail</strong> <strong>Fominykh</strong>, Ekaterina Prasolova-Førl<strong>and</strong>, <strong>Mikhail</strong> Morozov <strong>and</strong> Alexey Gerasimov Title: Virtual Campus in the Context <strong>of</strong> an educational Virtual City Published in: International Journal <strong>of</strong> Interactive Learning Research, 22 (2), 2011
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Mikhail Fominykh Collaborative Work
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6 Conclusions and Future Work .....
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1 Introduction 1.1 Motivation Three
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The virtual world Second Life is on
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exploring a number of projects (Fig
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Figure 4. BP Solar Energy project:
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2.2 Settings of the case studies an
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spring 2012. The result of these st