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Disputation Mikhail Fominykh - Department of Computer and ...

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Collaborative Work on 3D Educational Content<br />

3D CVEs need to be distinguished from the other virtual reality technologies. There<br />

exist fully immersive, augmented or mixed, <strong>and</strong> desktop virtual realities, which are<br />

different in their interfaces, types <strong>of</strong> immersion, required resources, <strong>and</strong><br />

possibilities (Pana, Cheokb, Yanga, Zhua, & Shia, 2006). Although, all these<br />

technologies are used for educational purposes (Hai-Jew, 2010), the research work<br />

presented in this thesis is focused on exploring one particular type <strong>of</strong> virtual<br />

reality technologies – desktop virtual reality (Ausburn & Ausburn, 2004; Tait,<br />

1992).<br />

2.2.1 Overview <strong>of</strong> 3D collaborative virtual environments<br />

Formal definitions are rare in the area <strong>of</strong> 3D CVEs, since it is relatively new <strong>and</strong><br />

complex (Bell, 2008; Schmeil & Eppler, 2009). The technology appeared on the<br />

interception between virtual reality <strong>and</strong> networked computers. There exist few<br />

terms to call the technology itself. These terms have overlapping meanings <strong>and</strong> are<br />

<strong>of</strong>ten used to describe the same phenomenon. Most commonly used terms include<br />

3D collaborative virtual environments (CVEs), Multi-user Virtual Environments<br />

(MUVEs), <strong>and</strong> Virtual Worlds (VW). Collaborative work on 3D content is one <strong>of</strong> the<br />

major activities explored in this thesis, <strong>and</strong> therefore, I use the most suitable term<br />

– 3D Collaborative Virtual Environments or 3D CVEs.<br />

Based on several sources, 3D Collaborative Virtual Environments can be defined as<br />

three dimensional, multiuser, synchronous, persistent environments, facilitated by<br />

networked computers (Bell, 2008; de Freitas, 2008b; Schmeil & Eppler, 2009). In<br />

such environments, users are represented by animated avatars <strong>and</strong> can interact<br />

using text-based chat, voice chat, <strong>and</strong> gestures. In addition, 3D CVEs allow<br />

interaction with various types <strong>of</strong> objects, including 3D objects <strong>and</strong> other media,<br />

such as text, graphics, sound, <strong>and</strong> video.<br />

There are many application domains <strong>of</strong> 3D CVEs, <strong>and</strong> their use has been growing<br />

rapidly in the first decade <strong>of</strong> the 21 st century. Although entertainment remains one<br />

<strong>of</strong> the most successful application domains, many other CVEs are created to be<br />

used for ‘serious’ purposes (de Freitas, 2008a; Messinger, Stroulia, & Lyons, 2008;<br />

Wrzesien & Raya, 2010). Education is <strong>of</strong>ten considered to be the main serious use<br />

<strong>of</strong> 3D CVEs (de Freitas, 2008b). However, there are many others, such as training,<br />

research, commerce, <strong>and</strong> socialization. Developing quality specialized 3D CVEs is<br />

expensive, but there are examples in the military <strong>and</strong> health care training. More<br />

<strong>of</strong>ten, regions <strong>of</strong> large social virtual worlds are adapted for serious purposes<br />

(Hendaoui, Limayem, & Thompson, 2008).<br />

In this research work, I have been deriving platform-independent implications.<br />

However, two social virtual worlds (Active Worlds <strong>and</strong> Second Life) can be briefly<br />

presented here as examples. Many theoretical propositions in this research work<br />

have been made based on the results <strong>of</strong> several related studies, conducted in<br />

Active Worlds. Another platform – Second Life – has been used for conducting<br />

three explorative studies, included in this thesis.<br />

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