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Disputation Mikhail Fominykh - Department of Computer and ...

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Background<br />

Active Worlds 1 (AW) <strong>of</strong>fers “a comprehensive platform for efficiently delivering<br />

real-time interactive 3D content over the web”. Active Worlds includes a<br />

predefined library <strong>of</strong> building blocks that can be extended by objects designed with<br />

third party tools <strong>and</strong> added to the ‘object path’ by the administrator (after<br />

conversion into the AW-compatible format). The platform provides a list <strong>of</strong><br />

st<strong>and</strong>ard avatars <strong>and</strong> a list <strong>of</strong> gestures. Users can communicate by a text chat <strong>and</strong><br />

instant messages. Active Worlds platform had been widely used for experimental<br />

learning in the beginning <strong>of</strong> the first decade <strong>of</strong> the 21 st century (Prasolova-Førl<strong>and</strong>,<br />

2007).<br />

Second Life 2 (SL) is defined by its developers as “a free online virtual world<br />

imagined <strong>and</strong> created by its residents”. The platform has an “open-ended<br />

architecture <strong>and</strong> collaborative, user-driven character” (Helmer, 2007). Second Life<br />

supports various types <strong>of</strong> content <strong>and</strong> media, such as text in a form <strong>of</strong> ‘notecards’,<br />

graphics, primitive <strong>and</strong> mesh-based 3D objects, streaming sound, video <strong>and</strong> web.<br />

Moreover, it allows creating constructions combining different types <strong>of</strong> content,<br />

programming animations <strong>and</strong> behaviour through scripts written in Linden<br />

Scripting Language <strong>and</strong> performing complex interactions using avatars. Users can<br />

communicate by text <strong>and</strong> voice chat, as well as custom animations <strong>and</strong> gestures.<br />

This platform has become the most popular 3D CVE for educational projects,<br />

however, the interest has been reducing in the second decade <strong>of</strong> the XXI century<br />

(Salmon, 2009).<br />

2.2.2 Educational use <strong>of</strong> 3D collaborative virtual environments<br />

Virtual environments have been attracting attention <strong>of</strong> educators <strong>and</strong> researchers<br />

since their appearance. This technology provides a unique set <strong>of</strong> features that can<br />

be used for educational purposes, such as low cost <strong>and</strong> high safety, threedimensional<br />

representation <strong>of</strong> learners <strong>and</strong> objects, interaction in simulated<br />

contexts with high immersion (Cram, 2011) <strong>and</strong> a sense <strong>of</strong> presence (Dede, 2009;<br />

Mckerlich, Riis, Anderson, & Eastman, 2011).<br />

Possibilities for synchronous communication <strong>and</strong> interaction allow using 3D CVEs<br />

by various collaborative learning approaches (Lee, 2009). In addition, possibilities<br />

for simulating environments on dem<strong>and</strong> <strong>and</strong> for active collaborative work on the<br />

content allow applying situated learning (Hayes, 2006) <strong>and</strong> project-based learning<br />

(Jarmon, Traphagan, & Mayrath, 2008) approaches.<br />

Constructivist approaches, such as problem-based learning, are also popular<br />

among the adopters <strong>of</strong> 3D CVEs (Bignell & Parson, 2010). Social constructivism is<br />

<strong>of</strong>ten called an ideal approach for learning in a 3D virtual environment, as the<br />

technology also allows learners to construct their underst<strong>and</strong>ing collaboratively<br />

(C<strong>of</strong>fman & Klinger, 2007; Huang, Rauch, & Liaw, 2010; Molka-Danielsen, 2009).<br />

1 http://activeworlds.com/<br />

2 http://secondlife.com/<br />

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