Disputation Mikhail Fominykh - Department of Computer and ...
Disputation Mikhail Fominykh - Department of Computer and ...
Disputation Mikhail Fominykh - Department of Computer and ...
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Collaborative Work on 3D Educational Content<br />
Other possible roles <strong>of</strong> the virtual campuses include dissemination <strong>and</strong> sharing <strong>of</strong><br />
educational content, support for educational simulations <strong>and</strong> demonstrations<br />
(Antonacci & Modaress, 2008; Callaghan, McCusker, Lopez Losada, Harkin, &<br />
Wilson, 2009) as well as support for collaborative learning (Abbattista, Calefato,<br />
De Lucia, Francese, & Tortora, 2009; Andreas, Tsiatsos, Terzidou, & Pomportsis,<br />
2010). Virtual campuses can facilitate the development <strong>of</strong> learning communities,<br />
provide perception <strong>of</strong> awareness, <strong>and</strong> a sense <strong>of</strong> presence (De Lucia, et al., 2009;<br />
Minocha & Reeves, 2010). In addition, virtual campuses support informal learning<br />
<strong>and</strong> provide a platform for open, distributed, <strong>and</strong> lifelong education (Dickey, 2005;<br />
Dondera et al., 2008; Elger & Russell, 2003).<br />
Existing virtual campuses are diverse in their appearance, possibilities, <strong>and</strong><br />
purposes. Many <strong>of</strong> them attempt to create a familiar atmosphere for the students.<br />
Often, virtual campuses provide a clear association with the real educational<br />
institutions they represent, conveying their ‘spirit’ <strong>and</strong> atmosphere by different<br />
means. These means may include a realistic outlook, informational resources, <strong>and</strong><br />
possibilities to contact the representatives <strong>of</strong> the educational institutions<br />
(Prasolova-Førl<strong>and</strong>, et al., 2006).<br />
Virtual campuses have been created based on different types <strong>of</strong> platforms <strong>and</strong><br />
technological solutions, for example OpenSimulator 1 (Che, Lin, & Hu, 2011), Unity 2 ,<br />
Active Worlds 3 , <strong>and</strong> Bluxxun (Prasolova-Førl<strong>and</strong>, et al., 2006). The most widely<br />
used platform at the moment is Second Life, despite the decrease <strong>of</strong> popularity <strong>and</strong><br />
certain limitations as a learning environment (Helmer, 2007; Ku &<br />
Mahabaleshwarkar, 2011). Over 500 universities <strong>and</strong> colleges have or had a<br />
presence in Second Life (Jennings & Collins, 2008b).<br />
Educational activities in Second Life virtual campuses vary broadly, from full-scale,<br />
highly realistic campuses, less realistic ‘digital interpretations’ to individual classes<br />
taught in common areas. For example, Northern Illinois University is<br />
supplementing courses with Second Life classes in art, computer science,<br />
education, <strong>and</strong> communication (Kelton, 2007). In Ohio State University’s virtual<br />
campus visitors can take several courses, get access to learning materials, visit art<br />
installation, music centre <strong>and</strong> other places (Jennings & Collins, 2008a).<br />
2.3.3 Virtual cities<br />
The ‘city’ metaphor is used in a wide range <strong>of</strong> 3D CVEs (de Freitas, 2008b; Dodge,<br />
Doyle, Smith, & Fleetwood, 1998). In the virtual city design the quality <strong>of</strong><br />
environment <strong>and</strong> the level <strong>of</strong> detail are <strong>of</strong>ten <strong>of</strong> high importance (Dokonal,<br />
Martens, & Plösch, 2004). Still, it is not only an issue <strong>of</strong> creating a realistic 3D<br />
model, but a place that is invested with social meaning.<br />
1 http://opensimulator.org<br />
2 http://unity3d.com<br />
3 http://www.activeworlds.com<br />
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