BOOK-CHAPTER

Exploiting Virtual Environments and Web 2.0 Immersive Worlds to Support Collaborative e-Learning Communities

Abstract

The main goal of this chapter is to facilitate educational designers and developers by providing a point of reference for making decisions on how to incorporate 3D environments into the applications they develop as well as for extending their capabilities by integrating more functionality. Therefore, this chapter presents the design principles for virtual spaces, which aim at supporting multi-user communication in web-based learning communities. In addition the implementation of these principles is presented using as point of reference EVE Training Area. This environment constitutes a three-dimensional space where participants, represented by 3D humanoid avatars, have the ability to use a variety of 3D e-collaboration tools for learning together. Furthermore, this chapter presents how these principles could be used as criteria for validating and extending ready Web2.0 Immersive worlds for supporting collaborative e-learning. Finally, collaborative e-learning usage scenarios that could be realized by exploiting collaborative virtual environments are described.

Keywords:
Computer science Variety (cybernetics) Metaverse Point (geometry) Collaborative learning Human–computer interaction Multimedia Space (punctuation) Virtual reality World Wide Web Knowledge management Artificial intelligence

Metrics

2
Cited By
1.03
FWCI (Field Weighted Citation Impact)
9
Refs
0.76
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Virtual Reality Applications and Impacts
Physical Sciences →  Computer Science →  Human-Computer Interaction
Visual and Cognitive Learning Processes
Social Sciences →  Psychology →  Experimental and Cognitive Psychology
Augmented Reality Applications
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition

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