Education 2005Eurographics 2005 - Educationhttps://diglib.eg.org:443/handle/10.2312/2492024-03-29T02:12:24Z2024-03-29T02:12:24ZPreface-https://diglib.eg.org:443/handle/10.2312/eged.20051000.000edufront2022-03-28T11:58:26Z2005-01-01T00:00:00ZPreface
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Jean-Jacques Bourdin and Hugh McCabe
Preface and Table of Contents
2005-01-01T00:00:00ZUsing 3D Graphics for Learning and Collaborating OnlineMonahan, T.McArdle, G.Bertolotto, M.https://diglib.eg.org:443/handle/10.2312/Conf.EG2005.Education.033-0402022-03-28T11:58:27Z2005-01-01T00:00:00ZUsing 3D Graphics for Learning and Collaborating Online
Monahan, T.; McArdle, G.; Bertolotto, M.
Jean-Jacques Bourdin and Hugh McCabe
Today, the use of e-learning is common place. E-learning courses are now becoming prevalent on the Internet. They offer students great flexibility as well as a wide range of subjects. Traditionally the majority of these courses provide learners with text-based material and allow them to contact the course tutor via email. Virtual Reality (VR) has a lot to offer the e-learning paradigm. 3D virtual worlds can give people a sense of belonging and, as they mimic the real world, they are a natural way to access information. This paper describes CLEV-R, a collaborative learning environment with Virtual Reality. This environment uses VR and multimedia to deliver learning material to students in a stimulating and motivating manner. By using a suite of communication tools, students can learn, collaborate and socialise on line.
2005-01-01T00:00:00ZEfficient Architecture for Low-Cost Adaptive 3D Graphics-Based E-Learning ApplicationsSalgado, LuisBescos, JesusMoran, FranciscoCabrera, JulianEstalayo, EnriqueCubero, Josehttps://diglib.eg.org:443/handle/10.2312/Conf.EG2005.Education.041-0502022-03-28T11:58:26Z2005-01-01T00:00:00ZEfficient Architecture for Low-Cost Adaptive 3D Graphics-Based E-Learning Applications
Salgado, Luis; Bescos, Jesus; Moran, Francisco; Cabrera, Julian; Estalayo, Enrique; Cubero, Jose
Jean-Jacques Bourdin and Hugh McCabe
This work describes the design and implementation of the Virtual Reality Tool (VRT), a core component within the educational platform developed for the European research project IST-2001-33184, SLIM-VRT (Self Learning Integrated Methodology Virtual Reality Tool). The main objective of this project is to propose an alternative for integrated maritime self-learning on board and ashore based on the use of interactive multimedia and low-cost 3D graphics technologies. The integration of the Virtual Reality Tool in the educational platform involves the incorporation of 3D graphic experiences to the educational process. Based on VRML and other standard tools, the VRT-enabled case studies are used for those learning activities in which the students interact with a virtual environment either to access multimedia information associated to relevant objects/devices in the scene, or to manipulate those devices to carry out specific simulations of operational tasks identified in the case study. With the aim of fulfilling the user s requirements and learning needs identified within this field of application, the design of the VRT has required specific developments to overcome VRML limitations and make it possible to: (i) customize dynamically both the education programme and the multimedia content according to the specific user s and terminal profiles; (ii) manage efficiently the interactivity with the virtual environment to adapt in realtime the learning process, according to student s actions; and (iii) design and implement multiple case studies based on the same virtual environments, thus minimizing the modelling effort.
2005-01-01T00:00:00ZVisual Learning for Science and EngineeringBrown, Judith R.Cunningham, SteveHansmann, WernerMcGrath, Michael B.https://diglib.eg.org:443/handle/10.2312/Conf.EG2005.Education.051-0552022-03-28T11:58:27Z2005-01-01T00:00:00ZVisual Learning for Science and Engineering
Brown, Judith R.; Cunningham, Steve; Hansmann, Werner; McGrath, Michael B.
Jean-Jacques Bourdin and Hugh McCabe
Visual Learning is the use of graphics, images and animations to enable and enhance learning. <br>The goal of this study is to make faculty in science, computer science, and engineering disciplines aware of the potential for learning through visual means and to encourage them to use visual methods for teaching. Exploiting the visual senses of students can engage their interests and enhance learning. These active visual methods have the potential to increase the number of students, especially women and minorities.
2005-01-01T00:00:00Z