Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
KidSim: programming agents without a programming language
Communications of the ACM
Water on tap: the use of virtual reality as an educational tool
Water on tap: the use of virtual reality as an educational tool
Learning to Think and Communicate with Diagrams: 14 Questions to Consider
Artificial Intelligence Review
Foundation for the Study of Computer-Supported Collaborative Learning Requiring Immersive Presence
Journal of Management Information Systems
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Immersive and semi‐immersive Virtual Reality (VR) systems have been used for training in the execution of procedures, in exploring (often static) 3D structures such as architectural designs or geographical features, and in designing buildings or constructing molecules. In a separate line of technological development, the availability of distributed computing capabilities has led to VR systems that provide facilities for groups of students that are geographically separated to learn together in a collaborative manner. However, relatively little work has been done to investigate the advantages of such Collaborative Virtual Environments (CVEs) for learning the underlying conceptual content.A pilot study is described which features several worlds designed as part of the Distributed Extensible Virtual Reality Laboratory (DEVRL). The basic results are presented along with a discussion as to how the research could be moved forward to provide improved support for conceptual learning. The discussion also raises the issues of how the interfaces design affects conceptual learning; of navigation and conceptual learning; of the role of collaboration in learning; and of the difficulties associated with constructing dynamic VR worlds. © IFIP, published by Kluwer Academic Publishers