3D interactive environment: Difference between revisions
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=== Virtual environments === | === Virtual environments === | ||
; Proprietary formats | ; Proprietary formats (services) | ||
* [[Second Life]] ([http://secondlife.com/ SecondLife.com]). Currently the most popular it seems, includes educational activities. | * [[Second Life]] ([http://secondlife.com/ SecondLife.com]). Currently the most popular it seems, includes educational activities. | ||
* [[Active Worlds]] (multiple server spaces). This technology has been around sine 1995 and is still popular. However, they don't seem to answer any emails regarding educational worlds .... | * [[Active Worlds]] (multiple server spaces). This technology has been around sine 1995 and is still popular. However, they don't seem to answer any emails regarding educational worlds .... | ||
* [http://www.digitalspace.com/traveler/index.html DigitalSpace Traveler] | * [http://www.digitalspace.com/traveler/index.html DigitalSpace Traveler] | ||
* [http://www.meet3d.com/ Meet3D] | * [http://www.meet3d.com/ Meet3D] | ||
; Isolated 3D scenes (hosted on a proprietry service) | |||
* [http://www.scenecaster.com/ Scenecaster] Allows to create only online 3D scenes, no avatars/chat. | |||
* [http://www.exitreality.com/ ExitReality] | |||
* [http://www.vivaty.com/ Vivaty] (can be integrated as Facebook widget) | |||
* [http://www.lively.com/ Lively] from Google. | |||
; Proprietry formats (server software) | |||
* [http://www.virtools.com/ Virtools] (Dassault). Production and deployment tools (immersive, Internet, 3D desktop, ..) | * [http://www.virtools.com/ Virtools] (Dassault). Production and deployment tools (immersive, Internet, 3D desktop, ..) | ||
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* [http://www.opencroquet.org/ OpenCroquet] is a software development environment and software infrastructure for creating and deploying deeply collaborative multi-user online applications and metaverses on and across multiple operating systems and devices. It is derived from [[Squeak]]. | * [http://www.opencroquet.org/ OpenCroquet] is a software development environment and software infrastructure for creating and deploying deeply collaborative multi-user online applications and metaverses on and across multiple operating systems and devices. It is derived from [[Squeak]]. | ||
; Data standards-based | ; Data are standards-based | ||
* [http://www.blaxxun.com/ Blaxxun]. One of the first VRML-based systems. The company at some went broke, but seems to be alive again (12:48, 1 April 2007 (MEST)). | * [http://www.blaxxun.com/ Blaxxun]. One of the first VRML-based systems. The company at some went broke, but seems to be alive again (12:48, 1 April 2007 (MEST)). | ||
** [http://www.blaxxuntechnologies.com/ Blaxxun technologies] (info about servers) | ** [http://www.blaxxuntechnologies.com/ Blaxxun technologies] (info about servers) |
Revision as of 15:10, 20 August 2008
Definition
- 3D Interactive environments are often referred to as virtual reality or interactive 3D and have a figurative appearance. Much like our own world, this type of world allows interaction with other (networked) beings as well as manipulation of objects (Loeffler & Andersen 1994). They are a kind of virtual habitat.
See also: virtual environment for an overview on different categories.
3D interactive environments became relatively popular by the end of last century. From its start, some educators and educational researchers have been investigating these spaces. However, the "killing application" are shared computer games, in particular MMORPGs.
Types
- Desk-top virtual reality (Users look at a world on a screen, typically used for gaming or social worlds)
- Immersive virtual reality (Users are immersed)
In education
- Attempts to use a 3D interactive environments, (i.e. virtual habitats based on desktop virtual reality) are not new. For example, Active Worlds did provide a educational separate server space for years, e.g. Daniel K. Schneider had his students play with it 1997.
- The problem with these environments is that there is not much to do in such an environment, so why use it then after "dressing as avatar" and "let's build a home" effects runs out ... ?
- Typical useful applications
- Role playing
- Mission training
- Procedure training
Links
Indexes
- Avatar teleport (indexes several virtual habitats. But some of them are dead)
- Virtual Worlds Review
- Les environments virtuels collaboratifs en réseau qui utilisent le langage VRML
- Virtual WorldLets (large portal with ads and frames).
Virtual environments
- Proprietary formats (services)
- Second Life (SecondLife.com). Currently the most popular it seems, includes educational activities.
- Active Worlds (multiple server spaces). This technology has been around sine 1995 and is still popular. However, they don't seem to answer any emails regarding educational worlds ....
- DigitalSpace Traveler
- Meet3D
- Isolated 3D scenes (hosted on a proprietry service)
- Scenecaster Allows to create only online 3D scenes, no avatars/chat.
- ExitReality
- Vivaty (can be integrated as Facebook widget)
- Lively from Google.
- Proprietry formats (server software)
- Virtools (Dassault). Production and deployment tools (immersive, Internet, 3D desktop, ..)
- Open source
- OpenCroquet is a software development environment and software infrastructure for creating and deploying deeply collaborative multi-user online applications and metaverses on and across multiple operating systems and devices. It is derived from Squeak.
- Data are standards-based
- Blaxxun. One of the first VRML-based systems. The company at some went broke, but seems to be alive again (12:48, 1 April 2007 (MEST)).
- Blaxxun technologies (info about servers)
- community.blaxxun.com
- Cybertown one of the blaxxun-based worlds.
- Flux Multi-User Server (aka Hydra) is a free server (in alpha/early beta in July 2007)
- Flux World (announcement March 2007).
- See Flux multi-user server
- Somewhat standards-based
- VRMLWorld, only works on Win+IE (active X controls) Needs the AB client.
- Dead systems
Most 3D virtual worlds die off at some point. In Daniel K. Schneider's experience (since 1995) an open source project or a company usually lasts 3 years before it goes out of business. One of the reasons was that clients/plugin architecture changed a lot and demands rewriting of code. E.g. in the VRML/XD3 world, EAI was replaced by SAI. Examples:
- Free and/or opensource: Geometrek, VNET
- Commercial: OZ (they now sell mobile chat)
- An alternative for small groups
- Use a game engine like Neverwinter Nights, have end users buy each a copy of the game and the use a replicator service (not tested).
(More) conceptual meta resources and portals
- Second Life Education Wiki A virtual world resource for educators and academics. Very up-to-date Wiki.
- New World Notes. James Wagner's blog on Second Life related stories and issues. Probably the best place to start reading, if the concept of living in virtual environment may sound strange to you ...
- Raija Hämäläinen's research (several online papers)
- JISC 3D Visualisation in the Arts Network. The 3DVisA Bulletin is intended as a forum for a community-wide debate on key and current issues in 3D visualisation. It is published every six months, profiling projects and people, and reviewing 3D techniques and resources.
References
- Barab, Sasha A. ,Kenneth E. Hay, Michael Barnett and Kurt Squire (2001). Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices, Cognition And Instruction, 19(1), 47-94. PDF
- Ingeborg Krange, Tove Kristiansen, Lars Helljesen, Ola Ødegård and Annita Fjuk, (2000), Collaborative learning, Interactive 3D technology, ICT in schools, Telenor R&D Report ISBN 82-423-0516-1. PDF
- Pike, Lewis, E-learning in virtual worlds: Skills for Life for the 21st Century, SimTech article, HTML, retrieved, 17:17, 15 September 2006 (MEST).
- S. Clark, M.L. Maher. (2006) COLLABORATIVE LEARNING IN A 3D VIRTUAL PLACE: INVESTIGATING THE ROLE OF PLACE IN A VIRTUAL LEARNING ENVIRONMENT. Advanced Technology for Learning 3:4,
- Shelley P. Ross, Ronald W. Skelton, Sven C. Mueller. (2006) Gender differences in spatial navigation in virtual space: implications when using virtual environments in instruction and assessment. Virtual Reality 10:3-4, 175
- Dickey, Michele D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education, British Journal of Educational Technology 36 (3), 439–451. doi:10.1111/j.1467-8535.2005.00477.x