exploiting 3d virtual environments

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Post on 18-Dec-2014




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A research activity between two universities in order to exploit virtual environments. The purpose was to conduct a role-playing game inside OpenSim.


  • 1. Agathi Deligiannakou Yevgen Revtyuk Anastasia Papavasileiou Lilya Kolesnyk Eleni Polymeraki Christina Volioti Apostolos Mavridis Thrasyvoulos TsiatsosDepartment of Informatics Faculty of Management
  • 2. 1) Introduction2) About EICL Project3) Scenario of the Educational Activity4) Design of the Virtual Place for Supporting Role Playing Games5) Evaluation6) Conclusions 2
  • 3. GBL: Excellent tool for facilitating situated learning promoting active learning Transfer of an educational activity from the traditional classroom to a virtual world Collaboration between two universities of different disciplines and from different countries in the context of EICL 3
  • 4. 2 main goals Virtual & international collaboration among postgraduate students from AUTH and IFNTUOG for implementing the game-based scenario in the virtual educational place With the use of an open source platform (OpenSim) Conducting of the game-based collaborative learning activity undergraduate students of IFNTUOG Investment Management subject IFNTUOG provided the scenario AUTH created the virtual environment to support it 4
  • 5. Hypotheses to be assessed1. If the virtual world and the representations of the objects were understandable2. If the students prefer to conduct this activity through the virtual or traditional classroom3. If OpenSim is suitable for collaborative distance learning role-playing scenario 5
  • 6. International binomial between a Greek and an Ukrainian university to support: International co-operation of teachers & students in order to improve the learning process by using e-tools in pilot courses 6
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  • 8. Timeline of the steps and the collaboration 2 weeks 3 weeks 1 week 1 week 1 week 1 weekCommunication andcollaboration between AUTHteam and IFNTUOG assistant(via e-mail or skype)First familiarization session ofIFNTUOG tutor (face-face)Creation of the virtual world byAUTH teamSecond familiarization session(of IFNTUOG assistant)Third familiarization (ofIFNTUOG undergraduatestudents)Improvement of the Virtualplace by AUTH teamOnline Role Playing SimulationEvaluation,Statistics &Conclusions 8
  • 9. IFNTUOG students participated as: Roles try themselves as a part of one of the investments process negotiating sides calculate payback term & cost of the project, analyze their decisions in conditions of limited time 9
  • 10. 1. Tutors familiarization2. Assistants familiarization Guide her in the virtual world & show functionalities Comments & improvements3. Undergraduate students familiarization Navigation & use of objects AUTH team made corrections & took recommendations Sent a pre-test questionnaire 10
  • 11. Outside the Virtual WorldProcess lasting 20 Start-uppers received the detailed description of their project calculated its cost prepared their presentation Investors got the description of the Start-uppers project different in some details each had his own amount of money decide with the whole Committee whether to invest or not Moderator was the teachers assistant from IFNTUOG 11
  • 12. Inside the Virtual World Passing through the Role Assignment Room to choose outfit depending on the role Technical Supporters uploaded the presentations In the Conference Room each start-upper met the Credit Committee and tried to persuade them to invest 5 Investors asked questions & made a decision 5 Moderator was observing, announced which side has been more benefited, made a short discussion with the audience 5 12
  • 13. OpenSim is an open source platform for hosting virtual worlds based on client-server architecture Welcome area Conference Room Role Assignment Room 13
  • 14. Role Assignment Clothing Boxes Room ChairsSimulation Board Conference Room Clock Discussion 14
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  • 20. Method of evaluation cycles [1 cycle] Pre-analysis phase Questionnaire about users profile Usability phase Experts evaluation Students familiarization Learning phase 12 students answered 64 questions about the virtual world and its objects 20
  • 21. H1: If the virtual world and the representations of the objects were understandable Students experience in the conference room was satisfactory Most of them agreed that the objects reminded them a real world conference room All students changed slides easily 92% understood where they should sit down, depending on their roles 75% understood the usability of timer Only the 42% said it was helpful 21
  • 22. H2: If the students prefer to conduct this activity through the virtual or traditional classroom 85% would be interested to attend lectures through OpenSim 92% found the virtual collaboration more interesting 22
  • 23. H3: If OpenSim is suitable for collaborative distance learning & for role-playing scenario 77% would like to participate in more virtual collaborative activities Students described the process efficient and suitable for collaboration The majority said they would use OpenSim in


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