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This paper introduces an approach to harness the advantages of 3D virtual environments in a more effective way in order to benefit the student's learning in understanding abstract concepts. It is a proposal for a generalized framework that generates a mixed-simulation role-play activity. In this activity, the student functions as a part of a working system in a virtual environment in order to complete...
The recent years have witnessed an increase in the use of augmented and virtual reality systems, changing the way we interact with our environments. Such systems are commonly associated with advertising, entertainment, medicine, training and education. However, with the increasing acceptance and availability of mobile and wearable devices (e.g. head-mounted displays (HMD)), the use of these technologies...
Traditionally virtual worlds have been regarded as standalone entities. However, the world moves fast towards a mixed reality collective environment, joining virtual and real world by incorporating accessible ubiquitous computing for people. Mobile and wearable computers act as a door to connect people to virtuality, e.g. The use of fitness/activity trackers, which collect real world information helping...
Advances in technology are enabling different and interesting ways of experiencing education outside the traditional classroom. For example using network technology it is possible for people to follow courses remotely via technologies such as eLearning, pod casts and 3D virtual learning environments. This paper describes research towards the integration of some cutting edge concepts, such as mixed...
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