Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning
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Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning

Release Date: May, 2016|Copyright: © 2016 |Pages: 673
DOI: 10.4018/978-1-5225-0125-1
ISBN13: 9781522501251|ISBN10: 1522501258|EISBN13: 9781522501268
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Description & Coverage
Description:

As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students.

The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Augmented Reality
  • Avatars
  • Collaborative E-Learning
  • Hyperaudio
  • Systems Engineering
  • Virtual Laboratories
  • Virtual Museums
Reviews & Statements

Contributed by an international group of researchers working in computer science, engineering, psychology, and other fields, the 23 chapters in this volume explore the application of 3D virtual reality in educational environments and effects on student motivation and interaction. They discuss learning environments like remote access laboratories, virtual laboratories, an avatar-based virtual class platform, virtual educational spaces, architectures of virtual environments, 3D cultural scenarios, a 3D virtual museum, and virtual training, as well as the effects of learning style preferences. In the second section, they address future trends in educational hypermedia and ubiquitous learning, including the role of memory and cognition, studying tasks and tablets, pedagogical agents, the role of learner prior knowledge, u-learning and hyperaudio learning environments, informal learning in the health context, developing learning objects and simulation environments, the use of intelligent agents, and augmented reality.

– ProtoView Reviews

[...]. The chapter on virtual museums showcases an exciting future for both students enrolled in formal educational programs of study and for lifelong learners. Greg Jones, a researcher at the University of North Texas, and Adriana Alba, a researcher at the University of West Georgia, analyzed virtual tours of The Leopoldo Flores Museum in Mexico and an online three-dimensional replica. The findings of the study showed that a well-structured virtual museum enhanced later visits to the museum. Future visitors were able to familiarize themselves with the three-dimensional models of the museum before visiting the museum. After familiarizing themselves with the generalities of the museum, these future visitors were able to enjoy and understand the exhibits when they visited the museum in the flesh. Interestingly, the study also showed that the three-dimensional museum provided a workable substitute for those individuals who were unable to visit the actual museum. While in a perfect world every individual would have the opportunity to visit each site so they could experience it firsthand, this is not always the case: geographic restrictions, resource restrictions, and time restrictions make it impossible for every individual to visit the site in person. This is where three-dimensional virtual immersion can be incredibly useful for education, and why educators should embrace it to complement their existing instructional methods.
The editors of this handbook do an exemplary job of balancing two competing interests in attempting to edify portions of an emerging technology while leaving the future door open for developments in that technology. This is not an easy task. However, as long as the reader consciously understands the basics of this technology and keeps an open mind about the future, the potential for a game changing immersive instructional technology looms. This handbook is recommended for academic libraries.

– Sara Mofford, ARBA Reviews
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Editor/Author Biographies
Francisco Milton Mendes Neto received a Ph.D. in Electrical Engineering from Federal University of Campina Grande. He received the MSc degree in Informatics from Federal University of Campina Grande and received the Bachelor's degree in Computer Science from State University of Ceará. He was Software Development Project Manager for Federal Service of Data Processing for several years. In 2006, after an incursion in industry, he joined the Rural Federal University of the Semi-Arid, Brazil, where he is currently an associate professor of the Graduate Program in Computer Science and of the Postgraduate Program in Computer Science. He is currently coordinator of the Research Group in Software Engineering and of the Software Engineering Laboratory. His main research areas are in distance learning, ubiquitous learning, knowledge engineering, knowledge management and multi-agent systems. Dr. Mendes Neto is a member of the Brazilian Computing Society and the IEEE Computer Society. Some published books can be found at http://www.igi-global.com/affiliate/francisco-miltonmendes-neto/1054 and https://www.eae-publishing.com//system/covergenerator/build/20741.

Rafael Castro de Souza received the bachelor's degree in Computer Science from the Rural Federal University of Semi-Arid. He is an integral member of the Research Group on Software Engineering of UFERSA. Research in Software Engineering, mainly in the following topics: Intelligent Agents, Neural Networks, Recommendation Systems and Data Mining to support Distance Education. In addition to scientific papers published in conferences and journals, he co-authored the book chapter Silva, F.M; Mendes Neto, F. M.; Burlamaqui, A. M. F.; Pinto, J. P. F.; Fernandes, C. E. M.; Souza, RC T-SCORM: An Extension of the SCORM standard to Support the Project of Educational Contents for t-Learning. In: Francisco Milton Mendes Neto. (Eds.). Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning. 1ed.Pennsylvania (USA): IGI Global, 2013, vol. 1, p. 94-119.

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