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Extending the Limits of CVEs to Support Collaborative e-Learning Scenarios

Extending the Limits of CVEs to Support Collaborative e-Learning Scenarios. C. Bouras, and T. Tsiatsos Computer Engineering and Informatics Department, University of Patras and Research Academic Computer Technology Institute, GREECE tsiatsos@cti.gr, ru6.cti.gr. Introduction.

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Extending the Limits of CVEs to Support Collaborative e-Learning Scenarios

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  1. Extending the Limits of CVEs to Support Collaborative e-Learning Scenarios C. Bouras, and T. Tsiatsos Computer Engineering and Informatics Department, University of Patras and Research Academic Computer Technology Institute, GREECE tsiatsos@cti.gr, ru6.cti.gr

  2. Introduction • This paper focuses on: • the use of Collaborative Virtual Environments (CVE) in order to provide collaborative e-learning services • the transformation of well known collaborative learning techniques to collaborative e-learning scenarios • necessary modifications of the CVE in order to support collaborative e-learning services and scenarios

  3. Related technologies for e-learning (1/3) • Document-focussed web-based training tools • e.g., Hyperwave eKnowledge Suite, WebCT • Focus on the management of documents and objects • Meeting focused tools • Videoconferencing tools (e.g., NetMeeting) and Synchronous training tools (e.g., Centra ympocium) • Focus on frontal learning • Improper for collaborative e-learning because they • offer reduced social presence of the participants • do not support many concurrent users to be visible at the same time in the same space (usually one person is visible at a time)

  4. Related technologies for e-learning (2/3) • 3D-centered tools: • Collaborative Virtual Environments (CVE), e.g., Active worlds, and ParallelGraphics • Advantages regarding collaborative e-learning: • nearness and social presence through a shared virtual space populated by avatars • support of non-verbal communication through avatar gestures, and facial expressions • support of many people at the same time in the same virtual place • can simulate tools that are located in a traditional classroom (such as card moderation boards and whiteboards) • Disadvantage: Usually focus on avatar movement and 3D-chat

  5. Related technologies for e-learning (3/3) Therefore CVEs can be used in order to support collaborative e-learning if we overcome their limitations by extending their functionality and focus on collaborative e-learning scenarios

  6. Collaborative learning scenarios • Brainstorming/Roundtable • Think pair share • Jigsaw • Quickwrites/Microthemes • Structured academic controversies

  7. Technique/ Functionality Appli-cation Sharing Voice Chat Text Chat Whi-spering Brain-storming tool Upload of e-learning material into the 3D shared space Sub-groups of users Brainstorming/ Roundtable     Think pair share       Jigsaw      Quickwrites/ Microthemes      Structured academic controversies      Proposed functionality (2/2)

  8. Proposed extensions to CVE’s (1/4) • Many people with different roles • CVEs should support virtual communities with many concurrent courses and groups of users available • The users should have different roles and rights in each course/group, such as tutor/moderator/learner

  9. Proposed extensions to CVE’s (2/4) • More media: e-learning centric view of CVEs instead of • VR centric view • Mixed reality systems • Media centric view

  10. Proposed extensions to CVE’s (3/4) • More awareness: • Awareness of other participants: • human-like photo-realistic avatars and gestures, mimics • Awareness of objects and actions: • Who is talking (3D voice, special icons in the avatar body) • Who is chatting (bubble chat) • Who is sharing a file, presenting a video

  11. Proposed extensions to CVE’s (4/4) • More technology in order to offer: • Scalability, Stability, and Openness • Services such as: • application sharing • voice and text chat • streaming video • user and content manipulation

  12. Proposed solution • Basic idea: • Divide the processing load of the necessary services in a set of servers: • Message server for multi-user VR worlds (virtual classrooms) • Streaming server for streaming video • Chat server for text chat • T.120 server for application sharing • Audio server for voice chat • Database for user manipulation/content • Use many message servers to support sets of virtual classrooms

  13. Proposed Architecture

  14. The end Thank you for your attention! tsiatsos@cti.gr

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