This article needs to be updated.(November 2022) |
Initial release | September 2007 |
---|---|
Written in | Squeak |
Engine | Cobalt |
Operating system | Windows, macOS, Linux |
Available in | English |
Type | Virtual world interactive whiteboard |
License | code: MIT media: at least mostly CC BY-SA-NC |
Website | edusim3d |
Edusim is a cave automatic virtual environment "Immersive Touch" 3D natural user interface (NUI)-based concept of lesson driven (multi-user) 3D virtual worlds on the classroom interactive whiteboard or classroom interactive surface. The Edusim concept is demonstrated by the Edusim free and open-source multi-user 3D Open Cobalt virtual world platform and authoring tool kit modified for the classroom interactive whiteboard or surface. The Edusim application is a modified edition of the open source Open Cobalt Project and relies heavily on the affordances of direct manipulation of 3D virtual learning models and constructionist learning principles.
The goal of the Edusim project is to provide an example platform, and initial resources for demonstrating the use of lesson driven 3D virtual environments in the classroom or for training purposes using interactive surfaces and/or whiteboards as the hardware platform for the "immersive touch" 3D NUI direct manipulation of the 3D learning content. For example, students are able to play with 3D renderings of dinosaur fossils and study the flight of birds from every angle. [1]
The Edusim project originated and the term "immersive touch" 3D natural user interface was coined in September 2007 at the Greenbush Education Service Center in Southeast Kansas as an effort to bring an engaging 3D experience to the classroom interactive whiteboard. Pilot groups were established with 6th and 7th grade middle school students throughout Southeast Kansas to observe how students would engage with the software, and how the user interface would need to be augmented to account for the affordances of the interactive whiteboard, and the usability of the students.
Immersive Touch natural user interface is defined as the direct manipulation of 3D virtual environment objects using single or multi-touch surface hardware in multi-user 3D virtual environments. Coined first to describe and define the natural user interface learning principles associated with Edusim. Immersive Touch natural user interface now appears to be taking on a broader focus and meaning with the broader adaption of surface and touch driven hardware such as the iPhone, iPod Touch, iPad, and a growing list of other hardware.
A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.
A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email, chat, and web-based document sharing applications are all examples of virtual environments. Simply put, it is a networked common operating space. Once the fidelity of the virtual environment is such that it "creates a psychological state in which the individual perceives himself or herself as existing within the virtual environment" then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs).
The Croquet Project is a software project that was intended to promote the continued development of the Croquet open-source software development kit to create and deliver collaborative multi-user online applications. Croquet is implemented in Squeak Smalltalk.
Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.
An interactive whiteboard (IWB), also known as interactive board, interactive display, interactive digital board or smart board, is a large interactive display board in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform tasks and operations, or a connectable apparatus used as a touchpad to control computers from a projector. They are touch screen enabled small computers.They are used in a variety of settings, including classrooms at all levels of education, in corporate board rooms and work groups, in training rooms for professional sports coaching, in broadcasting studios, and others.
Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.
"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."
Mimio is a brand name of a line of technology products aimed at the education market. The primary products were originally focused around computer whiteboard interactive teaching devices. MimioCapture devices also allow users to capture all of the ink strokes that are written on the whiteboard. When used in conjunction with a video projector it turns the ordinary whiteboard surface into a fully interactive whiteboard. The product line has been dramatically expanded in the last two years as described in the "Hardware Products" and "Software Products" sections below.
In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
Microsoft PixelSense was an interactive surface computing platform that allowed one or more people to use and touch real-world objects, and share digital content at the same time. The PixelSense platform consists of software and hardware products that combine vision based multitouch PC hardware, 360-degree multiuser application design, and Windows software to create a natural user interface (NUI).
In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
In computing, a natural user interface (NUI) or natural interface is a user interface that is effectively invisible, and remains invisible as the user continuously learns increasingly complex interactions. The word "natural" is used because most computer interfaces use artificial control devices whose operation has to be learned. Examples include voice assistants, such as Alexa and Siri, touch and multitouch interactions on today's mobile phones and tablets, but also touch interfaces invisibly integrated into the textiles of furniture.
Virtual worlds are playing an increasingly important role in education, especially in language learning. By March 2007 it was estimated that over 200 universities or academic institutions were involved in Second Life. Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.
Cobalt is a parametric-based computer-aided design (CAD) and 3D modeling program that runs on both Macintosh and Microsoft Windows operating systems. The program combines the direct-modeling way to create and edit objects and the highly structured, history-driven parametric way exemplified by programs like Pro/ENGINEER. A product of Ashlar-Vellum, Cobalt is Wireframe-based and history-driven with associativity and 2D equation-driven parametrics and constraints. It offers surfacing tools, mold design tools, detailing, and engineering features. Cobalt includes a library of 149,000 mechanical parts.
Annabeth Robinson, whose online Second Life alias is AngryBeth Shortbread, is a multi-media artist and lecturer based in Leeds, UK where she focusses on the teaching of audio, visual and online technologies. Using Second Life and other Multi User Virtual Environments (MUVEs), Robinson explores their potential as a medium for art and design practice whilst examining its educational potential. Robinson has been undertaking such projects since 2005.
The virtual world framework (VWF) is a means to connect robust 3D, immersive, entities with other entities, virtual worlds, content and users via web browsers. It provides the ability for client-server programs to be delivered in a lightweight manner via web browsers, and provides synchronization for multiple users to interact with common objects and environments. For example, using VWF, a developer can take video lesson plans, component objects and avatars and successfully insert them into an existing virtual or created landscape, interacting with the native objects and users via a VWF interface.
Sprout by HP was a personal computer from HP Inc. announced on October 29, 2014 and released for sale on November 9, 2014. The system was conceived by Brad Short, Distinguished Technologist at HP Inc., who along with Louis Kim, Head of the Immersive Computing Group at HP Inc., co-founded and led a team within HP Inc. to develop and productize the computing concept.
Daniel Wigdor is a Canadian computer scientist, entrepreneur, investor, expert witness and author. He is the associate chair of Industrial Relations as well as a professor in the Department of Computer Science at the University of Toronto.
Joseph J. LaViola Jr. is an American computer scientist, author, consultant, and academic. He holds the Charles N. Millican Professorship in Computer Science and leads the Interactive Computing Experiences Research Cluster at the University of Central Florida (UCF). He also serves as a Consultant at JJL Interface Consultants as well as co-founder of Fluidity Software.