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Virtual World for Education and Entertainment
Ravinsingh Jain Srikant Iyengar Ananyaa Arora University of Mumbai, India University of Mumbai, India University of Mumbai, India
[email protected] [email protected] [email protected]
Abstract—Interest in virtual worlds and their application to
learning have increased significantly in recent years. There are
many different types of virtual worlds and they are used for a
multiplicity of purposes including gaming, play, social
networking, learning and development, work, and also business.
Virtual worlds are a new tool that we can use to enhance real-
time online communication and collaboration and to construct
engaging online activities. They provide users with a very strong
sense of presence through their avatars and also a sense of space.
When we’re immersed inside a virtual world, we usually feel that
we’re really sharing a certain space with other users. There are a
number of promising examples showing the benefits of using
virtual worlds in i) entertainment and social networking, ii)
education and training, iii) e-commerce and e-business; iv)
research and development, v) tele-working and tele-conferences;
and vi) e-government and public sector information. This paper
aims at concentrating on the virtual world in education and
entertainment sector.
Keywords— Virtual Reality, Learning, Virtual Theater, Virtual
Entertainment.
I. INTRODUCTION
A virtual world is an internet-based, simulated environment
where users interact via motionable avatars, graphical images
that represent people. Over the past several years, educators
have begun exploring virtual worlds as a powerful medium for
instruction.
• Virtual worlds’ persistence allows for continuing and
growing social interactions, which can serve as a basis for
collaborative education.
• Virtual worlds give users the ability to carry out tasks that
could be difficult in the real world due to constraints such as
cost, scheduling or location.
• Virtual worlds can adapt and grow to meet different user
needs.
Most accepted definitions of virtual worlds require that it be persistent; in other words, the world must continue to exist
even after a user exits the world, and user-made changes to the
world should be preserved. Virtual worlds usually provide a
deeper sense of immersion than other real-time online
collaboration tools and can therefore be used for very diverse
activities, such as gaming, education and business [1]. It is
worth noting that the term virtual world can be applied to a
broad spectrum of applications. Some virtual worlds focus on
the social aspect of user interaction and are usually aimed at
younger users, some are built for a specific purpose and
audiences (e.g. medical training), and a big share of the
market is held by virtual worlds that are basically
collaborative video games and which attract users of different
ages and interests.
II. VIRTUAL WORLD FOR EDUCATION
Facebook, Twitter, YouTube, Skype and other online
communications media have allowed billions of people around
the world to share ideas in a matter of seconds, mostly at a
very low cost. These advances in computer technology are as
remarkable as they are familiar. But most people are not aware
of how computers and Internet technology are transforming
the way students learn. This emerging education paradigm is
often called “virtual learning,” and it has the potential to
improve student achievement, educational access and schools’
cost-effectiveness. Specifically, virtual learning uses computer
software, the Internet or both to deliver instruction to students.
This minimizes or eliminates the need for teachers and
students to share a classroom. Virtual learning does not
include the increasing use of e-mail or online forums to help
teachers better communicate with students and parents about
coursework and student progress; as helpful as these learning
management systems are, they do not change how students are
taught.
Fig 1. Traditional and Virtual Classroom
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A. Virtual Playground
The Virtual Playground (VP) is a shared virtual world,
developed to demonstrate and evaluate how people learn,
perform cooperative work, and engage in entertaining activity
within three dimensional (3D), distributed virtual
environments (VEs). The Virtual Playground project is part of
a multi-year effort to develop a distributed virtual medium that
allows participants to interact and employ tools in cooperative
work and play settings [2]. We believe there are four key goals
for shared virtual world vitality: economic validity, technical
validity, spatial validity and social validity. Economic Validity
refers to an underlying economic model that includes revenue
generating business plan to ensure the economic viability of a
virtual world. Technical Validity emphasizes the importance
of providing a technically feasible implementation that ensures reasonable performance for interactions within the virtual
world. Spatial Validity refers to the appropriateness of the
digitally built environment, or spatial architecture, with
respect to the user, the task, and the tools. Social Validity
requires that a shared virtual environment be designed for the
user and the task, and support social interactions between
people at distant locations.
Fig 2. Virtual Playground
The Virtual Playground is a multi-year project. The first year
involved designing the world and implementing a subset of
essential features. A large component of the Virtual
Playground implementation involved development of the
underlying structure to enable distributed worlds to connect
together over the network [3]. Without this framework, it
would not be possible to support higher level behaviors. This
structure included a framework for handling user-input events
in a device independent manner, rendering the world,
propagating changes to other hosts and message passing
between hosts.
The Power of Virtual Worlds in Education
Fig 3. Virtual learning activities engage students in higher level cognitive
thinking.
Educational games and simulations in virtual worlds engage
students in higher-level cognitive thinking, such as
interpreting, analyzing, discovering, evaluating, acting and
problem solving. The ability to interact with one another
simultaneously provides students the opportunity to learn
concepts not easily learned from a textbook or lecture.
Fig 4. NOAA Island for real time virtual weather reporting
Earth Science – National Oceanic and Atmospheric
Administration Island: A virtual weather map overlays real-
time weather on a map of the United States. Soar through a
hurricane on the wing of a research aircraft, rise gently
through the atmosphere atop a weather balloon or search for a
hidden underwater cave on a side trip from a NOAA
submersible.
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4th ICCCNT 2013 July 4-6, 2013, Tiruchengode, India
Fig 5. The International Spaceflight Museum hosts exhibits and
events about real life space vehicles and rockets.
Space – Spaceflight Museum: Experience flight and
weightlessness.
B. Virtual World as Communication Medium
Virtual World can be especially valuable in distance learning, giving students a common place to interact regardless of their physical locations [4].
Fig 6. Discussions in virtual worlds provide distance students a common
place to interact.
Both students and faculty can create video from within the
virtual world, called machinima.
Fig 7. Student and faculty presentations “come to life” in
virtual worlds.
III. VIRTUAL WORLD FOR ENTERTAINMENT
A. Virtual Dance
There are mainly two ways to learn dancing. The first way is
to attend a dance lesson in which a teacher demonstrates the
moves, points out the mistake made by the students, and
guides them to improve. The second way is self-learning by
watching demonstrations in videos such that students observe
the moves and practice by themselves. There exist some
commercial dancing games such as Dance Revolution Hottest
Party [5]. The game is played with Wiimote and a pad which
contains four arrow panels: up, down, right, and left. The players have to step on the correct panels and wave the
Wiimote with correct timing according to the instructions
provided by the game. A score will be given according to how
well they can follow the instructions [5]. Although such
decimation is acceptable for entertainment, the system cannot
give appropriate advice for training purposes of the whole
body movements. The games usually provide only a scalar
score, which is not enough for users to know how to improve.
To summarize, the recent games are not appropriate for
training purposes because of the following limitations: 1) the
captured data does not cover all the movable body parts and 2)
the game design is more focused on having fun instead of
providing training.
A virtual reality (VR) training application integrated with
motion capture technology for dance training is proposed. The
user can simply wear the motion capture suit and follow the movements of the virtual teacher and further receive feedback
on how to improve the movements [1] [7]. The motion capture
system can collect enough data, which is useful for evaluating
the difference between the learner and the virtual teacher.
1) VR-Based Dance Learning
Davcev et al. [6] presented a dance learning system based on
synchronized presentation of several streams of data,
including video streaming, 3D animation, music, textual
description, and Labanotation representation. The user can
interactively switch between the streaming modes while
learning the dance. For example, he/she can switch from the
video mode to the 3D animation mode in the middle, which
helps to vide the motion from different viewing angles. Soga
et al. [7] developed an integrated system for contemporary
dance by 3D motion clips. The system can help the teacher
design sequences of dance motions by basic motions. The system also provides 3D demonstration of motion by a virtual
avatar. In their experiments, the dancers commented that
feedbacks of the performance such as teacher’s comments are
required for dance lessons.
Hachimura et al. [2], [7] integrated motion capture and VR
technology to develop a dance training system. A head-
mounted display shows the professional dancer’s motion
overlapped with the body of the virtual character controlled by
the user. The trainee can observe where his/her body does not
overlap with that of the professional dancer. In their system,
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4th ICCCNT 2013 July 4-6, 2013, Tiruchengode, India
the user needs to perform a motion and observes his/her avatar
at the same time. This may affect the performance and require
enough experience to identify mistakes. One of our
contributions is to provide a learning tool that makes use of
the motion matching technology and provide feedback to the
user. The user can thus focus on his/her own performance and
at the same time identify the weaknesses.
Fig. 8. System Architecture
2) Animation with Motion and Music
Magnenat-Thalmann et al. presented their advanced
technology on digitizing and rendering 3D folk dance.
They first used the optical motion capture system to capture dance motion from real dancers. Then, some post processing
techniques such as retargeting and music synchronization were
applied to the motion data. Finally, the animation was
presented to users through the internet. Alankus et al. [8]
proposed an automatic system that can synthesize dancing
motions given a song or melody. A virtual character can be
driven according to the beat of the music. Kim et al. [8]
proposed a scheme to synthesize a new motion from unlabeled
example motions by synchronizing the motion beat and the
beat of an input music. Furthermore, Shiratori et al. proposed a
system that can synthesize a new dance sequence, which
considers both the beat of the music and its emotional aspects.
Fig. 9. (a) Layout of the 3D viewer. (b) The actual movement
3) Usage for Teachers and Students
Students are recommended to use the system by looping these
steps: watching the demonstration, practicing, and
understanding the feedback [7] [8]. Students can first get the
basic knowledge about the moves in the demonstration. Then,
they can practice the moves with our proposed learning tool.
From the feedback, students find out the mistakes and
understand how to improve. They can then go back to the
demonstration for the timing information. Afterward, they can
practice again. Actually, this process is analogous to a
physical dance lesson. Teachers can also make use of the
system. Although, the system aims to provide lessons when
teachers are not available, teachers can help to prepare the
teaching materials by having their dance motions captured. At
the same time, they can prepare a suitable syllabus for the
students, for example, a set of moves and the order to learn.
B. Virtual Theatre
Theatre is a field where collaboration between technicians and
artists has been an inherent component for centuries. Virtual
Theatre merges these two collaborative arenas with the goal of
providing a springboard for learning through interdisciplinary
collaboration and teamwork [8]. Most academic programs in
Computer Graphics focus specifically on one of the two areas:
art or technology. This situation is problematic for students
looking to enter the field of electronic entertainment as they
must choose between the two and, more often than not, will
not have the chance to collaborate with, or even meet students
on the other side.
Theatre is an interactive multimedia composition. Here, the
joint effects of action and text, sounds and lighting, stage and
costume design produce a highly complex art form. But it has
gone through some variations as all the other disciplines [5]. It
is technically possible to produce a virtual theatre, using a variety of techniques: footage of real actors, scenes and
buildings; animation, audio and architectural software; and
digital rendering tools to control lighting effects. Locations,
sets, and, to a certain extent, performers, can be simulated.
Displayed online, results could be made accessible to a wide
number of people at the same time [7] [1]. While significant
financial and technical resources will be needed to get started,
student users might not have to invest in software to use a
virtual theatre: a range of free VRML (Virtual Reality
Modeling Language) browsers and decompressing software
facilitate the streaming of even large 3-D animation files;
transmission speed and storage space have significantly
improved in recent years, and capacities will continue to
increase dramatically [8].
Fig 10. Virtual Theater
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Over the past decade, Virtual Reality (VR) has been used in a
wide range of artistic applications including virtual theater.
Virtual theater preserves the theatrical performance form
through direct mediated interaction of avatars and objects, and
it is known for its flexibility of interaction, and its potential to
create novel theatrical elements that would be impossible to do
in the real-world. However, performances in virtual theater are
often prerecorded which make them pre-programmed, difficult
to use, and lifeless compared to the spontaneity and improvisation of a real performance. Theatre, by its very
nature, is a collaborative art. Traditional theater story telling
involves a number of artists who create a space and action
viewed by an audience. The various artists involved are:
Playwright - describes space, sound, movement, and defines
the blueprint for the characters and the story.
Director - interprets playwright’s plans and applies them to
the space.
Designers - Technicians – design and create and control the
actual physical and audio elements placed into the space.
Actors - execute the actions within the space; create the
motion and action of the characters.
Audience - reacts and sometimes interacts to the actions.
Fig 11. Technologies for a Virtual Theater System.
Examples of Virtual Theatre
There are many examples of virtual theatres. The Woggles are depicted as small oval-shaped creatures, inhabiting a world where they can interact with each other [7]. The Woggles world has been used to examine directed improvisation [7]. The ALIVE project featured virtual animals which users could interact with in an unencumbered way [8]. There are also commercial products, e.g. the computer game Creatures, where the players can breed their own creatures that live in an animated world [8]. However, one thing most existing applications have in common is that they are complicated. We had the goal to make an interesting virtual theatre with simple and understandable code. We also felt that it would be easier, both to write the program and to keep the users’ interest for a longer while, if we used well-known characters.
1.) Bamse-land
The virtual theatre Bamse-land is an entertaining virtual
world, where characters taken from the Swedish comic book
Bamse are implemented as autonomous agents. The agents
interact with each other according to their different
personalities, which were derived from the comic [8]. Our
main concern has been to make an entertaining and believable
application, and by keeping the algorithms non complicated
show that there can be easy solutions to the problem of
designing believable agent applications. Experiences with
users show that entertaining agents based on well-known
characters bring many advantages, including a simplified
design process and higher user involvement. The characters live in the Valley, which in the computer is represented
graphically by a map containing some houses and a forest. On
the map the icons representing the agents act and interact in
different ways: they walk around; meet other agents; talk;
give, take or steal things; harass and comfort each other; etc.
2.) Trickster at the intersection
Trickster at the intersection is a virtual theater system
designed to explore audience interaction and involvement in a
participatory theater performance [8]. Allowing participants to
enact change in the development of a theatrical experience
allows them to function not only as users of the creative
system, but also as co-creators. Trickster at the intersection is
devised to explicitly explore the relationships between
narrative author, performer, and audience, within the context
of virtual theater. Virtual theatre allows participant audience
members to collaborate with performing artists and digital avatars to experience a story unfolding inside an interactive
virtual environment. Using interactive technology to facilitate
participation enables participants to transcend their role as
audience member from that of a passive spectator to that of an
active collaborator, allowing them to take part in the unfolding
of the virtual story.
Fig. 12. On the performing set, an actor is driving an avatar and its virtual
world to push forward the narrative development.
Fig. 13. The rendered image of the virtual world.
As a new form of digital media, the Trickster system [6]
extends previous forms of virtual theater in many ways.
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4th ICCCNT 2013 July 4-6, 2013, Tiruchengode, India
Conventional technology that uses virtual reality in a theatrical
performance often integrates prerecorded animation, making
the play feel stilted, lifeless and unresponsive [7]. We explore
a new relationship between actors and audiences in a theatrical
set embodied in the virtual world. Integrating perspectives of
director, performer and audience, the play designed by the
system not only preserves the theatrical performance form
through direct mediated interaction of avatars and objects, but
also innovates by introducing aspects of flexible interaction amongst different play elements (e.g. audience, actor, avatar,
virtual objects etc.) The ability to allow an audience member
to also function as participant and improvisational collaborator
allows us to explore a novel form of performance that is
impossible to realize in a traditionally uni-directional
theatrical form.
CONCLUSION
In conclusion we can summarize that a Virtual World is a computer-simulated environment with its own physical and biological laws, populated by dynamic interacting entities such as artificial creatures and human avatars. Virtual Worlds have many applications in 3D simulation, computer games and online business. However, the approach is still broader and more fundamental. It also addresses the crucial problem of elucidating the constitutive principles by which large numbers of interacting elements can self-organize and produce emergent phenomena as they are observed in the natural world. Therefore the study of Virtual Worlds is particularly concerned with the formal basis of synthetic universes and offers a promising new way to contribute to the understanding of nature and of complex systems in general.
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