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Breathing second life into language teaching
October 09, 2008
An international team has developed a wireless virtual reality environment that can help promote language learning and let students practice. The researchers have demonstrated their Collaborative Virtual Reality Environment with Mexican engineering students carrying out listening comprehension practice in English as a foreign language. Miguel Garcia-Ruiz, Arthur Edwards, and Raul Aquino-Santos of the College of Telematics, at the University of Colima, Mexico, working with Samir El-Seoud of the Princess Sumaya University for Technology, in Amman, Jordan describe their work in detail in a forthcoming issue of the International Journal of Mobile Learning and Organization. Virtual Reality is a computer-generated three-dimensional space that is multisensorial, interactive and engaging. Online virtual reality systems such as Second Life have created a parallel world for entertainment, gaming, learning and even commerce. Garcia-Ruiz and colleagues point out that virtual reality could be useful in learning a new language. "Virtual reality is today one of the new frontiers in computer-assisted language learning," they explain, "offering a stimuli-rich environment for language students." There are various collaborative virtual reality software applications. Of particular interest to educators is the open source Distributed Interactive Virtual Environments (DIVE). This system was developed by the Swedish Institute of Computer Science in the 1990s and can be run on a variety of operating systems, including Linux and Microsoft Windows. DIVE allows users to share a virtual environment over a network, whether that is a local network or the internet. The system has a three-dimensional graphical interface and users can communicate using voice of internet or text chat with each user represented by a representation of themselves, an "avatar" in the three-dimensional space. Previously, DIVE has been used at the University of Colima to teach medical students about various injuries. The researchers have created Realtown, a virtual reality environment within a DIVE installation. Realtown has a virtual supermarket, schools, a pharmacy, a bank, etc and background sounds can be enabled to increase the realism. Sounds include traffic noise, children playing, emergency vehicle sirens, and other common environmental noises. "What makes Realtown interesting is that students simultaneously perceive and interpret three different stimuli to help them incorporate their knowledge: visual, auditory and physical," the researchers explain. Preliminary usability studies have offered positive results for engineering students at Colima practicing their English language comprehension and more detailed assessments are currently underway, the researchers say. "The potential for the growth of Realtown is substantial," the team concludes, "At present, users only navigate the streets to get from one place to another, as the objective of Realtown is to provide listening comprehension practice and a collaborative platform where users can 'negotiate meaning'. In future, users will be able to enter any of the 40 buildings and interact with intelligent agents, which will provide greater opportunities to actually produce language." Inderscience Publishers

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Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society
by Howard Rheingold (Author)
Imagine being able to "walk" into your computer and interact with any program you create. It sounds like science fiction, but it's science fact. Surgeons now rehearse operations on computer-generated "virtual" patients, and architects "walk through" virtual buildings while the actual structures are still in blueprints. In Virtual Reality, Howard Rheingold takes us to the front lines of this revolutionary new technology that creates computer-generated worlds complete with the sensations of touch and motion, and explores its impact on everything from entertainment to particle physics.
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Virtual Reality
by Joey W. Hill (Author)
Mark is a reclusive Dominant who confines his sexual interests strictly to the online world. On his routine afternoon ferry ride, he meets a woman who rouses the Master in him, and the line snaps between the virtual and real worlds. She begs for him to take her over, and bring them both fulfillment and healing. He wants to refuse her but he finds himself agreeing to spend one day with her. It is a mistake, because the anger he holds inside is fully capable of destroying a soul as rare and beautiful as Nicole's. But no Master, not even one as strong and disciplined as Mark, can resist the offer of a submissive who wants only one thing-to be his forever.
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Infinite Reality: The Hidden Blueprint of Our Virtual Lives (P.S.)
by Jim Blascovich (Author), Jeremy Bailenson (Author)
Can our brains recognize where "reality" ends and "virtual" begins? Where will technology lead us in five, fifty, or five hundred years? An unrivaled guide to our digital future that has been cited by the Supreme Court, Infinite Reality is a mind-bending "journey through the virtual universe" (Wall Street Journal). Jim Blascovich and Jeremy Bailenson, two pioneering authorities, explore the profound potential of emerging technologies and reveal how our brains behave in digital worlds.
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Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics)
by William R. Sherman (Author), Alan B. Craig (Author)
Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.
By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application...
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Developing Virtual Reality Applications: Foundations of Effective Design
by Alan B. Craig (Author), William R. Sherman (Author), Jeffrey D. Will (Author)
Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider's view of what works, what doesn't work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques...
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The Metaphysics of Virtual Reality
by Michael Heim (Author)
Computers have dramatically altered life in the late twentieth century. Today we can draw on worldwide computer links, speeding up communications by radio, newspapers, and television. Ideas fly back and forth and circle the globe at the speed of electricity. And just around the corner lurks full-blown virtual reality, in which we will be able to immerse ourselves in a computer simulation not only of the actual physical world, but of any imagined world. As we begin to move in and out of a computer-generated world, Michael Heim asks, how will the way we perceive our world change? In The Metaphysics of Virtual Reality, Heim considers this and other philosophical issues of the Information Age. With an eye for the dark as well as the bright side of computer technology, he explores the...
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Virtual Reality Technology, Second Edition with CD-ROM
by Grigore C. Burdea (Author), Philippe Coiffet (Author)
A groundbreaking Virtual Reality textbook is now even betterVirtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients.This Second Edition of the first comprehensive technical book on the subject of virtual reality provides updated...
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Virtual Reality
In this short story aimed at younger readers, brother and sister Josh and Sonya are playing their favorite computer game. When lightning strikes the house they find themselves plunged into the game's virtual realm, only now it's all for real. In order to escape and return to the normal lives, they must first defeat the Dungeon Master.
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The End of Hardware, 3rd Edition: Augmented Reality and Beyond
by Rolf R. Hainich (Author)
Drag those windows from your screen and into the air in front of you. Use a simple glance to switch lights, open doors or surf the web. Virtual devices, virtual objects will surround us, anywhere. Only one piece of real hardware will do it all, replace anything. From application concepts to technical design to even a fiction chapter carrying us into the future, "this book is a blueprint for an entire technology". The new edition has been greatly extended, with many new ideas and materials. From the foreword by Oliver Bimber, professor of augmented reality: "I was captivated by the last edition of 'The End of Hardware' on a round-trip flight to Los Angeles. This book is not only an in-depth introduction to the concept of head-attached displays for augmented reality (AR), but also a great...
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Designing Virtual Reality Systems: The Structured Approach
by Gerard Kim (Author)
Developing and maintaining a VR system is a very difficult task, requiring in-depth knowledge in many disciplines. The difficulty lies in the complexity of having to simultaneously consider many system goals, some of which are conflicting. This book is organized so that it follows a spiral development process for each stage, describing the problem and possible solutions for each stage. Much more hands-on than other introductory books, concrete examples and practical solutions to the technical challenges in building a VR system are provided. Part 1 covers the very basics in building a VR system and explains various technical issues in object modeling and scene organization. Part 2 deals with 3D multimodal interaction, designing for usable and natural interaction and creating realistic...
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