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A Anderson, C S Dossick

Avatar-Model Interaction in Virtual Worlds Improves Distributed Team Collaboration through Issue Discovery

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Series: w78:2014 (browse)
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Addison A,O’Hare W-T,Kassem M,Dawood N

The importance of engaging engineering and construction learners in virtual worlds and serious games

Abstract: The engineering and construction industries require their workforce to undertake complex learning and training activities. Exposing new employees, graduates, or apprentices to these environments could endanger their safety and the safety of those working with them. On site education and training also requires an investment of time from skilled individuals and companies. Problems accessing environments, such as construction sites, heavy plants or chemical manufacturers, are substantially heightened by the need to risk assess and comply with Health and Safety legislation making the traditional “hands on” and “shadowing” approaches to training and education more complicated than in the past. These difficulties are also compounded by changes to the geographical locations (e.g. distance learning, on site) of those studying to join these career paths or progress within them. Therefore, educational institutions and trainers must consider how to deliver this skill based learning for both those with access to academic premises and those learning at a distance. New technologies such as serious games are one of the solutions being explored. This paper undertakes an analysis of safety issues and safety training and learning methods relating to the construction industry. The paper takes its start point from a Health and Safety Executive commissioned report in 2003 (Hide et al, 2003) and questions if sufficient improvements in safety have been achieved within the construction industry since its publication. Then, the paper investigates the development of education and training that meets the necessary reality and complexity of engineering and construction sectors and the ability of serious games to provide timely and accessible training to achieve competency within these sectors.

Keywords: Competency,learning,safety,serious games,training,virtual worlds

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Series: convr:2013 (browse)
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Gu, Ning

A Grammatical Approach to Autonomous Design in 3D Virtual Worlds Using Generative Design Agents

Abstract: 3D virtual worlds are networked environments designed using the place metaphor. 3D virtual worlds as Computer-aided Design (CAD) tools have shown promising potentials in areas such as design simulation, distant team works as well as interdisciplinary design collaboration. Recent developments in collaborative 3D virtual worlds focus on interactivity, flexibility and adaptability. Rather than creating virtual environments in which the 3D objects have intelligent behaviors, we take a different approach to develop an agent model that is associated with an individual designer in a 3D virtual world as a personal design agent. This paper presents Generative Design Agents (GDA), a kind of rational agents that dynamically and automatically generate, simulate and modify designs in 3D virtual worlds. The core of a GDA’s design component is a generative design grammar that is able to generate designs capturing a specific style in 3D virtual worlds. 3D virtual worlds augmented with GDAs provide a grammatical approach to developing autonomous generative design systems.

Keywords: Autonomous agents, 3D virtual worlds, design grammars, generative design

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Full text: content.pdf (694,329 bytes) (available to registered users only)

Series: convr:2007 (browse)
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Gul, Leman; Gu, Ning; and Williams, Anthony

A New Approach to Design Education: Evaluations of 3D Virtual Worlds on Design Teaching and Learning

Abstract: With the recent developments in information and communication technologies, 3D virtual worlds have the potential to make a major contribution to design education as constructivist learning environments. Considering the changing trend in design education, we have been employing cutting-edge technologies in our design teaching, allowing students to collaborate within the 3D virtual environments such as Second Life (www.secondlife.com) and Active Worlds (www.activeworlds.com), which support synchronized design communication and real-time 3D modeling. This paper reports our teaching experience and the students’ learning experience, based on team-based design and communication skills-building in 3D virtual environments and presents the challenges faced by design education. In this paper, we will firstly provide a critical analysis of various design learning and teaching features in 3D virtual environments as constructivist learning environments, and secondly identify issues which address the core skills and cognitive processes involved when designing in 3D virtual environments.

Keywords: 3D virtual worlds, design teaching and learning, affordances and constraints

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Full text: content.pdf (260,145 bytes) (available to registered users only)

Series: convr:2007 (browse)
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Maher M L, Liew P-S, Gero J S

An agent approach to data sharing in virtual worlds and CAD

Abstract: This paper describes an agent approach to sharing and synchronising building model data among CAD and virtual world systems. Virtual worlds facilitate a level of communication and collaboration not readily available in conventional CAD systems. The integration of virtual worlds and CAD systems using a common data model can make a significant impact on synchronous collaboration and real time multi-user multi-disciplinary modification of building data. By using agents, the integration of virtual worlds and conventional CAD systems can go beyond that of passive data transfer. Data within a central database is monitored and the relevant applications using the data are notified automatically of any changes through sensors and effectors embedded within agents that define their interface to the database. We use an object-oriented EDM database as the central repository of data and Active Worlds as the virtual environment that is coordinated with the shared data within the database. An interface agent is being developed to connect the virtual world to the database to allow active data access and modification. This agent approach can be extended to the integration of other applications and data models.

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Full text: content.pdf (250,992 bytes) (available to registered users only)

Series: w78:2003 (browse)
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Permission to reproduce these papers has been graciously provided by the University of Auckland. The assistance of the editor who provided the full texts and the structured metadata, Dr. Robert Amor, is gratefully appreciated.


Ng F F, Chau K W

Learning construction in virtual worlds

Abstract: Virtual Reality Modeling Language (VRML) is a tool for creating and distributing virtual worlds on the Internet. It can be used to create a 3D virtual environment by computer-rendered simulation of an interactive scene with links to other virtual worlds or 2D information. It allows information to be organized spatially and related by location and proximity. This paper summarizes the concepts and potentials of VRML applications in the construction industry. The design and development of virtual worlds of building construction is discussed. User's interaction with the virtual worlds to explore and understand concepts in construction is illustrated.

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Full text: content.pdf (894,320 bytes) (available to registered users only)

Series: w78:1999 (browse)
Cluster: papers of the same cluster (result of machine made clusters)
Class: class.man-software (0.037217) class.deployment (0.029662) class.education (0.015656)
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Permission to reproduce these papers has been graciously provided by the Research Press of the National Research Council of Canada. The support of the editors, particularly Dr. Dana Vanier, is gratefully appreciated.


Renate Fruchter and Subashri Swaminathan

Bridging The Analog And Digital Worlds In Support Of Design Knowledge Life Cycle

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Full text: content.pdf (522,692 bytes) (available to registered users only)

Series: w78:2006 (browse)
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Renate Fruchter, Marisa Ponti, Andrea Jungbecker, Hans Wilhelm Alfen

A scalable working model for cross-disciplinary global teamwork education

Abstract: Our mission is to prepare the next generation of architecture, engineering, construction (AEC) profes-sionals who know how to team up with professionals from other disciplines and leverage the advantages of innovative collaboration technologies (ICT) to produce higher quality products, faster, more economical, and environmentally friendly. To achieve this mission we have been offering the AEC Global Teamwork course established at Stanford in 1993 in collaboration with universities worldwide. The AEC Global Teamwork course was described in many previous papers. This paper examines this course as a scalable working model for cross-disciplinary global teamwork education. More specifically we discuss the following dimensions: (1) a growing global learning network, (2) expanding the cross-disciplinary engagement, (3) evolving ICT EcoSystem, and (4) increasing number of social worlds students distribute their attention.

Keywords: project based learning, global teamwork, ICT, social world

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Renate Fruchter

A2D2A2D… Seamless transformations from analog to digital worlds in support of global teamwork

Abstract: In today’s communication intensive environment the rapidly changing nature of work, learning, and play is driven by more and more collaboration, globalization, digital media, interactive devices and spaces, mobility, and convergence of virtual and physical spaces and places. The people and their knowledge are the key corporate asset. Managing, transferring, and reusing knowledge can lead to greater competitive advantage, improved products, and more effective teamwork. The most effective means of knowledge creation and transfer from experts to novices in both education and industry settings is through stories and dialogue using analog channel such as verbal discourse, ges-tures, annotations, and sketching. Current knowledge capture and reuse solutions do not afford to capture and utilize the relevance embedded in these multimodal streams of communication. This paper explores innovative approaches to support (1) seamless transformations from analog and digital worlds, and (2) cross-media retrieval and interactive re-play of multimedia content in support of global teamwork.

Keywords: Analog, digital, knowledge management, dialogue, gesture, sketch, data mining, cross-media capture re-trieval and replay

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Full text: content.pdf (895,105 bytes) (available to registered users only)

Series: w78:2007 (browse)
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