VRML in Education: a user’s perspective on the potential for instruction and exploration.
Scott M. Graves, John C. Davis, University of Idaho, United States
EdMedia + Innovate Learning, in Seattle, WA USA ISBN 978-1-880094-35-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
With the rapid evolution of Internet technologies, and the advent of WEB TV and hybrid cable/modem systems that promise ever-increasing data throughput, Virtual Reality Modeling Language (VRML), is rapidly approaching viability as a medium for educational program delivery and interactive learning. As the industry furthers its resolve on standards for VRML, a few stepwise approaches to VR for exploring virtual learning environments are being embraced and utilized by creative netizens. Apple computer's QuickTime VR "virtual panorama and virtual objects" technology is an intriguing step in the right direction, and offers VR learning on the halfshell, sort of. There are hundreds of websites employing QTVR already; from Apple's Store, to The Wrinkle in Time Project's "day in the life" global simultaneous QTVR galley, to numerous online catalogs portraying virtual (rotate-able) sale items, etc…. But what are the uses for this VR steppingstone technology for education? Or for that matter, what educational use VR in general?
Graves, S.M. & Davis, J.C. (1999). VRML in Education: a user’s perspective on the potential for instruction and exploration. In B. Collis & R. Oliver (Eds.), Proceedings of ED-MEDIA 1999--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1492-1493). Seattle, WA USA: Association for the Advancement of Computing in Education (AACE).
© 1999 Association for the Advancement of Computing in Education (AACE)