Virtual Reality in Education: On-line Survey | |
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Commercial firm that designs and develops interactive three-dimensional digital models that are based on actual archaeological evidence and that are reconstructed with an accuracy and sensitivity to known details that reflect the highest standards of scholarship. Archaeological data is integrated with advanced computer graphics techniques to further education, data analysis, and the preservation of cultural heritage information. The aim is to create a globally integrated and interactive system of linked virtual worlds that can be used for teaching, research, archaeological fieldwork, museum exhibitions, and even tourism. NICE is a project that applies virtual reality to the creation of a family of educational environments for young users. The approach is based on constructionism, where real and synthetic users, motivated by an underlying narrative, build persisting virtual worlds through collaboration. The goal is to build an experiential learning environment that will engage children in authentic activity, which is explored within a CAVE(TM) virtual reality theater. ScienceSpace is a collection of immersive virtual worlds designed to aid students in mastering challenging concepts in science. ScienceSpace now consists of three worlds: NewtonWorld provides an environment for investigating the kinematics and dynamics of one-dimensional motion, MaxwellWorld supports the exploration of electrostatics, leading up to the concept of Gauss' Law, and PaulingWorld enables the study of molecular structures via a variety of representations. ScienceSpace is a series of controlled experiments to assess the potential impact of Virtual Reality in science education. The Project is a joint effort between the Virtual Environment Technology Laboratory (VETL), George Mason University and NASA's Johnson Space Center. |