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INTRODUCTION
1.1 Motivation
Learning is a all-time course of action for each person in this dynamic world.
Traditional educational methods rely on knowledge, acquired by books and teachers,
which must then be applied to real situations. In this digital age, innovation methods
on teaching learning practices using advanced technology are of paramount
importance. Universities stress on implementing Information and Communication
Technology (ICT) in the classrooms. They are critical tools in science with a potential
to influence science learning and teaching. E-learning activities along with software
games, simulated laboratories provide an experience through three dimensional (3-D)
virtual reality (VR) interfaces.
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cost and time benefits without having to commute to and fro teaching campus. The
developed e-courses would supplement and complement the class room teaching to
make learning more effective. Besides, it would also be the resource for updating the
knowledge and skills of the field of study. The changing nature of digital information
assets is transforming the way we think about creativity, innovation and pedagogy.
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operations. Focus should be placed on synchronous learning tools and e-learning
technology will make training and learning in organizations much more accessible
[5]. Skill and experience can only be obtained through practice and interactivity,
which are the essential features for experimental E-learning systems.
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1.2 Rationale for Selecting the Topic
The innovations in Information Communication Technology (ICT) have
enhanced education and training. In conventional teaching conditions, students
experiment has always been a relatively weak point. Every student cannot do the
experiment by himself due to the lack of laboratory equipments. The students have to
observe the plane image in the textbook in order to understand the principle of the
experiment. Sometimes two-dimensional teaching software is used to learn how to
operate experiment, the software usually made by Flash. In the past decades,
traditional user interface evolved and Virtual Environments (VE) emerged due to the
rapid growth of the World Wide Web, the availability of powerful 3D graphics
accelerators for PCs and high speed network devices.
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distinction with 3D virtual worlds is that they contain no inherent “goal” for the user
to achieve. Rather, they are something like a virtual sandbox, where one is free to
interact and explore at one’s will, learning by experimentally observing the effects of
different actions. For instance, a freeform chemistry lab virtual world might teach the
user important facts about chemical reactions by allowing them to freely develop
chemical mixtures and then accurately portraying the consequences. In these learning
tools, the emphasis is primarily on experimentation and “seeing what happens”. This
research is to impart dynamism in e-learning through virtual reality by VRML.
Domains considered are education, industrial training and visualization of database
content. A comparative analysis is also made on the effectiveness of virtual reality in
e-learning. The implementation of VRML to visualize the 3D content is shown in
Figure 1.2.
different schemes for circumventing these issues. The proposed schemes in this thesis
have the following novelties. An adaptive 3D website is developed to create 3D
primitive models on user’s input dynamically; the VRML coding is developed on the
fly. The dynamic VRML scene is rendered in real time, the rendering speed being 30
frames per second in real time. The users can learn the concept of 3D graphics by
easily interacting with the virtual world. Interaction in VRML scene is also very rich
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in content and form. In relation to learner interaction, an important aspect that is
unique to 3-D VEs is the ability to undertake embodied actions, including view
control, navigation and object manipulation. VRML supports images, sound,
animations and other multimedia file formats to enhance the realism of virtual three
dimensional environments.
3-D VLEs can be used to facilitate learning tasks that lead to the development
of enhanced spatial knowledge representation of the explored domain. It can be used
to facilitate learning tasks that lead to increased intrinsic motivation and engagement.
Also it can be used to facilitate learning tasks that lead to improved transfer of
knowledge and skills to real situations through contextualization of learning. A
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Web3D-based interactive teaching package on 3D primitive geometry shapes is
developed that provides a dynamic and interactive environment to easily comprehend
the 3D concepts.
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interaction is a strategy to engage learners through a hierarchy of tasks beginning at
the basic level of navigation and ending in a more dynamic interaction of creating in
real-life simulations.
The technical content and artistic charm of Virtual Reality inspire people to
create interactive applications. The real-time interactive features allow users to be
aware at the response of user’s action any time, so as to achieve the effect of virtual
reality. The use of a visualization tool promotes interest and curiosity. Using virtual
reality environment, the applications appear to be promising to e-learning tasks more
nature and interactive. When users work with a 3D viewing capable browser it is
possible to get a 3D environment with the ability to view the whole environment in
360-degree with the ability to zoom the scene, and quickly navigate through the
various places in the world and viewing the world through different viewpoints. The
effect of 3D objects modeling appears in increasing the user attention and interactivity
with the objects as in real world. Hence a system is required to provide a rapid and
efficient creation, modification and updating of a virtual world.
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The proposed research allows learners to interact in the virtual world which
resembles the realistic scenes by exploring them from many angles through different
viewpoints thus gaining knowledge. Cost effective training methods are explored by
industries to train their employees to acquire the required skills. In-depth knowledge
of the functions in a factory is of vital importance for greater safety and better
efficiency. Desktop and web-based e-learning applications offer industrialists new
tools to raise maintenance-related knowledge and competence. The extensive use of
the computer encourages the need for virtual machines and a factory to supplement an
engineering coursework. Industries utilize this feature to impart training by
simulations of a factory and the construction process of steel structures like beams
and columns from raw iron blocks.
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The evolution of human learning has a smiling curve based on the learning
media and learning effect as shown in Figure 1.3. Learning in prehistoric times was
from nature. For example, learning to be a hunter involved going to the jungle to trace
and practice killing animals if learning to be a farmer involved going to the field to
plant wheat or rice, and learning how to fertilize and harvest. The learning was very
important for survival, food and reputation. Therefore, the learning effect was strong.
The invention of writing tools such as characters and paper made the learning easily
acquired and available. However, the meaning of black characters on white paper is
hard to visualize. The process of learning from reading is tedious and boring and the
learning effect is limited. The invention of television led to teaching programs, which
have been welcomed because the learner can learn more from the colorful, dynamic
and pleasant images than from textbooks. The computer age has led to the adoption of
computer-based teaching or training. E-learning on the Internet has been a widely
discussed topic for education and training since the Internet started to become widely
used in 1996.Web-based e-learning can provide a learning on-demand model without
time or location constraints.
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1. To design a Framework For Improving Access to VR environments for
citizens with debilities, in order to facilitate better visualization.
2. To design a Framework for Desktop Virtual Reality Application for
Education, so as to study and compare the different learning methods and
analyze the effectiveness of e-learning through virtual reality.
3. To design an application for E-Training using Virtual Reality based Three-
Dimensional Web in outsourcing industry of manufacturing structural
components for building up of steel beams and columns
Different platforms are used for the implementation of the proposed designs.
The Virtual Reality Modeling Language (VRML) provides a means to integrate
virtual reality technology with World Wide Web technology. VRML is the industry
standard description language for storing and delivering 3D information over the
Internet. Using VRML, virtual worlds can be defined in human-readable text form
and in a device independent manner.
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but it can achieve the effect by the support of Web-standard embedded or referenced
in other programming languages, so as to achieve its “programming” features. VRML
is mostly used to only visualize static VR environments and dynamically generated
VRML scenes do not exist in many applications.
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• To enhance e-Learning techniques in the field of education by constructing
interactive VR worlds (VLE).
• To perform comparative analysis on the different educational methodologies
to study the effectiveness of the developed modules.
• To enhance e-Training techniques in the field of Industry by constructing
interactive dynamic VR worlds.
• Development of VR simulation of VR based Three-Dimensional Web in
outsourcing industry of manufacturing structural components to construct steel
beams and columns for training purpose.
The objectives were implemented successfully.
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Lessons on complex systems and processes should be made interactive and
dynamic for clear understanding. The hypothesis is that VR can successfully be used
to support such complex understanding by stimulating and exploring all human senses
whereas traditional notions of learning tend to focus on purely intellectual skills.
Challenged learners gain interest and are motivated leading to repeated practice and
further conceptual and skill development.
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exist for this purpose, our system takes an approach that is more academically
oriented. Similar to many academic visualization, interaction and other types of
projects, we make use of the open standard 3D (three dimensional) description
language VRML. This content description language and its extensions for scripting
and programming provide us with a 3D visualization modality, an event-based
interaction framework and last but not least, a platform that is web-enabled, allowing
for a wide-spread web-based access and consequently interaction. The user in the
VRML scene is perceiver and creator at the same time, in a world where the object of
perception is created by actions.
VRML worlds can be developed not as static collections of points, but with
predefined movable parts, built-in animation controls, built-in sound effects, and
parameters to vary the shape, style, or functionality of the model. User’s actions can
be monitored using sensor nodes and the parametric descriptions of the 3D models
can be achieved with PROTOs in VRML. Prototypes allow the set of VRML node
types to be extended by the user. Prototype definitions can be included in the file in
which they are used or defined externally. Prototypes may be defined in terms of
other VRML nodes. By setting values for its fields, several slightly varying copies of
an object can be created. The different features that need to be personalized will
correspond to fields of the PROTO. The 3D model in a VRML world is generically
represented as a PROTO in which colors and textures have to be passed as values of
some fields.
The scenes can change dynamically in response to user inputs, external events
and the current state of the scene. Some VRML nodes generate events in response to
environmental changes or user interaction. Event routing gives authors a mechanism,
separate from the scene graph hierarchy, through which these events can be
propagated to effect changes in other nodes. Once generated, events are sent to their
routed destinations in time order and processed by the receiving node. This processing
can change the state of the node, generate additional events, or change the structure of
the scene graph. Animation is accomplished by defining a path for the flow of events
among nodes. This is done by (1) using the ROUTE declaration to wire an output
event from a sensor node to the input event of an interpolator node, and then (2) using
ROUTE again, but this time from the interpolator node to a Transform node. VRML
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2.0 also supports complex 3-D animations and behaviors by allowing Java and
JavaScript programs to act upon VRML objects in a Script node.
An initial event is generated when the user interacts with an object, or when a
specified time has elapsed. This is tracked by a sensor node. Interpolator nodes are
usually used in conjunction with sensors to generate values between defined starting
and ending points, which can then be used as events. This initial event is sent to
subsequent nodes through route connections. Nodes receiving events may respond by
generating other events. The basic method to build dynamic scenes is to route events
between fields in an arbitrary fashion and combining that facility with sensor and
interpolator nodes, as just described.
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environments to be managed through the website. The .NET platform with C# as the
programming language is used as EAI for initializing the scene of study. With EAI,
one can dynamically build VRML worlds with C# as well as update any application’s
data through the VRML interface. This interaction can be very useful for scientific
visualization. EAI basically allows an external program to access nodes in a VRML
scene using the existing VRML event model.
The VRML rendering software, a VRML browser, normally runs within a web
browser, as either a plug-in or an ActiveX control. The VRML browser provides the
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motion control interface and facilitates the rendering of views via the graphics
hardware. Simple VRML documents are applicable only for end visualization in e-
learning, i.e., no further information is to be provided. This type of virtual reality can
be employed as a useful tool for on-line learning. The second type extends the ability
to interact with the model almost unlimitedly. For example, each object in the current
VRML document can be a clickable object invoking Java applets, CGI or Java scripts.
Consequently, a new query to the database (on the server) or query of the VRML
document arrived (on the client station) could be the next action. The new query could
result again in a complex VRML document. Scripting of object behaviors and
enhancements to the user interface are normally carried out using the Java or
JavaScript programming languages.
One of the most interesting issues for e-learning applications is the dynamic
composition of a complex VRML document. The first basic operation is the
identification of a certain object. The browser reacts on user actions (other than
navigation) only if they are initially and explicitly described in the VRML document.
A particular sensor has to be attached in the design to a particular object before the
user is able to interact with that object. The next step is the composition of the
response. What does the user want to achieve by selecting this object: text, graphics,
image, and spatial analysis, and attribute information, data about the selected object or
about other objects? In this approach, the decision on the type of sensor, the target
object and the resulting event (CGI script or Javascript, or appropriate VRML nodes,
or files on remote servers), has to be taken by the CGI script during the dynamic
creation of the document [9]. So far, only a user action has been considered as a
possible input event to initiate an action. To avoid or reduce the undesirable effects of
CGI scripting and facilitate management of dynamic interactions, the system can store
appropriate supplementary information about behavior of objects in the database [10].
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and reduces their size. Large worlds can be partitioned into several smaller ones by
assigning behavior to specific objects (doors, windows, etc.). The world can be
reconstructed afterwards on user request as only one script is sufficient to deliver the
entire file. VRML cannot access data from Server's database directly. Therefore, we
must apply other technology, such as ASP or CGI that can be access data form
Server's database and to solve this problem of accessing the data from the database
and substitute the data in the prototype.
Objects in the virtual world can act and react to each other under program, or
they can respond to the user’s actions in some way. For educational purposes, this will
in many cases be essential. VRML provides a mechanism for creating reusable
geometry or reusable behaviors by creating a prototype node. These prototypes, which
are similar conceptually to classes in an object oriented language, can then be used
from within any VRML environment. The combination of prototypes and script nodes
provides a powerful mechanism to encapsulate content and behavior in a reusable
entity. In addition to enabling encapsulation and reuse, the previously mentioned
VRML prototype mechanism also enables authors to extend the language by
introducing what are essentially new nodes. VRML also supports external prototypes.
External prototypes function much like a regular prototype, except instead of residing
in the current file; they reside in another URL-identified VRML file. This feature
allows developers to extend VRML with logic and content residing and possibly
evolving at a specific URL.
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This nature of EAI makes itself to be applied for various fields using dynamic
visualization [11]. While, EAI is the interface between a VRML browser and an
external mechanism such as Netscape's LiveConnect interface, or Microsoft's ActiveX
interface [12], EAI offers generalized method to access nodes and event structure
from outside of VRML browser.
With EAI, we can utilize the functionality of VRML browser featured mainly
by the navigation functions. VRML file can be dynamically built and updated via the
EAI, based on data received by Java applets, and in turn, the applet's data can also be
dynamically updated through the VRML interface. The web-based 3D applet utilizes
EAI and VRML can easily be accessed by any platform. The EAI provides the API to
allow the Java Applet to interact with the VRML scene. The EAI classes are shipped
with an EAI enabled browser, of which CosmoPlayer is the only one presently
available [13]. All actions in VRML are called Events. Any input into the scene are
called EventIn’s and outputs or the resultant scene changes are called EventOuts. The
Java EAI classes create an interface between EventIn’s / Out’s and the scene nodes
and can commensurate with these changes updates the attributes of relevant nodes
accordingly [14].
Data visualization can be easily supported in that the objects can use the
Anchor node to point to textual, tabular material describing the data in other forms.
This ability will extend the range of subjects that can benefit from VRML to include
those that deal not with spatial objects, but call upon quantitative data that can be
spatially represented, such as the social sciences. 3-D front-ends have been introduced
that use VRML to explore and access data [15]. Through the integration with Java
VRML can be used to build a hardware independent client for the access and
visualization of 3D data warehouse information. However, accessing not only 3D
visual data but also additional information is not supported very well in VRML. In its
current state, VRML does not provide support for interaction and on-line access to
databases. A fusion of the VRML, Java, and Database technologies is used to design
applications for the visualization of information stored in databases in three
dimensions.
Viewing a VRML model over the World Wide Web on a monitor provides
only a non-immersive VR experience. However, the syntax, data structures, and
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features of the Virtual Reality Modeling Language are powerful and comprehensive
modeling tools that allow for the description of a complete and often sophisticated VR
application. This description is in most cases sufficient to run the application on fully
immersive systems, if appropriate translators are available. Using VRML on the
World Wide Web provides an excellent tool for sharing virtual models with remote
users and for supporting collaborative work and concurrent engineering. It is
extremely cost effective since the required infrastructure (networked computers)
exists almost everywhere and the viewing software (VRML plug-in) is available to
everyone. Today's limitations are dictated by network capabilities (download times
for large VRML files describing complex virtual models) and the speed of the user's
local computer (responsible for real-time rendering and interactions). The current
development trend towards high capacity networks and more powerful desktop and
laptop computers with 3D graphics acceleration will remove these limitations
gradually in the near future.
The body of this thesis is split into seven chapters, which are outlined below:
Chapter 1 Presents the introduction to the thesis.
Chapter 2 Reviews the literature on Virtual Reality applications for
e-Learning and e-Training.
Chapter 3 Presents a discourse on the e-Learning through virtual reality.
Chapter 4 Discusses a framework in VR to improvise the access for
citizens with debilities for e-Learning.
Chapter 5 Details a framework for desktop VR application for education
and to measure comparative effectiveness among the varied
learning environments through VR methods for e-Learning.
Chapter 6 Discusses the e-Training application of VR based 3-D web in
outsourcing industry of manufacturing structural components
and also deals in depth the processes involved in its design and
implementation.
Chapter 7 Offers conclusions to the work described in this thesis and
offers recommendations for future research and/or
developments.
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